Testlive Update 2.8 - Discussion Megathread

Whatever, let’s get the bug fixed first - then we can go nuts about ammo types or whatever.

Would be funny to load up rock throwers with feathers though. :rofl:

Or ice for a seasonal snowball fight…

Give them arrow stacks and a hail of arrows is thrown. hehe…

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I agree…I remember getting one as a pet and disappointed at how bad it was without the spit.

Thank you for bringing this to our attention TeleTesselator.

We’ve passed this issue over to the rest of the team for further investigation.

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I was told this is a testlive difference due to the technology used.

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part of the reason it’s hard to fill a server with pvpers is the mindless and overbearing grind and dedication that is needed to make and maintain bases and raiding gear to make and combat fence stacking. If fence stacking is the only defensive string to your bow then yes i imagine you will be feeling this is a blow.
If on the other hand like some players you roll with the changing times (nothing stays the same forever) and embrace change like them you will already be formulating new build strategies to employ. After all attackers may need fewer bombs to raid you but vice versa you need fewer bombs to raid them back and retrieve your loot. As it is a quid pro quo, tit for tat change both parties either lose or win respectively, depending on wether your a glass half full person or glass half empty.
the only unfairness is legacy builds. so bomb then to the bare earth and it’s back to a status quo that’ will be different but essentially the same minus the attendant lag and grind for mats.

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But see I only need a precision firebowl to raidand ruin 100s of hours of your game play. Don’t need a perma base. And I just wait and wait for that day you don’t log in…and then bye bye base and I will scoopmloot, drop down to 99% full weight and on to next server. Never once engaging in pvp.

Fence Stacking blocking doesn’t seem to work consistently.

I was able to set those 2 sandstone foundations that close (and I’ve seen closer, even on testlive according to videos online.) After I was attacked (and fought for the first time) by a shoebill, then I could suddenly still not stack close and it required me to be a square foundation apart.

So I think it has some bugs yet.

I think people believe this bugged behavior and how close you can get is the ‘new normal’ not the 1 foundation square apart.

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yeah solid point and fairplay, thems tactics.
but the only logical outcome if everybody plays this way are still servers (just fewer) that everybody (left) goes to plays on to pvp and spend the loot they cheesed off outlier servers, right? then my point holds true again. or is your game the endless aquissition of pixels. not throwing shade there just considering the possibility.
pvp is a strange place in conan at the moment. not too many populated servers to play on and quite a tight community of pvpers. farming, by raid or grind is obviously less hassle on the unpops or relatively unpopped, it’s like the wild west out there, lol.
i suppose i’m saying that low pop servers will always be vulnerable to the roving wolf. full pop much less so. it’s a lifestle choice, alone and vulnerable out on the frontier or nestled in the company of avaricious snakes on a well poped server.
happy hunting bigcane55

The raid is PvP. Your assault vs their defense. If they are on, it’s certainly harder…but limiting to only raiding while online is like saying stop using explosive jars and just use arrows to be more sporting…yeah you could but why? As far as the time building and such…we all know the terms of PvP. If you spent that much time building, you should have a base worthy of defending itself…even without the exploits and cheese.

No worries. And no, if you check my history I hate the ease of hoarding. What I want is some type of area control added with higher end resources decaying.

What we need is DbD, 24/7 raid. While you Re in, be ready to fight. Have DbD set to 30 minutes. The 1 fay a week have a 4 hour only raid window, with 20 hours non raid. Then 1 full day of no raid to allow for a build back.

Remove 10 man clans from PVP. Min 4. 10 man clans organically become bully, because they know they can out resource and time any smaller clan. And yes, they can still Allie, but now there is a chance for more turning on each other. Right now if 2 or 3 members call out the other 7 for bullying too much, they get kicked and guess what, they have nothing. So they stay quite. Seen it happen, been done like that myself.

That’s not the game a lot of us were sold.

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I could agree with this if passive defense was better implemented. As of now raiding is mostly just a math problem - X jars stockpiled to get through Y layers.

I can avoid thralls by going in before raid time and can freely scout outside raid time for the best entry point. The only effective passive defense, I think, is anti-climb and deception.

The only “active” defense is to manipulate the math problem in your favor, mostly through increasing the number of jars required. FC is now policing the only “active” defensive strategy players have through TOS enforcement. No more spam and no more layering is good, but address the **** math problem if you aren’t going to let players do it themselves OR have the stones to tell us that offline raiding is your actual vision for the game.

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It’s a computer game…at the heart of every challenge is a math problem…even active fighting. I agree we need more hearty passive defenses to balance the amount of damage explosives do…and yes anticlimb and deception are king in passive defense design…but using the game’s terrain can adjust the other aspects that are utilized fully. Thralls can be very effective if the kill zone is unavoidable. Some locations accommodate this more than others.

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I suppose that is where I disagree. Active combat with players introduces the human element inherently making it more than just a math problem. I am glad there are people who enjoy the challenges presented by offline raiding, but to me they seem trivial compared to actively defending yourself and your things. The playerbase’s proclivity to come up with means to impede offline raiding indicates to me they also do not find it very engaging.

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I can’t comment on what was sold to everyone back in 2018 but when I picked it up in 2019…I knew the risks of PvP when entering into it. I loved it because it is truly open…I actually support more openness in 24/7 raid times because some of us don’t have time during normal raid times. I have always thought if I wanted to fight…there are plenty of fighting games out there. This is a survival build game…which means PvP is assaulting their survival builds and defending against this. This is why I see the game more as a strategy game than a combat game. The combat is a distraction to the actual PvP game in this viewpoint…and rather annoying as I have to wait for an opening if I decide to raid you…which I tend not to unless provoked…I farm far more efficiently than what I could raid so raiding isn’t beneficial to me outside of just removing means of production of adversaries.

Yeah I know…it just means I loose more thrill factor as the games moves towards offline protection…this benefits my security on the server more than others because I play at odd times with very few people on…I have to schedule time do do a raid.

This is a build game…Fixed it for you.

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This is everyone. Hence why 24 / 7 online raid is a better way to tackle this. Farming 19 hours outside of raid makes the pvp non existent. PvP is Player v player. What you describe is dungeon challenge style pvp. I build really hard bases to raid. log off and the other player sees if they can raid it while I am not there. The only evidence is a log of who actually raided. You could never come face to face with your enemies, so pvp it really isn’t.

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I don’t seem to be able to see it that way though.

As a solo player at level 60 I can start from scratch and build the benches, gather the mats, and construct a very sturdy base in a few hours. If I’m clever, it will take a solo attacker about the same (or maybe even more?) time to prepare, break, and loot my base.

I think this scales fairly linearly too - prolly up to a point.

So, I think a highly organized 5 or 10 man clan can build a monster base in very short order - and if Funcom doesn’t wipe it, a highly organized 5 or 10 man “enemy” clan will spend about the same amount of time preparing for, breaking in, and looting it.

I don’t have a huge sample size to go from but from what I’ve seen and experienced this seems to be the actual case. Now of course all the defender sees is the raid portion of that effort which is over and done with in 20min. But in just the same way the raider(s) didn’t see you collecting the mats and working the benches either. It seems to me to be about the same when I consider more than just the actions taken in a raid event.

If there is an imbalance it would more likely be between clan sizes where a 5 or 10 man clan is attacking a solo with any kind of regularity. But that said the PVP servers I’ve been on those kinds of bullies are soon dealt with!