Thank you for testing the new system. I like the idea of the purge targeting your treasure. I hope that the developers take feedback like this into consideration and make the new purge a improvement over the old system.
When I tested day 1 the purge would get through first couple gates and then b line for the treasure room but they didn't always go to the door. They broke the walls many times. I did probably about 60 purges so far. 3 out 4 times they broke the coffe. It also seems they behave differently if there is visible treasure to get. They picked up the large statues and tried to leave with them instead of breaking the coffer. I am actually really enjoying it
I think this system is an improvement over the old one but its still rough. I think what should happen if they don't have a path to the coffer is the purge troops fall back and start setting up trebuchets and preform a siege until they make a path. It would add a lot of depth to the system if the attackers had different tactics to take advantage of different scenarios and having different factions have strengths and weaknesses. I also think it would be cool if the purge attackers used bombs and sorcery in a similar manner to how players would conduct a pvp raid.
while thats a good Idea the devs was originally gonna do trebuchets but they said in the stream that chapter 2 was not gonna do trebuchet sieges so they went with the levels and the numbers of the purge will build up with the amount of followers your clan has but there might have just been major issues getting the AI to properly work trebuchets but they might be a thing in chapter 3
Great Video! Thanks for the info! From what I'm seeing, I think the best addition to a purge would be siege engines that attack walls too. I get the idea of wanting to do minimal damage to people's stuff, but higher levels of purges should take the gloves off. Being able to make a path themselves would probably help a ton. This seems like an AI limitation though, probably be worked on for years now
Good job. I feel your frustration after building a base that a purge can not attack. I think the pathway should be to the Coffer's Area of Effect...the golden glow area versus a narrow linear path to the coffer. And like the old purge system, purge npcs attacks walls and doors to get closer to the coffer. I also think the size of the Purge Base is too big for some places on the map. Which makes it harder for the purge to find a suitable location to set up the FOB. From your video, I've learned that a maze is a good way to channel the purge npc's into kill zones. And I would set up archers above teh coffer and fighters in the coffer room to defeat the purge npcs before they steal or destroy the coffer. Well done. Keep up the good work.
I hope that both we are learning and the developers will fix the problems over time. But the purge calling problem should be solved as soon as possible.
@@hannahremmel9550 Go to FUNCOM Forums select Public Beta Client and add your voice. Also, if you have good ideas on how to do things, add that too. forums.funcom.com/c/conan-exiles/5
iirc, devs did say the demolisher AI is still buggy, they don't know what to do once they reach the coffer, and start destroying things. Technically, drawing the bridge could remove pathway In this case, I think the purge confused, either because of the missing bridge or blocked gateway. Can the purge come if the bridge was drawn from the beginning? Either way, funcom should fix this by release I don't have the disk space for test live client, so, thank you for your work!
One thing i figured out was they need exactly one foundation space of walking room unobstructed for them to find pathing. Also your doors must be installed the correct direction.
Always love your content! I'm super hyped for this update. Be nice to 'trigger' the Purge. Just wondered, how did you make the siege cauldrons be on fire?
Before, you just built a cool base and that's it. Now, you have to engineer the best trapped treasure room you can make. It's better if it isn't your actual base
There is also a limit on how much they will take when they hit the limit a notification popped up and the npc disappeared any thealls carrying loot dropped it on the ground
I guess on way to fix the issue of the treasure chest being destroyed when the foundation it sits on is destroyed is to put the chest on the real floor and have stairs descend to it around so it can never be destroyed that way. Also means that the treasure chest can never be higher than ground level.
So what's the purpose of these raids? Especially if you build in such a way that the coffer becomes unreachable through demolished building pieces or, cough, raising a drawbridge? What castle doesn't have a drawbridge? Why call a purge at all?
I think the pathing that NPC take in normal situations are as much of a problem as the common pathing problems. When I have two followers one can get confused and the NPC starts to not wanting to attack anything. It seems there is a bottlenecking problems which makes the NPC bug out
Had really hopes for the purge revamp, but with them only going through doors makes it kinda boring. It was a lot fun having to defend the base from all sides. Hope they improve it and that it becomes that good, that you can keep making content. I hate that they totally overhaul good stuff, instead of just fixing or fine-tuning some things. Am playing the game since early access, but if that update will not bang - i see me moving on. Updates should be fun and not chase players away through breaking or removing core mechanics.
Agreed. The rewards for the purge is not tehre. No unique crafting or fighter thralls. No special recipes for weapons, armor or decorations. WHY should I gather all that gold and treasure to get iron reinforcements and trash prisoner thralls?
Yes it's very buggy in regards tot he new purge... my biggest issue is there's really no reason to do it... no special armor or weapons, no unique thralls you can capture heck you can't capture any of them. I really don't see the point to it and really don't see any difference between level 1 or level 10. It just seems pointless to me. Esp since the trade isn't even guarnteed to be there.
hahaha. No path means no path... draw bridge means no path, elevators means no path.... Can't hide anymore at unreachable places, adapt :-) Stop building anti purge bases. Defend them as you should :-) Liking at least that change. Destroying the coffer seems wrong (i agree on that one)
From a fellow developer : Funcom, pull the release. This is not a beta, this is proof of concept code. It's poorly designed before we even get to the programming issues. Don't fix bad code when the design logic is at best basic and flawed. If you think you 'are designing' ask yourself if you think the banks your money is in would 'design' things without an endstate goal in mind. The game is already a mountain of design errors, this is just stacking more on top.
