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

Sword and sorcery is defined by the impossibly slinky armors. Blame vallejo and franzetta, but we must abide.

George52 didnt understand what you were trying to say :wink:

I am totally on board with that idea. I was a bit surprised to find out that it wasnt that way already when I first purchased the game and got some DLC. Would be cool to be able to build in the DLC theme of your choice from the get go. Instead you have to still work towards using the DLC you paid for by getting to t3… kind of a lazy move that left a bit of a bad taste in my mouth, I got over it but this would still make me really happy to see added.

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Also for the life of me I can’t figure out why a repair shed has not been implemented where you can dump raw materials to maintain your buildings instead of having to go about and click every piece that needs repair. This really sucks when you have to climb up somewhere to repair a piece.

That shed should act like a feed pot and keep the building repaired as long as there are materials in it.

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This would be good especially if it only worked during off raid hours, so it won’t help defend a base durign a raid.

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This would also be handy for repairing those pesky inner blocks that somehow get damaged and yet can’t be repaired without tearing one’s base apart. It would probably need to be deactivated during Raid/Purge time or at least have a fairly length delay after pieces have started taking damage.

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so much this- I hate those embedded damaged pieces.

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Oh goody, a ā€œwhat we wantā€ topic like Xmas all over again :grin:

So, first off, great work in 2019. Was very pleased with it. Some hiccups, but man, such a great experience overall. Loved it.

As I have gone deep into mod territory now and dont expect to come back to servers any time soon, a lot of the suggestions in here are already taken care of for me. Like no helmets as one person said, or building arrows, etc etc. Would be good I guess if they are slowly added as side patch notes to larger patches, but not what the game needs in my opinion.

So I would try to suggest things that will make a difference for all, not just the online players, and not just the solo players either.

First off, more of what you are doing. I like the occasional DLC drop for buildings, decorations and armours. The arena DLC was a nice touch too (which I think is borderline ā€œcheatingā€ when it comes to your DLC, as those war-banners I believe should be content that everyone has access to and no longer just aesthetics… but, its marginal so I’ll turn a blind eye to that). Some new dungeons, core game armours too like the Wine Cellar, etc.

All good. So, for starters, before going into specifics, just keep doing more of what you are already doing :grin:

Now onto things I want the most added to the game.

Cave Dungeons or a cave system.

Many caves have these black dead ends to them. I would love to see these eventually be expanded on. Some lore could be added here to some underground race. No idea if R. E. Howard had any such races in his lore. This I think could be an ongoing project, starting small, and eventually even giving us like a hidden cave city. Adds so much character to the existing map (which I already love), and essentially revitalizes it, adding a whole new layer of exploration that is right beneath your feet and the sense that you have only scratched the surface of this place (quite literally).

edit: maybe a Cthulu like influence? Dwellers of the deep that are long forgotten there and dont bother with the world as it doesn’t bother with them? A kind of progression that transitions into this madness as we get deeper? Idk… Would be nice to add some spots that would also allow us to place bedrolls, as I would imagine it would be a large complex if it is done in the way I suggest.

A few more Dungeons in general…

There could be some really cool additions to some locations, like the tower of the bat. A new recipe for it, some story items collected elsewhere, perhaps even somehow tied to the chaos mouth (where you make your ā€œfree of this landā€ ticket home), which will create an actual portal we can go through. Some little things like that.

Overall, both of these can go into the ā€œjust do more of what you are doingā€ remark. But, I thought I throw some ideas out there.

Next would be some map additions? Extensions? Idk.

I am a little skeptical of how this can be done without ruining the game, and if you do it, how it would tie to lore etc. Will it be, say, a land mass outside the ghost fence? Upon getting rid of your bracelet, being able to now say walk through the ghost fence? Which will load up the new map that is limited by a sea on a horizon after that? And thus being able to (like Conan and the Relic Hunters) to enter and exit the Exiled Lands without issue?

I think that is the only thing that makes sense to me. Too many ā€œthis is a parallel planeā€ kind of thing going on if it is a place we are magically teleported to within the ghost fence again. If say you also add the cave dungeons I mentioned, and something like those Bat Tower portals, the next step for a map extension imo would be outside the ghost fence. Which will most likely make it 100% endgame, as you will need to finish the game to do it.

In which case, I have no idea if that is something you guys are interested in.

Having heard rumour though of a new map, I am curious, but also having heard rumour of it being payed DLC, I am in disagreement. I would hands down keep buying your DLC, as long as it does not feel like core game content and is just aesthetic additions. I am down with that, and two thumbs up. The Arena DLC like i said was border-line cheating in this regard as it touched on some core game mechanics yet put them behind a paywall.

