When realism goes too far in Conan Exiles (THE GRIND)

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  • čas přidán 24. 01. 2022
  • The only reason I played on the server, Fairytale RP, was for the permadeath feature with hardcore RP, but why is permadeath and realism always associated with grind and long gameplay hours?
    As shown in the video, I enjoyed Conan Exiles much more without it.
    I played on the server from 08-Feb-2021 till 12-Feb-2021
    Resonant's clip: • Why Life Is Feudal FAI...
    Music: Pillar of Eternity soundtrack
    Canon In D For 8 Bit Synths by Kevin MacLeod
    Link: incompetech.filmmusic.io/song...
    License: filmmusic.io/standard-license
  • Hry

Komentáře • 19

  • @theciompo2769
    @theciompo2769 Před 2 lety +6

    Glad to know you are still doing videos about permadeath servers! I'm sorry about Haze, looking forward future projects.

    • @Larpushka
      @Larpushka  Před 2 lety +1

      For sure, that's my thing ;) will show some more permadeath servers in the future... will talk about Haze as well

  • @OGAbaddonGaming
    @OGAbaddonGaming Před 2 lety +2

    so nice to see women into conan

  • @HierophanticRose
    @HierophanticRose Před 7 měsíci

    I love Robert E. Howard's works, and find it is hard to "play" it in most Fantasy RP Servers, to my pleasant surprise, I found most long term popular RP Servers on Conan Exiles tend to be Conan-lore servers nowadays. Im playing in one now that has hundreds of regular players and always maxed our server at all times and its great. No perma-death unless under RP conditions, and factional PVP.

  • @dave8298
    @dave8298 Před 2 lety +3

    Great vid as usual mate. Was a shame about FT, though you know you could buy materials from the NPCs for next to nothing rather than grinding! Haha 😆 Looking forward to your next vid 😀
    Mortal Online 2 released yesterday, not sure if that’s something you might be interested in!

    • @Larpushka
      @Larpushka  Před 2 lety +1

      HEY! I had a feeling you might watch it ;) *standing ovation!!* VALIANT EFFORT! merely the act of trying to run a hardcore RP permadeath server is such an insanity and it just adds so much more to the knowledge pool each time someone tries to do something (edit: and preferably break new ground, which you did!), and to think you did it all without a team is mind-blowing.
      I didn't know about the NPC's cost.. that would've probably helped if I didn't have to grind so much. The grind topic is something that haunted me in the latest attempt to run a permadeath RP server with a team, the team had their own ideas about crafting so I didn't get involved in crafting so much... but retrospectively I realized the server was/is consumed by the grind. I began to wonder if it's better to do a PW without being engaged in any sort of crafting at all (not even less grindy crafting), maybe only the NPC's should do the crafting and the grinding... to that end I even wrote an essay about ditching the 24/7 persistent world format and create more contained session-based experiences with a GM overseeing developments, which I think would be better for a story-driven gameworld and allow players to focus on the more interesting RP as opposed to incessant materialistic engagements.... but this is an entirely untested design, all theory :)

    • @Larpushka
      @Larpushka  Před 2 lety +1

      Mortal Online sounds good for my treadmill, but without private servers we can't create unique experiences let alone permadeath ones

  • @meztli432
    @meztli432 Před rokem

    Awesome vid

  • @knighttemplaroftentacult7123

    True and real. I had a group once, where server owner didn't change anything in craft or weights, but... He changed the amount of EXP you get. To the lowest possible level. Me, being the one playing that game before, was able to find a good spot, and, even if that was a damn boring chore, managed to get to the level cap ASAP (2 weeks of grind for that, btw). Other people? Well, let us say, that, when your progression in game is tied so much with the stuff you can create or can't, including the tier of buildings, of course. to survive the purge, people were feeling burned out, they didn't see any meaningful progression either. Thus, I was the one of 3 people who played the game regularly and had an actual base. As you can understand, that server and group didn't last long.

  • @Adam-th7qt
    @Adam-th7qt Před 2 lety +4

    the vast, vast majority of rp servers now reduce grind to virtually nothing. Many even let you spawn in enough mats and gear to build whatever you could want within their buildlimits and be 100% equipped. Extremely grindy 'realism' servers pretty much died off over a year ago, maybe two, and even most of those back then weren't as grindy as this one you found yourself in.

    • @ashwinnmyburgh9364
      @ashwinnmyburgh9364 Před 2 lety +1

      You know any good Conan RP servers? I love Neverwinter RP, but I have also been enjoying Conan Exiles and would be interested in RP.

