Conan Exiles

Conan Exiles

Statistieken weergeven:
Thoughts on / Review of Siptah
This is a copy / paste of my (short, it's getting late here, lol) review of the Siptah expansion.

(The DLC is far better than I expected and I think the thumbs-down reviewers are doing a huge disservice to it, if the devs cave-in to the majority and start putting in all kinds of 'human camps' it's totally going to ruin the mood, the design intention, of the map. Here is the post to try to explain it better, I hope the devs realize some people really appreciate what they did)


-----

Prelim Review (will update with more soon),


-- don't know what people are talking about but this is GREAT so far,

I _--TOTALLY--_ get what the devs did here,

they made a place that's 'mysterious', seemingly empty of 'obvious' 'sentient' people, with, even though it's wild and free and you not only explore but build etc,

a sense of foreboding and a sort of forbidden presence.

It's AWESOME, it's like the dark broody twin brother of the extroverted and shining original zone.

People talking about 'it's too empty' have no idea what they're talking about, it - SHOULD - be 'empty', (more or less),

because if it wasn't it would've been overrun with people ages ago.

It makes absolutely NO sense to have 'camps with people' strewn about because if there was as much as -1- person then that person would've built a huge castle and wiped the island clean already eons ago,

-->> EXACTLY LIKE YOU DO WHEN YOU ARRIVE (lol!!)

Nothing would ruin the immersion more than having humans hanging around doing nothing but waiting for 'you', the somehow 'different', capable and heroic, person to come around and wipe them off the map..

Think about it people, there's going to be nothing worse than forcing the devs to put in 'this and that' all over the island,

when the whole point of how they set it up is to make it believable in a mysterious and 'fresh' sense of the word,

a place where a newcomer like you, that gets stranded there out of nowhere, gets to explore the whole place 'fresh', while at the same time wondering 'why' it's seemingly so barren etc.

It's a masterpiece so far and honestly I didn't think any games could capture such a cool and primal feeling -- everything in gaming nowadays has become like everything else in society,

garish, vapid and 'in-your-face',

what the devs tried to do here is make a subtle masterpiece of suspense while at the same time letting you be, and feel, free to build and explore.

While ever so inching closer to that 'dark storm' in the middle (or wherever it is) spot of the island.

I'm loving what they did here and I hope they know some people 'get' what the vision was behind this.

Sure, I just started playing it, so keep in mind I haven't seen the 'full' thing,

but so far I totally get the vibe they went for, and as stated, I didn't even think anybody had the sense to make such great gaming experiences nowadays anymore.

Usually stuff like this is reserved for the 'stuck in an alien spaceship' trope, but then you get all the predictable events there handed to you (and with no ability to 'build' and grow stronger like you would in a setting like this).

This is what tons of people want, a 'dark fantasy' setup where you can still go and do your 'man' thing - find a spot, build it up, and grow stronger and smarter,

eventually giving you the courage to go and explore the 'dangerous' mysterious zone(s) the environment offers.

People complaining that 'We should be able to build anywhere!!111 Including the storm !!111" are TOTALLY missing the point,

how does that make sense? How does that give you a sense of mystery and danger?

(never mind you do have an option in the settings upon starting to 'allow building in the storm')

Why not just build a huge mansion right in the middle of that storm?

How bout a mall and school while we're at it?

The devs crafted a dark mysterious place where you can arrive 'alone', explore in peace and solitude,

and eventually culminate in some kind of cool dangerous trek into some dark foreboding dungeon/castle place (I'm assuming),

it's freakin great it's going to be a sad day once they 'update' it and stick it full of mindless automatons in 'camps' waiting for you to kill them,


pfft gamers nowadays..


-----------------


The post isn't meant to come across as offensive, but folks keep in mind some people play this game for the excitement of adventure in a brand new 'world' open to possibilities, both good and bad. (solo, without pvp elements)

Trying to turn what they did here into a 'I want more excitment now! I want to kill things more faster immediately !!111' means you're kinda missing the point of what they did and their arms will be twisted into turning the DLC into something it wasn't meant to be in the first place,

possibly ending up in that horrible, "It tried to please everybody and therefore ended up pleasing no-one", state.

