Suggestion: Only one religion in game

What about solo single players? :smiley:

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@q9c9p Solo players IMO would just have to deal with the one religion. Having one player be able to do everything in each religion is fairly lame. It wouldn’t be too big of a hinderance anyway since most items that religions offer can be made normally (arrows, healing and cure poison potions, etc) so really you’d be choosing your religion based either on RP aspects, a cheaper or easier version of the item you want (arrows) or for it’s Avatar.

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If they don’t expand on the religious items, then I’d say to leave it as it is. As it stands right now, the religious system just serves as another feat to learn to craft items. When you choose a religion at start, you simply get a feat for free.

With that said. I don’t like the current system. I’m in the boat that the religion you choose at the start should matter. Even choosing Crom should have some benefit.

One thing I would like to see also is have a means for groups to form religious collectives. What this does is discourages clans from having one of each. Because lets face it, if we limit each character to one religion, the benefits from each is decent enough to desire a person of each faith to stack all the benefits.

So if a clan or group has 5 people, and all of them devote themselves to say Yog or Set, the benefit they receive should be greater than having a person do Mitra, another do Ymir, and so forth. Establishing a snake cult in a corner of the map for example should provide a real and tangible benefit.

Switching religions should be possible, but requires consequence. This way we don’t have clans or groups switching based on what they are doing. Establishing a cult, coven, or congregation should be something they are constantly living for.

Then again if you don’t wish to participate, there’s always Crom. But choosing Crom has its own advantages. Take it straight from the lore. Crom gives you strength at birth to destroy ones enemies. Bonuses of +5 to an attribute would work.

I would put a specific restriction on following Crom. You must do it at creation. If you change to another religion, then you may not select Crom again. Remember he has no priests that worship him, there’s no way to come back. Also having a +5 bonus of your choice is a rather strong perk. Don’t want people selecting Mitra or Set for the Ambrosias and Arrows only to stockpile them then switch to Crom.

Also religious items can only be crafted by said followers. So while a Mitrean priest could use a Snake Arrow on their bow, they cannot craft them. This promotes trading and raiding of religious stockpiles.

3 Likes

I don’t believe creating a cult should grant any mechanical/statwise benefits. It would probably be a great thing to do for RP reasons tho.

Expanding and tweaking my ideas from before:
Religion standing system.
Every time you bring a sacrificial item to the altar you gain standings with that god. Doing that also lowers you standings with all other deities. Based on your standings you can upgrade altars, craft items and summon avatars.
If you start with crom you get full standings and loose them the more you involve in religion. The more Crom standing you have the more resistant to corruption you are.

Interesting points.

I was thinking something similar in terms of bringing items to an altar to gain favor with a deity.
Say, for example, you chose Deity A at character creation, but you feel your time with that religion is at an end. If you open Deity B’s altar, regardless of ownership, unique crafting options could be available, such as ‘Defile Relic’, or ‘Destroy Symbols of Faith’, which would require faith-specific items from your current Deity, such as armor pieces, ritual weapons, etc.

Each time you craft one of these recipes, the altar gives you conversion tokens of a sort. Once you reach a certain amount, and you’ve learned Deity B’s feat from a world trainer, you can then approach Deity B’s altar and select ‘Convert’, thereby removing your current religious Feats and adding Deity B’s Acolyte tier.

Thoughts?

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something like this should have been added long time ago. Altar would only craft you zeal/tokens for basic items, anti poison, flesh, ambrosia… and you could later us this tokens for crafting other things related to the religion. And we would have another “crafting table” where you could craft this items

Then we would rather need more crafts over more zeals for difficult kills…
Eighter medium or heavy armor on t3? Requiring 50 souls/hearts/flesh/shards for crafting each part?
Even more religious weapons could be a thing? Or simply make them deal more dmg to disbelievers? (Like +30% (or up to+100%?). It’s been months since I last crafted such a weapon. Maybe their costs need to be reviewed though.)

I like the idea of set arrows requiring glands though! And those other suggestions in Solgam’s post.
But if my following idea would be implemented, I dont think that would be needed. Though I would prefer to have those snake arrows to be crafted in altars - just like Ymir ones. (Though costs or latter are a little high…)

I could think of passive effects for each to make each of them more interesting and maybe get people to spread over religions.
->Maybe survival 10th perk (eating raw meat without getting poisoned) should be a Yog-passive? (Or instead make those believers draw blood on each hit?)
->Mitra could give health regen while staying near to his altars? Or give more defense without having to stay near to his altar?
->While Set may make the believer deal poison damage on each hit? Or rather poisons being more effective?
->Crom should both give +1-3 on all stats plus giving some else passive… Maybe +10-30% dmg? (overall) Or something else. Without actually believing in him (rather every “human” believing itself, drawing power from that) I think those would be okayish?
->Ymir could eighter give natural temperature resistances or deal frost dmg (letting the temperature gauge go into cold - making it insane to deal with Ymir-believers in far north, freezing to death) on each hit (including ranged here!).
->I dont know enough about Derketo - I guess no one does?

