“It wouldn’t be good” is too strong. I should’ve said something like this: It’s not really what I would like best, but it would work.
What I would like best is beyond what Conan Exiles can provide, because it’s not a single-player game. A multiplayer game has to deal with latency, so its combat can’t be as skill-oriented as some single-player games, which means that bosses and dungeons also can’t be very skill-oriented.
What I would like second-best is similar to what you proposed, but a bit different.
Let’s say legendaries are not found in chests or as loot from dead bosses, but are crafted. And to craft them, you need some special materials, let’s call them “pieces”. Let’s say there are different kinds of “pieces”. For the sake of simplicity of this discussion, let’s just give them colors (red, green, blue, yellow, etc.) To craft legendary X, you need (among other things) 100 blue “pieces” and 250 purple “pieces”. To craft legendary Y, you need 75 of each kind of “pieces”. Now let’s say that each time you kill a boss, you get between 1 and 5 “pieces”.
That’s a system where RNG still affects what you get, but it’s not really a slot machine anymore. And those numbers can be tweaked to your heart’s content. A variant on that idea is to make bosses drop between 0 and 5 “pieces” (instead of between 1 and 5). Then it’s a slot machine again, but much nicer, because the player has some illusion of control over what they’re doing.
TL;DR: Take armor scraps from Warmaker’s or eldarium from Siptah vaults, and make all legendaries crafted like that
Regarding server transfer, we are all kind of biased by the ideas that are already published by Funcom but when I remember back or talk to the people in my clan, that aren’t active in the forums, everybody was expecting and looking forward to a very different kind of character transfer.
We were thinking of two connected worlds (a Siptah and a EL server). We were thinking of jumping in a boat or portal (actually I would have bet, that you walk through a portal inside in the temple of frost), get a loading screen and show up in Siptah. So when someone wrote we could switch between the 2 I thought “hell, yeah”!
But now everything developed in a completely different direction. I understand that Funcom wants to give the part of the community that wanted to switch between the servers this feature in some way, but I don’t think many wanted a “character transfer”-feature, I honestly think most of them wanted “linked maps” - even and especially for solo and co-op.
Well, having pairs of servers where you can travel between, may be the best solution after all. But with all the balancing issues, the possible exploits and the transfer hassle I would rather have no transfer than a mediocre one.
Would love to be able to start in EL get to the point I can remove my bracelet and take ship to get wrecked on Siptah. Then play siptah to the point I gain access to a new ship/or maybe fast travel from the tower that will now allow me to move back and forth between the two maps. PVE focused for me so just want access to both maps with the same character. What would be even more fun for me would be if Siptah was for further progress. Raise the level cap and continue the adventure from map to map.
Entiendo que no hay forma como jugador. Pero estamos ya que no sabemos qué pensar no tenemos ni respuestas. No podemos disfrutar de él juego… Hace ya un año casi y no tenemos ni la isla ni actualización. Cada vez digo esta semana toca pero la semana se va.
A warning prompt will now be displayed when trying to use healing wraps while mounted, stating: “Cannot use while mounted”.
A warning prompt will now be displayed when trying to summon Avatars within a protection bubble, stating: “Cannot summon Avatars inside a divinely protected area”.
Having Shaggai Queen Jelly in beehives will now increase honey output by one additional unit every time honey is produced.
It is no longer possible to cancel an attack animation by quickly equipping and unequipping the weapon or other items.
Prevented the use of sprint attacks while in the swimming state.
Corrupted Baboons will now take damage.
Devolved First Men’s attacks will now deal damage.
Fixed the ragdoll of Corrupted Spiders so that their corpse no longer falls through the floor.
Fixed a number of pathfinding issues in some of the New Lands camps.
Corrupted Yeti no longer throws rocks.
The boss Rabid Milly will now drop the Mistmourn shield as originally intended.
Fixed a hitbox issue for one of the First Men spawned at the Black Pool.
Fixed a graphical issue on the spiders spawned by the Spider of Leng.
NPC’s in the Fractured Citadel will no longer attack the Bloodmoon Beast.
Fixed an issue that prevented Rocknoses from damaging the player and staggering on hit.
Increased the Health of the Living First Men.
Adjusted the stats for the Grey Ones weapons based on them having no thrall bonuses and difficulty to craft.
The Globe of Yezud and the Statue of Zath now correctly use Venom-purified Blood instead of Mitra essences.
Components for a recipe will now be automatically crafted whenever possible.
For instance, attempting to craft Fiber Bindings with no Twine in the inventory will now automatically add the necessary amount of Twine to the crafting queue, together with the Fiber Bindings, provided that enough Plant Fiber for the Fiber Bindings and the Twine is present in the inventory.
Harpagus will no longer teach the second tier Zath feat in place of the first.
Interactable weapons at the Fractured Citadel can now be picked up.
The Great Sword of the Grey Ones will now have a correct weight amount of 13.125 rather than 0.
Added missing NPC population to one of the New Lands camps.
Interactable pickaxe in one of the New Lands camps can now be picked up.
Polished the Obsidian Ones outfit to reduce stretching and clipping issues.
Fixed a number of graphical issues with the Black Corsair outfit.
Fixed an issue that prevented the loot preview window from showing and prevented the opening of the loot menu for containers beneath the water surface.
Fixed the functionality of the Eldarium Pickaxe to be consistent with other pickaxes.
Fixed an issue that caused characters to enter a rubber-banding state when trying to run over an activated Black Pool altar.
Zath’s secondary attack now obeys keybinding and can be activated using either the kick or the heavy attack action.
Fixed an issue where the black pool altar would not recede completely.
Fixed a number of clipping issues in several New Lands camps.
Vault entrances should no longer exhibit an unintended intense glow.
Added collisions to the Grey Pools to prevent characters from getting stuck underground.
Moved certain NPC corpses that were floating above the water in the New Lands.
Expanded the building block area some of the Siptah camps, to prevent NPC spawns from being blocked by the player claim.
Fixed an issue that caused certain Volcanic rock rubble props to lack textures.
Trees in the central area of the New Lands are now harvestable.
Removed an unintentional lingering building piece above the Fractured Citadel.
Adjusted the collision size for the walls in a hallway present in one of the New Lands camps.
Fixed some backface culling issues in one of the New Lands camps.
Added missing collisions to certain destroyed stone pieces in one of the New Lands camps.
Added missing climbing blockers to one of the Siptah camps.
Adjusted the position of multiple torches on the walls in the Asylum of the Outsiders Vault.
Fixed an issue that caused certain stone debris props to lack textures.
Fixed an issue that would cause floor texture flickering in one of the New Lands camps.
Spiders spawned through the Orb of Yezud have had their walk animation fixed.
Fixed a number of issues with the Wheel of Pain animations.
The target lock and Health bar locations for the Devolved First Men have been raised to the intended position.
Fixed an issue where the author of Notes, Journals, and Papyrus scrolls was not being displayed correctly.
Fixed the Zath upgrade feats to display the correct building names.
Fix feat icon colors not updating properly after feats are unlocked in parallel with other feats.
Crafting info view is now hidden if no item from crafting grids is selected.
Fixed an unnatural reverb that was audible in some of the New Lands camps.
Please, keep the feedback on this thread about the Testlive 2.4 build.
There’s already a few topics where to discuss the 2.3 update for consoles, including the ones where we’re posting any updates we can share about the situation. We’ll link them below:
Thank you for helping us gather feedback for 2.4 more efficiently.
@Hugo and @Ignasi - I didn’t see it listed in the patch notes, so I’ll ask here: has the issue of ‘NPCs not spawning in large camps on the main Isle of Siptah in single player mode’ been addressed?