I hope the devs are careful with what they do, it's great so far and I'd hate to see the mystery and foreboding ruined by various 'stuff to do' thrown all over the camp.

(Keep in mind I just started it, but it's amazing so far and the experience would have been ruined had I seen one person standing around waiting for me to kill them)
< >
1-15 van 21 reacties weergegeven
My first reaction when reading the latest update plans was somewhat similar, i've no issue with them adding camps to the world map, but i feel it would make more sense if they were eldar camps, siptah is after all the eldars sanctuary, they retreated there so it would make sense that they built more than just vaults.

This could also lead into the rescuing thralls function, which fits the narrative of the eldars using the tower and the storm to summon humans and other resources for food and slavery and whatever else.

I do think that whatever direction funcom take, i hope they preserve that empty feeling, not going too overboard with loads of camps, spreading them out more so each one feels more important.

Otherwise i'm looking forward to this eventual update plan, new land mass is great, adding the purge is great, i like the idea of being able to call a purge willingly also. I am pretty optimistic about this, which for me is unusual when it comes to game related announcements, gotta keep that healthy scepticism.
Laatst bewerkt door Seishisha; 20 dec 2020 om 13:56
I do think that whatever direction funcom take, i hope they preserve that empty feeling, not going too overboard with loads of camps, spreading them out more so each one feels more important. "

-- Yeah that's exactly it,

on the surface if you're a 'typical' gamer you game partly to get that 'energetic jolt', of colours, sights, sounds, quick and fast action etc,

I think a lot of the pvp types, especially people that live busy lives, are in that type of mindset,

but I can see Siptah wasn't going for that, it was more for that 'let me relax and play a game on the weekend fully focused' type thing, the really immersive and 'exploratative' mindset.

I'm not completely against adding anything, but that whole mystery and subtle danger is really amplified by 'less', not 'more', lol.

I'm super excited to explore the island and find whatever magical, 'mythical' beasts and monsters lurk around some dark corner,

preferrably near (or obvoiusly 'in') some long lost dark dungeon / fortress that somehow became a haven for 'dark magic' and their foul denizens.

All that would be ruined if they start placing all kinds of 'bandit camps' here and there like some kind of 'let's appease the gamers' type thing.

Anyways I think you know what I'm getting at but yeah, I hope they stick with a solid sense of mystery and dangerous 'anticipation' to the Island, keeping in a more 'dark magic' tone, and not add more mundane enemies and characters than are already there.

I myself am planning to play the heck out of it as fast as possible lol, to try to see it in it's current 'glory', who knows what will happen with any updates and patches to it lol.

Been a long time since I had any real sense of mystery and adventure in a game, this is the first in over 15 years I think..

(Severance: Blade of Darkness was the last real 'magical mystery and dangerous excitement' game I played)

Issue is even on a pve multiplayer server Siptah is a constant fight for resources from the vaults, which you need in order to summon surges, which you need for thralls to make grinding those vaults for mats easier. Bad game play loop. Combine that with 1-10 hour vault resets it means most players wont get a decent thrall for weeks, where as on Exiled Lands if you know where to go and what to do you can have named thralls stacking up in wheels by the end of your first day.

Siptah works for single players, small groups, but for servers it's a nightmare unless you are playing full PVP and can steal what you need from other players. Not to mention on say a 20 man server you will run out of places to build in under a week as the open spots are limited and people evidently don't realize you can build a modest (under 175 tiles total) home that can easily accommodate every bench, box, and item needed to actually play the game effectively and instead build giant server lagging castles making it even harder yet for large servers to compare to the Exiled Lands.
Laatst bewerkt door Viking; 21 dec 2020 om 5:09
where as on Exiled Lands if you know where to go and what to do you can have named thralls stacking up in wheels by the end of your first day. "

- lol this is exactly what I was talking about,

the beginning of your post was almost seemingly making sense, until you get to the crux and (hate to say this, please don't take this personal), show exactly what I meant,

that gamers nowadays want everything 'now' and fast and without any _build-up_ or 'work'.

