I’ve gotten about ~1700 hours in Conan Exiles. I’ve played since Day 1 Early Access. There was a desert, and three types of armor. Steel weapons were the best in the game.
Now, while I enjoy the game, I really feel as if we have to address the elephant in the room:
There are SO many RNG mechanics at play in this game.
One or two would probably be ok, but nearly every progression point is now tied to some sort of “lottery system” where the wrong “roll” basically wasted all the time you just spent doing whatever activity.
Now, before you just shrug this off with “he wants everything assured”, I’d like to quote a famous game designer:
“Where a game is too easy, where progression is assured, [the game] is wasting all of your minutes - rather than the few minutes that the setbacks are wasting. Because if you’re engaged, and challenged, and accomplishing - [the game] is not wasting your time.”
I’m not asking for assured progression with this post. I’m asking for better design. Because right now, I waste a LOT of time on crappy random mechanics, and I feel as though the designers in this game can do much better if they actually applied themselves to addressing the system.
So, what is the actual percentage that a named [smelter] will spawn in Sept City? I’ve played on three servers over the past 3 months to the tune of close to 200 the last couple of weeks. I never play modded servers, so that’s not a factor.
I’ve religiously gone every server reset to farm for a Daya Leaddrinker. I’ve even tried forcing the issue by murdering the entire city repeatedly (and this is NOT a good mechanic).
I’ve seen one in that time. In fact, I got my first named smelter from the purge that hit my base.
I feel like I have a greater chance of winning the state lottery than getting a needed thrall. Either we should be able to “level up” our crafting thralls, or the spawn system needs a bit of a rework to be a bit better.
Now, I don’t mind a bit of RNG, but this just feels nuts. I get that it’s “just random chance”, but maybe it shouldn’t be that reliant on “this spot has a XYZ% chance to spawn a smelter, tanner, dancer, smith or armorer. From that, You have a 2% chance to get a named version.”
Whoever came up with the “dead eye” trait seriously needs some counseling, or a hug. Can we do something a little less RNG with traits?
It’s basically a grab bag and has nothing whatsoever to do with what you may have them doing, what you’re feeding them, and how you’re managing them.
I’m sure everyone has run into this. Why do I have fifteen or twenty Dead Leg recipes and gotten one kiln after weeks of farming the bosses here?
Does anyone find this part of it fun, exciting, or rewarding past the first five or so fragment turn-ins?
Unnamed City Boss Legendary tables
I shouldn’t have to get into this, but there’s a 30% chance at a random legendary. From there, there’s an extensive loot table for the skeletons (I believe around 15 or so items). Obviously, Sword of Crom shouldn’t be handed out as consolation prizes. But when on average the high-level clans in this game have five large crates full of legendaries they practically leave open in their base, there might be a problem. (I’ve looted a lot of decaying bases on different servers, and this has been a constant)
I feel like the Lead Designer can make something better than this. I’ve watched him, he seems like an intelligent guy. A token system perhaps? Introduce smaller loot tables for each boss, rather than some gigantic wheel of fortune?
Tying all of these progression mechanics to an RNG system which can waste your time isn’t the best approach. I think that the designers can come up with something more rewarding for the time invested in this game.