  • @nathanhook8351
    @nathanhook8351 Před 2 lety +2

    Funny I was thinking about this point this week. The grind was one reason that pushed me out of curreny Haze, and I heard this week they are making it worse, not better. :(

    • @Larpushka
      @Larpushka  Před 2 lety +1

      Yea, unfortunately Hazev3 is plagued with 'the grind' as well... I'd leave the grind for minecraft kids, let the more adult players like us be engaged in quality narrative RP, that's NWN strong suit

  • @GodlordBazi
    @GodlordBazi Před rokem +1

    The thing about the grind is this: There has to be a ressource related progression system as well, otherwise it will turn out boring as hell.
    To give you an example: Let's say you need fur. There's a huge variety of animals you can hunt in order to obtain said fur, but they're not equally as hard to kill, so killing higher tier animals has to be much more rewarding than killing lower tier ones in terms of grind time. You can either be a lone hunter living in a temperate forest all by himself and hunt a weak deer every day or so in order to get what you need, or you can group together with your tribe in the extreme cold weather in the north every month and try to separate a mammoth from its herd to kill it. Of course a mammoth is a whole lot bigger than a deer, so the fur, meat and other ressources provided by it would allow you to stay away from hunting for much longer than when you're hunting smaller animals.
    Secondly, processing an animal should take some time. Just stabbing it two times with your hunting knive to get all the ressources an animal holds feels boring and implausible. The solution to this would be a crafting station that constantly produces said ressources as soon as you put an animal carcass in it until its fully processed. For more immersion, this should come with the proper visuals, so that your mammoth doesn't simply dissapear in a desk-like structure.
    This would also give developers the option of making carcass transportation another obstacle for players. You would've to make the decision whether to field dress your kill out in the dangerous wilds or to transport it back into the safety of your base. The transportation itself could be modeled after the thrall transportation system with a little bit more complexity to it, since a single guy pulling a dead mammoth behind him on a string is silly as fuck.
    Lastly, players should have more options when it comes to using different ressources. Taking our dead mammoth for an example once again, we do not only get fur from it. It also contains bones, ivory, meat and trophies, which are all byproducts that we didn't necessarily aim for when we decided to hunt the biggest animal in the game, so what do we do with it? Well, one solution would be to give players the option to craft houses from those materials. You could put animal bones and hides into three different tiers (small, medium, large), introduce new crafting stations like bone carvers and sewers which also come in three tiers along with their individual thralls and boom, there you've got three new building sets made from completely different materials than any other building in the game. There could also be new decorative items, tools and weapons or even alchemical recipes made from bones and ivory so that nothing goes to waste. Players should have a need for every single item they get when farming, and not just the "occasional need" that leads to chests full of unused materials until you won't even pick them up anymore while farming, but a constant need that makes you feel statisfied whenever you recieve said materials.
    You could do the same with any other activity in the game, not just hunting. The slow grind would still be there, but it would be a lot more rewarding, relaxing and rich in variety. It would be neat for role players and it would split up the importance of certain farm spots on the map for pvp players just like the devs tried it with the Siptah dlc.
    Lastly, the grind should in no way affect your real life. That's when a game starts to feel like a second job and that's also the reason why MMOs are dying as a genre altogether. Most people are playing games in order to relax. As long as the devs remember this important fact, their game will remain an enjoyable experience to their player base.

  • @LIONHEARTE944
    @LIONHEARTE944 Před 2 lety +3

    I have to say, Lar. Hazev3 felt very similar to the grind, progression felt very, very, very slow, the crafting just needed to be removed and a new system put in. I don't play there anymore, I'm over on Zomboid with you, It's hard to find the right mix of everything, you know we share very similar views on a lot of things, with just slight differences. -Kaed
    You need some kind of engine, some kind of gamplay, something to keep people logging on. It's a tough axe to grind.

    • @Larpushka
      @Larpushka  Před 2 lety +3

      Yep...true. Grind is a major issue there, but I'll share my thoughts on Hazev3 on another video, there's a lot to unpack beyond the excessive grind

  • @sesimie
    @sesimie Před rokem

    I've played PVE on both EL & Siptah now and i'm thinking of going two directions. 1. PVP because i love combat and 2. RP because I love storytelling. I dislike the Grind. I wannah escape from work in a game or at least be fooled into having fun so that i can escape the IRL grind. It's why i quit MMOPG's and MOBAs. Nice to see an RP-er's perspective!

  • @rcash3625
    @rcash3625 Před rokem

    Real life is grindy enough lol

  • @thekhan517
    @thekhan517 Před 2 lety +1

    Sometimes it's easier to find a good group , then find your game. Many gaming guilds play multiple games and used a discord. I feel like the people are the catalyst for a good time, not necessarily the game. Then as a group, you can decide which rules you want to play by. just my humble opinion.