The tiers 1s and 3s are bs the thralls u get from the cages they need to be t4s from the max purge with the actually purge when I get a human purge I get 7 t4s per purge lol
from what i've seen so far, this new purge system is a bit stupid, stupid in the sense that it required a direct path to your coffer, and even if you gave them a direct path into your coffer room if you still got archers on top around your base those attackers will ignored your treasures even when they went into your coffer room but will exit without taking your loot cause there are still thralls that threaten them, and the demolisher are also one issue they don't loot your treasures, but instead destroy every freaking thing inside your coffer room.. to say the old purge system is broken, i think this new one is even worst, and without siege weapons on the stygian side their attacks are just toothless, you just need to have lots of thralls guarding the pathway into your coffer and you just shooting poison arrow and explosive arrow at them from above..
Good job, let's hope Funcom fixes this before making it official, because it will be a headache, one question, the slave pot used to show which slave fed from it and now it doesn't? Greetings from Argentina
Hello Gatto. The thrall pot is no longer a useful item for feeding thralls. FUNCOM changed that feature some time ago. But it is a poor man's refrigerator.
Thank you for testing the new system. I like the idea of the purge targeting your treasure. I hope that the developers take feedback like this into consideration and make the new purge a improvement over the old system.
FunCom takes notes from the players base... sure...
You are doing a great job for the Exiles community, thank you! Let Funcom hear you!
You can help by sharing the video. Thank you very much. 😅
When I tested day 1 the purge would get through first couple gates and then b line for the treasure room but they didn't always go to the door. They broke the walls many times. I did probably about 60 purges so far. 3 out 4 times they broke the coffe. It also seems they behave differently if there is visible treasure to get. They picked up the large statues and tried to leave with them instead of breaking the coffer. I am actually really enjoying it
I think this system is an improvement over the old one but its still rough. I think what should happen if they don't have a path to the coffer is the purge troops fall back and start setting up trebuchets and preform a siege until they make a path. It would add a lot of depth to the system if the attackers had different tactics to take advantage of different scenarios and having different factions have strengths and weaknesses. I also think it would be cool if the purge attackers used bombs and sorcery in a similar manner to how players would conduct a pvp raid.
while thats a good Idea the devs was originally gonna do trebuchets but they said in the stream that chapter 2 was not gonna do trebuchet sieges so they went with the levels and the numbers of the purge will build up with the amount of followers your clan has but there might have just been major issues getting the AI to properly work trebuchets but they might be a thing in chapter 3
Great Video! Thanks for the info!
From what I'm seeing, I think the best addition to a purge would be siege engines that attack walls too. I get the idea of wanting to do minimal damage to people's stuff, but higher levels of purges should take the gloves off. Being able to make a path themselves would probably help a ton. This seems like an AI limitation though, probably be worked on for years now
Agree, purges should be life ending !!! :-)
(Automatically translated)
I love this author.
Always fantastic and brilliant.
Thank you for what you give to others.
Good job. I feel your frustration after building a base that a purge can not attack. I think the pathway should be to the Coffer's Area of Effect...the golden glow area versus a narrow linear path to the coffer. And like the old purge system, purge npcs attacks walls and doors to get closer to the coffer. I also think the size of the Purge Base is too big for some places on the map. Which makes it harder for the purge to find a suitable location to set up the FOB.
From your video, I've learned that a maze is a good way to channel the purge npc's into kill zones. And I would set up archers above teh coffer and fighters in the coffer room to defeat the purge npcs before they steal or destroy the coffer.
Well done. Keep up the good work.
I hope that both we are learning and the developers will fix the problems over time. But the purge calling problem should be solved as soon as possible.
Agreed, this is utter bullshit. I can’t believe how hard it is to make a base and treasure room that can be defended but also not too well defended?
@@hannahremmel9550 Go to FUNCOM Forums select Public Beta Client and add your voice. Also, if you have good ideas on how to do things, add that too. forums.funcom.com/c/conan-exiles/5
iirc, devs did say the demolisher AI is still buggy, they don't know what to do once they reach the coffer, and start destroying things.
Technically, drawing the bridge could remove pathway
In this case, I think the purge confused, either because of the missing bridge or blocked gateway.
Can the purge come if the bridge was drawn from the beginning?
Either way, funcom should fix this by release
I don't have the disk space for test live client, so, thank you for your work!
Great job! You rock man... Beyond too good. Thanks for the amazing content and tests!
One thing i figured out was they need exactly one foundation space of walking room unobstructed for them to find pathing. Also your doors must be installed the correct direction.
great video I always wait for your content. I have a challenge try see if you can a purge to spawn in the jungle, I've had no luck anywhere
interesting 🤔
very interesting.
thank you for the video, and the observations.
