What would you like to see added to the game? (Encore!)

I need my pits

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Agreed 100%. I love the Red Sonja look.

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I’d love to have the following:

  1. Trees but not in a planter (just trees)
  2. Bushes and hedges the length of a floor tile and width of a planter (even have it snap like a fence or have fence variants with hedges attached)
  3. Assignable emotes for thrales (mine look so bored)
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I m a simple man , all i would like to be added to this game is stability , what i mean by stability? well … another server provider since gporta is clearly not able to handel the situation , i understand its not funcoms fault , well maybe it is , if they made a contract with them for a few years and it was a poor one where they cant ask for profesional services , but still .
It is clear if you just browse the forum that we have a lag issues everywhere not only one server not only one case .
I have a few friends that loved the game , yet the constant lag isues or the joke that is report function for the server problems from the game menu made them stop playing that much or quit for good .
The report button from the menu is a joke , a google doc ( really ? 2020 … google docs ?) with some basic info , no number for the report , no email of confirmation .

Tl:dr a better server provider

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I’d really like to see traps added to base design - legit traps like doors which open unsuspectedly to spike pits, or tripwires firing arrows from hidden nooks etc. Some way of further bolstering defence to slow down raiders when we’re offline (or to support online defence).

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Giant rolling ball traps and spikes that come out when you step into the sunlight…

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A system that can only be found in Conan … it is a purge!!
I want a variation in purging.

A stronger enemy army appears every 10 times.
Purges come every day at the event, etc.
It is also important to devise bases such as enemies flying in the sky and enemies diving underground.
You need an enemy with a strength that can’t be repelled without cooperating with your friends online.
Now a volcano can easily be repelled with 10 Thralls.
More thrill!

For priests to be useful. Right now having a level 1 or 2 priest is worthless. They don’t reduce crafting cost and they don’t make things craft faster. There is no reason to have anything other then an archpriest.

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If I may Ignasis. While the below thread is quite old now, it does still contain a good collection of popular, recurring suggestions. Just posting it here for the sake of reference.

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If you don’t like armor that covers the skin and looks protective - don’t use it. You can wear Derketo bikini or nothing at all if that’s your thing.

This thread is literally about things we’d like to see in the game. We’re not looking for solutions to each others’ problems, we’re just wishlisting things here.

Me, I’m totally fine with skimpy, sexy outfits such as the bling bikini, the Derketo Acolyte outfit, the Zamorian Dancer outfit, etc. But all of those have the protective stats that look the part - that is, basically none at all. Steel plates are better at deflecting sword blows than fishnet stockings, and I’d like to keep it that way.

2 Likes

simple
the end of unneeded bugs, glitches and broken game mechanics.

also as boink on the jelly bean

  • a team of competent coders, devs, and scripters.
  • seeing funcom fix the game before going bethesda on DLC. fix stuff the game before piling content on broken stuff that will only lead to breaking the dlc you release

Intro

Much of this thread is stuff that I agree with. I am a beta on a different game and learned there that if I want changes implemented it is best to make suggestions which use in game assets, can be implemented by tasking one coder the job for one afternoon and do not remove existing features. I’m going to break this up into section with each suggestion given a short explanation rather than just a simple line item.

I’ve thought about much of this for some time, on the whole these changes are hopefully easy to implement but they will change the game alot so there is some balancing to be done.

QoL

  • Harvest Filter. Add a small check box to the info section for each resource, if it is checked it is harvested if it is unchecked it is immediately dropped when automatically added to inventory. All mats should default to harvest when logging in and if you manually pick up a mat the checkbox should be checked. If I don’t want human flesh or ice or obsidian or stone or bones I don’t want to keep dropping it manually or face the risk of un-necessary overencumberence.

  • Crafting filter. Add a filter the automatic filter options where you highlight the crafting options for which you already have the mats. e.g. If I don’t have steel re-enforcements in my inventory no T3 building pieces should be highlighted.

  • Secondary crafting. I’m often annoyed when crafting bedrolls or fiber bindings (there are others) that I first need to craft twine then I can craft the item. For any hand crafted items where mats can be hand crafted I should be able to just craft a bed-roll and the menu automaticall makes the twine first.

  • Mini-Map and compass, there is a mod, it is awesome.It should be in the game.

Sieging

  • Sappers. This should be analogous to the harvesting command for thralls below. Give a thrall a repair hammer, set him to ā€œSappingā€ and he should go and attack all building paces within a certain radius as if he were purging it. This way you can effectively rid the map of foundation spam, especially if it isn’t defended.

  • Battering rams. Hand-held rams for destroying doors, Rhino or Elephant mounted rams (as mounts) for destroying gates, walls and foundations.

  • Assisted decay. Set it so that building pieces which are within proximity (use the temple distance for this) of an active and interactable placable (e.g. door, station, torch etc) operate normally, but if there is no active placeable or the active placeables have been destroyed decay is reduced to 24 hr. This should deal with foundation spam and destroyed bases.

  • Simplified destruction. Create recipes in all stations that allow them to be demolished (use demon fire orb for t1 and bomb for t2 and t3 temples). This should reduce spam.

  • Make vaults cost 1 fragment of power.

  • Ballistas. Effectively small trebuchets which can be used against lower tier buildings, thralls, and as a defense against raiders.

