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As far as I know for Dune, you place a specific thing to gain control over a certain radius.
Conan gives ownership in a radius from a Foundation block.
Too many foundations in an area give the servers a heart attack because of this.
That's why you see in many private servers a warning to minimize Foundation use.
That Fortress they put in was built using player blocks, simce the goal was for plauers to siege it.
So it was effectively a player structure (Foundation included) over a thousand individual pieces.
For context, Private servers usually limit Clans to 400ish total pieces across their whole clan.
Theoretically, Dune won't run into similar issues because the land claim operates differently.
Not saying it'll run flawless, But they should at least avoid one of the bigger hammers on performance.
AoC over promised on organised PvP and it didn't deliver. Conan Exiles is a good game but like ASE the PvP was brutal. A bit of game theory here could go a long way.
In my view Funcom games have never quite lived up to their potential. They have some awesome talent and ideas. Or maybe I'm just expecting too much.
I'll leave them with this re PvP: You can sheer a sheep many times but you can only skin it once.
Half the problem with Funcom is:
Good idea, Terrible execution.
As soon as you hit level 40 or so in Age of Conan back on release, you had 0 content and there was literally nothing to do, so the game died. The game was awesome but it never recovered from that initial facade.
It's more that Funcom is just inherently not a very competent studio overall.
They have grand ideas, but they do not possess the skillset to carry it out like say, Expedition 33.
I do hope they'll prove me wrong but I think it's fair to say one should go in very skeptical, expect little to no endgame content, jank, shoddy animations, silly balance and just overall a clown fiesta.
But least there's worms so that's something.