Transfer to “any” server with inventory is a stupid idea.
At least give it like a month cooldown or something.
Transfer to “any” server with inventory is a stupid idea.
At least give it like a month cooldown or something.
The old healing system is super boring in PVP. 2 hours of running in circles until someone runs out of heals. I know a lot of people who feel that way.
Someone suggested to keep feats, which can take the longest to get.
I’m not against transfer with inventory. I just don’t need zerg clans to hop on a server fully geared, set up a base the first night and wipe the server in a couple of days and then move on and repeat on any other busy official. Or clans that wipe busy servers and hide the loot on empty servers. (or most likely a combination).
TBH I also think it’s stupid for pvp that you can just farm up on some empty server and then transfer to a busy one when you’re fully prepared.
Most dedicated PVP’ers are used to moving servers the old way and I almost just think they should disable server transfer on official pvp servers.
That’s why I’m suggesting a long cooldown. “Normal” people wouldn’t need to transfer all the time anyway.
I also think that cooldown on server transfer is a must, i think 1 month is a good amount.
It will also be good for solos/small hidden clans. A lot of server hoppers probably wont stay long enough to check all the little hidden spots.
But yeah, I see most strong clans starting to hide on some empty server and hop from server to server to raid others. Because why wouldn’t you? Why stay on the busy servers? You only do it because you normally want an active server, but if you can go to any server to raid, there’s no need to stay there. It will only be a disadvantage.
If you defend and capture what they brought, it almost wont matter, because they can just have other people farming on another server in peace and bring more. Farming hundreds of bombs and kits is super easy when nobody’s disturbing you and what else do you need?
Only slight disadvantage I see is, you probably wont be able to bring thralls, but as long as you can bring the thrall tokens and Teimos is so easy to level, it almost doesn’t matter.
So we will probably see a ton on clan vs clan wars on otherwise empty servers.
And probably see less full servers, because why expose yourself there.
I almost wanna go on some empty server and start building now lol.
Maybe a dumb question, but what happens if I transfer a character to a server where I have another character already?
I read a rather unsettling revelation in a seperate thread. And my current understanding of the situation, is that Singleplayers will not be recieving the ability to transfer our characters between servers, potentially at all! I find this to be a very disturbing development, and for that matter and unjust one.
Is there a valid reason why we as Singleplayers are (for now at least) no getting the option to transfer our characters between maps on Singleplayer? This is the one mode where it is not likely to impact upon the playstyles of others and create imbalance. This is ridiculous. Singleplayers should NOT be locked out of either content or features!
Im not interested in jumping to an online server…now or for that matter ever, and Im not interested in duping. Funcom once pledged that Singleplayers would not be locked out of features or content, and as loyal, paying customers nor should we be. I just want to be able to transfer my character back and forth from one my Exiled Lands map to my Isle of Siptah map. Something which every other mode will have freedom to do, while we will seemingly miss out (clarification still pending).
Here is Funcom’s current model.
Server transfers will work in this order: Official PVP → Official PVEC → Official PVE → Unofficial
Meaning, you can transfer between the same level or to a level below.
As I have auggested in a seperate thread, at the very least, could we please transform this to either:
Official PVP → Official PVEC → Official PVE → Unofficial → Singleplayer
OR, if not that then perhaps:
Singleplayer Exiled Lands map ← → Singleplayer Isle of Siptah map .
@Community Could you please get back to us on this one when you have an answer?
That’s because you can easily open the admin console and add the items that you wish to transfer. Problem solved. The upcoming feature seems to have a lot of netcode behind it that simply won’t work because it probably involves sql tables rather than local save files.
Another member has already said this better than myself, so instead of belabouring on from scratch again, I will repost it here:
I also don’t like it! (Yes, only myself is nothing to this game to change anything.)
I mean I feel it cheap (and honestly bs.) “tactics”. MID combat you should fight, not heal. Between rounds or after combat, or when retreating/you have time is okay, but mid-fight is just feels nonsense to me.
So nerfing items that require no animation or extra caution (or adding animations to them too) is a welcomed change from me.
A couple more notes:
The Berserker in the water at the Mounds of the Dead appears to be back on it’s old patrol route. I think this is a good change. It makes it just a touch more dangerous to go there as well as making it a touch harder to cherry pick the 'zerker for thralling purposes.
I gave my thrall a stack of steak (put it in her inventory) and when I next checked the whole stack of 50 was gone. She was not injured but must have been ravenous for steak.
NPC Cimmerians from the Lost Tribe will now fall off the “mounds” they’re on when attacking.
