Conan Exiles

Conan Exiles

Expanded Cartographer Religion [DISCONTINUED]
Voraga  [developer] 19 May, 2018 @ 6:30pm
Balancing Opinions - Expanded Cartographer
Think the costs are insaine? maybe the portals should try to kill you randomly? post your suggestions on Balancing and features here. Thanks.
Last edited by Voraga; 20 May, 2018 @ 11:37am
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Showing 1-15 of 18 comments
Greisyn 20 May, 2018 @ 5:18pm 
possably make this endgame content. feel it is too easy Using something like 50-100 obsidian and maybe 25 alchemical base. and make the feat available at lvl 50-60 (testing currently on server atm)
Voraga  [developer] 20 May, 2018 @ 6:24pm 
Originally posted by 2nd.Co SGM Bishop:
possably make this endgame content. feel it is too easy Using something like 50-100 obsidian and maybe 25 alchemical base. and make the feat available at lvl 50-60 (testing currently on server atm)
I agree, I only set it so easy as a means to test it, I am debating between using the alchemitical and obsidian or star metal. the feat level will probably get bumped to 45-55 since I want it to be just pre-endgame that you gain access to it.

Local Multi-player or Dedicated? I was having issues with it not working on a dedicated server, so any information you can provide about that would be helpful.
Thanks
Tyrel 21 May, 2018 @ 5:26am 
Would definitely prefer to see end game mats required. Level 50ish (pre end game works is a good idea). Definitely don't want it too easy to make. Can see it being exploited very easily.

For PvP, would also be nice to limit the number a clan could have or place. That alone would greatly reduce the amount of abuse.

If you need any help testing, we have our own hardware and have multiple conan servers configured for testing mods out. Msg me if you need any help testing dedicated.
Caelaran 21 May, 2018 @ 7:00am 
Is there a way to make the costs admin-configurable somehow?
S'dao 21 May, 2018 @ 7:12am 
This is going to be giving a player access to teleportation. It will let them travel ANYWHERE they so desire. That's an incredibly strong ability. This thread aims to look at the cost, so let's break it down and i'm going to assume you have a tier 2 crafter at this point in the game for all of your stations. (so half cost construction of materials in certain stations)

Corrupted stone: 1 ichor, 1 demon blood, 1 stone. (this is pretty cheap at endgame)
Iron reinforcement: 1 iron bar. (you should already have hundreds of these)
Steel reinforcement: 1 steel bar. (probably the most annoying resourse to make and still cheap)
Obsidian: You will have LOADS of this by endgame just due to getting the gold for alchemical base
Alchemical Base: 1 gold, 1 silver, 1 ichor (the most expensive so far)


Now if you make an obelisk cost
200 corrupted stone
50 Alchemical base
100 Steel reinforcements
50 Obsidian
20 Demon blood (to paint on the runes)

You're looking at a grand total cost of (in basest materials)
1000 ironstone
100 brimstone
100 tar
250 ichor
70 demon blood
50 Obsidian
150 goldstone
150 silverstone

Which again feels cheap, but at least this is mildly time consuming and requires a player to go multiple places to harvest the necessary resources before they can slap down an obelisk and jump somewhere whenever they like.

If these obelisks were to grant teleportation to ANYONE who found and attuned them, that's a different story and I'd suggest the cost be anywhere from 3x to 5x and have hardened bricks added to the recipe.


I also agree that having a limit to the number you can place per clan or player or server would be nice but I'm not sure how that implementation would really work, and per player and per server limits have obvious issues.
Voraga  [developer] 21 May, 2018 @ 9:04am 
Originally posted by kjackey1:
Is there a way to make the costs admin-configurable somehow?
Check the server setting, I do believe there was a dedicated server setting to raise the cost of all materials. However, The update that just posted changed the recipie ALOT, so you may want to check it.
Voraga  [developer] 21 May, 2018 @ 9:13am 
Originally posted by S`dao:
...

