PC Bring back water jars or let us craft them!

There is water everywhere in conan exiles. You have to actually forget your waterskin to get in any trouble and go to specific areas where there is no water near you that you can drink directly from the source, you can even drink the water from the sulfur sea where you need a mask to breathe. You need a waterskin and you need to remember filling it up. That´s it. There is no need for anything else. Water is nearly everywhere, even in some dungeons. You simply need to fill up your waterskin. That´s literally it. There is a well but i am not quite sure if it´s vanilla. But that´s just a QoL update for builders to stay at home. Players who go out don´t need that at all. And to top it off, there is big chance you can simply go to the next water in time at many spots on the map.

Subsistence is the same. Make a canteen and you can fill it up everywhere. Even up in the hills when there is no river or pond. Simply fill it with snow and wait till it is melted.

In Raft there is the ocean. It´s literally unlimited. Sure you need to process the water before, but that´s not a deep mechanic either.


Ok, accepted. So there are at least those three games that have water and the need to drink, maybe for realism sake or as a time waster to occupy the player, who knows.

At this point that´s literally just semantics you are discussing here. You can compare and specify for years here if you want. I think the current system sucks. Big time. Nothing anyone says can change that. It makes no sense, it only makes MP harder and only stops MP from crafting whatever you want early game. It doesn´t reduce the number of items in the game, infact it´s one more item now (that´s a thing in unity, you can only have so much items in your game before inventory lag happens)

Having to constantly empty 30 dew collectors in MP isn´t a deep mechanic or anything challenging, it´s simply annoying and thx to the OP trader getting filters isn´t either after a few days. Neither is building them. And if a party of 5 goes questing seperatly (wich isn´t the point of coop just saying that people could) unlimited water is reached as fast as with jars. So the new system actually achvied nothing from what the reasons where besides removing jars. Wich is actually really minor.


Which is exactly what I said, it is not a deep mechanic in 7 days and it seemed you were expecting one from the post I was answering to. I did not start mentioning "deep", YOU did !!!! And ALL I said was they they obviously didn't try to go deep with it.

Sadly this often happens in longer discussions that it isn't clear who said or meant what. No problem, but please try to understand what I said: TFP obviously didn't look for a deep mechanic that would revolutionize our view of it. They just brought water alongside other mundane things like food, leather, mechanical parts. So that water is somewhat scarce (to novice players, or to players playing co-op).

You are a veteran player, you won't feel any scarcity in SP and that is to be expected. When was the last time that you thought "I am out of leather and I don't know where to get it in time"?

You don't like how it turned out for players like you with special playstyle. Yes, I do agree and this is not what I am talking about, not what I contest in any way. So please stop complaining to me about it, I am not saying anything to change that, I am the wrong target for that.

 
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But it isn´t even for new players. As you get directed right to the trader and get quests there when starting the game. And if there are quests new players will do them and hence realize pretty fast that water is plenty if you do quests/POI looting. Also the vending machines can hardly be overseen. So realizing that you can get water by questing and buying isn´t hard at all.

It´s a shame if they only care about new players tbh. I have seen that argument a lot for many things. If you deceide to take that long in development you should at least consider also doing things for veterans. (and i don´t care about the development time at all) And seeing that new player argument a lot over the years it  teaches me one thing: Not to buy any TFP early access anymore. There is surely solutions that will make it at least a very early game challenge for all of us.

Most importnant is the fact that you need to use traders and POI´s no matter what. That´s is the bad thing about this.

Any solution that doesn´t need a trader would be already a good start. I don´t care if it´s harder or easier, has jars or not. 

 
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Water in Conan Exiles still seems to be a resource with some value and in limited supply unless you do the dew collector equivalent of building a well. (I assume here that you have to migrate eventually to progress in that game). How difficult is it to build a well in other biomes? Do you need to search for places with water under it or do you just get 20 stones and drop a well anywhere?


I don't recall it being hard once you learned the recipe.I don't recall having to search for a location where water was supported. The resources weren't likely to be something you just happened to be carrying unless you had wandered out with the intention of immediately building a well at your new location.

