Conan Exiles

Conan Exiles

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Level 60 and beyond
Having finally reached level 60, I was quite surprised to find just another level. No special reward for having made it (with no cheats!) to the tippety top. Another handful of points to spend, but nowhere near enough to get the epic weapons and armours I need to become... godlike. :)

Instead it's almost like I've been penalised for my choices throughout my massive playtime. Go back, drink a potion. Unlearn what you have learned. Choose properly this time! WTF?
The skill tree is a mess. Trying to remember everything you need, want and desire, while making sure you have enough points for those epic armours and weapons.
Finding that most of them require volumes of resources you don't have...
Going out for a thrall capture to find you've forgotten advanced bindings research...
Making that new weapon only to find it's NOT better than your favoured hardened steel mace...
Not being able to see if a weapon is better than what you have until you make it...

Disappointed. I'm not calling for an entire remake of the game, just... get it sorted out!

Somewhere to exchange gold coins for silver; Like a bank?
Gold comes in grams and not bars. It's decorative stuff!
A proper weapons and armour tree that makes more sense;
Iron, hardened iron replacements. Steel/hardened steel replacements. Who makes steel if you can make hardened steel? Glass edged and star metal edged weapons. Star metal comes in grams and is worth it's weight in... gold! Nobody makes a sword out of pure star metal... but you'd edge it!
Make tools iron only. Who needs hardened steel tools?
A way to respec your character when you pull a mulligan that DOESN'T require a complete ground up rebuild.
A global inventory for materials. Would save me from having to carry it from bench to bench. Can't I make some thrall do that?
Quest lines and trackers for the notes of peoples travels throughout the lands. Giving points for learning of the demise of your betters would be a good way to continue your adventures...
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Showing 1-15 of 19 comments
tommynocker001 Oct 14, 2018 @ 9:24am 
The khopesh was one of my favourite weapons. Imagine my horror as I found it was an 'iron only' weapon?
The khopesh itself is just a design of weapon. The metal you make it out of, the material for the edge, the handle used, and the pommel (the bit at the end of the handle, it weights the blade! :) should be what you decide on.
A basic iron design might be a standard build that you research... but what if torturing darfari fighters gives up information for different Darfari weapon part types? Darfari do not use metal weapons, so no blades there. They prefer bone club designs... but pommels of dafari design?
Allowing me to choose a Darfari skull pommel, a basic research handle design, a Khopesh blade of made hardened steel then to decorate it with gold inlay and give it a glass edge? A weapon that uses nothing but in game materials but completely tailored to my asthetic tastes? Nice :)

The secret would be to use a 'blueprint' at the blacksmiths bench. Give every weapon three essential parts; a handle, a blade and a weight. The blueprint would allow you to scroll through each and a view of how it would look and damage! Boxes that you can drag materials into to change the design of the weapon. Massive, expensive weapons take more time to be made.
Using a short handle and blade, using iron? You've made an iron dagger! Longer blade, and steel? It's a steel sword! Longer handle and hardened steel? It's a spear!
Using a longer handle and sword blade? I don't know what that is, but I'm sure it's been tried in combat! :)

Edging weapons would be unlocked on a later level and glass should be an alternative to star metal. The maps southward cheap, slightly less effective equivalent. :)
tommynocker001 Oct 14, 2018 @ 10:42am 
Also, devs, if you're up for it;
New map area... Codename; cracks, caves and crevices!
Redesign all rocky areas to have small fissures, larger openings and gaping holes! More places to hide from sandstorms! :)
A new map area... below the original map. Underground caves and passages that sprawl the map area. Huge caves with new tombs and buildings. Flooded caves below the river/sea bed to explore underwater, with handy air pockets and somewhere to use those breathing potions?
New monsters; worms, dung beetles, millipedes, stag beetles, fire ants... a new boss; A kracken? Giant Octopus? A Nautilus? :)
Multigun Oct 14, 2018 @ 1:32pm 
Originally posted by tommynocker001:
A way to respec your character when you pull a mulligan that DOESN'T require a complete ground up rebuild.

