Testlive Update 2.4 (06.04.2021) New Lands, Zath, Character Transfer and more! Oh my!

@Ignasi, is there any chance whatsoever that the team might want to reconsider this? I hope you have some time to read my reasoning and perhaps consider relaying it to the team.

I’ve been playing Conan Exiles online since the initial release in May of 2018, and it’s been almost exclusively on official PVE-C servers. There were plenty of occasions where a player or a group of players would come to the server and start trolling, griefing, and harassing everyone.

Most of the time, the community on the server could deal with that and keep going. However, there were occasions where it would get so bad, that the majority of the players would leave the server, and the only ones left would be the griefers and a few people who didn’t mind them.

Here’s the clincher: every single time it got that bad, it was because the griefers were a clan that went from PVP servers to PVE-C server. Every. Single. Time.

I know this is anecdotal. I understand that the plural of “anecdote” isn’t “data”. But I’m also convinced I’m not the only one who has run into this and I’m hoping that other players might speak up.

So, long story short: is there any chance that the server transfer might be restricted to the “same level”, instead of “same level or any level below”?

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and I assume never from privately hosted to official? I agree completely. Transfers should only be from like to like servers of Pv"x" types.

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Definitely not. I should’ve made it clear I was talking about officials. Thank you for point that out :slight_smile:

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So to do a transfer in single player mode… I assume the issue is having to have both a Sipah and an EL map open at the same time. I’d imagine you would need to have two separate installs of Conan on your PC to make it work. How could a console do that?

I have my own server, where I run both the EL and Siptah maps as two dedicated servers. Takes about 24gb ram, for anyone curious. Just run each from it’s own directory on the server. There are notes on it in the Dedicated server thread in these forums.

I play on my servers solo, so it is like being “single payer”, but with the added benefit of “time keeps going when I am gone”. This is good for the starmetal spawns, which was always such a pain in true single player before. Also really nice for fishing and other slow crafts.

Server play is just so much nicer than single play, but requires extra investment or reliance on other people. Doesn’t solve your problem at all though.

I wonder if Funcom could just simply load both the Siptah and EL DBs if they both exist on your PC, to enable the transfer option? When you do whatever function to transfer, you get a note that says “now go restart your game but on the other map”? Maybe it really isn’t difficult after all and just needs a little tweaking to enable it on their end?

Boy Funcom really pigeon holed themselves this time…even worse than when they put out the Siptah “expansion”. Funcom has never in their history put out something as big and complex as this without it becoming a utter and total mess. This is what I forsee happening…

Peoples characters will get “lost” in the transfers, the exiled lands will become littered with Siptah items and thralls, and the same for Siptah. The amount of “loopholes and exploits” will be epic in their size and scope and my personal favorite…the person that figures out how to jump on single player, load out a toon with all the best weapons, armor, items and foods…scroll through for the absolute best thrall and load him out accordingly and hop on random servers and just run amok until they die and then do it again.

That’s just a few things off the top of my head. As we know the Conan Exiles player base are incredibly creative and devious. If there is a crack, someone will turn it into a doorway. I for one can’t wait to see what happens.

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Ill give credit to where it is due,

This looks like a good patch, good job for what is added and taken away. Dev team.(as for untested comment goes).

Though i think your items in the game are just twisted, and need to be completely revamped.

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most well thought out and articulated post on here. Bravo.

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Track record says otherwise on exploits.

@Wak4863
I see your points regarding the item transfer and offer this suggestion: Make it a server setting

Official PvP/PvE-C: Character only
Official PvE: + inventory (cannot be overencumbered)
Unofficial (any): by server setting from

  1. No transfer
  2. Character only
    • inventory
    • inventory + 1 thrall/pet on active follow

I believe that would help provide options while still reducing the ‘pay to win’ on combat and PvP servers.

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Does it matter as much for PvE or unofficial (where active moderators are more likely)?

If the big objection is that nefarious never do wells are going to ruin official PvP and PvE-C by running away to farm other servers, then take away the ability to transfer inventory on those servers.

Unofficial PvP and PvE-C server hosts can police their servers or match the official settings.

edit: @Palm522 the idea to allow inventory but limit it to being unnumbered is so that the character may still move and function normally on the new map. We also do not know what the disposition is of the character and owned structures and such on the old server. does it get deleted? if the character already exists there, does the attempt to transfer succeed with a new copy, overwrite the existing, or use the existing (effectively failing to transfer)? Still too many unknowns.

Granted, I approach this from a mostly single player pov where I envision this as a means of exploring multiple maps with a single character. Will this give me the ability to have multiple characters on the same map? I doubt it. I am not considering all the ramifications from a large clan or public official server pov.

One method or option i’d like to see is that on completing the EL ‘main quest’ instead of just deleting the character, the player has the option to go to a different map (other than EL) with that character to continue the journey.

GREATE THANKS for finally nerfing horsey PVP.
Now it won’t be that easy for any noob (on horse) to kill pro player (on foot) using only crazy dmg multipliers and debuffs. W + Right click is not a PVP.
Though nerfing arrows is questionable.

As I understood now there is absolutenly no point in using light armor. It gives no benefits at all. Since you can easily have your encumbrance in green zone even with heavy armor. I think that roll speed should depent on armor type AND encumbrance.

When will you improve the base map, add Stygian DLC, or is the base map dead?!

I would define it as completed.

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an item did not get nerfed for “the good of the game” it got nerfed because it affected pvp in a way that pvpers didn’t like, you can mask it in any way you want… doesn’t change the fact in the end.

Also, its not animosity, but what some “pvpers” dont seem to understand is that these “little” changes done to appease you have a “bigger” negative effect on the pve side of things.

The light/medium/heavy armor issue could be solved like this:
-light armor gives +3 attribute per piece (15 for full set), dr(damage reduction) capped at 50%
-medium armor gives +2 attribute per piece (10 for full set) dr capped at 70%
-heavy armor gives +1 attribute per piece(5 for full set) dr capped at 90%
A T4 armorer will increase only the armor for heavy and only the stats for light. Medium will benefit from both to hit the cap.
There are players who are better at dodging and rely more on how much damage they can deal.
Then those who rely on armor and play more defensively. Last but not least, those who find themselves valuing both armor and damage.
This will make for a fun way to play the game for both PvE and PvP and a balanced choice between the three.

Wearing one piece of heavy will cap your stat gain to 5 and wearing a piece of light will cap your dr at 50%.

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Pretty much all pvpers play pve (we lose our stuff or start on new servers tons of times, we always have to grind new stuff). We know how nerfs effect the pve game. The changes are usually between play blindfolded, super easy and pretty easy.

Hardly any changes pvpers wanted made anything in the game hard. They just make you have to be a little less lazy in pve.

What some pveers don’t seem to understand is that pvpers don’t just pick up enough stones and branches to make our first sword and then steal everything from there on :stuck_out_tongue:

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I like the dr cap but fiddling with the stat increases is too much.

Medium and heavy armors drain more stamina while climbing, I think this should be applied to weapon usage, rolling, jumping and running as well.

Increased stamina drain on weapons will make the game tedious and slow paced which is the opposite of fun. It’s not that great at the moment either. Players want to poke themselves to death. Less pokes means less dopamine released in the brain which leads to a stresful gameplay and a higher chance for the player to give up altogether.
The stamina in Conan Exiles is like a fun meter. It lets you do things in the game. The moment it reaches 0 your fun is canceled for a couple of seconds. The fact that stamina is heavily tied to PvP makes it bad. The fact that stamina drains so fast is even worse.

The way climbing works is understandable.

Then wear light armor and enjoy more stamina :smiley: