Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Right or wrong to have them locked behind purges like that is another issue, but they're not missing.
https://youtu.be/KUnP9ZtyuPM?t=31
Do you know what level of purge setting is needed to spawn the priest?
Problem is there are several conditions that have to be met in order for the purge to work, and some of them are imcompatible with the way people build bases, it seems.
First, you base HAS to be in contact with the ground level surface somehow, through stairs... the AI needs to be able to PATH from their starting points to their target destination (the red swords in the map.)
Adding to this one, if the target is on a different Z level than their spawn point (say, you've built on a hill and there's a slope to access it, but also a cliff from the other side) they MIGHT get stuck trying to access that red point through a path that doesn't work, so you NEED to activelly search for them in all the vecinity when the purge triggers.
(Example, in the Grey Apes purge that I had yesterday, I've built my base in a cliff overlooking the sea shore near the pagoda in the jungle. It has an accessible path through the other side, a sort of road that goes down in a sort of roundabout way. Several times the apes spawned below in the shore and couldn't path properly towards my base using the roundabout road, and instead got stuck on the mountain side trying to get to the destination, even if there was a cliff in their way.)
Second, the default settings have the time restriction enabled by default and that might be getting in the way of the purges for many people, depending on schedule. (They did for me, had to disable time restrictions.)
Third, AFAIK there's only 1 purge per tick, and there's <PURGE FREQUENCY> ticks per day per server... so, if you're not lucky enough to be chosen for purge at that tick in your server, you'll have to wait for next tick... Using default settings, there are 24 ticks per day (1 per hour.)
Fourth, Purges may be targetting dead clans (if on MP servers).
Fifth, if you built all over the map, the purge can chose any place to target you, so if you're waiting for that specific purge to get the NPCs you want, you may be waiting for a loooong time.
Sixth, ALL structures count as purgable, even stuff that doesn't matter, like isolated foundations, bridges over the river, anything... not only your bases that have spawn points in them.
Seventh,
((EDIT: Forgot about this)) In single player mode purges can only spawn in close vicinity to the player character due to how the world loads, so IF you're on about your business and aren't near some building when the purge triggers, it may be well that the purge can't trigger because the system can't find anything (loaded) to target.
All of this is what need to align to get "the right purge" in order to get the NPCs that are purge only and that is extremely difficult to happen, unless you play the game for months, you'll never ever see those NPCs.
This is something Funcom needs to address at some point IMO.
EDITs: grammar, typos and all the good stuffs
Saying purges need adjustment in how and when they trigger and questioning why the NPCs are locked behind purges are the issues. Feedback needs to focus on the right issues or it's not going to do any good and not going to result in changes.