Summary of my experience with conan and funcom

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I want to make it clear that what I detail in this post is my gaming experience with conan and funcom.
I have been playing conan since its inception, and like many others we have eaten mistakes after mistakes, but we thought it was logical that it was because it was in early access. Funcom’s working method was no longer so logical when they fixed a bug and the next patch appeared again.
funcom suffers from a horrible lack of communication but not now but since its inception. I explain his roadmap in a post on the steam forum, which the vast majority have not fulfilled at any time or others that are really useless.

  • Agriculture: currently only used for decoration, more resources are collected with the sickle than using those pots and see that it has an easy solution, they only have to do that at the same time that the plant produces some seeds. * Pets: if you leave them in the corrals it only produces manure and it does not matter if it is a gazelle to a lion only manure. The only way it serves to have pets is to escape puppies, whether we raise or speak and the pets only serve to produce manure or use them to walk around the map. * mounts: from the beginning it was thought that it was something easy but before it gave problems and The graphic engine and other errors were blamed and their implementation was denied. They are currently used and it makes us think, why could it not be introduced before?
  • slaves: currently they are a little more balanced but they are still used by players to eliminate bosses without the player moving a single finger. a feeding system was implemented shortly after it was eliminated and in this case it has been improved but the problem It was and is that once the server was abandoned by the owner of these slaves, they remain in the world until the end of time. We wanted to implement a city-type life system for the slaves, both the idea and the implementation were eliminated. * MAP: the map was going to be much larger but as always funcom wanted to cover much more than it could and the result is the map current. The enlargement of the map has been carried out as a new and independent map, of course it is under payment and of course without being able to interact between them.
  • servers: the servers have a disastrous performance, it is assumed that the capacity was maximum 70 but due to the activity of the players, their constructions, etc., it cannot even with 20 players causing horrible latency and ping uploads. Regarding the game I would like to emphasize
    that the game itself has three levels of difficulty that are not reflected in the type of server, all have an ultra-easy level. Funcom creates possible configurations for servers that later neither implements as the limit of slaves or in the case of siptah the dynamic pvp that if they do not know it, it avoids that structures can be destroyed without the attacker as the defender being online. * Construction: is a good construction system, the problem is that players abuse, and build structures of such size that they occupy large areas of areas, I have come to see servers with almost the entire savannah area occupied and fortified by a clan and the initial area totally walled avoiding the passage to the rest of the map to the new players. * dungeons: except the last two and siptah the rest are ashamed. pitiful systems, small, easy to not be able to. An example is the one from the north that only by dodging the skeletons and the boss can the recipes of the silent legion be obtained.
  • DLC: as every company has had a dlc policy, EYE seems fine to me and thank God until siptah has been only aesthetic and has been ridiculous, an aesthetic without coherence where you can clearly see failures between a temperature system and your own aesthetic itself. Regarding siptah, we can see many interesting news and many players want them to join the lands of exile. I would NOT like to think that funcom is gradually integrating improvements of siptah (paid dlc) in the land of exile so that those who do not have the dlc can enjoy it, otherwise we have paid for the rest.
  • Temperature: an adequate system and correct operation except in siptha that does not appear or is minimal. * Combat: the truth that in my opinion few complaints is currently being improved effectively. * PJ TRANSFER: it is a … IT IS NOT REAL, what is asked is not a one way way where the end is an unofficial server. The logical thing would be a two-way interaction between both maps and I want to make it clear that it would be the interaction between official servers without including the unofficial ones and the unofficial ones among them. Being able to jump players between official servers in search of other players or simply switch from one server to another without having to create a new character in each one.
    Currently the servers are empty and from what you can see it will not improve, the answer that funcom gives to many questions is to create a private server or so it seems. the content of testlive is very good but the expansion of siptah if it is only that is unfortunate on the part of funcom I hope there is more map. I hope that the players do not bother to give my opinion, but currently in both pve and pvp servers once all the dungeons are done, all the recipes and the lore are obtained. In pve it will only remain to build and in pvp only the combat, I hope that something else is added to enjoy for both of us because but the conan is in a dead end.
3 Likes

I agree wiht most of the post. Funcom overall ideas are often good but imho they are horribly bad at balancing and creating a chalenging system. I aslo think they are a bit lost among all the player styles they enabled: they add/ablance somethign for pvp, then a bit for pve, then a bit for big groups, then a bit for solo players and in the end these additions often hurt each other and dont work well together, it turns out into some crazy mishmash.

Also like you wrote the number of potentially fun mechanics that are already in game but are not used at all only because of balancing is astonishing, its such a waste.