Seriously? 'Stacking up wheels by the end of your first day'

This is exactly the problem, while you may think becoming some sort of power-house in one day is cool and fun,

many other people don't, they want the 'struggle for survival' to __ actually BE a 'struggle for survival'__.

This is what I meant (again please don't take it personal) by 'getting' (understanding) what the devs tried to do, they tried to make something where, although the terrain and premise of, " You start in an unknown land, you are strong and can persevere, find resources and make yourself stronger, eventually leading to the point you can 'take on' more and more dangerous tasks and areas ". - it was designed to be sorta 'hard' and not super easy, like exiled lands is.

You're showing that's exactly what they did,

saying, "well the game is broken I can't own my own castle and horde of slaves in one day" is the exact contrary mindset.

Existence is about frequencies, mind-sets - if a player comes in with, "Well on exiled I can have 30 thralls in a day and a big castle with 20 workstations then obviously I should be able to do that on Siptah" then obviously Siptah would seem 'bad' and stupid and 'needing a patch'.

But if a another player comes in with (the opposite) mindset of, "man I wish I could play a Dark Fantasy game that let me start off on a new island with dark hidden dangers where I really have to fight for everything, explore, live by my wits and get a chance to see what's in some dark dangerous supernatural area (exemplified by that 'storm' zone they did, which was genius).. " etc,

well then guess what, Siptah fits the bill - Perfect -.

Like you said, which I think is the crux as well, - " Siptah works for single players, small groups, "

I think I posted that that's part of the critical aspect, Siptah is more 'perfect' for a solo (questing/adventure type of person) and even a small group, group of friends or family.

It's probably not 'ideal' for servers, but then check out this statement -- " for servers it's a nightmare unless you are playing full PVP and can steal what you need from other players "

Well isnt' that the point?

lol in the very description (on the store page) it says, "space is limited people have to fight each other for resources",

LOL, the more you talk the more you prove the devs NAILED it lol, did exactly not only what the store page says but also really honed in on the whole 'pvp aspect',

that is to say built a place where there is a 'struggle for survival' and there is a lot of tension and danger in the air,

which is exactly what a lot of people would want.

Now, Since you mentioned the general server thing,

well at this point it seems like you're talking technical aspects, the main gripe to Siptah seems to be "for normal servers".

Well maybe, considering Conan Exiles gives people so many game-play options (solo, own servers, pvp servers, etc), Siptah wasn't ideally meant for the 'normal server',

looks like it was ideal for solo, or pvp servers, play.

I wanted to mention before but it looks like Siptah truly is great in it's original design, and before they go 'update' it with a bunch of 'let's appease the gamers update',

they should make it so that you have a _choice_ in playing Siptah with the 'new patch' or not, since it looks like this is going down that 'dumbed down mmo' road, which happened to practically every mmo in the last 10 years (start off great, nice and hard, then few years later end up 'solo-able' by anybody, cause nobody wanted to do any work etc).

Basically if they're going to water down Siptah (which looks like it was genius in it's original design), they should at least give the option for players to choose which version they want to play,

I know myself (being sick of all the great mmos turned into cake-walks) will definitely not want to play the new version (at least not until I squeezed out every last drop out of the 'old' Siptah).

Note I see now why the 'don't allow updates' option in the download settings is important - to stop great games from being screwed over like this, lol.

(but if people want to play online with buddies, I can see why having an option for the previous version is important).

Alright so thanks for that, I was going to post about having an option at some point, but your message proved I better do it sooner rather than later,

You have some great input, and the 'have wheels with thralls in a day' nailed exactly what I was getting at.

(Having played the original for a few days, one of the things I didn't like about it was how fast you progress in the crafting, seems totally unnatural and weird.
In other words aspects of the game are 'too easy', and when I started Siptah I _loved_ how 'barren' and dangerous it was/is.

The last thing I want to see is another 'eden' that let's you become a powerhouse 'in a day' lol)


Thanks again I'll try to get on that option post soon.
if it was free it would be alright but no one wants to pay money for a empty map that seems like the devs were just lazy in its creation and didnt want to populate the world with npc humans camps ect
Origineel geplaatst door ApocNizmith:

Siptah works for single players...

