please don’t remove (edit: the functionality of) Support Beams, we want to have a way to transfer stability from one building piece to another one. Please don’t take that option away from us, we need it for larger buildings, especially to close the roof above (non public) Maprooms. Please fix them, so that you can only transfer stability to the very next building piece and placing another beam will not transfer then. But we need that one extra ceiling tile!
Also please make the diagonal beams snap to pillars aswell, not only to walls.
Recently we introduced new vertical and diagonal support building pieces to the game. We have discovered that the way they were implemented made them overpowered and made it possible to exploit using the building system. We will be removing the extra support these pieces provide in the next patch. This means that structures built using these pieces might lose some support and some parts might break. We are very sorry for the inconvenience, but in order to avoid exploits this is a change we have to make. TestLive Patch Notes (28.04.2018)
Yes. Please just fix them. First off, the map room is obscenely large. I understand Bylos stated these are supposed to be “centerpieces” of our bases, but also said that to protect our resources, we should enclose our bases. Moos, I watch your videos. I know what you’re going to lose. I also used these pieces to enclose my map room to get that last piece filled in. It’s either that or shrink the maproom by one block, or increase stability by like 20 points. I would assume the map rooms were not designed with thought on any of this.
Fix them by coming up with a logic to prevent abuse. I do not want these to become cosmetic only, and I rely upon them for a great many builds. If anything, I feel like more pieces need to be added like awning type flying buttresses and such.
We simply cannot get awesome cathedral type builds without these support pieces. Heck, add vaulted arches and archways or something… But I really don’t want to go back to living in overcrowded boxes with very little open space.
I am not familiar with the exploit, but it hasn’t been pervasive enough for me to notice it or hear about it.
If the issue is the inverted pyramid anti-raid base designs, perhaps Conan Exiles should rethink the anti-god bubbles and how they block trebuchets? Maybe god bubbles should just cut treb damage in half? How about grappling hooks that latch on to player structures (and only player structures.) Sticky-bomb that’s placed by hand?
Don’t destroy a very useful building item because of some neanderthal pvp issue.
No, more or less without giving reproduction steps… there’s a certain build-able object that can fling you like a catapult. Build foundation -> Wall -> Diagonal -> Ceiling (repeat ad hoc) until you get up to the edge of the land claim of an enemy base.
Stand on the “flinger”, get flung in. Survive with agility perks.
If it’s not the inverted pyramid bases getting diagonals removed, it’s this “flinger” exploit. I’d rather them make the “flinger” no-collision while moving over getting rid of diagonals.
They didnt. They dont work fine.
Though… On what server are you playing Taemien? Official or private?
Maybe whatever kills certain parts is due to something running on the official servers? (During each (re)start.)
They definitely don’t work fine. Had to rebuild my slightly hanging tower times and times again. Each time I restarted the server, the stability provided by the diagonal beams was gone, hence the weaker structures would drop at 0 or below and break.
No I asked because I think Funcom lets something run each time the server starts up.
This would mean some addition “thing” (script?), making sure to delete all floating objects. (I though so before and I think it was mentioned at some point as well, someone official telling there is something added on official servers to make sure, floating stuff wont happen anymore.)
And as those support beams seem to be calculated after said “thing” kicks in, all parts relying solely on the extra stability given by said beams will break apart. In my case, its a round building and those parts which will break apart have 20 stability until serverrestart. I used a diagonal pillar to add the 100 stability to the first ceiling which usually has 80.
I have done extensive tests with DSBs on an official server and I can say there are two things at play.
One is there is a visual attachment that makes them seem to be properly aligned with the two surfaces, yet when inspected closely you will discover the beam is not actually touching one of the surfaces. Usually the horizontal.
The other is there is a bona fide support issue at play. If an object can be supported prior to server reboot, it should not despawn or deconstruct after reboot. I have seen this so many times over the last week, in unrepeatable, somewhat random fashion. Ceiling tiles that are allowed placement by DSBs will despawn on server restart. This was present during my last testlive deep dive; if this patch corrects it I’ll update my info in a new post here.
I’m not 100% positive, but I believe it recalculates how much stability the support beam offers upon a server reset. For example, the areas that break are always at a 40 stability when built, but then everything around them claims 20 stability after a reset. So they either recalculate how much they help, or they just lose all bonus stability.
Unfortunately, it’s never been random to me, it’s ALWAYS happened on server reset. The only way to “fix” it was to destroy the support beam and replace it. Once I do that, everything would be fine until the next reset. My server resets 4 times a day to help keep things as smooth as possible, so it would happen if I kept “fixing” it. I gave up and put pillars where I didn’t want any(thankfully they fit) so now my donut doesn’t have that issue anymore.
We had a DC last night, then the server rebooted. When we returned to base, only one ceiling tile (instead of seven) had despawned. However, five pillars supporting our Set Temple (which has moderate dependencies on DSB surfaces) despawned, removing the tiles under the Temple. As you know these can never be replaced, so we have a really Holey Place of Worship now.
This is why I will say random, as everything else seems to follow a pattern of support/marginal/no support as you say. Unfortunately, I’ve seen too many variables lately (thralls embedded in blocks preventing interaction, tents of a rather tenuous nature) that can create the appearance of randomness. So you’re right to bring it up.