I believe the latest patch added two new potions that let you reset attributes, OR feats. Don't quote me (I haven't had time to actually play), but I believe it involves the new dungeon.

As to the rest of your feedback, you have a ton of ideas here. Some of them are simply not going to happen (map redesign and new map areas to the existing map) but you have some interesting ideas in here. I highly encourage you to stop by the official forums and make a new post in the suggestion area outlining some of these ideas :)
Fast Johnny Oct 14, 2018 @ 2:08pm 
Yes, I reached Lvl 60 last night and although I have all kinds of things to do and still have some feats points, I feel a little disappointed that I can not progress any further. There are quite a few mods that allow for leveling up to more than 60. Take a look through the Workshop, some of them look pretty good. I am thinking about trying to use one for our server.

Was hoping the the devs would have some plans to rework the level cap, but at this time I think it is something that a mod can help with.
Kameraden Oct 14, 2018 @ 2:33pm 
Game should by default have a max level of 100. Just not enough Feat points to go around in my opinion. More Attribute points would also be nice. Feels too restricting, you can not max out any Attritube without taking insane Nerfs everywhere else. Making Lotus Potions a Requirement, which I find silly. ie you pretty much have to Lotus Potion to rebuild character to be strong enough for boss hunting as stats you need for proper farming will make you so crap at combat that you will not be able to kill a boss in a reasonable amount of time without abusing structures like palisades.

Personally also think they need to remove Named Thralls. Turn Thralls into a Tiered RNG system, just like Tier 1-3 tier 4's should be just as random, with random appearance/outfits/gear. With armor sets tied entirely to race like exceptional and flawless armors/weapons. This means they will not have to make Named Thralls and make sure they work, being we always seem to have problems with named thralls not working. Just RNG generated Thralls!!!!! Spawn chance of higher Tier Thralls can be dictated by location, region and faction. But all tiers can be found everywhere and should be balanced accordingly. Tier 4 Thrall in the south should be as dangerous as one in the north, outside of perhaps weapons/gear. Making running into one in the south something to be excited over, or dred.

GothicWizard Oct 14, 2018 @ 2:40pm 
Just to be clear you expected to get to level 60 and have enough points to have every feat in the game?
Fox Oct 14, 2018 @ 3:19pm 
Number of feat points is fine. The point is for people to come up with different builds based on the perks they go for. It's designed for a give and take scenario. If they added more points then everyone is back to being the same. To me, the game is overly simplistic, but everyone's a little different.
Crystal Goddess Oct 14, 2018 @ 3:53pm 
No survival game with multipayer has ever given you the ability to learn every single recipe at max level without mods, so why should Conan Exiles be any different?

Also, reading your original post, it sounds more like you were expecting an RPG, not a survival game, there isn't a single survival game that ever lets you get even remotely close to becoming overpowered at max level, let alone god-like, there will always be that element of risk or danger, even at max level. A lot of your complaints could easily be solved by planning ahead, knowing what feats are required to learn what, and which ones you won't need. Pretty much every survival game will require you to put the materials needed to craft something that requires a crafting station in it's inventory, a global inventory would be too cluttered anyway, and would only complicate matters, not simplify it.

Both gold and silver coins have their uses, it's just finding them, a few uses are as currency in Sepermeru for various items, but these are just materials you can acquire by hunting, gathering or refining, or you can place the coins in a grinder to create gold dust and silver dust, both of which are used in the creation of Alchemical Base, which is used to craft a lot of high-tier gear, such as the Acheronian, Serpent-man and Obsidian weapons as well as the Silent Legion armour.
Fast Johnny Oct 14, 2018 @ 4:10pm 
The mere fact that this game has multiplayer makes it okay that you can't learn all the feats, that is why you work as a team with people you play with online. However, like I said earlier, it would still be nice to level up further than the game currently allows, especially if you play single player. I'm not sure that learning all the feats is something that I really care about anyway: for example, crafting a privacy screen really isn't all that important to me in the Exiled Lands.
Cobretti Oct 14, 2018 @ 5:20pm 
Stop with the multiplayer argument, heaps of people play SP so it isn't even a valid argument.

