Feedback & Megathread Proposal from Long-Term PvP Players
By: Powercandy
Hello Funcom team and fellow Exiles,
This post is a large, structured, community-driven proposal focused on improving PvP, raiding, economy, base building, solo/clan balance, and player retention in Conan Exiles.
This is not a rage post or a single “nerf X” suggestion.
This is a holistic design suggestion meant to address the biggest long-standing issues in PvP while preserving what makes Conan Exiles amazing.
It combines many ideas discussed by veteran players, MMO/PvP experience from games like Age of Conan and WoW, and real survival-PvP design knowledge.
1. A New PvP Economy – From Raw Materials to Real Currency
Right now, raw materials become worthless after a few weeks, raids produce huge amounts of despawned loot, and raiding often gives little reward.
Proposal:
Raw Mats → Gold/Silver → Vendors / Upgrades / Recipes / Siege / Repairs
Players can exchange large amounts of raw materials into Gold and Silver, which become the primary resource for:
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vendor purchases
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gear utility upgrades (NOT stat power creep)
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special recipes
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cosmetic unlocks
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thrall contracts
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siege upgrades
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base maintenance (for higher-tier bases)
Why this helps
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Reduces wasted loot
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Creates long-term goals
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Makes raiding profitable
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Stabilizes server economies
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Rewards farming and PvP
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Fits Conan lore (treasure, coins, trade)
2. Gear & Progression Rework – Less BIS, More Utility, No Gear Drop
PvP currently punishes players too hard. Losing all gear leads to rage quits, empty servers, farming meta > PvP meta, and no open-world activity.
Proposal:
Gear does NOT drop on player death
Players instead lose:
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raw mats
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consumables
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crafted bombs
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some Gold/Silver
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5–10% durability on gear
Gear upgrades are utility-based, not power-based
Examples of upgrades purchasable with Gold/Silver:
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faster bandage use
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slightly faster climbing
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torch brightness upgrade
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-10% fall damage
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reduced durability loss on tools
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tiny anti-cripple resistance
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stamina regen out of combat
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faster unsheathe animations
No +damage, no +armor, no +stat inflation.
Why this helps
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PvP becomes skill-based
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Gear progression remains meaningful
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Death has a cost, but not a rage-quit cost
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PvP gets more active and less punishing
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No one becomes “god mode” with upgrades
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New players can compete faster
3. Farming & Encumbrance Rework
Encumbrance builds are currently mandatory for farming, which forces players into boring gameplay and discourages open-world PvP.
Proposal:
Encumbrance → Farming Speed Build
Not “carry the world,” but:
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+harvest speed
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+harvest yield
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+reduced tool damage
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+better stamina & movement for farming
Raw mats weigh nothing (but take up slots)
You still drop all raw mats on death, so risk stays relevant.
Why this helps
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Farming is fun instead of slow
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Players can farm in combat builds
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Less mandatory respec’ing
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More people in the world = more PvP
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Farming becomes optional playstyle
4. Base Levels & Raiding 2.0 – Hideout → Stronghold → Fortress → Sanctum
Raiding today is:
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too fast (5-minute offline wipes)
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too destructive
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too dependent on foundations and bombs
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no real rewards
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foundation stacking and cheese building
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little defender strategy
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little attacker strategy
This kills player motivation.
Proposal:
Introduce Base Levels, each with gameplay functions.
Hideout (Solo / Nomad)
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tiny footprint
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cheap to build
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no purge
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low loot
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intended for solos/new players
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no foundation stacking allowed
Stronghold (Small clans)
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medium durability
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guard thrall spots
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moderate purge waves
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treasury room
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some trap and defense options
Fortress (Medium/Large clans)
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strong defense
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siege mechanics
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trap corridors
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puzzle doors
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archer rooms
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defender reinforcement waves
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loot rooms designed by the clan
Sanctum (Endgame bases)
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extremely costly
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extremely strong
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require upkeep (currency)
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unique rewards (recipes, cosmetics, clan banner room)
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biggest raid payouts (Gold/Silver)
Raiding becomes an actual “game mode” (not a queue, but a structured activity)
Raiding includes:
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weak points you design
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multiple room types
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trap corridors
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gas chambers
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tripwire arrows
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rotating gates
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blast-proof doors
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siege zones
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thrall patrol routes
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treasury rooms
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escape timer for raiders
Why this helps
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Raiding becomes fun again
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Less toxic “wipe for nothing” gameplay
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Defenders and attackers make decisions
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Offline 5-minute wipes disappear
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Bases matter again
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Strategy replaces brainless bomb spam
5. Open-World PvP Rewards – Ears, Bounties, Kill Tokens, Titles
Conan Exiles desperately needs incentives to PvP outside raid windows.
Proposal:
Player Ears / Dog Tags / Trophies
Rewards for killing players, turn-in for:
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cosmetics
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dyes
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illusions
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minor utility upgrades
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Gold/Silver
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titles
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clan emblems
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trophy decorations
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weapons skins
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seasonal ornaments
Bounty System
High-skill players = high bounty.
Killing a strong player grants much more reward.
Seasonal PvP Leaderboards & Titles
Examples:
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“Skull Hunter”
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“Arena Champion”
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“Bloodletter”
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“Sandstorm Predator”
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“The Relentless”
Why this helps
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PvP becomes rewarding
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Player retention increases
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Solos can thrive
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Clans get prestige
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Open world becomes active again
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PvP becomes meaningful without punishing losers
6. Anti-Zerg, Anti-Cheese, Anti-Offline Raid Systems
Combat Group Detection (not clan-based)
Identifies who is acting together based on:
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proximity
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shared targets
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healing
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assists
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buffs
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aggro behavior
This stops:
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fake solos
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clan-leave cheese
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multi-clan alliances exploiting systems
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10-man steamrolls in open world
Anti-Zerg Damage Scaling
4+ players hitting same target = diminishing returns:
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attacker 1: 100%
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attacker 2: 90%
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attacker 3: 75%
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attacker 4+: 50%
Offline Raid Protection (not immunity)
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increased building resist
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increased thrall damage
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slow regen for structures
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treasury protected unless attackers trigger “siege mode”
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offline raids become slow & costly
Reason:
Stops 5-minute wipes.
Keeps raiding fair.
Protects casuals.
Lets solos exist without making clans pointless.
7. E-Sport Friendly Potential
With:
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non-drop gear
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PvP bounty systems
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leaderboards
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arenas
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utility-only gear upgrades
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skill-based combat
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combat-group detection
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titles & cosmetics
Conan Exiles could legitimately push a fun and watchable competitive PvP scene.
Not traditional esports, but:
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tournaments
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seasonal 2v2/3v3 brackets
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clan battles
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duel ladders
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sponsored community cups
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official leaderboard seasons
It fits the game naturally, without changing CE into something it isn’t.
Closing Thoughts (Feedback Welcome!)
This post is not meant as a “we know best” document.
It’s a community design proposal, built from many hours of discussion and gameplay experience.
Nothing here is set in stone.
Everything can be improved, changed, reduced or expanded.
Other ideas are welcome, and criticism is welcome too.
The goal is simple:
Make Conan Exiles PvP fun, fair, rewarding, strategic, and alive again.
Thank you for reading,
and I invite all feedback — from players and developers alike.
— **Powercandy
**
message is structured by AI - ideas are mine put into perspective.