My thralls seem to be much improved in not getting stuck on things. I’ve only had one incident. My thrall was attacking on one of the mounds, the one with the priest, and ended up on part of the crumbling wall and stuck in place there. When I dropped off the mound to water level my thrall teleported down to where I was almost instantly. So there was not much of an issue with her getting stuck.
All in all I’m really happy with this update so far.
Way to go Funcom!
While that’s true, that’s not “playing the game.” As a single player, I want to actually “play” – which means running the dungeons, reaping a set of rewards, and if necessary, go back again to get more. If I just ‘spawned’ items in, yes, that’s very possible, but its not ‘playing.’
The healing waterskin should’ve worked as a one time use type of item. After you drink all the water in it, it becomes useless and you grind for it again. It is a legendary after all, they just messed up by giving it away to easily. Legendary items need to matter again, they need to make them worth it. As of right now, in siptah a legendary is kinda useless if you already got delved weapons or the new voidforge weapons except for sword of crom for a thrall. They either need to make em even more rare and add really unique buffs to them or make them even stronger than most craftable weapons.
Well, I think a better way would have been to make it a one-use item, but refillable. You get one “sip” but to reuse it, you have to fill it up again. That way it is reusable (not like crafting a potion), but you can’t spam it in a combat situation.
That could work as well, I actually suggested something like this when it got nerfed but it fell on deaf ears.
As I read through the comments I come to the conclusion, that there are different player groups that vary extremely in their view of the game. I think for example EU and US players have a tendentially different opinion based on their experience regardless of playing PvP or PvE for example.
Some of you always talk about the “top” PvP players, as if there was any kind of league or ranking besides some hobbyist duels. The truth is, after 2700 hours of gameplay on various official EU PvP Servers I never encountered such a thing. There are some main groups (and let’s say mindsets) I have indeed encountered in the last 2 years.
What made the game so good for me I ended up playing for such a long time, was that all these player types (besides cheaters obviously) could play alongside on the same PvP server and have fun. I saw soloists having accumulated a mindblowing treasure in their hideout. I saw bases so masterfully pieced together - I didn’t have the heart to raid it. I saw servers being wiped to zero players by a locust clan being just undefeatable and yet on other days locusts getting fought off the server by an alliance of co-opers. And all of it was fun and exciting.
There was a lot of trash talk about pros and alphas, but after the fog clears up, it all meant nothing and the ones who succeeded were actually often enough the least expected, the three paradise birds in the palace with the pink banners or the brothers who never wanted to participate in a duel but somehow defended their base until 23:00 against 8 raiders with 350 bombs.
This is Conan.
Or at least it was.
With every patch, the game leans more to some imaginary group of self-declared pros (in a game where you can’t earn money by playing it).
Maybe on hour 3000, I will finally meet one of those obscure guys you make the game for live on an official EU PvP server. I will congratulate him from my heart and hand over the keys.
Sincerely yours.
*I don’t mean to be sexist, it is just that most women I see in the games are brought to gaming by their boyfriends.
The thrall cap feature was introduced more than a year ago in the game and has been available for server admins and SP players since then. Enabling it on official servers is a setting change that would require nothing but a server restart. This is why it is not included in the patchnotes.
However, once we have concrete information on the exact date it is going to be enabled, we will release an announcement post with all the details in advance, including the final number per server type as well as any other useful information.
The initial plan is to have it enabled once, or shortly after, 2.4 is released. But we’re still discussing internally the fine details to every aspect mentioned above.
I don’t think anyone think someone is actually pro (as in making a living off Conan lol). It’s just a term often used for someone really good at what they do.
People who talk about being alphas often aren’t… They just have a big mouth lol. Even if they were top dogs once, they are often bored and unprepared.
And no, most people aren’t insanely good at pvp (fighting) in this game. But there is some pretty good ones. And even if the mountain aren’t that high there’s still some people on top of it.
At least that’s how I see “top / pro” players. it’s in the context of the playerbase, it’s not meaning top 0.001% across all pvp games in the world.
Legendary weapons should have 50% more damage and double the stats of a regular items, but make them un-repairable. This will make legendaries unique, worth collecting, and give enough reason to go farm those bosses more than a couple of times. Bosses that drop keys should have 6 hours respawn time instead of 15min so legendaries won’t overshadow crafted items, and the same should be for bosses that give a legendary item directly.
This should create a very healthy environment for legendaries to exist in the game and get the recognition they deserve.
Will there be a fix for the bugged journey steps that won’t give us credit for completing even though we have completed them? (On siptah, I have a gaggle of animals yet still have the journey step. And one other I can’t think of off the top of my head.)