Suggestion - new mechanic - order of knights

Greetings exiles

Just had an idea, while working on my latest medieval castle… a player unification system above clans. Players from either same or different clan can create an “order”, something similar to a clan, could serve kind of like an ingame distinction, and have inside privileges at the same time…like an order of knights, for players who have been on the server the longest, or the ones who like helping newbies and newcomers with advice and stuff, or just like to raid together… Members of such an order would have privileges to open doors at each other bases, use each other’s beds and chests, but not thralls.
Eatherway, maybe I’m on to something here, maybe it’s nothing… what do you guys think?

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I can see something along those lines. Perks provided with certain combinations of attributes are put together.

You could have you knights and that requires 15 STR 15 grit to gain the title and perks designed

Thieves agility 15 expertise 20

Necromancer authority 20 corrupted vitality 15

Demonologist corrupted authority 20

Chaos lord corrupted str15 corrupted vitality 15

I can go on and on but these combinations give you titles in the game and offers perks…much like the companions are getting.

Good idea

I really dont see how people think this game is an MMORPG.

Havent people notice how much struggles come to get together a clan with enough people to make it less than a “way to share stuff with your friends”.

Sure, in a Massive Multiplayer game, it would make sense to have layers of association. Conan Exiles, for the “eternal sadness” of forum copium, is a game mostly, vastly more frequently, played as a solo game, and in second place co-op.

While a lot of people play on servers, they are a minority. You dont need to take my word for it, just check the full server stats with the steam charts alone. If the server population “overall”, in all platforms cannot be significant compared to the Steam population alone, what does it signify over the whole population ?

Why I say that: While efforts in making interesting stuff is cool, you would miss the mark by making stuff to a small part of the population while leaving the rest of the population watching.

That is already what they do with all these “theme park” things, like companion model, mission table prototypes, and what not.

It would be a much better time spent to build on the existing things, and make stuff that the small clans floating around can participate to make up for the fact that they are small, instead of making an alliance system that at best will slap people on the face with the realization most clans cant put enough people together to face a “purge” without thralls.

IF instead you have not “medieval game of thrones inspired” but an REH Conan Universe adequate version of factions to align your clan with and make up for the fact clans cant have that many people with better mechanics so thralls can actually work among “half a dozen” clan members, it is a vastly better work more adequate to the population playing the game.

If people want a game in which mechanics would benefit clans with a dozen people, which is a number many servers would be happy to ever have had in the first place, they are playing the wrong game.

And given how poor it is the server play in comparison to solo and co-op, probably the reason most players do play in those mods, there are many things to be done before it.

For starters, any reasonable game developer will agree that until this game uses a server software that is a really dedicated server, not a version of the game without “dreamworld”, server play will never be good. And for that, a lot of work is required.

No game that supports “high performance” server play uses that many systems in the server application. You cant. What you are doing is requiring the game to have “a server” to each player that plays in it. Conan Exiles would not be playable as it is with 500 players in a server even if the game had no bugs at all. Some 50 player servers already feel the problems of having “that many” players at the same time playing.

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While that may be utile on some PvE servers, it would be the death knell of PvP.
Once a cartel of players (not necessarily of the same clan) have tormented or slaughter enough of the other participants off the server, they become even more entrenched. Public servers become their private dominions and the only question one asks when joining is which of the overlord combinations clans to join.

If we had training/newbie servers, this would be a grand idea. But we don’t. Further, the admin/mod staff is stretched very thin across servers. So having the time to reasonably judge whether someone has just been on the server for a long time, or is actively supporting the community would be nearly impossible and likely automated to some time w/o disciplinary action algorithm.

Not a bad idea (in PvE) in principle, but implementation on a worthwhile level requires more active administration of the servers than Funcom is willing/able.

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I like ideas that create new ways for players to interact and create their own stories. Unlike @erjoh, I don’t think this should translate to attributes and perks, but rather give us new mechanics, or at least new interactions.

Opening doors, using storage – or perhaps a special container made for that purpose, so that our own storage can remain private enough – those seem like great additions. Perhaps we could eventually get more mechanics to organize, should we choose so, into some semblance of a society. Like trading, for example.

That just goes with my idea of removing clans in general and you build personal alliances with other players that have staggered accessibility based on levels of trust. (attack on site, non aggression, access to doors and gates, access to chests, access to vaults)

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   "For official servers" 

In pve you can have all your doors open. If someone has them closed, it means, i don’t want guests.
If someone plays long time in a server becomes a plague, so it’s best to leave the server and start fresh in another one.
If new players actually need help they can message you, your lvl is visible on the players list.
A charity table however would be cool on pve servers, old players can leave useful items for new comers or even for elder players why not. Giving is joy, yet giving in purpose is not.

    "For private servers" 

Admins can have a tool to reward players with trust lvls and be visible on the player list, yet i can already see the abuse of this system nonetheless, but who cares, it’s a private server.

 "my opinion generally #

PVE is me against the environment. This game has literally nothing that needs 2 or more players to be accomplished and since age of sorcery you don’t even need thralls :woman_shrugging:t4:, your worst enemy is crashing, lagging, bugging, etc… Yet all these has nothing to do with the mechanics of the game, but the server performance.
Server performance down?
Guess why?
Guess!!!

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wasnt there talks about a ally system for clans? cant recall if was something funcom said they were into it or was only player requests?

yes it’s something similar and as far as I know FC rejected it - supposedly for the reasons also mentioned here … useful for PVE , useless for solo/coop and a nightmare for PVP

but I would welcome a “publicly accessible” crate, every now and then in the clan we come across a weapon or armor that is useless for us but would be useful for a newbie…
yes we can just give it to someone (and we often do) but this would work even if we are offline

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That would be quite nice, just a simple crate, rack, box or table (with inventory) that ignores all ownership when it comes to access.

Heck it could even be a religious donations box of sorts, would be nice for in the temples.

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Good idea , I like it

I just don’t know if we’ll see it, this idea has been on the forum for practically as long as I’ve been coming here - along with the possibility of player-to-player trade but FC never really got around to it

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