I believe Conan has a great skeleton, the meat on it is spoiled, and tumors are everywhere. but the core of the game, is one of the best.
My suggestions, whether they are ignored, or implemented they are at least suggested. I have thousands of hours into this game, solo play, raiding, goding, dueling, farming, RPing, even hosting my own server. And i would like to see growth into the game, and mainly a core goal that the game is trying to move towards.
Some of my suggestions will be repeats, that have been said before, some will be new, and some will be adjusted from ideas from my own and others.
LEVELING; it is pointless, always has been (in nearly every game) all it does is 1 of 2 things, either is a helpmeet for new players to learn the game slowly, or prolongs good players from starting wars and wipes.
it holds no other value, if you remove levels, you can still keep tiers, tiers are used for the same purpose, slowing down a player. but everyone knows the game starts at max level, so why hide this fact. start the game at the start. not the end.
SERVER WIPES; for all survival game this is the reason why we play. the main reason why a wipe is important is because the game ISNT balanced for never ending life. the game works as a rat race. you start you farm, you kill as you meet each other with LIMITATIONs, but once you are at end game with end game everything, it no longer about survival, but time, how long you have spent into the game. and if cheating is ever found, it is pointless to play the game.
Where as, monthly wipes give rat races a fair game life, and cheaters are less likely to effect the over all game play.
This suggestion is only for PvP servers, PvPers dont care about SIM lifes on PvE/c servers.
ABILITY STAT SKILLs; placing your stat points into an ability is an illusion for custom character development. METAs come and go, but everyone knows that people follow the best that is when introduced to it. though this is a nice idea on paper, it gives no reason to play a unique style of game play. it is we all do this or youre at a disadvantage. though some enjoy the handicap, it is still an illusion.
I suggested, having a unique set of skills, for a player to choose from, and at the start of the game, you as a player get to choose 4 out of 7 very powerful unique skills, to customize your toon to fit your style of game play.
FARMING; We have learned, that there is an art to farming, fast and efficient, and of course for supplies for war, and resources for buildings. though it is fun to go to your favorite location for farm the items you want, there is a lack of cause and effect. Some have described this as mindless farming. we go into a motion that we dont even feel connected to the game. hit said rock, kill said NPC. and maybe, just maybe have another player that is doing the same thing, do you engage or hide and run.
either way, there is a stagnant game play, some farmers have no reason to wear equipment as they farm. there is no effort nor a reward for danger.
I suggest, each item of importance, should have conflict. in otherwords effort to get, ive seen some of it being added to the game, such as legendary items, kill NPC get item, do dungeon get item, so on. though they are fun, and give players a location to meet each other for some conflict. it is still lack luster.
For example, let say Star metal creates tier 4 items and buildings, If the stars fall every 4hours? which means it is a limited resource, at a set location you need to rush or prepare for war so you can have the best mats, once you get the mats, you now need to choose to either create weapons/armors, or building pcs. Lower Tier follow the same idea, but in less conflict, either more of nodes, less NPCs, or dungeon crawling.
WEAPON/ARMORs; Same a levels, remove the endless amounts of USELESS weapons, use a more simple Tier system. Sharp stick Tier1, each category of weapon and/or armor have 7 tiers, 7 being legendary. use T5 as a base line of power, ie, standard scale of a player that can achieve. T6 is above normal, and very expensive. T7 rare, powerful, unblanced, but have limit, such as can not be repaired.
Each of these items has or dont have effects, special to their field. Adding pro or cons when used. where as higher tiers have less cons. and very special effects that are unique and not found on any other item. same as combos of that weapon.
BUILDING; Having a limit on your base isnt ideal for this type of game, however the spam is out of control, and with stacking it lags the server to a point it is nearly impossible to play, besides standard wipes keeping things clean and less likely to create massive bases, adding a resource sink will force players to maintain their bases, as 7day log in, and purges are NOT keeping bases in check. other games have added this and though it is effective it isnt perfect.
Bombs, effect need to be absorbed, i understand the tremor having some damage effect, but in this game it isnt needed. bomb(and those alike) need to destroy what is in front of it first. then move toward the next. if the bomb needs to do more damage so be it. Also, being able to replace walls and such durring a war is absurd, either like the purge you can not build during a raid, or a placeable totem/siege near the base that the attacker can make so in that area nothing can be built(for a set time), such as siege weapons, that can be man’ed like a horse, moved to location. the defender can destroy it if they can, to keep life safer.
COMBAT; Healing shouldnt be so easy to preform, i enjoyed the wraps taking time to use and healing an absurd amount, win a fight, heal and move on. same with potions, quicker harder to just use in a fight, but rewarded if you get it off. BUT if hit during the animation it cancels the whole effect. Any item that heals you freely while in combat should be removed, competely. there is no reason for it. if you want items to increase HP max, fine, but regen should never be in this game.
status effects need more effect, at this time, i can purge bleed, poison and so one without any fear, besides gouge which makes no sense not being able to purge it. but at it is now everything purges the other statuses so easily. drink herbal tea and purge bleed? makes no sense, and so on.
Also, effects such as bleed, sunder, and so on, should be effects added as COUNTERs to that which youre fighting, heavy armor should be immune to bleed, light armor isnt immune, and sunder to heavy armor etc. these status effects need pros and cons to weapons and armors. damage and penetration is a lazy mans way of fixing something that doesnt even work in the first place.
having everything work to work, and no cause and effects, makes the game feel lack, and unchallenged, someone that thinks tactically should be able to use tactics to win.
Horse combat, we understand horses are strong, no one can say different. but if youre standing still on a horse you shouldnt have more damage then someone on the ground, but if they are charging sure, that makes sense.
Having a new combat animation, is good, as they have the high ground, and gives the illusion for such.
Weapons, need to be adjusted, most weapons just need a stamina adjustment, with their hyper armor. as nearly everyone by now knows, if it has heavy damage and hyper armor, you can spam it and have the other just kill themselves, especially during laggy game play. to be honest it kinda sickening, to have someone win a fight just because lag said so. and all they did was spam heavy over n over.
adding stamina adjustments, makes it so they no longer can SPAM endlessly, but now need to know when to spam or attacking correctly. The unique combos and damage isnt really a problem, it is the lack of stamina used to preform the combo that is in question.GREATLY.
THRALLS; These have been in debate for a very long time,
These thralls, need to be thralls, not heros. if they are doing all the work for you, that is a problem. in PVP and PVE, they should be a help, but the source. when it comes to raids, im not scared of players, but thralls, and add lag, that thrall will be the ONLY factor that killed me or you, in that fight. which isnt right. should they do damage yes, should they make you question yourself yes, but should they hit you so hard that you need to rethink if your a deer in the headlights. no. Thralls add a factor to a raid that is unique, if gives the defender an inner protection the raider does not have, besides having 1 with them for a counter attack.
With that being said, i believe there should be 2 types of thralls, DEFENDERs and OFFENDERs, you farm defenders that dont need levels but are strong enough to hold the ground of your castle, you can get them quickly(limit amount that can be placed), for the protection you need. And OFFENDERs, can be upgraded, and customized for your side partner. you can only have 1 of them(per player). The skills you upgrade on them give them armor/weapons skins that fit their style of fighting, and effect their stats accordingly.
Thanks for reading