Imho Conan in PVE desperately needs challenging end game content, where you can repeatedly feel you got somethign done after a tough challenge/fight. The sliders just dont cut it at all even on privatte servers, for psychological reason. I remember playing Vermintide 2 and having tons of fun advancing through the diffuclty levels because you could change it with one click a whole change of experience, and you could feel “Heh fianlly i got legendary done”. Yuo also got better rewards with difficulty. Ofc its much harder here because you must add something that will scale with the number of players in the party (automaticly or with settings ), but there is no other way for Conan to be fun after you reach 60th level and explore everything.

2 Likes

Yes and No.

Yes, because of this.

I am not sure why this causes so much angst with some players. Does it affect YOUR game play?
It always amuses me when people demand that everyone else plays by that persons personal set of rules.

4 Likes

Idk, the Armored Champion was kind of tough, as is the White Tiger (though I can cheese a White Tiger though if I play dirty and cheap) and The Red Mother.

Oof this needs a thread to itself, I’ll try to be brief. To say it needs an overhaul is an understatement. But we would first need to establish what its purpose is. Should it be integral to everything else? If so then everything (blacksmithing, armory, building etc.) needs materials you need to grow and facilitate through these systems (both farming and husbandry). Personally I think it should but it should NOT and should NEVER replace going out and hunting/gathering for materials so that there is always player interactions to be had in a multiplayer sense.

I would go in more detail, but I promised to be brief.

This one is an easy fix. Kind of. First thing is to remove the hidden stats entirely (or set them to 1.0). Then change the strength/accuracy stats to match that of players (2% bonus dmg per point). Change up their HP so they have no more than ~2,000HP at the most (+bonuses from armor). If this makes them a bit squishy, then allow players a means to put agro on themselves. And boost the quickness of archer thralls if in follow so a player can effectively tank for their thrall and their thrall gets to do more dmg in the process. Right now archer thrall DPS is atrociously low, even with high RDM’s. Need to adjust animal pets too. Hundreds of damage per attack shouldn’t be a thing. I’m ok with them doing higher dmg to account for lack of defense, but not excessive dmg.

This is in part due to the G-Portal service. There are much better hosts. We as players have much better options and can do 70/70 servers well enough, even with mods. Funcom is locked in contract (I assume) and so this is just a fact that has to be dealt with if you’re one of those anti-private server persuasions.

The temperature system has gone through some revamps. But only piecemeal. This needs a comprehensive overhaul. And personally I would change this alongside thrall camps.

But the brief description of this is to divide the hot and cold areas each into ‘easy’ and ‘hard’. So if you’re in a easy cold area, you simply need basic cold weather gear. Hard cold areas would require level 60 ‘epic’ versions. Same with hot. In order to get the better thralls, you need to go to the harder areas. You’d also need to go to the harder areas to get components for gear. To prevent the chicken and egg syndrome from happening, temperature neutral areas have easy and hard spots too, so you can at least get started into functioning in the harder hot and cold areas. Of course for the best equipment you’d need components from both.

This was explained about a week and a half ago in pretty much a conversation over a long period. To sum it up, they were on a time crunch when the game launched. Then they had to get some features in the game and finalized. Once that happened, they were able to go back and redo things. This is how we got Siptah and these patches post Siptah that seem to be rewriting everything from scratch. They want the systems to be rewritten so they’re easier to work with other systems and new future systems, as well as fully supporting the mod community.

In all truth they are doing this for us, the playerbase. Even if it seems to break about a dozen things, they ARE trying to fix these things, and make it better in the long run. And as for a personal comment on this subject (this isn’t directed to anyone quoted in this post, just my 2 cents)… It is frustrating to see short minded players (again this isn’t in reference to ANYONE who’s posted in this thread so far, so please no one take this personally) who don’t care for the changes because they want to get their thrill from the game before dumping it and moving on. While many of us who have invested thousands of hours both in game, out of game, on making mods, and on media content are here for the long haul and would love to see all of this stuff come to fruition.

With all sympathy and respect for Funcom, CE is 4 years old. So I wouldnt call crazy expecting to have some chalenging stuff to do in end game after 4 years of developemnt . I can empathize that they created a huge game, that coding is hard etc. but after 4 years i would say im justified in expecting this. I have bought all expansions and Isle of Siptah, so I would say I have done my part as customer, giving them money to finish the game. And its exactly what im trying to prevent by my posty, is poeple getting bored very fast after reaching 60 level and moving on.Still i dont mind waiting longer, providing they delvier in the end. You shoudl remember that this is a connected thing, if there is no fun endgame, poeple will start leaving, if poeple leave, less likely they buy further exapansions, then less money Funcom has, less likely to finish the whole experience.

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