Are you serious? Shows that you’ve never played single-player longer than 10 minutes if ever. Siptah does NOT work for single players. Quite the opposite. It is practically impossible to even find star metal in single player, let alone consistently farm the maelstrom or attempt to summon surges. Therefore you can’t hope to have a decent thrall in single-player, only some greater pets, if you are lucky.

Sure, you can explore the wilderness and farm vaults but it gets old real fast, especially with the hordes of annoying skeletons everywhere, re-spawning faster than you can clear the area. Try to defeat skeleton bosses for the fragments of power in single-player. First you have to kill a crowd of skeletons and by the time you get close to the boss they already start re-spawning behind your back and attack you once again. Pets don’t do a very good job in this situation and often do not respond to the ranged attacks or simply get stuck and stop reacting at all (great AI) so you have to clear the area mostly by yourself and then use the pet in the boss fight if you survive and can make it teleport to you. Of course undead don’t bleed so you will never take a full advantage of your greater saber’s attacks. Bears do better but they are slow.
This is not an enjoyable gameplay.

Trying to defeat big world bosses is out of question.

I once decided, out of curiosity, to check how long it would take to kill a Big Bear in single player. It would kill me within seconds and a fully trained pet within a few minutes (I experienced that) so I left my pets behind. I went into admin and enabled levitation, grabbed a few legendary spears I previously found and attacked that Bear from above. It proved to be much, much tougher than the toughest monster you can find in the Exiled Lands. It took TWO LEGENDARY SPEARS fully destroyed in the process to kill that monster. Two! And no loot whatsoever afterwards, by the way.
That test fight told me all I needed to know about the Siptah design. In one word — stupid.

Overall, Siptah is undoubtedly designed exclusively for PvP, and obviously not very well either, judging by the comments.



You know the interesting question is how do 'bosses' work in this game?

Do they scale for single (solo) players? What happens to bosses when you start the game and select 'solo' or 'co-op', anything? (More or less hitpoints?)

There is possibly a big discrepancy between playing solo, solo server but co-op mode, or the normal pve/pvp online type thing.

Re-spawning minions tend to be a horrible idea (when playing solo), so that might be something that needs tweaking (respawning for co-op but not solo, something like that),

The rest of what you were saying makes a lot of sense based on your experience, but still I think Exiles has too much variation in how it's played to count as a 'final say', at least to someone that doesn't have experience for themselves.

Meaning someone else could play it (and besides respawning enemies which is usually very bad when playing solo), they could use very different tactics.

Maybe they fight with more dodging, or know how to use the terrain, or would use many different weapons (can you hit the boss with normal weapons?), if so they'd just use a lot of normal weapons no big deal.

I know this might sound weird to say, but I'm not against a game that makes it extremely difficult to kill the 'big boss' in a scenario like Siptah,

as long as it's doable and not 'too' annoying, meaning every time you die you learn something and try again the next day.

Respawning minions is a terrible idea (it can really ruin a boss fight), but at the same time I can't stand how easy mmos got over the years, so it's a tough call to really judge it based on a single post.

If we could get more input that would be great, I'm new myself so haven't seen any threads related to boss fights on Siptah,

I just know the overall ambiance and atmosphere of it is fantastic, at least for a new player like me,

cool thanks
Origineel geplaatst door Reaper:
if it was free it would be alright but no one wants to pay money for a empty map that seems like the devs were just lazy in its creation and didnt want to populate the world with npc humans camps ect
:steamthumbsdown:

Free?? What? There are NPCs everywhere! It's called a Surge. It's those small vortex looking tornados. If you haven't seen that HUGE tenticle reach down from the sky to shoot lightning out and create a Surge; THEN you should not be complaining about how Siptah works. Apeasing gamers that didn't even spend enough time learn how the island works.

I am about to disable updates because I love Siptah just the way it is now. :steamthumbsup:
No, nothing automatically scales in single player. Everything is the same. You can adjust settings yourself and many people do. I guess you can make the game as hard or as easy as you wish. I use default settings, though.