That sounds more like it would apply to my criteria, i.e. water as time wasting micro management for realisms sake. Can you take water with you in bottles or do you need to always go back? (In the latter case it would have a minimal function to draw you back to base)


It's been a while since I played it. (There's a story built into the game, so to me it was a great game but I don't want to play it again since I know the story.) My recollection is that it is very similar to 7D2D in that you have a Water Collector or boiled. I think they use "water skins" instead of bottles. You can find cans of soda or alcohol around the island, usually at airplane crash locations.

Would you say 7D2D has water because it desires time wasting micro management for realism sake? I don't mind returning to base in either game. I wouldn't say either The Forest or 7D2D has water consumption and scarcity that requires planning to travel outside of the early game when you need to be getting your feet under you, so to speak.

This sounds like water has or has not value depending on where you start.


[Empyrion] I would agree with that. If you start on the lush easy planet, food grows all around you and you can breath the atmosphere. You need water to make oxygen so that you can leave the planet, but that will be a mid-game thing. If you just wanted to live on that planet, you'd never need oxygen. Indeed, I've had games where I got bored and quit playing right after having just cleared the starter planet of hostile POIs and maybe only needed a couple of tanks of oxygen to get into orbit to harvest a rare mineral/metal.

If you start on a moon with no atmosphere, you'll only have your starting supplies and what you might loot from hostile POIs. If you run out of oxygen, you're dead. There will be no other way to harvest it. You better be cobbling together a small space craft from the ruins of your crashed ship to get off that rock.

Not exactly a **deep** mechanic IMO. Just a trivial klick fest where you would do all the steps until you have the best water you can produce, just more micro-management, just like the wooden sticks and sharp stones for arrow production.


[Murky Water (12% dysentery) > Purified Water (3% dysentery) > Potable Water] Well it could be made deeper. To me, that's the approach that is most consistent with what 7D2D currently offers.

To be more of a simulation you'd have to BOTH filter and purify (boil) water and that would introduce more states of water to be managed. I don't know that would help. To me, the significant change is the threat of dysentery continues on into the game longer (but at a lower chance) until you get a Chemistry Set and can finally do a complete job of making potable water.

To be deep and engaging there need to be choices somewhere. 


I can agree with that. The choices, in my opinion, aren't in water production itself, but the ramifications of having to provide water for yourself, the effort involved, and the point at which you can produce Potable Water -- the exact decisions that 7D2D involves with water currently -- but with one complication. You don't solve water scarcity by questing.

An expanded comparison:

* In 7D2D, Potable Water is solved by a Campfire and a Cooking Pot.

* In what I described, Potable Water is solved by a Chemistry Station. A Campfire/Cooking Pot lets you lower the risk of dysentery, but not eliminate it.

* In 7D2D, Murky Water is found in loot, sold a traders, and sold in vending machines. Because loot is in POIs, doing quests generates value to sell and resources to use including water. Questing is an efficient use of your time.

* In what I described, Murky Water is found in lakes and rivers, vending machines are empty. Solving water scarcity is a chore that cannot be accomplished entirely by questing. The big choice is to quest or do chores. Traders would be an interesting topic about if they should be selling water of buying it. That depends on the world being created, I guess.

* In 7D2D, Traders sell Water Filters that let you make Dew Collectors and Dew Collectors produce Potable Water.

* In what I described, Dew Collector don't need a filter and produce Murky Water.

* In 7D2D, you can build a base anywhere and locate your Dew Collectors there.

* In what I described, you can still base anywhere and use Dew Collectors, but you could also choose to build near a water source and not use Dew Collectors.

Overall, with 7D2D, If we can plunk down a Dew Collector anywhere on Day 2-3, then there are no further decisions. And, if I can have 3 Dew Collectors, then I effectively have infinite water. (Assumes my play style.)

 
But it isn´t even for new players. As you get directed right to the trader and get quests there when starting the game. And if there are quests new players will do them and hence realize pretty fast that water is plenty if you do quests/POI looting. Also the vending machines can hardly be overseen. So realizing that you can get water by questing and buying isn´t hard at all.