  • Archer Slots. Right now archers placed on walls usually just shoot at the crenulations or the floor. Create specific machicolation spots for archers so that the origin of the arrow is no longer the thralls bow but rather on the edge of the crenulation so that fire become effective and they can shoot directly down hitting anybody at the base of the wall. A thrall would be placed in this slot.

Harvesting

  • Automatic harvesting stations. Craftable and placeable building pieces which harvest relevant nodes/spawns within a certain radius (higher for higher tier) gathering mats. They can be raided, of course. Miner, woodsman, hunter, fisherman, farmer can be placed near natural stone, iron, wood, animal, water and plant resources to automatically gather them. Remove fish traps and place a minimum distance between fishermen, or create fish nodes in water specifically for the fishermen.

  • Thrall dispatch.Give a thrall a tool, place him on a ā€˜harvest’ order (like scouting) he harvests nearby resources until inventory is full, then returns to base. Can be killed by anybody at any time if they find him.

Weapons

  • Double the status effects given by weapons. Must be combined with armor damage reduction working as a savings throw as described below.

  • In reality advanced weapons didn’t do 5x as much damage as simple ones, they mostly had other benefits. Iron and steel weapons need more damage with end tier weapons having other bonuses like more ap, more status effects, faster animations, more durability, less weight etc. in addition to a little bit more damage, not many times more damage.

  • Ongoing balance. Collect data for which weapons are most popular in PVP and reduce and increase the damage and animation speed of the most and least popular weapons respectively by 1% each month to defeat the meta, so that all weapons types become viable.

Armour

  • My main gripe with armors is that heavy armor gives no bonnus vs status effects such as bleed or cripple or poison. It should. The very point of the armor was to prevent cuts, bleeds etc. I would use the damage reduction percentage as a savings throw for status effects like bleed, cripple and sunder. With sunder resulting in player sluggishness rather than reduction in armor in general. Current sunder weapons should get a separate second sunder which reduces overall armor protection.

  • Currently most bosses have very low armor 200 ish iirc. Reducing the hp of certain bosses combined with increasing their armor might make some bosses trickier and more fun to fight

Thralls

  • Giving thralls fewer hitpoints and more passive regen. It’s a bit of a cop out to make thralls harder to fight by giving them more hitpoints. Give thralls fewer hit points and more regen so that the ability to quickly deal lots of damage can kill a thrall while slowly whittling it down is less effective.

  • Giving thrall huge damage output is also a bit of a cop-out. Make thralls stronger and harder by speeding up their combat animations and giving them more hyper armor than the player gets.

  • Thralls need AI stances. Right now you already have predator and prey. Do this for thralls and allow players to set the statuses. Agressive (attack anything you see), Defensive (attack anythign in a smaller radius), Protective (attack anything that attacks your clan), Evasive (avoid the attacker and allow hp to regen).Even with reduced damage and hitpoints having thralls redudced to 25% hitpoints automatically go to evasive could make them more viable as base defensees.

  • Give thralls specific weapons and heal slots. The player can set primary weapon for fighters and ranged and secondary for archer. This way the ai never gets confused about which weapon to use. This also gives archers a benefit to make up for their lesser hitpoints, rather than one weapons slot and one shield slot (if 1h weapon) it has weapons slot, ranged weapons slot and quiver.

  • Arrow pots for archers. Feeds archers with arrows, like thrall pots feed them with food.

  • Thrall tether distance. I think one of hte problems with making thralls work properly is that they seem to reset when they teleport. Enable players to set tether distance to close, normal and distant to manage this.

  • Thrall blocking. I hate it when thralls block doors. Make it possible to walk through thralls, or give an interaction to a thrall to move. I once got stuck in teh warmaker dungeon when my follow thrall blocked me in a corner after the skeletons pushed me into it and he killed them from behind.

2 Likes

I also want purge timers to be more family friendly. Aint no way in hell i can attend a purge before 2100 cet without spawning a real one at home from the wife and kid.
Let us trigger it our own self for the love of Ymir.

More variable raid times on official servers PLEASE! Not everyone is home to babysit their base at night, some people work and want to raid early morning.

Get rid of the rain, it has no purpose other than to make everyone miserable and not want to live in those areas. I love the jungle and Highlands but the rain does my head it.

ok so bleeding should be reduced by armor… so irl you get stabbed in the lung… you’re going to suffocate and drown less in your blood because of your body armor? :rofl: :joy:
if a snake or brown recluse bites//stings you…the venom is going to be less effective, in your blood vessels, because you have body armor?

you dont need to feed thrall anymore

There is an entire section of the forums for making suggestions. I don’t see the reason for this post. It is nice that Funcom wants to engage with the people but I mean… Just read the suggestions forum.

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I agree with you. This topic is like when asked what you want to be in the future when you were a kid, and you have all these future aspirations but as you grow older, you realize reality is very harsh and unforgiving.
Then again, i might be the ignorant one.

  1. Right now all hits give status effects (depending on the combo) The idea is that your armor will reduce the amounts of bleeds and cripples you get by your armor reduction. You will need to get through the armor to cause the status effect, so better and heavier armor means less bleed, less cripple, and less stagger.

  2. Yes you do, you use food for healing. If your base gets attacked you need healing to keep your thralls from dying.

1 Like