The main features of a world boss are the insane amount of HP and special attacks, as you know. Fighting them sole is HARD regardless of tactics, especially now with nerfed healing. In Exiled lands we can use trained T4 thralls so it is doable. On Siptah, you need to trigger a high level surge to have a chance to spawn such a thrall, which is quite out of reach for single players.

As I described in my previous post, that monster had so many HP that I broke 2 legendary spears, which had like over 50 in damage and many thousands in durability, to slay the damn beast while remaining in relative safety. No idea how many “normal” weapons one would need. Several at least. Also, another set of armor for sure.
It would take forever if you just dodge and flip and whatnot, and the moment you flip a bit too far away to catch your breath he just walks away regenerating back to full health within seconds.
Nope, no way I could do that fight solo without cheating, regardless. Only a big clan can do that, maybe. But why would they even want to do that? There is no loot. Not even a key. Big bosses don’t guard chests on Siptah. You farm lesser monsters for the keys, and chests are in the vaults and around the Tower. So yeah... pointless.





It should have been off the coast on the main map. Enough said. :magicmashrooms:
Origineel geplaatst door FocusBoxHero:
Origineel geplaatst door Reaper:
if it was free it would be alright but no one wants to pay money for a empty map that seems like the devs were just lazy in its creation and didnt want to populate the world with npc humans camps ect
:steamthumbsdown:

Free?? What? There are NPCs everywhere! It's called a Surge. It's those small vortex looking tornados. If you haven't seen that HUGE tenticle reach down from the sky to shoot lightning out and create a Surge; THEN you should not be complaining about how Siptah works. Apeasing gamers that didn't even spend enough time learn how the island works.

I am about to disable updates because I love Siptah just the way it is now. :steamthumbsup:


-- I don't usually quote people's posts but exactly, you nailed it.

I didn't even play the game long enough to do one of those 'surges' but that's -exactly- what I thought, was expecting,

that the island was designed to 'seem' barren, at first, but with that storm overhead you never know what's going to happen or what would 'pop out',

which is exactly what I thought was great about the whole thing, it has this dark dangerous vibe that's very hard to pin down and most games fail to accomplish it even when they try.

Your showing my opening post wasn't far off the mark, and I havent even got anywhere near the middle of the island etc.

I'm going to do a thread on asking the devs to try to give an 'option' to be able to play the 'Original Siptah' after they 'patch' it to goodness know what (to appease the masses),

stuff keeps coming up 'irl' but I'll try to get to it soon.

As always, keep in mind I'm nowhere near experienced enough in Siptah to truly judge anything (and respawning minions is usually a terrible idea),

but from the track record of most mmos (and I played my share of them), there tends to be this scary pattern of mmos come out first awesome, well thought out and challenging,

then get dumbed down into oblivion as the masses always have something to complain about,

they always water them down into nothing after a few 'update patches' over time, and based on that it wouldn't surprise me that's what's about to happen to Siptah.

Based on posts here it seems to be going right down that alley as well (note the guy with, "In Exiles zone you can build wheels with thralls in a day!"

- if that's the mindset Funcom is going to cater to with their 'patches', then yeah, I'll have to be turning my updater 'off' too, lol)


(Thanks for the input by the way any little bit helps)
Ellorien -

(keep in mind my post is my opinion, and for the viewing of everyone, all types of players and mindsets, don't take anything I say personally or get all riled up etc, lol)

Alright well,

a bit of devil's advocate here...

-> "As I described in my previous post, that monster had so many HP that I broke 2 legendary spears, which had like over 50 in damage and many thousands in durability, to slay the damn beast while remaining in relative safety. No idea how many “normal” weapons one would need. Several at least. "


Several?

Based on my experience in the game, you could build multiple weapons while going to the bathroom, considering how easy it is to get resources and how fast the 'auto-craft' thing works.

If '2 Legendaries' are the equivalent of only 'several' normal weapons, is there really a big deal here?

- " you flip a bit too far away to catch your breath he just walks away regenerating back to full health within seconds. "

-- I admit I like enemies 'regening to full health' on being a few feet away from you as much as I like respawning minions, and I don't like either lol.