Again, any extensions to the map, playable world, dungeons, enemies, etc, should be completely free and part of the game purchase (as I go into detail to mention in 2 other threads, I wont repeat it all again in here). And this because the game already has a heavy DLC push as it is. If it didn’t, id be down for ā€œexpansion likeā€ DLC. But, again, it already has a heavy push on DLC. I would be very disagreeing with a map being DLC. Just keep DLC’s to things that do not effect the gameplay, and more than most of us would happily pay for it and hand over our money for it.

So yeah, the biggest changes I want really is content to play. Along side whatever other aesthetic DLC you add ofc. And it would be something that every type of player would benefit from.

The next two things are a little more… mechanic based.

Shopkeeper Thralls…

Pleaaase pretty pleaaase. Yes, I know I said I don’t really care for things that Mods add already, and Pipi does it as is… But that could remain as an option to make like interact-able NPCs like those in Sepermeru and its more of an admin kind of location building tool. I’m talking about being able to have the ability to outright make a thrall sell items that you put in their inventory, with a simple menu that has two lists. Left side, what is sold, right side, what you value it for. (100 iron = 1000 stone, for example… want a second Iron recipe? Add it under it, 100 iron = 1000 wood, and on it goes).

You can totally capitalize on this as well and make a DLC with shopkeeper items and decorations and store fronts, etc.

It would be a great addition. It can be done with mods, but its not the same to actually playing the game and adding a thrall shopkeeper you tamed yourself. To add more immersion, shopkeepers could be all the trades npc’s. So, getting say an Alchemist Thrall you could opt to use them as a shopkeeper, or move them over to do alchemy as well. Would also server for say, same example, having an alchemy station, and immersive, as if the same alchemist makes his potions, and then sells them, whilst at the same time not take up Thrall space from our max Thralls possible.

And lastly
Armour Balance - Item Specialization

I know I have gone over how I dislike the roll for heavy armour several times now. I will re-iterate the same notion once again. Its way too slow, even at 40 agility, for heavy armour. You can make a sidestep instead. Not the old hop, not a roll. Defenses still apply from Agility, but makes the distance smaller in dodge pattern, your height larger than a roll, so easier to hit, and as a result slightly faster ā€œaction out dodgeā€ speed to counter attack.

This however is only the beginning to the suggestion.

I think that in order to make an interesting item choice in the game, you need to further set roles and purposes to weapons and armours, specialization. This will help in PvP as well, and really add depth, whilst at the same time I think could be easily done as well.

What I mean by this.

Heavy armour -
bleed and cripple immune. 75% damage reduction on all edged attacks (mostly swords). 50% damage reduction on stabbing attacks (mostly daggers and spears, less for those as they are slightly easier to find a weak spot). Blunt weapons the preferred choice for heavy armours, dealing 100% of their damage. Add to some uninterruptible heavy strikes also cripple vs heavy armours only. In a way to ā€œsimulateā€ the ā€œringingā€ of a battle hammer smashing into a plate armour. (Yes I know not all heavy armour is plate armour, but that is primarily what it is and we are taking liberties to how that armour looks. I mean, Hyperborean is not really heavy armour just because it is heavy… lol… So lets assume the properties of heavy armour are full plate, and not worry about the looks.)

Along with sunder, blunt weapons could really shine in such encounters, making them the go to choice at times. Their drawback, speed, making them not as useful vs faster smaller armoured enemies.

Axes can be a hybrid, making their choice in their purpose shine more too. Not as good as blunt weapons vs heavy armours, not as weak as swords and spears either, for an easier ā€œone weapon fits allā€ choice for players that does not specifically excel in any manner.

Vs axes have 55% damage reduction? Can be balanced in time to find sweet spot.

Medium Armour -
bleed immune. 40% dmg reduction to edged weapons. 25% dmg reduction to spears. Same concept, but not as good as heavy armorus. Blunt weapons now, do not inflict on some attacks cripple. Medium armours, like the axe perhaps, can be a one fits all choice, that is not the best at things, but does have some defensive capabilities vs some weapons, is nimble enough, cannot bleed, can be crippled… A hybrid choice that does everything well, but not great. The way a middle ground choice should be.

vs Axes, 30% dmg reduction? Something like that? That can be balanced out later.

Light Armour -
No immunities. No damage reductions (except the normal % damage reduction all armour gives, keep that all as is for all armours, these extra reductions I mention are for specific weapons). Blunt weapons again cannot deal cripple ofc. Very little defense, obviously, much more nimble to fight with. Making them harder for slower weapons.
Perhaps add a cripple to stabbing/edged weapons vs light armour? To further give the sword and spear or even dagger in said encounter to shine and reduce somewhat the enemy nimbleness.