Always love your content! I'm super hyped for this update. Be nice to 'trigger' the Purge.
Just wondered, how did you make the siege cauldrons be on fire?
It has tar in it. Very easy 😇
@@smskcntr does it stay lit if you light it on fire? Or do you have to put a fire beneath the pot? It looks very cool!
@@GreggyBoop I think the fire is a learned thing.. you add tar and it slows them down but you have to learn something else to create fire.. (I think)
Before, you just built a cool base and that's it.
Now, you have to engineer the best trapped treasure room you can make. It's better if it isn't your actual base
There is also a limit on how much they will take when they hit the limit a notification popped up and the npc disappeared any thealls carrying loot dropped it on the ground
I guess on way to fix the issue of the treasure chest being destroyed when the foundation it sits on is destroyed is to put the chest on the real floor and have stairs descend to it around so it can never be destroyed that way. Also means that the treasure chest can never be higher than ground level.
40:17 I did as you said but there is still a problem.
@@smskcntr Yes i saw that: a destroyer destroyed the chest then went on destroying the rest...
So what's the purpose of these raids? Especially if you build in such a way that the coffer becomes unreachable through demolished building pieces or, cough, raising a drawbridge? What castle doesn't have a drawbridge?
Why call a purge at all?
I think the pathing that NPC take in normal situations are as much of a problem as the common pathing problems.
When I have two followers one can get confused and the NPC starts to not wanting to attack anything.
It seems there is a bottlenecking problems which makes the NPC bug out
Had really hopes for the purge revamp, but with them only going through doors makes it kinda boring. It was a lot fun having to defend the base from all sides.
Hope they improve it and that it becomes that good, that you can keep making content. I hate that they totally overhaul good stuff, instead of just fixing or fine-tuning some things. Am playing the game since early access, but if that update will not bang - i see me moving on. Updates should be fun and not chase players away through breaking or removing core mechanics.
Thanks!
Thank you, too. :)
can i build me a sick base like tht bro tht base is off the chart r u a contractor
it look like a normal purge but with more npc :D
39:40 Gates don't last very long do they?
Yes, they cross doors very quickly.
but what is the point, where are the unike thralls and rewards, should be a lot greater that i find in dungeons and 3 skull bosses
Agreed. The rewards for the purge is not tehre. No unique crafting or fighter thralls. No special recipes for weapons, armor or decorations. WHY should I gather all that gold and treasure to get iron reinforcements and trash prisoner thralls?
They said they would make some additions in time. We'll also be able to catch thralls. I'm hoping it'll get better in time.
You don't use crenelations?
I don't understand what you mean by crenelations
Yes it's very buggy in regards tot he new purge... my biggest issue is there's really no reason to do it... no special armor or weapons, no unique thralls you can capture heck you can't capture any of them. I really don't see the point to it and really don't see any difference between level 1 or level 10. It just seems pointless to me. Esp since the trade isn't even guarnteed to be there.
hahaha. No path means no path... draw bridge means no path, elevators means no path....
Can't hide anymore at unreachable places, adapt :-) Stop building anti purge bases. Defend them as you should :-)
Liking at least that change. Destroying the coffer seems wrong (i agree on that one)
This seems like pretty basic stuff that Funcom should have already fixed.
Hey, I'm SURE they'll fix it by the 21st *wink wink, nudge nudge*
I hope it will happen
They fix stuff now? I thought they just added more loot to compensate breaking the game every update
From a fellow developer : Funcom, pull the release. This is not a beta, this is proof of concept code. It's poorly designed before we even get to the programming issues. Don't fix bad code when the design logic is at best basic and flawed. If you think you 'are designing' ask yourself if you think the banks your money is in would 'design' things without an endstate goal in mind. The game is already a mountain of design errors, this is just stacking more on top.
The tiers 1s and 3s are bs the thralls u get from the cages they need to be t4s from the max purge with the actually purge when I get a human purge I get 7 t4s per purge lol
from what i've seen so far, this new purge system is a bit stupid, stupid in the sense that it required a direct path to your coffer, and even if you gave them a direct path into your coffer room if you still got archers on top around your base those attackers will ignored your treasures even when they went into your coffer room but will exit without taking your loot cause there are still thralls that threaten them, and the demolisher are also one issue they don't loot your treasures, but instead destroy every freaking thing inside your coffer room.. to say the old purge system is broken, i think this new one is even worst, and without siege weapons on the stygian side their attacks are just toothless, you just need to have lots of thralls guarding the pathway into your coffer and you just shooting poison arrow and explosive arrow at them from above..
Good job, let's hope Funcom fixes this before making it official, because it will be a headache, one question, the slave pot used to show which slave fed from it and now it doesn't? Greetings from Argentina
Hello Gatto. The thrall pot is no longer a useful item for feeding thralls. FUNCOM changed that feature some time ago. But it is a poor man's refrigerator.
@@TALON-7 哈哈!是的,冰箱😂