That said, 'few feet' is relative to a person's playstyle, having seen in the original zone that Exiles has this mechanic, I too was a bit upset.

But then you realize quick it's a necessary 'evil' in a game that would allow for so much 'cheese' to be done, meaning you could plant yourself on some ledge far away and arrow anything to death without it being able to get to you.

It's tough to truly judge the 'regen' mechanic, as annoying as it is it keeps the danger level high for people that normally would find ways to cheese a boss to death.


k well here is where we get to the interesting part.. -->

- "Nope, no way I could do that fight solo without cheating, regardless. Only a big clan can do that, maybe. But why would they even want to do that? There is no loot. Not even a key. Big bosses don’t guard chests on Siptah. You farm lesser monsters for the keys, and chests are in the vaults and around the Tower. So yeah... pointless. "


- soo.. (don't take this personally..).. if it's all 'pointless',

then what are you complaining about?

You ('you' meaning the people with the we want 'more' and want it 'now' faster more better now instantly mindset) are "complaining" that something is 'too hard' to beat,

in Siptah, therefore Siptah needs to be nerfed/changed/made easier etc,

yet you state the super hard boss that's almost impossible to beat,

doesn't 'need' to be beat cause he gives you nothing anyways.

Well think about that.

Alright, here, let me flip it around a bit, and I hope this helps sort out why I make these posts..

I am a 'lover' of video games,

among the many reasons (art, escapism, etc), one of the main things I love is a 'challenge' and the satisfaction of achieving something that took a long time to 'build up to' and work towards.

Usually fighting some big primal monster in the role of a strong muscular guy taut muscles rippling waving some big sword or axe around.

(don't laugh, I'm in touch with my 'primal' self, lol),

anyways, so let's pretend we start up Siptah, I'm all pumped and excited cause for once in my life I get to live out this primal fantasy of being some lone muscular guy who's 'sole' weapons I have for my survival, even ability to 'thrive',

are my body and my mind.

K, so we start on there, and slowly look around and begin to do what it takes to survive, (by the way I LOVE the 'no back-story' concept, I don't want to hear about my past cause primal men have no 'past', they're not fighting for 'women's rights', vegan rights, trump or any other nonsense - survival is it's own 'battle and reward'.)

The magical, 'dark fantasy' aspect of the game is fantastic, the only thing I love more than just 'primal survival with an axe' is the dark fantasy aspect,

knowing there's something underneath the surface of things that allows for just the right amount of 'magic', both for good or bad.

Maybe one day I'll learn some, or maybe one day some dark magic will be used against me, either way it adds more exciting layers.

Alright well fast forward a bit, we got this awesome 'barren' island, which I love because it's a perfect setting for a lone 'wanderer' to adventure in,

the whole 'Blue Lagoon' concept - it makes more sense logically, and game-play wise, that nobody (or very few) people are on the island already,

or they would've taken over the place a long time ago.

Alright, so fast forward even more, after I gathered my resources, built a hut or two, made some equipment,

the only thing that can get even more 'exciting' is to test out your 'skills' (and equipment) in some super dangerous hard 'zone', or 'test' something like that.

Well the devs nailed that here because (as posted by someone above) the 'surges' seem to be exactly that, plus a smattering of dungeons and hidden coves of danger and dark magic.

So far so good, sounds about perfect to me.

Now we get to your post, the 'island boss'.

K, so you made the points about this and that (mostly relative, regening is a necessary evil, and most of all, the 'pointlessness' of it),

so here's the thing about that, pay close attention -

After all that I've seen, done, and 'achieved' on the island (now I beat some of those 'dark monsters', got keys, drops, items, whatever),

there's only one thing really left to 'get' on this island, (paying attention? lol drum-roll..)

-- THAT SENSE OF SATISFACTION THAT COMES FROM ACHIEVING SOMETHING INSANELY 'HARD', YET DOABLE.

That isn't necessarily 'frustrating', because frustration only happens when you -NEED- to 'do' something (beat some boss), but can't.

Well you just pointed something out that's priceless, you said yourself, 'you don't actually get anything, therefore it's pointless'.

