Original Post — Direct link

It feels like they didn't found the way to fix most pressing issues and simply decided to make a new game instead. But what guarantees that they won't repeat same mistakes there too? If they never finished Conan Exiles, why they should finish their next game?

Look at any server, does not matter if it has population or not. Mobs not using shields. During peak times they walk on air and lag so hard that they don't even react to the attacks, you can farm them and their allies nearby ignore you. Players lagging and teleporting too, even on almost empty official servers.

Base building still has a lot of "you should be able to place it here but you cannot because f*ck you" issues. People still able to repair their bases when they attacked. People still building unraidable lollypops. Gods are still useles because of anti-god protection. If there is a clan of sore losers who raid solo players and small groups with 15+ online members, there is no way you can ever do anything to their base, because gods are good anti-alpha weapon in theory, but ability to place bases at the top of the mountain and protect them with bubbles making them simply useles. Thus, clans with insane member amounts driving all people off the server, leave, and then search another server to destroy. That's why most official servers are empty and it's pointless to play on unofficials since admins can wipe them anytime.

People still able to claim op cave and tower interior base spots, still able to build under textures and just in the air.

Climbing is still buggy af, making you fall down without obvious reasons or being unable to climb onto certain edges.

Thralls are not ballanced, it's possible to destroy them without any chances of them striking back.

Bodies going invisible all the time, loot packs instantly despawning when you press e on them, resulting in major resourse losses during raids.

Bosses kited with spikes and killed with Yog altars.

Weapons have no ballance, all people run with spears, i haven't saw anyone using daggers, hammers and maces at all, swords and axes are used rarely.

All of those issues are present since early acsess, meaning - developers had more than two years to deal with them. But what do we see? Dlc after dlc, new patch bringing tons of legendary weapons with nessesity to code their unique effects, but so many major, gamebreaking issues remain unfixed. I doubt they will ever be fixed - we waited long enough to stop believing in this already. Why should anyone care about new features if core gameplay is so utterly broken?

The question is - will next Funcom game be just like this one - released in broken state, and then left to small maintenance team who won't even try to fix any major problems, and will add meaningless stuff instead?

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over 5 years ago - /u/Funcom_Ignasis - Direct link

Hey there,

We have no plans of abandoning Conan Exiles. We have three major patches on our Testlive branch that add a ton of fixes and additions, as well as a revamp of the Unnamed City with plans to expand on that even further.

We also have a few exciting new additions planned, but as of now our near future scheduling is focused on fixing and improving the game. Here you can see our current schedule:

https://forums.funcom.com/t/our-main-focus-for-january-february/54267

Here our three major Testlive patches currently available for testing:

https://forums.funcom.com/t/testlive-patch-21-12-2018-purge-fixes-and-building-optimizations/49442/

https://forums.funcom.com/t/testlive-patch-30-01-2019-further-balancing-passes-and-bug-fixes/52905/

https://forums.funcom.com/t/testlive-patch-notes-22-02-2019-voip-changes-and-other-things/54097

We're actively gathering feedback and reports from our community, especially on our forums. Many of the fixes on Testlive stem directly from reports and suggestions from our community.

We welcome constructive feedback and bug reports, so please come by the forums or Reddit and report any bugs or issues you might have so our team can look into it.

Thanks!

over 5 years ago - /u/Funcom_Ignasis - Direct link

Originally posted by ElvenNeko

Hello. You know that, for example, "purge updates" are listed in your "future patches" almost since official release, sometimes you mention something about purge in patch notices, but it's still almost never appears on any servers, and when it does, it's often utterly broken, for example - ending withotu spawning creeps, or creeps unable to do anything?

You say "building updates" just as you listed it in one of the previous patches, but all the building system related bugs are still exists, and even spikes take more than minute to load.