Judging only by complaints that some new players are fielding 7days seems to be not that easy. Just imagine you need a whole day for just finding your way around, going to the trader and doing one quest because zombies are often hitting you. And maybe you even die during the quest and get no reward from the trader out of it. And you have been running because you don't know yet that that burns food and water. Now with 100 dukes and some relatively useless stuff in your inventory you are hungry and thirsty and night is approaching. What will you do? Buy a drink for 150 dukes? Probably not. If you are lucky you will remember there is a journal with lots of information, for example where you can find food and water. If not there is a good chance you will not survive the night either.

This is how a first-time player would play his first day. But even on the next play-through, if it ever comes to that, he won't be immediately expert and a lot of stuff you take for granted will not be known to him.

Something similar actually happened to me in my last co-op game. I was too confident and on the way to meeting the other players went into an unknown POI on the way. There was a tower there and shortly before the end loot I got surprised by zombies and vultures attacking from all sides. I got killed. I then tried to make the best of it and get my stuff back. When I reached the trader it was already too late to quest and I ended the day without money, food or water, and a few crafting materials I had no use for yet. What I am saying is that if everything works according to plan 7 days is easy. But if you die or get some debuffs and/or an infection early on you can easily waste days with just keeping alive.

 
Would you say 7D2D has water because it desires time wasting micro management for realism sake?


No, just read the reply I did to pApA before your post. TFP probably were targeting something between triviality/time wasting micro management and deep mechanic. Something similar to food or leather. Something so that water has value for some time in the game, and sometimes has no value because you have too much of it. Something the average player would not **always** throw out as the first item when the inventory becomes full.

 
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No, just read the reply I did to pApA before your post. TFP probably were targeting something between triviality/time wasting micro management and deep mechanic. Something similar to food or leather. Something so that water has value for some time in the game, and sometimes has no value because you have too much of it. Something the average player would not **always** throw out as the first item when the inventory becomes full.


So, ASSuming that a change in play style was not the intent, then a method of collecting water not involving trader (yes, I know water filters can be "found" if at all) should be an acceptable solution, no?  Unless the play style change was intended, then well "fuhgeddaboudit".

 
Most importnant is the fact that you need to use traders and POI´s no matter what. That´s is the bad thing about this.
I agree on this: traders are currently the main cause why the game is unbalanced.

Solution? -> Nerf traders and make so that vending machines never restock.

The rest is fine.

 
@meganoth Well the forge isn´t as easy for new players aswell then. So why even bother if it´s targeted to the new players who struggle with looting water but for sure struggle more with a forge? Making the anvil necessary for jars  and cap the anvil at book 20 (or whatever makes sense) would have been more than enough to give a new player a struggle for early game and would have an effect on anyone no matter how experienced.

I mean let´s be honest here. the fact that you can´t craft and basically can´t loot water filters (yes there is a chance, but so small we can neglect it for this discussion)  tells us all we need to know. There is no incentive about water.

 
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No, just read the reply I did to pApA before your post.


My apologies. The pressures of life and time sometimes lead me to skim too quickly and it seems I overlooked something.

Overall though, I don't see thirst and disease so much as a big system with intricate choices, but as a source of complications and little choices that affect your planning and ability to take on larger challenges. If you are not hydrated, exploring a POI should be more difficult. I think it's safe to say 7D2D hangs out in that space. My interests are a bit more complication for thirst and for moving some of that functionality from the POIs-Traders-Quest loop to what I consider to be a more natural and semi-realistic activity. I know pure realism isn't the goal, but nods in that direction are appreciated.

Farming is another activity that I think could benefit from being extracted from the POIs-Traders-Quest loop. I think foraging for seeds might be better done in the Wilderness, providing a reason for players to leave the city. Currently, I've got lots of seeds well before I'm ready to start a farm because they come to me as loot in POIs. I can come away from an office building with blueberry and pumpkin seeds, with nitrate, brains and dirt -- everything it takes to start a farm. It strikes me as odd. Not bad play. Just odd. My thinking is the complication of having to go to the Wilderness be a welcomed alternative to POIs-Traders-Quests. It would be variety.

