Would you care to demonstrate with video footage of yourself beating the endgame content at low level?
No offense meant, however like I pointed out above… we’re throwing around this “Low level can beat world bosses with stone daggers” way more often than it actually happens imo… to the point where it’s more of a “conversation topic” than an actual fact…
And yes… I know it’s certainly possible to do it, I also know that it’s very easy to fail and as the fight drags out longer you tend to lose concentration and it’s quite easy to mess up. It’s not the “norm” though, but more of a challenge that you have to practice to achieve. And a vast majority of even veteran players don’t fall into this category, but rather the opposite category that overly rely on thralls etc to handle the fights even at max level.
I sincerely doubt that your average new player will jump into this game, pick up stone daggers and proceed to solo world bosses butt naked… and I tend to agree with @LostBrythunian and @stelagel here, that when it DOES happen, then it’s more of a justified reward, than a “broken mechanic”.
Yeah it use to mean something to hunt down and finally get a snowhunter or even a janos is hard to find ,now just buy them! Not to mention how many weeks to get my blackblood tool set, their so cheap and easy to get now just throw them away and get new ones when worn,and supply materials wow .
Interesting observation, especially when I just witnessed the alpha clan on my server recover from a devastating offline by mass-farming steelfire through bounties and then going on a crazy crusade to hunt down the ONE guy who pissed them off. Watching it all unfold was kind of interesting and I wondered if they could’ve pulled it off as fast as they did without the rewards from bounties…
Yeah, it certainly used to mean “something”, but most people don’t understand what it used to mean.
It didn’t mean that you were skilled. It didn’t mean you worked hard. It only meant you kept doing the same repetitive task over and over and over again, until you got randomly rewarded.
If that sounds like lots of fun, I can recommend a game that distills that particular game mechanic so you can focus on enjoying it:
exactly. While it isn’t perfect, it’s far better than RNG…
Plus lets be clear the biggest issue isn’t the ease of the thralls but why are there completely different t4’s to the point where Exiles T4 are junk and we just beeline it to the mounds to get that beserker. This isn’t about ease, we are all guilty of the ease that comes with knowledge and you get an army of zerkers within 24 hours so spare me this concept of hard work to get a decent fighter. We are mostly all vets that realize that the biggest self deceit you can give. I mean the zerker is all by itself for crying out loud! If you got the resources (which are all conveniently at mounds next to that zerker) you can easily build 4 less WoP and have all the end level fighters within 24 hours that you should need to survive a purge.
Your probley right, but for me the fun of this game is the journey not the end game,like using a t4 exile to get a slavetaker to get a rhts to get a berserker to get a snowhunter.that was the most fun ive had in the game now ive got everthing kind of boring now and dont play that much…they kill that with this event all i was saying…and for people that dont have time to grind and hate rng probley playing the wrong type of game then…peace
Sounds great to me. The level progression in Conan Exiles is a system added in only because ‘other games have it.’ Its never had a reason of its own for it. The journey step system could be utilized so players gain attribute and knowledge points for their achievements. Not simply killing crocs or boars over and over to learn the Riddle of Steel.
The leveling system really only serves to give the newest of the newest newbies some caution before doing certain things. In reality level doesn’t really matter compared to equipment, and equipment only augments the skill and experience of a player.
I think you need to analyze what levels actually do. You are not automatically granted power on level up. You get an attribute point. A point you may spend however you wish. If you increase damage, it decreases the TTK on what you are fighting. When you increase your health, you increase the TTK against yourself.
TTK against enemies is not a skill based thing. Its simply time. TTK against the player can be mitigated by skill alone. When you couple this together, you don’t need levels at all. Why should it?
I can imagine it. I’ve done it in Everquest and Everquest 2 on many occasions. Playing a Paladin, Shadowknight, or Necromancer allows you to solo some incredible things. Normally MMORPGs get around this by having unavoidable damage. Think about WHY raid bosses can’t be solo’d in your favorite MMO.
They have damage you simply cannot avoid no matter how good you are. You would be hardpressed convincing many in this community that unavoidable damage for the sake of damage is a good thing. But let’s explore WHY these games have unavoidable damage.
It exists because they WANT the progression you are talking about. They WANT you to spend time leveling up. They WANT you to spend time getting gear. They WANT you to spend time unlocking the content. See the theme here? Spending time.
Spending time in a subscription service. It is an arbitrary way to waste a players time in order to exact more subscription fees, or if they are more predatory, offer time saves as a microtransaction. Does anyone here want this for Conan Exiles? Of course not.
Sometimes they even take it a step further to ensure skill based play cannot work. Such as in more action based MMORPGs. You see in tab target games like WoW, EQ, and FFXIV they can get away by saying its ‘autoattack’ damage (though they could rely on avoidable telegraphed attacks). But skill based action MMOs can’t. But they do their own thing.
