Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It has to do with problems in servers. The inventory itself does not classify what you can or cannot equip.
We are having dozens of problems with servers for a long time, and now these problems reached farther than they were before.
Usually, when a game is developed and have network features, what happens is that through a player controller actor, you input what you are doing, usually via GUI, but also console commands. EVERYTHING must be done in a server side of the game, so it is protected from "command injection", which means a client injecting code into a server directly.
To avoid that, internally, UE requests that a Player controller mediate the inputs and do not execute the things in the client, but simply inform them.
When you are playing single player, this does not change, the only change is that the code that should run on server is not running in another machine, but in your own. That should not offer any change in the game, except the latency. Solo game should execute exactly the same way as in a multiplayer game, but with some other restrictions or workarounds for latency.
When you try to circumvent this by "running things on the client" because you cant make your network "expertly" you run into problems like Conan Exile's problems with playing in a server. This has nothing to do with the inventory problem, that is not a bug or a problem, just a unhappy idea of design they had there on how to sort inventory.
From the code standpoint, the place the thing is in the inventory is a variable, if it is the 3rd thing, or the 100th thing, the variable of its index does not change, the value does, so it works regardless of what is showing to you.
Code can even work with items in an inventory you are not even seeing. For example, from the inventories you see, the backpack, the shortcut, the equipment, they are a fraction of all inventories you have, some of them you dont even see, or "sort" and they still work the same way.
The problem with weapons, tools and other things you cannot equip is more related to the problem of sinking into foundations or falling through ceilings than the problem with sorting inventories.
The problem occurs because there is a simple "lack of foresight" in the network use of Unreal crappy standard networking. So what you do takes a time to get to the server, and the server takes a time to get back to you. This might milliseconds, but this is an eternity in terms of software. There are hundreds of exchanges each time you do something, so milliseconds in terms of lag translates into noticeable time in terms of actions.
If the server cannot collate that you CAN do what you WANT to do, even if you know you can, it tells the client you cant. When for example you move and the server thinks you did not, but your game is programmed to show you moving before the server confirmed it, what happens is what people call "rubber banding".
But the problem that causes rubber banding does not restricts itself to movement. If you try to do something and the server does not authorize it, but the client tries anyway, it is corrected then, or the client does not do it.
Lately people are complaining about lag on servers, and that might exacerbate a problem that most people usually did not had unless playing in a country far from EU or US. The problem is now you are facing these problems due to lack of optimization everywhere, so what "northfolk" is seeing now, people have seen before when not in the "northlands".
I myself gave up making mods for servers or trying to keep them always working on servers for that reason. My own customization mod, instead of doing the "workaround" the game does and storing the customization in the client, it syncs client and server for editing to be more streamlined. In other games I worked which were in Unreal Engine, this always worked fine, but in Conan Exiles, we need to first sync the data, which is not in the game for "some reason", and then we can edit the characters.
A whole lot of things in this game is made in that fashion, and that is why contrary to other games, network play does not work like solo play but "slower". It just sometimes (many times after updates) does not work at all.
Some of these problems were introduced with Chapter 4 and more with the latest hotfix. The next hotfix is overdue so lets hope they get it right next time.