 
@meganoth Well the forge isn´t as easy for new players aswell then. So why even bother if it´s targeted to the new players who struggle with looting water but for sure struggle more with a forge? Making the anvil necessary for jars  and cap the anvil at book 20 (or whatever makes sense) would have been more than enough to give a new player a struggle for early game and would have an effect on anyone no matter how experienced.


This would not have eliminated jars and eliminating jars was one of the objectives of the change.

 
So, ASSuming that a change in play style was not the intent, then a method of collecting water not involving trader (yes, I know water filters can be "found" if at all) should be an acceptable solution, no?  Unless the play style change was intended, then well "fuhgeddaboudit".


I don't think we know everything they wanted to achieve with the change. A possible reason for giving the filters to the trader would be that they could guarantee that a starting player has a sure-fire way to get a filter. But there could be other reasons we just aren't thinking of.

I think it is unlikely that they deliberatly wanted to destroy a playstyle. There is a big difference in attitude between not understanding why someone wants to play a certain way to actively wanting to prevent people playing that way.

 
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A possible reason for giving the filters to the trader would be that they could guarantee that a starting player has a sure-fire way to get a filter.
Does that imply that more experienced players would have other means of obtaining a filter? If so, currently there's about 5%* chance per map to obtain one, so from that I'd say "maths isn't one of TFP's strong suits". Sure, "TFP + maths" hasn't always been great, but I don't think it's ever been That bad.. :)

*Number is obviously pulled out of my rear, but it's probably actually lower.

I think it is unlikely that they deliberatly wanted to destroy a playstyle.
That's mostly semantics. If you wish it called "not supported" instead of "destroyed".. eh, point of view difference, the end result is the same.

Gating all gear progress behind the "number of POIs you've looted" kinda has the obvious side effect of removing any progress if you're not looting POIs. Looting POIs is the one chosen way for A21. That will effectively remove all other playstyles and they're at least testing the complete removal of those other playstyles with A21. The water changes fit neatly in a subset of "looting POIs" -playstyle, I won't believe for a minute that's by accident.

Sure, they might not be set in stone with the changes, but there also might be a gorilla standing right behind you. :)

 
I've only played one other late alpha and beta.  LoTRO.  Granted, much larger team.  There was a point in early Beta that it was called "Lord Of The Quests".  Mainly you couldnt walk 10 game world feet without tripping into a NPC nagging you about 10 wolves eating their sheep or some such.  Then they dialed it back to almost no quests.  Same thing with Agro NPCs, etc, etc.  They would go to extremes and watch the reaction, and then find peace some where in the middle.  However, these cycles were about 2 to 4 weeks, depending on the complexity of what was being tested.

Sure, they might not be set in stone with the changes, but there also might be a gorilla standing right behind you. :)


Silverback or itty bitty fella?

 
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@meganoth Getting rid of the jars is just a minor thing. One that makes it possible to tell people "Hey you don´t need to deal with those empty jars in loot anymore, it´s  good for you" But that could be entirely solved by making the jars a craftable only item that dissappears if you drink something. There is still so many things you throw out right away after looting. And for the problems with having too many items in the game due to Engine limitations, the new method has introduced one more item. Jars are gone, collector and filter were added.

There is nothing wrong with having the filters at the trader to make sure people have an easy way to get them. The problem is that they are exclusive to the trader.

And if madmole deceides to speak up about the reasons, why would he tell us some reasons and hold back others? That makes absolutly no sense. Unless he wants to hide that they are trying to force people into the trader/quest/looting cycle.

 
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The ability to collect water, plant plants in the ground and other cool features is now the wealth of mods.
The developers handed over the entire initiative and all their developments to the modders.
Vanilla is only a plug for the engine.

 
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All TFP actually need to do is fill the lakes and rivers with decomposing bodies and gore and then maybe people will stop complaining that they can't drink it.  😜

 
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