Conan Exiles
THE PURGE AI DONT KNOW HOW TO PLACE THEIR CAMP
it always annoy me when to start a purge, basicly it work randomly, i try to search some guide and they said maybe i put to many door frame then i less my door frame it work only for 2 time then the purge give up cuz dosnt fine the way LOL i just put my treasury block by one door and the area put camp wise so wide and still the AI doesnt find way!
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The purge AI has always been a little wonky. The new system just highlights the issues with it.

In the past, if the purge couldn't find a way into your base, like your base was built on a cliff or something, then the purge would just spawn right in the middle of it. That doesn't really work with the new way the purge functions, so now everybody has to play around with base configurations and locations trying to figure out the specifics of what causes it to break.
My purges only happened once and they jsut ran around my base dieing lol... like 40 hours in and no other purge i feel like they are stuck somewhere.
I try to make path for the enemy so they can walk easy going to my treasure 😄 it still they just suddenly stopped and retreat
I miss the old purge sys. fill up purge bar and they come anywhere on the map, if you like it or not, very simple. ^^
Автор сообщения: Kingeru Gaming
I try to make path for the enemy so they can walk easy going to my treasure 😄 it still they just suddenly stopped and retreat

That would be because the 'wreckers' broke the route to your coffer. Once the purge reaches your coffer, the wreckers start wrecking everything around and that can easily end up breaking the path to your coffer.
Of course they don't know how to place their base... You need to make it easy for them to rob you blind first... lol All you need to do is build 1 foundation block you can get on top without using stairs, 3 walls and doorway, door and you done... lol should work smoothly. lol The purge sucks overall since they changed the way it used to work.
I found my issues got fixed when I dismantled my treasure chest and placed it again, in the same room. I originally placed it relatively early in my build, so I guess some pathfinding had to be redone for the finished one.
I use a 3 x 3 x 2 "coffer" room a long way away from my base. The purge doesn't always respawn in the same place each time so I place scattered single foundations between my coffer room and my main base so I can control where the purge spawns. I had a purge spawn right next to my base. Although the purge didn't attack the base, they decimated my fighter thralls that were standing around that I hadn't set up with armour/weapons yet. I get the odd "can't start purge" message but I just retry.
You need a large flat area for the purge to spawn. I myself have found spawning problems were caused by the area available for the purge to spawn, not the coffer room.
Отредактировано The Hawke; 5 мар. 2024 г. в 21:19
* Do not build your purge base over water. This will cause pathfinding to bug more often than not. (Even more frustrating is that, in some certain cases for largely unknown reasons, you CAN put some or all of your purge base over water and it'll work just fine. Why? No one knows, so just don't until/unless someone finds out.)

* Do not put any placeable, thrall or build piece within 2 foundations of the front of your coffer. (It seems to be just fine if its back is against a wall.)
I placed my coffer building in the middle of nowhere with plenty of space around it for the purge camps to spawn. Seems to work correctly.

https://steamcommunity.com/sharedfiles/filedetails/?id=3173999945

Edited to add: when I first tried it I was very disappointed to see that building huge defensive castles is completely ineffective as the purge attack pathfinding will fail miserably. If people want to invest huge amounts of time and materials in to building the defensive base of doom then they should benefit from that investment. That being said, I guess AI pathfinding is a hard problem so we're left with what we currently have.
Отредактировано DarkFire; 5 мар. 2024 г. в 22:31
Автор сообщения: DarkFire
Edited to add: when I first tried it I was very disappointed to see that building huge defensive castles is completely ineffective as the purge attack pathfinding will fail miserably. If people want to invest huge amounts of time and materials in to building the defensive base of doom then they should benefit from that investment. That being said, I guess AI pathfinding is a hard problem so we're left with what we currently have.

Yeah, I hated this part too. First purge base was a three-floor funhouse of jacked bearers, carefully curated zerks and Crom-only-knows how many golems and archers and tar pots. All it ever did was summon piles of NPCs that tripped over themselves to the point of crashing the game or lagging out the area (for myself and others, it seemed).

Made a much smaller two-room job on Siptah with three zerks that didn't completely suck. Much cleaner pathing, no lagging, no crashing, same rewards as the funhouse.

Oh, and while we're on the subject of rewards -- why are Siptah named bearers a T10 purge reward? They're utter garbage. I get good EL named bearers at T1. Loot's okay, but could be a lot better. (What about throwing in some new unique-looking thralls with some backstory and make me want to do a T10?!)
Автор сообщения: Steve the Player of Games
Автор сообщения: DarkFire
Edited to add: when I first tried it I was very disappointed to see that building huge defensive castles is completely ineffective as the purge attack pathfinding will fail miserably. If people want to invest huge amounts of time and materials in to building the defensive base of doom then they should benefit from that investment. That being said, I guess AI pathfinding is a hard problem so we're left with what we currently have.

Yeah, I hated this part too. First purge base was a three-floor funhouse of jacked bearers, carefully curated zerks and Crom-only-knows how many golems and archers and tar pots. All it ever did was summon piles of NPCs that tripped over themselves to the point of crashing the game or lagging out the area (for myself and others, it seemed).

Made a much smaller two-room job on Siptah with three zerks that didn't completely suck. Much cleaner pathing, no lagging, no crashing, same rewards as the funhouse.

Oh, and while we're on the subject of rewards -- why are Siptah named bearers a T10 purge reward? They're utter garbage. I get good EL named bearers at T1. Loot's okay, but could be a lot better. (What about throwing in some new unique-looking thralls with some backstory and make me want to do a T10?!)

Agreed. Bearers were minimally useful before they all got a 0.5 x damage multiplier which made them universally useless for any combat encounter. Some unique thralls with suitable back stories would have been nice to see on Siptah.
Автор сообщения: Kingeru Gaming
it always annoy me when to start a purge, basicly it work randomly, i try to search some guide and they said maybe i put to many door frame then i less my door frame it work only for 2 time then the purge give up cuz dosnt fine the way LOL i just put my treasury block by one door and the area put camp wise so wide and still the AI doesnt find way!
Please don't call that AI,it's just a bad pathfinding algorithm.
They push the purge feature only cause it's cheap and easy to implement.
I haven't tried the new purge system but I have seen the coffer thingy. I assume (but don't know) you can now set the purges wherever you want? Near the coffer? If so, you can make a purge-specific base on a flat area with a maze-like structure either killing them or knocking them all out. It's not hard. But you are right. Purges have always been buggy asf regarding spawn position and pathfinding. If, what I assumed, purges always spawn near the coffer this issue can relatively easy be fixed compared to earlier iterations of this system.
purge worked perfect for me to start with worked 5 times, now without me changing my base it cant spawn a purge camp unless i open the gates up . after i close the gates they despawn
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Дата создания: 18 фев. 2024 г. в 4:04
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