If you’re more than a few levels below your opponent, every little mistake one shots you. For reasons. And your attacks do so little (if any) damage, no matter how well geared you are… again for reasons.
But I would love to hear anyone’s reason why needing levels 1-60 to matter is a good thing. “For reasons,” or “Just because,” or “Its how games always do it…” are all unacceptable answers. Especially since For reasons, just because, and other games didn’t do it would be perfect responses to why it shouldn’t exist in that case.
I do believe a sense of progression should be in Conan Exiles. But it should be based on the individuals experience and skill. Not time spent doing mundane things. There is much greater satisfaction for a player to complete a heroic feat and feel stronger for it. Rather than killing the same critters over and over.
Here’s the thing: you can still have that journey if you want to. The witch hunting encounters don’t take that journey away.
Sure, they add a way to skip it, but you can already skip most parts of that journey even without the encounters.
And I’m not talking about some mythical level 10 lowbie who goes killing world bosses with stone daggers. I’m talking about my own recent playthroughs, where I focused on leveling up as fast as I could and was level 60 before I even decided I would like to have a fighter thrall. And once I decided to get a fighter, I went straight for the Cimmerian Berserker and a few Relic Hunter Treasure Seekers.
I didn’t have to go for an exile, or a non-T4 taskmaster, or anything like that. I focused on getting established the way I like it, and the only thing for which I used the witch hunter encounters was to get a black blood pick. Even if I didn’t do that, I would’ve had the black blood pick one or two days later, instead that same day.
There are two points I’m trying to make here. One is that learning all the ins and outs of this game already gives you ways to skip a huge chunk of progression system. That’s on purpose, because the progression system isn’t much more than a way to guide newcomers to the game and help them learn some basic stuff.
The other point I’m making is that this game is designed to give players a lot of freedom how to play it. You can choose to do things one way or another, according to what you enjoy more, but you’re the one who has to make that decision, instead of relying on the game to make it for you and for everyone else.
Funny, that can be turned around: for people who prefer to be forced by the RNG to play the game a certain way instead of making the choice to play it that way, well, maybe they’re playing the wrong type of game then?
All I can tell you is that the design decisions in Conan Exiles over the years have shown a consistent tendency towards enabling more choices for players rather than forcing everyone to play it a certain way.
Exactly this. I hated Teimos so when i played pve back then he existed ONLY for his mask. I was chasing other thralls totally ignoring his existence as a follower.
I do almost the same with the khitan caravans now as well.
But…
Glimmer moon
Supply materials
WHY NOT?
I had to kill endless world bosses, fill chests with useless legendary weapons until rngGesus would give me one.
Now? 15 obolus thank you!
Then again, i don’t give a dime anymore if someone decides that he owns the tower of bat area of godsclaw, who cares, stick the iron nodes in…
I go around camps, slay everyone and a couple of sorcerers and come back home with all the steel and iron i need from these “fortune cookies”.
I wish they were selling lower tier supply materials too so my picks would had decorative use only.
Access to Dragonfirepowder is one of the fundamentals of raiding currently. Without explosives, one does not breech a wel built fortification.
The turn in rewards do include the forbidden chili powder, and in locations around the map, thus disrupting previous potential monopolies on it thru control of prime brimstone harvest locations.
While none of that matters on Siptah (where Brimstone is spread across the entire map), on the Exiled Lands, this can be very disruptive.
Good catch on that.
While people hand wring over thralls and “legendary” weapons, the real PvP weapon is Gunpowder.
And yes, they supplemented their powder production using bounties while some focused on old-fashioned manufacturing methods (which were also helped by bounty t4 smelters and alchemists). Within a week they hunted down the offender and destroyed his bases.
I’m convinced the relative ease of obtaining Steelfire quickly in significant quantities was the catalyst behind their recovery. Also one of them spent an inordinate amount of time logged on in doing what I assume was foundation sweeping.
While there were a glut of sorcs added for this event, it is possible to depopulate a camp.
This one easily forgets how resource intensive a full clan is as this one generally only PvPs solo.
However, that must change as this one’s archery experiment moves forward… But that’s another topic for a month or so from now…
Overall, this one does look forward to seeing how this is tweaked in the future, if they do bring back a bounty event. Having high end crafters and all the additives in one stop may have been a bit much, at least for PvP servers. Certainly a more chaotic time.
While it is very disruptive to the established way of things, if it’s only every few seasons, does it keep PvP fresh or is it horribad?
Also, poo on foundation sweeping… But it is what it is and it’s almost impossible to decouple from the land claim system.