While I do agree on one god/player (or even one god/clan -> leaders god is clans god), I think it’s vital to be able to change your religion over having crewed up your playstyle by having chosen the wrong god and having to recreate your character… Also Crom should still be as it is now being chosen at creation only.
Maybe changing religions should include unlearning the current religion, being unable to learn any religion for a day or even a week?

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Definitely, religious cults are a big part of Conan. Conan the Barbarian (Hollywood film) centered around a religious cult, while the earlier R. E. Howard stories would sometimes focus on a coven of villainous worshippers. “The Man-Eaters of Zamboula” focused on murderous Yog-worshippers, for instance.

I feel like one of the best ways for cults to work would be to add ambient, terrain effects to the region nearby the shrine.

  • Set spawns snakes nearby.
  • Ymir makes the area colder.
  • Crom zaps Avatars nearby, even when the Shrine does not currently have a religious bubble.

They should also provide personal benefits to players who perform certain ‘religious duties’. Only one religious buff can be active at a time. Beginning another religious buff before the first one ends will result in a ‘Curse’.

  • Yog: Buff to strength and vitality
  • Ymir: Warms up the player
  • Set: Poison resistance
  • Mitra: Health regeneration
3 Likes

I think poison resistance would be bad since its on survival right now.
Eighter make poison stronger or each hit (melee&ranged) applies poison. … Or simply buff to accuracy and encumbrance. (archers dream)

Since Crom is known for his steel, shouldn’t his buff be diminished wear and tear on metal-based weapons and armor?

I fully agree that there should be tiers of worship for larger clans, as for stat bonuses maybe for crom but not in the form of offence and there should be some method, perhaps rather difficult, to return to crom.

For starters the religions need some leveling system of their own in addition to the “one religion only” restriction. Killing a priest of a religion would lower that “experience” but harvesting with their tools would raise it. They mentioned religious sacrifices back then and in the EA window before logging in so whenever that gets introduced, could be a stronger boost. Keeps people invested in the end rewards of their chosen god and further more gives players some points to invest in other feats rather than spreading it across multiple religions.

Secondly they need to expand on the rewards and offer a process to upgrading the gear that their gods offer to get better so at higher levels there can be some purpose to them. As they stand now, they are really weak early on. More aesthetics and consumables can be nice too but gear is where there can be added content to explore and craft.

Lastly and most importantly, they need to rebalance gods in general. I’ve made a post not long ago, but in summary they are too extreme. Both the alters and the avatars need reworking to work across all players of all religions and base sizes. Not that it makes sense to build on low ground but people are practically forced to build in mountains and any caves they find to avoid the gods, if their server has them on. They are entirely forced to maintain a permanent bubble as well, which makes it feel more like a chore, just to keep offline raiders from coming in. It’s reasons like this that I don’t even explore the feature and always play on servers with gods turned off.

That falls into an AI and siege issue as well as gods but still, it seems like low-end constructed system that needs updating. It was fine for the start but for launch they need to address it somehow.

The one thing not mentioned is NO god in game.
My Pict char got mitra, because I never changed it to Crom.

My Stygian Necromancer in AoC Set was the only way to go. If I ever make another toon, it will be this, just becuase someday Id like to have a magic user again.

Oh yeah, all these pretend gods, or not God, Some folks here seem a bit confused.

and for that reason, Id prefer Not to play with gods

I’m of Scottish descent. the Picts were not fictional.

Howard’s Picts were a fictional race that he derived based on his interpretation of historical Picts as analogous to various American Indian peoples. The Roman description of Picts as painted people made Howard think of stories of Indian warriors in war paint. The result is a mashup of the two historical cultures that is in no way representative of either.

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I could’ve been more clear: Picts are real, and Mr Howard’s fictional vision made them more Iroquois. This way a semblance to my heritage makes it into the stories too. :smile:

With regards to who can summon gods.

How about have a server setting option to limit who can summon an avatar to the top x number of players with accumulated zeal for that god.

I could see this working with zeal as a buff to specific players.

The avatar requirements already reward the most committed player. This would only serve to punish more casual players who could never hope to compete.

Right on the freaking head of the nail. And since this is in reference to Conan Exiles and the subject of religion, that nail is surely a large one used in the staking of hands and feet during crucifixion.

In my opinion, this is the most ideal solution that I’ve yet seen, TwinCrows and I fully endorse it.

Yeah! This would solve many religion issues, balance, lore, RP… EVERYTHING! this is how CE religion system suppose to look like

FC dev or community administrator should really take a look at this topic. This turned out very well and 52 voter is already good number (given the total number of active users, number of topics, etc). Also lot of players came with great ideas (TwinCrows for example)