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Yep, this new on demand tower defence "purge" system is garbage, just more trash for the pile. Funcom is absolutely ruining Conan Exiles. Glad I'm not the only one that sees it. Make your voice heard over on the Funcom forums, they never read Steam posts. https://forums.funcom.com/c/conan-exiles/5
Players who like them, should play a "theme park MMORPG" instead.
But the part that isn't objectively better is the optional aspect. That's subjective, but I'm with you on that OP. The old system presented actual danger to your build. It was one of the biggest selling points for me way back in the day. But Funcom's entire Season of "Age of War" basically further titled the game as far away from a survival game as it can. Its a shadow of its former self in that respect.
Our only option at this point is to undo those changes via mods, or move to other titles who have a better understanding of what makes their games interesting and fun.
Otherwise, if the purge wasnt set to "bare minimum build to trigger", you could control not only which base you had it, but where it would come from.
The old purge was worse than this one in terms of choosing the place to come from. You could build a base in a certain way, which would define "always" from where the waves would come. If you had your base in a place the purge cant reach, sometimes it would go to other base, sometimes it would be there "circling around" without reaching the base.
There was the thing about being the difficult much more defined by where the purge was, not the level of the player or size of the base.
And it was much more "cheesy".
Some people talk big game about "oh I do purge level X twice in a row and lose nothing". Probably settings all over the place and admin stuff all around.
Short of full God mode, not even having an item that makes you practically unkillable unless you take damage bigger than your whole health pool at once, full NPC damage, you might be killed in a purge level X very fast if you are not smart about it.
Without "cheating", not even having 10 daughters of Ymir wont really ensure you survive.
The real decision is a matter of taste, of course. People might like the old purge for a number of reasons, even the problems it had. Some people like this one for a number of reasons, even the problems it has.
But making the argument based on assertions that arent true as if they were, that is a problem.
The new purge system has some shortcomings as well. It's too predictable, especially in the condition it was in before chapter 4, and I don't like the completely voluntary nature of it. I'd like to see multiple types of purge triggers, and I think inactivity should trigger them just as much if not more than high activity. All these sand castles on PVE servers need to go, and it's totally logical for raiders to target a base with a negligent, mostly absent overlord who only logs in briefly once per week to reset decay timers. Also some purges should be aiming for treasure, but other types of purges should be aiming to destroy religious shrines or vile sorcerous abominations like transport stones. And most of all I'd like to see a player's own followers revolt and loot their own base under certain mistreatment conditions.
But I've already been able to play the new purge 100 times more than I ever got to see the old purge, so for that alone it's vastly superior.
The new purge system avoids the challenge problem by allowing the player to scale the challenge as much as they like. Do you want your main base attacked? Go for it, set up your treasury at home plate. Do you want to be constantly defending against hordes? Keep triggering the purge as much as you want.
The player is more in control of the purge experience than they ever were before, and that's a great thing. We can make them as tough or as easy as we want, and we have the added bonus of being liberators instead of just and always enslaving.
Age of War has opened up avenues that weren't possible before. Every sandbox benefits from multiple paths to victory, CE esp.
I had lots of fun with those purges. Challenging, yes. Had some of my T4 defenders killed, yes. Was killed myself, yes. Rewarding, yes, captured many good T4 crafters and fighters (by equipping the defenders and my follower with high quality truncheons only and killing the mobs myself) but it was never guaranteed.
The new raid system feels like quantity over quality if you know what I mean. The idea you need to “declare your wealth” and provide a clear path to your treasure in order to trigger the attack is pathetic. The survival game has been turned into a tower defense game with a loot box as your reward.
I just hope this stuff will be left behind, together with stupid Al Merayah, when the Age of War is finally over. Surely we cannot have the Stygian army invading our game forever, can we? The devs just need to figure out how we get barkeepers for our taverns afterwards.
Could it use a better trigger and more believable tie-in to lore? Sure, but you write that one. How would you write this mechanic from a story perspective?
Best I got for ya is that. "They're a little too high and mighty, so go relieve them of their excess."
Even with immersion issues aside (and honestly, if that's the biggest complaint about a system then from a technical standpoint you're doing VERY well for yourself!), the new system is superior simply because it works much better and more reliably than the old system.
In two years on official, I saw exactly three purges, and none after September 2022. They just stopped. Didn't fire off for anyone on the server anymore. Now we can schedule our purge parties so many people can attend. Lintwen loves throwing those things.
Reliability matters in a game mechanic. The old purge system never had that.