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I moved the guards out of the way and even cleared out some lights and carpets in the event that somehow that counted as "blocking" the path. Then when that didn't work, I tore down all the doors along the way so there was nothing but a straight open path.
When that worked, I put the doors gradually back and found out a regular door and gate door are no problem, but two gate doors? Might as well pack up the battering rams and go home.
The path all the way to the coffer is nice and wide, and I make sure no objects are blocking the way (other than the gates obviously). All seems to work fine
On the topic of them just breaking random things, siege breakers (the battering ram guys) will do this once they have completed their job of breaking doors to the coffer. They care not for treasure, only to break things.
I unfortunately had one sneak past me one time and break some very valuable chests and stations. I was very unhappy about it and it prompted me to rebuild a large section of my base. This was back when I was first testing to see how the purges functioned
This is a bug Funcom is aware of. Always fun when a game gets some big update just before the holidays, then there's no one around for bug fixing cause everyone is on vacation. Meanwhile the people who planned to play the game on vacation have a crappy experience and have to wait till the holidays are over
I'm not mad at devs taking time off during holidays. But I am mad these things got through after a whole month of testing
Very few things look perfect and beautiful at the start. Those that do tend to go downhill, where as ugly ducklings can only grow up.. or die off..
I like the concept of the Purge, the intention and systems.. I only hope for it to expand and get fleshed out for more immersion in time.
I guess one way to look at it is this... if you removed all buildings and just placed the coffer where it currently is (up on a couple foundations is fine with stairs, elevators are a no no), can you physically walk to it? If the answer is no, then it probably wont work there. Is there enough space within render distance for a large camp to physically occupy? Is the area too hilly or mountainous?
I built my Purge Base in F8 near the Priest King's Retreat.
The area is open enough to allow a few different spots for the Purge Camp to spawn.
It's best to first build a small 4x4 foundation and drop a coffer on it and see is a Lvl 1 Purge will spawn in the area before doing a full Base build.
Then you have the Keep which is a total joke too. Just a slapped together mess. You can literally enter and kill the Boss in 5 mins.
So true.
Also archers are absolute ♥♥♥♥♥♥♥♥ at defending since they have a habit of just running up to enemies instead of using that ranged advantage, found out the best strat is just to surround my gates with cimmerian berserkers, but then what's the purpose of even having walls at that point other than just having a cool looking castle or whatever.
That NPC castle is really cool on paper but really bad when put into practice. It's kind of like a vanity palace a server admin built rather than a functional destructable dungeon, it's also ugly as sin.
Archers work well if you set them up correctly. Set them up on walls and surround them with crenelated walls until you get Archer Posts. Tell them to prioritize ranged. chase 5, attack 30 or 50, defend area. Set your melee defenders to chase 5 and attack 10 to keep them from running into the purge camp and getting killed.