I see countless of new weapon variations being introduced. Why? Nobody will use them, people will keep running with spears unless you somehow nerf them. What you currently do is waste of effort. Also people won't just start using dagger\maces\hammers, unless you change them somehow to be viable in combat. So if you nerf spears everyone will switch to axes instead. You need to adress ballance of all the weapons at once.

All i see is TONS of changes that nobody asked for (like writing your character bio), but have you ever adressed at least singular thing i mentioned in this post? You can prove me wrong and do it right now, if you have a few minutes to spare to finally give some answers to the community. For example:

When officials servers are going to be stable? And by stable i mean - have working ai that using shields, notices player in time, attacks and just behaves as intended instead of wildly teleporting around or ignoring the presence of players? And when players won't have a big freeze spikes where any actions they do does not count until freeze resumes?

What are your current plans against cave\tower interiour bases and lollypop bases with god bubbles? How you will solve the issue where raided player is able to place new pieces and make repairs during the raid?

Do you plan to fix climbing bugs?

What about thralls, is there any plans to, for example, not letting players destroy them with bows from a spots too far for them to fire back? Simple fire range increase would solve the issue.

What's your plans on weapon ballancing, to make all of them usable? When every encountered enemy will stop using spears in combat?

What about loot despawning too fast? On some servers bags lie for hours, on others they disappear after few minutes.

What about most simple of issues - farming bosses with yog pit? If you can't change the fire hitbox to not be underneath pit, at least remove that damage, it's super-easy thing to fix!

Also, non-related to this, but will we ever see servers without event log, labeled houses and player list?

Can you give a clear, non-vague answer to any amount of this question, that will sound like "we know about this problem, here is how we planning to fix it, here is when it will happen"?

so please come by the forums or Reddit and report any bugs

And what it will do? Because majority of those problems, like global ai disfunction are gamebreaking. They have been reported since beginning, and you can easy "reproduce" them by simply logging into any official server (if you want to see the worst cases, log into full ones). But they were never adressed since the start of the game, this is why i assume that if you were able to fix them - you would already do that instead of waiting this long.

And if you can fix all this, why didn't you do that in such a long time? And when will you do that? That's the real questions that was never answered by the dev's.

Let me answer you point by point:

"purge updates" are listed in your "future patches" almost since official release, sometimes you mention something about purge in patch notices, but it's still almost never appears on any servers, and when it does, it's often utterly broken, for example - ending withotu spawning creeps, or creeps unable to do anything?

That's fixed on Testlive, which you can either test right now by accessing the Testlive branch on Steam or check it out in our Testlive patchnotes that we linked above. We reworked the Purge mechanic by making it more reliable, challenging and rewarding. The feedback we got back from our community has been really positive and we feel it’s ready to be deployed live soon.

You say "building updates" just as you listed it in one of the previous patches, but all the building system related bugs are still exists, and even spikes take more than minute to load.

That is also improved on Testlive and not available on Live just yet. It's not an end-all fix, but a step towards improving performance in the long run, along with a myriad of other small changes and fixes that aim to bring QoL improvements to the building mechanics.

I see countless of new weapon variations being introduced. Why? Nobody will use them, people will keep running with spears unless you somehow nerf them.

Spears have been re-balanced on Testlive (see below).

All i see is TONS of changes that nobody asked for (like writing your character bio)

A lot of people asked for that, specially the RP community. 😊

When officials servers are going to be stable? And by stable i mean - have working ai that using shields, notices player in time, attacks and just behaves as intended instead of wildly teleporting around or ignoring the presence of players? And when players won't have a big freeze spikes where any actions they do does not count until freeze resumes?

The status for those issues you've listed are available on our Trello board. Please keep an eye on that to see the current status of them: some have been fixed on Testlive, others internally and others are being worked on right now.

https://trello.com/b/9QvGiC1W/conan-exiles-community-reports

What are your current plans against cave\tower interiour bases and lollypop bases with god bubbles?

Undermeshing has been fixed on Testlive. God shields are being re-balanced on Testlive.