Corrupted stone: 1 ichor, 1 demon blood, 1 stone. (this is pretty cheap at endgame)
Iron reinforcement: 1 iron bar. (you should already have hundreds of these)
Steel reinforcement: 1 steel bar. (probably the most annoying resourse to make and still cheap)
Obsidian: You will have LOADS of this by endgame just due to getting the gold for alchemical base
Alchemical Base: 1 gold, 1 silver, 1 ichor (the most expensive so far)


Now if you make an obelisk cost
200 corrupted stone
50 Alchemical base
100 Steel reinforcements
50 Obsidian
20 Demon blood (to paint on the runes)

.....

If these obelisks were to grant teleportation to ANYONE who found and attuned them, that's a different story and I'd suggest the cost be anywhere from 3x to 5x and have hardened bricks added to the recipe.


I also agree that having a limit to the number you can place per clan or player or server would be nice but I'm not sure how that implementation would really work, and per player and per server limits have obvious issues.

Awesome math there, the issue is that I would have to make something like a new regent just for this because FunCom only allows 4 items to craft an item (only 4 regents per recipe).

On a pvp server ANYONE with the Cartographers perk could use your portal network, allowing them to potentially raid your base with your own obelisks. On PvE because of the stealing from crafting stations I felt they shouldn't be exploitable to by-pass doors.

I only wish I could find a way to limit the number of them each clan could place, honestly I'd set it at 4. 1 for your base and 3 key locations as you see fit, future updates may include the original obelisks you are attuned to as locations on the teleportation list.

The new recipe is:
200 Corrupted stone
20 Alchemical base
100 Crystal
50 Obsidian

For each obelisk, cheap for a large clan, doable for a small clan, hopefully time consuming enough to prevent thousands of them. However I am looking for more feedback on the costs from server admins in case of any noticible degridation from over use.
Greisyn 21 May, 2018 @ 12:25pm 
great changes, indeed we have been testing on our server (Undying lands) with other mods as well so far no conflicts and the cost is deff good, though we still think the level should be 50-60 since it allows two way travel and there is no limit to oblisks you can place.

sorry just noticed the change to lvl 55 that's awesome! as far as the replacing obsidian i dont think it should be obsidian, perhaps the crystal... or maybe adding reinforcement and upping crystal. I know as we are on a personal owned modded server and most as such have 2x and higher exp rates and harvest rates to lessen the grind. even on a 1x server say

200 corrupted stone
20 alchemical base
300 crystal
50 steel reinforcements
50 obsidian

still obtainable decently specially with starmetal picks and by the time someone has star metal they have most of the ability to get the stone, base, ect.. that is also not factoring in thrall speed/material boosts from higher tier thralls eather
Last edited by Greisyn; 21 May, 2018 @ 12:42pm
S'dao 21 May, 2018 @ 3:08pm 
The problem with the above is the same issue with other suggested costs. Conan only allows for a max of 4 items in a recipe ( a fact I even overlooked ) which will make balancing slightly harder.
Last edited by S'dao; 21 May, 2018 @ 3:08pm
Voraga  [developer] 21 May, 2018 @ 3:35pm 
Unless I add in custom regents, thus you use 4 to make 1 allowing for 16 regents to a recipe... there would be balancing debates on that as well.
LaeLena 22 May, 2018 @ 10:13am 
I've been thinking about the recipe and maybe it could be similar to the Map Room recipe, but with more materials required and maybe switch iron reinforcments and crystals to something that takes longer to make / is harder to get. My reasoning for this is that I'm level only 32 and I've already almost finished making the map room (single player with 1x exp and gathering rates, started working on gathering the mats today, haven't used admin mode to spawn anything, only have steel weapons & tools and Hyrkanian Raider Armor). The only material I'm having trouble with is gold and that is an issue just because my current base is really far away for any known gold source. So in my opinion the Map Room is too easy so I think being able to drop obelisks where I want should require some serious effort.