The idea is a what beats what kind of mechanic. Light armour vs a spear say, would not be a very nice day in the field. Meanwhile a light armour should be able to dance circles around a blunt weapon user and somewhat axes too. Heavy armour, makes spears and swords (and slightly axes), feel useless as they power through them, but can be countered with a nice bash to the face from a blunt weapon, which although slow, is fast enough for the less nimble heavy armour. Medium armours, the jack of all trades, some damage reductions and immunities, not as fast (as is now in other words), makes some encounters harder all around, but is not so great at doing so. A middle ground.

I would be over the moon with such a mechanic. It would make people think twice about an encounter, for PvP and PvE alike. And ultimately, make every weapon viable in some way and further add the incentive to have a second or third weapon to switch to depending on the encounter and go with the armour you want the most. Find yourself in a tight spot like say heavy armour vs blunt weapon, make sure to have a shield and sword option, to defend some against it as much as possible and counter with faster attacks, but generally be outpaced by a blunt weapon in said situation.

One can argue, but if I like light armours, then i always have a disadvantage vs certain weapon types, or heavy armour, a disadvantage vs other weapon types…

To this I say. Yes.

The game is already going to be going from one meta to the other, which means your choice is dictated by the most used most effective weapon/armour combination. With this system, there is always an effective combination, depending on the encounter. You can’t outmatch an opponent? Its a survival game, run like hell then. Add some fear to your boots. Or, go against the odds and hope you are better skilled than your opponent for timing your combat.

One thing I could possibly add to all this, is a shield mechanic upgrade as well. Give it a parry. It doesn’t have to be anything special. Just a small window (like a second to compensate for server pings) that primarily acts as a counter to blunt weapons breaking your defense and sundering. Don’t make the ā€œbreak enemy defenseā€ useless, but give the defender a risky option against it too. Can be done by pressing block right before an attack, and works only as a parry vs sunder like attacks, which means it just does a normal block, as it would vs a smaller weapon. No advantage towards smaller weapons, a block is a block in those cases.


And that is the gist of it all I would say :slight_smile:

A lot of wants. Yes I know. But you did say for 2020 right? And, well, conveniently enough, that is still almost a whole year :rofl: So, there is a lot that can be done in a whole year is what I am saying :stuck_out_tongue:

Those weapon balances really are not even content to create. Just fiddling around with the numbers and some code to make it perform differently. The base is already there and ready to be altered however you see fit.

Lets hope for a great 2020 peeps, good job Funcom, from Age of Conan to now, you have come a veeeery long way :heart: And please, for the love of god, not DLC maps, ok? Thnx :wink:

ps. and NOOO SORCERYYYYYY :grin:

Unless its very minimal and very late game, and doesnt turn the game into WoW, with mages running around throwing fireballs. Noooo. Sorcery has a very different character in the world of Conan. Lets not cross that line. Thnx.

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On a side note… I hope this year I can have some time to get involved with some modding myself. Going to have to finish downloading that devkit, and hope I can make sense of it fast enough to get right into it. Who knows, maybe if I get deep enough or find a collaboration might make these changes to armour and weapons myself… wont count on it, but its something to look forward to as well I guess. :slight_smile: who knows. see how 2020 goes.

However done, it will adhere to conan style sorcery.

I hope so. If that is the case, I’m all in :slight_smile:

i mean the game is filled with sorcery as is that fits the lore and world, so i guess i shouldn’t be too skeptical that they might not find a good way to pull it off. fingers crossed if they so wish to go down that path it pans out.

I want to see CARTS added. (maybe the ā€œtā€ was left out). I would like to see carts, wagons, and chariots added, too. And trade caravans. (hand carts, horse-drawn wagons, and war chariots)

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ā€œDistractionā€ armor. Slows melee speed and gives an accuracy debuff to enemies within eyesight. :wink:

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Plus all that body oil deflects attacks

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also helps with the ā€œwont hit a womanā€ argument :rofl:
under heavy armour who can even tell? but show some skin, and the attacker feels like a jerk, most likely to just stand there and get hit instead. its a viable strategy :stuck_out_tongue:

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Okay so this is beyond the scope of this game, but I would love sea voyages and boats with big sea monsters. I guess anything to play up the water but the realist in me knows I am asking for a completely separate game…

Yes, the dismemberment is ridiculous and stupid. Not only is it too frequent, it makes no sense at all. My arrow hit your toe, and your upper body split from your lower half.

It really makes Conan look like a child’s game rather than for the mature demographic it’s meant to cater to.

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It never gets old for me. But I’m weird I guess. I mostly use a katana or warhammer so the gore almost always make sense. Plus i’m really good.

Yeah it never gets old for me either. The best is when you die from a fall and your head or hands pop off…

I’d actually like a few new gory ways to die. Conan always makes a big deal out of ā€œcleaving his skull to his teethā€. I’d LOVE to see that in-game as I think it is by far and away the most common way Conan kills. I’f also like to see a disembowelment when you slice someone with a slashing attack.