Do you plan to fix climbing bugs?

You will have to be more specific with that. Which bugs, do they happen online or offline?

What about thralls, is there any plans to, for example, not letting players destroy them with bows from a spots too far for them to fire back? Simple fire range increase would solve the issue.

Our team is improving AI. If you have any specific circumstances -like the one you mention- that you feel should get worked on, please let us know through our usual channels of communication.

What's your plans on weapon ballancing, to make all of them usable? When every encountered enemy will stop using spears in combat?

As mentioned above, spears have been re-balanced and our team is continuing their work to balance combat based on community feedback.

What about loot despawning too fast? On some servers bags lie for hours, on others they disappear after few minutes.

Our team is looking into an issue that seems to display decay timers inconsistently. Again, we're gathering feedback about it through our usual communication channels.

What about most simple of issues - farming bosses with yog pit?

We're aware of that issue, but since it only seems to affect single-player games it doesn't have as high a priority as other exploits that are affecting online play at the moment.

Also, non-related to this, but will we ever see servers without event log, labeled houses and player list?

Our team is working on some changes based on player feedback. We're going to have more to share about this soon. 😊

Can you give a clear, non-vague answer to any amount of this question, that will sound like "we know about this problem, here is how we planning to fix it, here is when it will happen"?

The last time we gave an estimate and could not meet it we had to face an understandably frustrated community. So for the time being, we can only say that these changes are coming soon.

And what it will do? [regarding sending feedback on the forums]

We will be able to gather it and send it to our team. We have been hiring new faces (mine included!) to make the communication between us and our community flow more fluidly.

And if you can fix all this, why didn't you do that in such a long time?

As mentioned above, we've made some mistakes in the past and we're trying to learn from them and improve. The game is in a better state now as it has been prior to that point and we plan to keep improving it with help from our community. Many of the new fixes we are deploying on Testlive are directly affected by all the input we got from our players. There are more to come and more that we are not aware of, so if you don't mind and have the time we would be really grateful if you could come by our forums and share your feedback with us (and also interact with our community members :) )

https://forums.funcom.com/c/conan-exiles

Thanks!

over 5 years ago - /u/Funcom_Ignasis - Direct link

Originally posted by ElvenNeko

Thank you for replying, honestly i didn't think you would do that. I quess they really hire new members, because before that most of the important questions were simply ignored.

That's fixed on Testlive

So, now it will be consistent, and will be able to target any bases, even lollypop ones? Will it appear only when players are online? Because before it was not hard to deal with and served only to annoy people who was offline during purge and got their bases destroyed just because they can't play whole day.

That is also improved on Testlive

I hope so. But in case if you serious about it, i decided to bring some proof (because obviously some people think that i just imagine all the bugs) - here is the easy one, i took time and recorded a small video 10 minutes ago, in fresh build of the game: https://drive.google.com/file/d/1kWPB1dweeV4Z10vICFcKlssHf-LaJNPT/view

As you can see, i am able to place the doorway in various spots, but can't place wall in the same spot no matter how i change angle or anything. This is one of the many common bugs related to "you should be able to place piece but you can't". There is also "piece\craft station are white and looks like it can be placed, but when you press m1 nothing happens" that's harder to reproduce. Also, the most famous and easy to reproduce issue: you can't put a foundation near doorway with door until you remove the door.

Is this also fixed or at least adressed?

P.S. Why i concider this an important issue? Well, because destroying your whole base a building anew just because of some unknown error not letting your to place last celling or anything like that is annoying and huge waste of resourses, especially if you are under the pressure.

Spears have been re-balanced on Testlive (see below).

Ok, that's something i missed in patch notes. Sadly, have no time to level up and test stuff on testlive (and actually i have levelup process, why can't we just have all on test servers?), but since live patch will be released next week, i quess we will see if the amount of people with spears will be at least equal to people with other weapons.