Yeah it is, but I tried it myself and making rounds between the sorcerer camps gives ample respawn time to go in a relatively easy circle and keep up a cycle of capturing. Actually, the route I tried also got me straight to brimstone via the noob cave so I’m pretty sure that’s what they did. With a low-pop server like mine, as long as nobody else was farming the same route, it’s doable. There’s also five of them in the clan and they all got real active real fast after the attack.
Low population is an issue.
If there is only one clan of sufficient power to consider, it will create it’s own problems.
But this one digresses into general PvP concerns rather than the specifics.
So the spawn times facilitate a single runner hitting a perfect circuit, that frees up another member to assist and serve as bodyguard while another (guarded by the newly acquired Janos Octuplets) works on the craft stations and raw materials for manufacturing revenge, that would leave either another circuit group or a team to recon where their target is.
As much a combat multiplier for the small/medium clan as it for Solo players.
I suggeated a looooong time ago, remove att leveling. Soread the recipes and even perks about to be learned whike you travel the lands. Make crossing the map an actamual game mechanic.
No. Just no. The leveling system in this game is more of a tutorial than a progression.
Levels barely mean anything in this game. They don’t grant you anything but attribute points. You don’t immediately get stronger. At 60 you could max expertise and spread the rest evenly among the other attributes equally. And a level 20 could still be more effective in combat if they dumped everything into strength.
Being level 60 doesn’t open up end game content to you, either. I can’t count how many level 60s I’ve seen who avoid the frozen north or volcano or wherever else because they are absolutely frightened by the zones. And we are talking folks who have been max level for weeks. Where as an experienced player can trot up there at 20 and do fine because the game rewards knowledge.
That doesn’t mean the system is broken, or bad game design. It just means it doesn’t work the way you think it should. Or based on your comparison to an MMO, like that. And it shouldn’t, because it’s over quickly and this isn’t an MMO.
You could give me the fanciest tools around, and all the supplies, and I still couldn’t build a house.
I understand the calls to remove the current leveling system and replace it with something even better, but that’s the kind of thing that requires a lot of work that might be spent on other things, and should be viewed as a request for major overhaul.
But when you stop to think about it, the current leveling system does a pretty good job. The vast majority of criticism directed at it stems from the mismatched expectations, namely the expectation that the leveling system must lock you into some kind of unskippable decision tree and act as an obstacle, rather than a guide.
Yep, that’s pretty much the expectation mismatch I was describing there. You expect the level to restrict you to the point where your skill can’t compensate for it.
Some Games use levels that way. Others don’t.
So? I fail to see what stating that added to the discussion. If you have a point there, please make it clearer.
It is. Look up any definition of “survival video game”, and you can see that Conan Exiles fits the description.
You might not find the survival aspect of Conan Exiles as challenging as you want it to be, but that doesn’t change its genre.
It’s also a sandbox game.
What it isn’t, by any acceptable definition, is MMO.
If you’re referring to everyone’s favorite red herring story about level 10 with stone daggers against a world boss, then yes, I call that skill.
It’s a relatively pointless skill, but it’s a skill, because it’s something you can’t do when you start playing the game. After playing long enough, you become able to do it. It doesn’t get unlocked for you because some number went from N to N+1.
That’s what skill means.
Yes, I know. Again, what’s the point of stating that? How does that add to the discussion?
Why are you asking me what it means, when you can go look it up? Why am I supposed to go look up the definition of the genre, break it down for you, and explain which aspects of Conan Exiles fit that definition?
That’s what several people have been explaining to you: the level isn’t the measure of challenge. The player’s experience with the game is what makes the game initially more challenging, and later that challenge diminishes as the player learns how to play the game.
I know level 60s that are scared to go to the Wine Cellar
Hunger, thirst, attacks from the animals, attacks from the monsters, attacks from hostile humans, poison gas, extreme heat, extreme cold, the Purge, the sandstorm… should I go on?
“But it’s easy to survive those!”
Yes, and? It doesn’t change the genre. I mean, freaking Minecraft is in that same genre. How hard is survival in Minecraft?
The current system pretty much already does that. There used to be far more ways of quickly getting to 60 than now. Building, journey steps, and crafting all got nerfed.
You literally grind crocs, rocknoses, and other high exp but low risk mobs to 60. And while you don’t have to do that, its like going 5 under the speed limit instead of at the speed limit, same path either way. And a very straight and boring path at that.
Though some of the suggestions given by others have a convoluted path that must be taken and you get scuffed up if you deviate. That’s not much fun either.
Where as my idea of a journey step system would be a straight and easy to follow path, but with fun stops along the way. And the better you get at the game, the quicker that path becomes. Even potentially quicker than the current one. Simply because it doesn’t really have a speed limit, if you want to keep the analogy going.
Sure its a bit of work, but anything to make an experience better for the new player AND the veteran is a win win.