Leeux 24 May, 2018 @ 2:20pm 
I'd go with the custom reagent route... it will provide a better point to fine tune the balance later on, me thinks :)

Here are my suggestions... and this is all just ideas of the top of my head... they all are either/or, but I'd think you can mix and match or change stuff to suit your needs.


Maybe instead of corrupted stone, make a corrupted version of bricks or hardened bricks? Perhaps make an item Brick + Consolidant + Ichor + Demon Blood = Corrupted Brick? Or maybe add the demon blood to the Stone Consolidant (generating a new reagent there) and make it require an alchemist to make? THen you would do a new Brick too, exactly as Hardened Brick but requiring the new consolidant instead.

That would increase the cost of making them a bit. Also, if you go this route, you have a frees slots in the corrupted brick recipe and/or the consolidant recipes for some extra ingredients.

Alternatively, maybe, what about if instead of requiring Obsidian and Steel Reinforcements, you combine these two into a new part that you can use as building block... thus you could add two extra requirements there on that recipe.

Or maybe use Star Metal? It seem more annoying to get than Obsidian :) So, why not introduce something akin to the Steel Reinforcements but made of Star Metal... so you can drop the Steel Reinforcement and the Obsidian requiremente from that list and use this new item instead.. and those reinforcements could require extra stuff to make too.

EDIT: Also, I haven't tested the mod yet myself (sorry :3) and having read the description I'm not sure if what I'm about to say applies or not.

And as I haven't unlocked the Map Room yet I'm not sure on the mechanics... so, I could be wrong in what I'm about to say... if that's the case Sorry! And ignore all of this EDIT section :)

But, what about having the teleport points cost something to use (have to be powered by something...) since they are portable versions of the bigger ones, seems to be reasonable that they woulnd't have enough "power" to keep working on their own :)

END EDIT.
Last edited by Leeux; 24 May, 2018 @ 2:28pm
Kyr 17 Jun, 2018 @ 10:45am 
I agree with @Leeux ...

Corrupted brick: Bake corrupted stone with consolidant, and maybe additional demons blood in furnace - make it take a long time to cook.

Star metal binding: starmetal + alchemical base in blacksmiths

I'd be cautious about making too many new things in a tree to get these unless you plan to release other mods that will use some of the same reagents too.


In terms of the obelisks them selves... in order to be active and usable I think they should require fuel ... that way you have to make sure that the **target** obelisk that you are travelling to has enough fuel to power the trip. Maybe something like "starfire powder": Star metal powder made in grinder added to demons blood and brimstone in cauldron?


Depending on how nasty you want to be, you could have it so that if the obelisk you are travelling to hasn't got enough fuel for the trip it damages/kills you on arrival ... or adds corruption.

The amount of fuel used per person travelling could be calculated based on their level and on the contents of their inventories... the more you take with you the more fuel it costs.
Voraga  [developer] 17 Jun, 2018 @ 12:58pm 
The curent system that CE made with the map room gives you like 1% corruption from each trip, this could be added but I kind of feel that it's very light for being able to go practiacly anywhere in the world. I have been toying with the idea that each trip takes "fuel" from the player in the form of corruption and blood, something like 5% corruption and 25% health was my current thought (meaning if you're not careful it could potentially kill you). It's nothing too crazy and most players should be able to overcome this my grabing a spare ambrosia for the trip.

As for the materials I'm very hessitant to add in new materials for this because I only added one recipie and I don't like the rational of adding four recipies to make this recipe harder to make. The other option is to change the table it is made at and set the time to something much higher, maybe even as high as 5 mins. Again nothing a veteran player can't overcome.

In short I'm at an inpass I want to make it more difficult but I'm not sure of how to do it without making it a waste of the players time, or so stupid long that nobody wants to use them again.
Bimdur 26 Jun, 2018 @ 10:42am 
Personally I think the cost of the teleportation is actually way more important the building cost.

I would like to see to real cost not health or corruption that are easy to fix. Why not make a new reagent that have to be in the teleporter inventory as fuel. Why not something like daemon blood crystals?
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