A lot of people asked for that, specially the RP community.

Well, i am sure they did, but i also think that majority of players are just playing on pvp, and, as someone said - silently leaving the game instead of trying to ask for improvments when they are disappointed with patches. I have 800 hours on various pvp servers and i saw a lot of those.

But ok, why not giving role-players a little nice things. After all, it should not take much time to develop.

The status for those issues you've listed are available on our Trello board.

I remember that board when you started it, i quess it was past summer or something like that? And there was a post regarding the server lag and issues it brings. But so far nothing was resolved... I remember one of the patch even saying that npc ai problems were resolved, but nothing really changed. They still lag around just like in first hours of early acsess, especially on full servers.

And, what's worse, you don't have any ETA on it. You say "some issues are resolved on tesltive, and some are wip" - but that means little to the players, all we want to know is when it will be gone.

Year after release we still can't even have 100+ players servers because even empty ones starting to lag hard once enough players build their stuff around the map. I don't remember when it was a last time i saw an npc properly reacting to me or even using a shield. Will it happen after this test patch deployed to live? I would enjoy that, but, after all this time i have little hope about it.

Undermeshing has been fixed on Testlive. God shields are being re-balanced on Testlive.

Reballanced how? There will be a way around them? Or they will just require more grind, that is not a problem for big clan?

And what about interior bases? Deserter's gutter, Lake Tower, various caves? What's your official position on them? Even a single person with enough resourses can deffend such places because raid block isn't existing.

Also, why developers ALWAYS avoid to talk about raid block? Or at least explain, how instantly spamming new blocks around the raider can be concidered fair or fun? If you think this is needed - why not explain why you think so?

You will have to be more specific with that.

Suddenly falling when you climb surfaces and not being hit by anything. Or unable to climb up in lots of places - character performs "climb over boarder" animation, and then simply falls down, again and again. I probably can record a video with that if you want to.

If you have any specific circumstances -like the one you mention- that you feel should get worked on, please let us know through our usual channels of communication.

Well i did. Pets are useles since anyone can just spam them with poison arrows. You can protect thralls from that with masks, but players simply shoot regular arrows on them from afar, when thralls cannot respond to long shots even if they have bows. All this makes thralls an easy pray to any attacker since they can't find back. Nothing changed regarding this so far.

Our team is looking into an issue that seems to display decay timers inconsistently.

It's not just a displayed timer. On one server i logged today and see loot bad that was left tomorrow, when it should despawn. On another (official one) - if i don't pick up items instantly during raid, and wait few minutes instead, the bag will despawn instantly when i try to open or loot it. It seems like interaction casuing them to despawn.

We're aware of that issue, but since it only seems to affect single-player games

Can you explain please, how farming dozens of keys not affecting pvp servers? We talking not about issue where you run with the pit. We talking about issue where pit placed on sandstone foundations, then middle of it is removed and players luring bosses underneath it for instant kill. My server have this counstructions around every single boss spawn, for example. Ofc, legendary weapons are all around.

So for the time being, we can only say that these changes are coming soon.

Ok, i can understand this. But why not say what changes? "This is changed" says very little to me.

And i do post feedback and suggestions on forums. But just seeing that nothing changes regarding very obvious and gamebreaking issues like ai behaviour on any server that's not fresh, or all those unraidable bases and whole raiding system that supports only offline raids are frustrating, especially concidering that developers not only not changing it, but also not even saying why they think it should stay in the game and how players are suposed to solve it.

P.S. Another question - will flying vaults be fixed in testlive also?

So, now it will be consistent, and will be able to target any bases, even lollypop ones?

It should. :)

Will it appear only when players are online?

That would depend on server settings.