Having said that, you can respec so no big deal.

I also got the impression OP is expecting a max level ding like an MMORPG. Grats you hit 60, now go grind on dungeons, raids and dailies for the next 2 years until the next expansion. Yeah different genre.
Vattende Oct 14, 2018 @ 6:33pm 
If you play singleplayer, you're the chief, and have a large choice of mods allowing to level higher than 60, and learn really all if that's your wish.
Depending mod level may depend, and they way it share the given points. Make a try.

I made many characters, and on servers and on singleplayer, so after i while you know what need what. But i agree, could be simpler.
Especially in singleplayer people like often build and decorate much more than on a very active server or in pvp. So more feats are fine.

Make a back-up of your saves, or use a save-manager, so you can test, and revert if you don't like.
Eternie Oct 14, 2018 @ 9:24pm 
Agreed you have a variety of good ideas ... most of which Fun com won't take up.
As it's not their vision..... if they have one?

Personally conan exiles levels way too quickly, depending on your level just finding one new location can give a whole level ... or use to be when I was able to level.

I think ARK Survival has way better Levelling than conan Exiles and is a survival game in that there is No max cap with their L100 being an equilvalent of perhaps L300 in conan with most blueprints being discovered and unlocked by those levels. That is a PvP / PvE survival game and doesn't need to be ham fisted like conan.
tommynocker001 Oct 14, 2018 @ 11:52pm 
The "original vision" is far gone, I think... have to look at potions again, there are some new ones. Wonder what they do? Wonder where those plants are?

Just an interesting set of idea's I thought I'd share, that's all. :)
I did suggest sharpening stones and repair kits a long time ago. Whether they were picked up or something that the team planned anyway? Hard to say...

I'd not get rid of named thralls, but they'd have to change. T1 are all fighters and skilled crafters. They are the 'run of the mill' grunts and when put in a wheel of pain they have a chance to show a camp on the map (greyed in) or give a single armour/weapon piece as well as their job. T2's are lieutenants, they give up more info, one or two map points of interest or weapon pieces, they should be named. T3's are captains, a hard prize to capture and give up lots of info, must be named. T4 is the commander, only one, heavily guarded and at the centre of the area the faction controls. Capture reveals the entire map of the faction, all information and causes the faction to become 'defeated'. Purges from that faction slow permanently on death of their commander, and are stalled by the death or capture of a captain or slowed by a lieutenant.

You would start your altar with three thrall fires and nine untrained thralls in a 'control zone' which pushes back any other thrall camps and gives you a quest to kill everything in the control area. Untrained thralls are like the fires you see in the world. They will help you clean up and defend your area. You could recruit thralls from your altar and train them there to be any worker/fighter you've captured and interrogated. Being on a wheel of pain kills captured thralls.

I have a real problem with putting darfari on a wheel of pain for a day then arming them to the teeth... I always feel like they are sizing me up for a meal. Especially after all that torture. Next time you walk past your captured thralls, ask yourself; you were fighting them a while ago... can you really trust them? :)
Eternie Oct 15, 2018 @ 12:13am 
Personally I also think Thralls of the same race as the player should have an affinity for them such that a player should be able to move about a camp of thralls of their race if they do it respectively ... with sheathed weapons.
And that could be another way of taming thralls as a method of gaining a thralls trust and working with Thralls. Whether that idea gets extended to thralls of the same religion.

There are so many great ideas .. but how they can be put into practise is always the issue.
tommynocker001 Oct 15, 2018 @ 12:18am 
Indeed. A Derketo worshiper should be allowed to create tentative ties with likeminded derketo camps... it would make a great partnership and a valuable income of silver coins! Of course, a mace to the bonce would end any kind of trading partnership... :)
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Date Posted: Oct 14, 2018 @ 8:43am
Posts: 19