I suspected this would happen when I built a (dual) castle atop a high plateau with only a couple of elevators to access it. Seems to me an eminently âlogicalâ way to build a fortress â that is, to make it as hard to assault as possible.
While Iâm no expert, this is a basic principle of mediaeval castle design, which I have studied some, but I thought maybe this fantasy setting, now with magic, might alter certain aspects, e.g., perhaps attackers can fly or levitate in, even if they donât know how to conduct a siege. Even so, I wondered if making it this âassault proofâ would defeat the AI; seems I was right.
Too bad, but Iâm not going to alter my design, much less make it more accessible. Nor will I start experimenting by moving my Treasure coffer around etc., as others have done in this thread (and more power to ya!), mostly because I think, given where Iâm at and how the entire plateau is now full of construction, it would be a waste of time, as there would still be nowhere for the Purge to spawn if theyâre not going to spawn below.
So, Iâll likely be skipping this Journey step until/unless itâs âfixedâ. I MIGHT make another base in a presumably more accessible area later, but thatâs not high on my priority list.
BTW, I play only SP, so how it works or not in PvP doesnât matter to me. Presumably players can use magic to assault one anotherâs bases, which is as it should be, given the setting, and I hoped the AI might be able to as wellâŠ
Iâm built in the same location but have been getting an error message. After placing foundations underneath every one of my steps (like in your picture) I was able to get the purge to start spawning again.
As mentioned before, when the ultra smart purge minions bomb away the foundations on their way to the treasure, they canât find the path anymore and the purge ends right in between.
Everything despawns and youâre left with a tiny chest of loot where the camp has been. All the effort was for naught, your dead thralls, your broken equipment. Just because the purge only attacks doors.
Funcom should reprogram the AI to primarily attack doors and then, if no door is available in the path, attack other building pieces as well, to create a new path.
Most games work with an age old aggro system where the attackers of NPCs are added to a list and the one who dealt the most damage gets chosen as the primary target of said NPC. Canât this mechanic be attuned to doors and other building pieces in close proximity?
They do primarily attack doors. My purge base is just a long hallway of doors and rather then break down the 1 wall between them and my loot they take the long way breaking down every door instead. Iâm 12 purges in with this particular base and they have never attacked a wall or foundation.
I think I remember the old purge having a restriction against purges south of noob river. Does the coffer purge still have that? It kinda made sense in the old system, but not now that we call in the purges intentionally, it doesnât. But Iâm wondering if they just forgot to take that restriction out.
Iâm in SP trying the coffer purge for the first time. I set up my coffer in an old base south of noob river that Iâm not using for crafting anymore. On my first Proclaim, it said â⊠no reachable locationâŠâ after a minute or two. Then I closed a hatch that acts like a little drawbridge and Proclaimed again. It stuck on scouting for 5 minutes or more.
Iâm wondering if I should try moving the coffer around inside this base and simplifying things following suggestions in this thread. But if the purge just plain isnât going to hit south of the river, then I might as well just make some new little bases up north somewhere and try some T1âs until I find one that hits reliably.
The system message about the purge having no reachable location to setup their base camp can be extremely misleading.
In all the cases I have had the same issue the problem was not a lack of space for a base camp but the actual way from all possible base camp locations right to the coffer. An that can actually be caused by a tiny little bit of too much of placeables in front of or around the coffer. Just make sure that there is a way from probable spawning locations right to the coffer that does NOT involve climbing or destroying other things than gates and doors.
This is the answer. You can build a base were where the purge camp cannot find a spot to spawn, but in most cases this message is because of a server problem.
For example, I have a purge base where previously Iâd had success spawning purges. One evening when there were 30+ players on the server I proclaimed my wealth 18 times. One time the camp spawned but could not find a path to my cofer half way through the next wave, the rest could not find a spot for the camp. Early the next morning I was the first player on the server and spawned 5 purges in a row with no problems. A few hours later, players could not spawn purges.
People are doing random things, mostly fiddling with their base and when they finally get the purge to spawn they say what ever they did must be the secret to a successful purge. It notâitâs the server state.
Funcom needs to fix the server code so it doesnât get in a state where the purge cannot spawn. If that cannot be done before the mid-January patch then they need to add a message something like âserver too busy to spawn a purge, try again tomorrow.â
I am moderately jealous that you can have doors. if I have anything⊠anything at all between the coffer and open ground⊠the purge fails to spawn as it is too hard.
Table? blocked
stuffed bear? blocked
Iron pot? canât figure out hire to step over it
I treasure statue? that blocks the coffer
I literally had to place the coffer in the open ground outside my base to get the purge to run. on the plus side, I could mostly ignore the demolishers as there was nothing for them to demolishâŠ
Likewise. We had success moving the coffer a little (about a couple of tiles) to a slightly more open area.
Weâve also had purge waves stall/stop as theyâre caught behind rocks both in their forward camp itself and on the route between camp and player-base. Like you say removal of trees/rocks/etc. when the forward base is placed down could be great. Unsure what can be done about obstacles along the route though, I guess thatâs just inherently a pathing issue.
Hereâs what happened to me. After constructing the first floor of my fort, I decided to test the new purge mechanic. I have two gates on different sides of the walls, so I was expecting attacks from two different locations. One of the gates leads to the desert where building isnât allowed, while the other gate is fine. After initiating the purge (level 2), the camp was established to the left of the âfine gate.â However, after the first wave, I received the message: âThe attackers have determined that they canât reach the coffin and retreated.â So, I started another purge without making any changes, but this time the campâs location changed to the right of my âfine gate.â After the first wave, I received the same message. On my third attempt, I got the message: âThere is no reachable location for the purge to set up their base camp.â
So, I had two respawn points for the purge, but it didnât start this time. Changing the treasure location didnât help. I have no stairs; the purge just has to navigate a small labyrinth to reach the treasure, with no indoor areas or anything. The only thing that helped was interacting with my gate and disabling the auto-closing feature. Keeping the gates open as long as the purge was ongoing solved the problem. Closing them prematurely aborted the purge, with the message: âThe attackers have determined that they canât reach the coffin and retreated.â I hope this helps.
Yeah⊠that is about the level of ability the purge has for me. ANYTHING. And i mean that. Anything other than placing the coffers in the open is too hard for the purge.
It has a lot to do with coffer placement. But the routines for picking the enemy purge base seems to need some work. A lot of talk about sorting out things with base construction here, but youâll find the same issues without a base at all. ie, just find a big open space and place the coffer, shove some coins in it and trigger.
Got this problem on Siptah Isle server after chapter 4 patch. The purge was working fine on both of my bases before the update. Now I ve got the âthere is no reachable location for the purge to setup their basecampâ notification.
Is anybody else having this problem after the update?
I too have found that if you move the treasure chest away from the walls the purge continues to work normally.
Thanks to TiktaalikDreaming for bringing this remedy to our attention.
There is no reachable location for the purge to setup their base camp - I get this on both my regular and volcano purge bases. No doors on volcano, 2 doors on regular. The maze is guided by either foundations or fence foundations, the npcâs fight on the ground.
I get this error often, and iâve run dozens of purges without issue, without any fundamental changes. Usually trying it several times gets it started, sometimes not. Itâs at itâs worst later in the day and / or when lots of people are on. I get the feeling it randomly tries a few camp locations that wonât path and gives up, but thatâs under the hood.
You can move the coffer around, change doors, etc, but i say start simple and with what works, build on that. My maze is the opposite of long or complex, I focused on archer and tar dumper placements and found I didnât need doors or lots of turns. Just a bit of my experience, play the game your own way.