Suggestions for pvp(raid/defense)

I was doing a little raid last night and realized just how easy it was to foundation wipe these bases these days.

I would suggest to make the foundations hp higher. It’s at 100000 currently so I’d say turn it up to 150000 and adjust all other pieces accordingly from there. Also the thralls need better AI, their combat mechanics are just ineffective. I think their hp and other statistics are fine just more aggressive behavior. They shouldn’t be so hesitant to take he initiative and and swing away.

I’m NOT going to suggest turning down the harvest rates (I know someone is gonna say it) but there’s no need to teduce the current yield of all other resources just to try and regulate dp production. Summer is almost over and I’m pretty sure the harvest rates will go back to 1x or 2X soon enough anyways.

The intention to not stack foundations may shed some light here. There just isn’t a perfect fix about foundations, so players stack foundations like walls.

That is dependent on the UE engine. Unless someone can backport the A.I. from UE5 to UE4, it’s not happening.

They shouldn’t be…? The aggression of fighting anyone to compare to just guarding does differ. I’ve tried the fight all at max range and had that fun, but I have it set to guard me for now.

@Dzonatas first let me just say that the base I raised did not have foundations for walls, they only used foundations for foundation. Also who cares if they stack foundations? You still only gotta destroy the one on the bottom to take out the whole stack. And it’s not like foundations are memory intensive, that I’m aware of.

they stack the foundations for 2 reasons best I can tell. First is so that from the outside you can’t punch through and see what’s inside. The other is bit more touchy. I prefer to use fence foundations for walls as opposed to regular foundations but in their (FC) effort to stop “stacking” it has become difficult to get the fence foundations to “place” when you want them to, to the point that most people might even assume that you just can’t do that anymore.

And I’m talking about guarding thralls that are placed in a base solely for defensive purposes. Not the one you tote around to do all your fighting for you.

:joy:

That works easier on the PC. Maybe the xbox shares the same driver that allows that. It’s not easy to do on the ps. Microsoft needs to upgrade that driver.

I believe you, but the logs show which of my fighters go down first. It would be nice to have a mod that highlights these logs, better. The ones set to fight-all don’t go down so fast. You would think it be the other way around with guarding. The problem with guarding is the thrall gets turned around and doesn’t fight.

I had hope with golems (guarding), but their weakness is just a showstopper.
:face_with_raised_eyebrow:

@Dzonatas agreed. I had higher hopes for the golems as well. For as easy as they are to exploit you should at least be able to beat on them with a repair hammer and get them back up to max hp

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Were the other players online while you raided? Just asking for context of how easy it was.

ha good question

I’ve given up on thralls… Tired of putting the effort in to level them just have them wiped during an offline raid. I’ll try to have one or two around just for PVE purposes.

Admittedly they do help if you are online to defend your base (can serve as useful speed bumps) but since offline is the current meta, no point.

I’m curious about this as well.

When online raiding, it gets quite a bit tougher to breach when defenders have repair hammers and construction hammers out. They can repair anything you don’t outright destroy and unless you blitz in (which can end in disaster if you don’t know what’s inside) they can simply replace.

We can talk about harvest rates, damage of explosives, health of building pieces, dynamic build damage (and other settings), and all the bits and stuff in-between. But none of that really matters when you’re talking about unmoderated gameplay.

When you play on a private server that does PVP with building damage on, and its a free building server (meaning its not preset arenas, or scenario based bouts). You usually see the rules of no offline raiding, and when raiding, there is no repair or replace for the duration of the raid (with various definitions of what that duration is).

The reason for this is the system is malfed up at its basic level. It can’t be fixed by adjusting numbers. The only thing that accomplishes is shifts the problems elsewhere.

This game is in a weird paradox. Its incredibly easy to level a base. And simultaneously impossible to breach a base when the occupants are online. Thus it requires an indept examination of how these basic systems interact with each other.

Things like repair and replace being blocked when damage has happened in x amount of time. Looking at building pieces on a whole and seeing how we want them used. Like the OP’s idea sucks for the current system as it wouldn’t stop anything. But when applied in a more dynamic way, it can have some merit. Like one of my suggestions in the past was to greatly increase building piece health by a factor of 10-20x. But keeping doors, gates, and hatches around the same. But then requiring a pathway to storage areas that goes through doors, gates, and hatches. Thus encouraging attackers to go for loot and not simply leveling everything. But that suggestion itself requires a look at resources used to build with and resources used to breach as well.