This is one of the many common bugs related to "you should be able to place piece but you can't"

Some of these instances should be addressed in the current Testlive build. If you want you can check them out now or wait until they come to live. If there are still issues with building QoL please let us know via our usual communication channels 😊

Ok, that's something i missed in patch notes. Sadly, have no time to level up and test stuff on testlive (and actually i have levelup process, why can't we just have all on test servers?), but since live patch will be released next week, i quess we will see if the amount of people with spears will be at least equal to people with other weapons.

We have additionally just released a new patch on Testlive with some extra balancing passes on other weapons to bring them up to par and make them more viable. You can check those changes in the patch notes: https://forums.funcom.com/t/testlive-patch-01-03-2019-balancing-passes-exploits-and-bug-fixes/55715

Please remember that, as we said previously, this is still work in progress and we’re still testing new balances and listening to community feedback.

Well, i am sure they did, but i also think that majority of players are just playing on pvp

It is difficult to please everybody at the same time, but we plan on give something to love to each kind of player. That will require time, and we again appreciate your feedback and patience while we work towards that goal 😊

They still lag around just like in first hours of early acsess, especially on full servers.

We have released a set of new fixes on Testlive that should improve on that, but they're still WIP. We're also working on some behind-the-scenes changes that should make online performance smoother.

And what about interior bases?

As we said previously, they should not be an issue when Testlive hits live.

Also, why developers ALWAYS avoid to talk about raid block?

We’re open to feedback, and we’ll send your suggestion to our team. :)

Suddenly falling when you climb surfaces and not being hit by anything. Or unable to climb up in lots of places - character performs "climb over boarder" animation, and then simply falls down, again and again. I probably can record a video with that if you want to.

That would be incredibly helpful. If you could post about this issue in our forums with some video evidence and possible steps to reproduce it, we will send it to our team and they will look into it 😊

All this makes thralls an easy pray to any attacker since they can't find back. Nothing changed regarding this so far.

We will send note to our devs and see if they are improving on that aspect in particular. 😊

It's not just a displayed timer. On one server […]

That’s interesting to know. We’re updating the notes we have on this issue so we can properly look into this.

We talking about issue where pit placed on sandstone foundations, then middle of it is removed and players luring bosses underneath it for instant kill. My server have this counstructions around every single boss spawn, for example. Ofc, legendary weapons are all around.

Again, that is interesting to know as we were not aware of that cheese tactic yet. Could you let us know (privately, if needed) about which server this constructions are being used? We will send note to our team and they will look into it.

Ok, i can understand this. But why not say what changes?

That’s why we post the patch notes, also for Testlive, and we try to keep our Trello board as updated as possible 😊

Another question - will flying vaults be fixed in testlive also

They should be fixed. If this issue still happens, please let us know (through our forums if possible, as it’s were we have more eyes and can track issues more efficiently 😊)

Thanks again for sharing your feedback with us.

over 5 years ago - /u/Funcom_Ignasis - Direct link

Originally posted by Aurelius_Augustinus

I would like a headsup or anything that the dev team is aware of the huge t3 building spam problem. (vaults, vaults, vaults, foundation terrasses that put macchu picchu to shame)

Edit: Just a thought: When we were able to build flying bases on trees, everyone was upset about that exploit. A tree flying base however is not nearly as overpowered as a pillar base since pillars can be significantly higher and you can prevent climbing in an equal matter. Why would you prioritise fixing the first but leaving the pillar base without counter in the game?

I would like a headsup or anything that the dev team is aware of the huge t3 building spam problem. (vaults, vaults, vaults, foundation terrasses that put macchu picchu to shame)

Our team is aware of this behavior and they're looking into ways of limiting it, but we have nothing more concrete to share about it at this moment. :)

over 5 years ago - /u/Funcom_Ignasis - Direct link

Originally posted by Gjetarguten

Make sure the devteam know they are doing an awesome job :) I think most of us believe this game will be the best survival game in the end, don't let the vocal minority make you doubt your talents, the potential of this game is just crazy so that's why many of us are scared.

Thanks, we definitely will let them know :)