Yes, you don't get 'anything' tangible, but NO, it's NOT 'pointless', because what you also get is that psychological REWARD of your super tough achievement.

THAT, is it's 'own' reward,

THAT, is what players like me WISH and DREAM for in a game,

to give you a scenario where you can 'power' yourself up, learn what you need to learn, and constantly 'test yourself' on that super hard 'final boss',

WITHOUT that boss being some gosh-forsaken 'requirement' for some stupid quest-line or to 'advance to the next stage' etc,

meaning, without 'forcing' the boss fight on you, it cannot technically be 'that' frustrating,

hence the premise of it being an -optional- 'boss fight' is EXACTLY what so many players would want, and I myself 'hoped' for on this island and it's shocking to hear a group of devs actually NAILED that concept and done it in this Siptah thing.

So yeah, technically, that boss fight gives you 'nothing',

but psychologically, emotionally, ethereally etc, all the things people 'pay money' for, hope to get, and wish for nowadays in this world of cheesy dumbed-down mmos,

(it sounds like) you DEFINITELY get something.

lol that's why people like me are deathly afraid of 'patches',

and hope that put some reference out there for why some people don't want this thing touched, or at least they'll give the option to keep it the way it was originally on server start-up.


That said, I've inadvertantly incited some people on forums before without meaning to,

so here's some notes to keep things in context -

I actually find frustratingly hard boss fights really dumb and annoying, usually it's because of respawning minions and/or sluggish controls that make you too easy of a target.

There's a fine line between challenging and annoyingly frustrating, in our context I think more player inputs (maybe there's a thread on this already?) is required to get more context.

A good rule of thumb I found is basically the attempts required to clear a boss, there's always going to be that 'bell curve' for players, what some find 'hard' is very easy to others (I've been on both ends of that),

and with a game like this, I'd love for the boss fight to take weeks, even months, of attempts (assuming I try once every few days) to beat.

That's the beauty of Exiles, it's an 'mmo' in scope, not a single player game.

I want things to be 'super hard', but doable.

-- As a new player I have no context in the amount of 'hits' you can take before dying, I've seen people complain in mmo forums that 'my character dies in 3 hits it's not fair !!!11',

only to see the same people brag in other threads about, "My mage does 1000 3004993483 damage in one hit I'm so AEseoOOMEEE!1!!1111"

like what the heck, those players need to be slapped over the head, obviously if you want to take on damage then build your guy around that, don't die and complain about it while you built your guy around being an all-powerful mage etc

(my point being I don't know the context of your character, people want to be 'OP' but then whine when they die too fast due to low hitpoints etc, I'm not saying that's what you're doing but I don't know the context here).

Anyways that's enough of my post,

hope that clarified why some people (usually solo players, but I love the sound of this 'big boss', sounds like a great way to team up with other people) want Siptah left alone.

Already seen people posting that already in this thread, and seen reviewers mention how they 'love it' (being solo and exploring it etc) the way it is.

Good point. Priceless not Pointless.

People who actually emmerse themselves into the game to enjoy it vs those who play the game to one hit keal everything there is to kill in one single day.

Siptah how it is now is great the way it is because it filters out the players who are always lagging the server with endless camp raids. They find a camp and stay there to farm endless respawns. Siptah solved mindless MMO rinse repeat respawns with Elder Vaults and Surges. :Skull_Head:

Why Funcom cares about the PVP types that usually force other players to quit playing the game altogether is beyond me. Funcom should stand up and give those players the finger. Empty Official Servers can't get any more empty.

Character transfer at this point made me laugh... Undoubtably what drives players to powerlevel and when they couldn't spawn camp in Siptah they just complained. 🌌 CRAFTING EXP :2018saliengoo2:
they listen their player community,good job Funcom Team,so im fine with new upcoming patch,tbh i kinda excited for this changes
" People who actually emmerse themselves into the game to enjoy it vs those who play the game to one hit keal everything there is to kill in one single day. "

- nailed it,

that was exactly what my rambly long-winded post was trying to say,

lol
< >
1-15 van 21 reacties weergegeven
Per pagina: 1530 50

Geplaatst op: 20 dec 2020 om 2:13
Aantal berichten: 21