A conversation also needs to happen about cave and pillar bases having natural advantages that get exponentially increased in any system that has any sort of bias towards defenders. A cave base for example can easily take 1/4th the resources needed to secure it as an outside base. A pillar base takes the same resources to build as a regular flat ground base, but the resources to breach it are higher and the complexity of overcoming its defenses is higher.

These are things that can happen, but they do require much of the PVP community to swallow some hard pills in some areas, and it also means changing up how PVEers (to a lesser extent, but still a change) in how their building works in some cases. Though personally from someone who plays both, it wouldn’t affect PVE as negatively if approached from the proper angle. It might even cause more PVErs to try PVP (or go back) then would actually complain (just remember people are going to complain one way or another, even if it doesn’t affect them).

I personally don’t think pillar bases are an issue anymore, but cave I agree with you. As always to though the skeleton key for these situations and all bases currently is and has been Bombs.

Harvest rates on PvP have been x4 for over a year. Unlikely they’ll turn it down unless they’ve been listening to the complaints.

X1, regular wipes and DBD would solve most issues.

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If everybody were part of some clan of at least five online at a time, then I would agree with regular wipes. Clans aren’t that organized, however. I think the solos just won’t play on officials due to that.

As for X1, I still think x4 is fine on officials on pvp. The main value here is time. Either you have it or you don’t, and again solos won’t have that time, like with wipes. Yes, there is lots of strategy around it, but still waste of time.

DBD, yes. I need that movable window of time instead of just prime time.

All wipes do in a game like this is pre-wipe small clans and solos and also will turn pvp into cubeland (buildings shape) as there is no time nor inclination to build anything lasting. Rust has a mediocre building system for a reason as the buildings are supposed to be short lived Conan building system was designed to make more creative buildings .

The issue is offline and the overwhelming advantage of numbers and building do nothing to mitigate this at all.

I have always thought this should be where we start…
DBD 24/7

A primentime window of 5 hours (current evenings on time zones as is now)

then add in new settings…

Farm rates 1x, but during primetime 5x rate.

Repair during raid off during primetime only.

Spawn rtaes go from current to 4 times that as long, but durining prime time the go to half of current values.

This would entice more players on during the higher harvest rates and faster respawns. Yes some will avoid primetime, but they would have less returns on their gaming time.
Hope that makes sense.

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The repair mechanic on this game has always been half baked in that you can add whole pieces at a time while under fire.

This is the first thing that needs to be addressed and would be the foundation of every other change.

As I said before, it is too easy and too hard to raid a base right now. If the owner is offline, you can tear down their entire base quickly. If they are online, you cannot breach it without overwhelming numbers. This problem has been present in the game for around 6 years now.

It’s already mainly cubeland or strange looking crammed perma structures.

Funcom can’t or won’t mitigate BVs or longstanding refreshers that hold on to meta spots.

So wiping is why I suggest that.

Regular intervals, every 3 months along with the chapters.

If players can’t build their replica of the Taj Mahal in 3 months then what are they doing on PvP to begin with.

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During the largest peak of Conan Exiles’s population (even larger than Age of Sorcery’s peak). There wasn’t enough people to come close to filling one of the Blitz servers. So they were removed.

The half dozen people that would play on a FC hosted blitz server just aren’t enough to warrant it. Here’s the official stance:

I suspect that most got bored on those servers after the first or second wipe and moved on to regular PVP servers. I suspect that FC will ignore most feedback on bringing back blitz servers (in any form) unless they somehow become a major favorite among PVP privates, which they haven’t. And won’t.

Yeah but was that because you have the pvp servers up as well? Wipes have to be forced as a collective because it equalizes and those that are established don’t want it because they have everything to loose. The point is that wipes forces everyone to start new. It encourages the new players as they are on equal footing as the vets.

If we ise that as a goal, then pvp should go away. A vast majority of privates are rp pve. And also “charge” via discord for starter kits and such. So then we need a sub based official model.

I believe the blitz failed because of other factors. What was the tome frame, 1 monyh. RUST SURVIVES and has wipes. But imo, wipes wont be needed if they do as i listed a DBD based official with incentivized primetome windows.