Age of Heroes - Chapter 1 Q&A

Arent we all ?

There is critical information that funcom has not and Will not share.

So Yea we assume quite a bit

I use entertainmenters as guards too. My base 14x14 i have a small courtyard where i funnel the purge.

I always build up rather than out.

Im on a pvec server so i got for looks too, this is my kitchen. Though when thralls do walk around, i could probably get rid of the campfire thrall. So that be one less.

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That’s a good looking little crafting area you got there.

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Thanks :blush:

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I want the option to turn this off or the ability to seat my workers and leave them there.
If they are not going to put in the effort to update their software for consoles the more options for these sorts of things the better.

I see no reason why the wandering has to be in place OF being able to seat a worker where you want them and leave them as it is now.
Also why can’t they just have one worker push the other worker to the side while they use a table then both return to their seats?

Seems a simple feat really, option : seat worker = worker ignores all wandering activities and remains at their station until called to work at another station.
Prioritize the worker with a task over the one sitting idle at the station and have the idle worker move to the side next to the worker doing tasks at said station until prioritized worker is finished.
Both return to their assigned stations until new orders are given.

That is not true. Besides being the first introduction of the Sweet Sweet update to the SOC (Smart Object Component) which any systems modder should love, its “looking cool” also aids arts modders to have something to build upon.

Sometimes I start to think if the intent on the game is for Funcom to make the game for the modders, so we make the mods for the players. :rofl:

Anyway, it also introduced a lot of interesting things to poke around.

However I must point out, again, as I have in MANY instances, THEY never lied, people mostly misconstrue what they say into what they “hear”. Far from me saying someone is incurring in false accusations, perhaps they saw this video and confused with a conan exiles blog post, and we all know where THAT went …

When they introduced taverns, they never said it would be a quest hub. They said literally that a tavern is where “adventures begin”, and “in that energy” they came up with the concept. In no where it was said it would be a quest hub or anything of the likes. And when someone cite “gamerant”, “gamespeech”, “gamegeeks” or any of the publications “kids these days read” (cuz anyone older than 25 would know these blogs suck), they do the exact same thing because it is not sweat out of THEIR backs if anything they say a game developer said is not true.

For all that Funcom has arguably done wrong, lying about what they develop is not one of them. Kinda like Thanos. They may have a lot of problems forums love to enlist. I myself listed some up there. But still, they dont lie about what they put in the game.

To me, as a systems modder, it is a trove of stuff to work on these systems, and I keep a lookout for how they work, what they will do.

For example, I was poised to make a new crafting system in which crafting is made by standing thralls instead of artisans. I had a mod to do that for some time. Seeing that is the way they are going, I have suspended my mod, and went some other direction, because if they say they will do something, they do it. It might not be what “you” (meaning proverbial YOU, not you reading specifically, as I have to point that out apparently) want or understand, nevertheless, it is what THEY SAID they would do.

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I have one in my base (i play on official)

And the only purpose it serves

  1. Fills my base full of thralls (with a rare named once in a while)
  2. Just looks cool.

And thats it. What functional purpose does it actually hold for pvp players? or those that wish it had a function outside of the two points i mentioned.

Imagine if the bar patrons had fist fights or randomly danced or actually assisted during purges. Or important quests could be started from the tavern offering rewards? Or even the patrons consisted of more unique thralls that could be hired for a price (that didnt add to the thrall pop) and act as one time followers until you logged off?

Theres a lot more that could be done and what could serve a gameplay function

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1 crafter covering multiple benches in the area.

Hell if you block off the bench while they are sleeping or eating, the bench still gets the benefit and what are the chances that the blacksmith Hammer turns off when he/she takes a nap :flushed:. Meaning you could have silent coverage. That alone makes this update worth the time.

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The tavern bar does not

I dont doubt it.

My post was about saying they said it would do what it does not. That is a problem, because the tavern does what they said it would, nothing more, nothing less.

I am well aware what taverns can do, as my mods give them a lot of things to do. Still, I dont make a point of talking down a work just because I have another idea about its designs.

I am not “white knighting” Funcom, I say these things because if we want something from someone, we gotta be reasonable. Talking as if they are dishonest or unskilled when both accounts are false just makes it harder to keep a dialogue.

It is that famous idea in so many books. You dont make the “assassin of the town” to stop killing the fair citizens by saying he is a weakling. That is why in most cases, you start by saying “yes, you are strong and bla bla”.

Same case. You will never argue well by making points in saying something is flawed when it is not, because when should the opportunity to a real flaw to be pointed out, it wont seem as impactful.

Trying to bully a developer into making stuff differently because we have other idea barely never, if once, works. I have had taverns and living settlements in my game for years now, and I am pretty sure for as long as I have made mods for it, Funcom was capable of making it faster and better than me, and the reason they did not has nothing to do with that.

No, the community effort helped. Yes, you are fine. :adhesive_bandage: :laughing:

:thinking: :smiley:

Thanks for the chance to point something out. It’s true. Because mod makers can’t handle the competition. Any suggested change…(like assertions) finds it’s way into the bit bucket. The change does not require 100 lashings, at all.

An assertion can be as simple as checking velocity to make sure all players appear on the radar (at the same rate). :sunglasses: It does not merit closing down CE.

I get your calculation. But doesn’t that defeat the whole living settlement thing, as you will have less thralls in you base than before and will have constantly empty benches? Also with them servicing multiple benches, you would need an UI to be able to tell which benches are being manned and which ones not.
Nobody talked about that yet

how do you know if the bench gets the benefit or not?

The workbenches are permanently manned, even when the Thrall is sleeping. It just needs to be within reach of the workbench.

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It will. One of the largest pain points is thrall collections in pvp. Sepermeru is constantly being scouted/protected as well as scutters. This will allow a rising clan or even solo the ability to farm thralls anywhere. Right under the nose of the alpha.

Closed 14 mins ago
:rofl:

They may just be making a space holder to go back and put all the details in once it goes live.
Let’s at least give them a couple hours.
Caroll is putting a good foot forward, we can at least extend some courtesy and grace in kind, neh?

The patch notes thread looks promising, especially with the return of mining crystal.

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i know you and i have had our differences here and there.
but 100% agree with everything you said. people around here are hating on an update they havent seen yet.
now that testlive is out, we’ll see what we’ll see. the naysayers are going to hate it anyways, cuz they hate the game and hate it’s developers. they stay, either out of ‘sunk cost fallacy’ or just because there are several others who share their hate for the game, and enjoy sharing their misery.
i call out again, (and this is not directed at your, Korg)
If you hate this game, quit f*%$ing playing it.

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Greetings Exiles,

Here’s the promised follow-up with answers to the questions that surfaced until my previous message up here.

  1. Does the 50m range for workers around their stations also account for vertical buildings with multiple floors?
    The range does go vertically as well, and accounts for as many floors within that range with a valid path between them.

  2. Is there any way to set boundaries to prevent workers from wandering around? Can you entrap them in small spaces?
    Ensuring their needs are met in a closed environment or limiting their pathing (walls without doors) would generally restrain thralls. There may be some cases where they might wander off or even teleport through a wall, but those should be exceptions, which we can reduce further through your reports on our Public Beta Test or post-release.

  3. Would placing them in cages or other restraints work to prevent them from seeking their needs?
    While most cages will currently be unable to restrain them, this is something we might change in the future.

  4. Are there any consequences of not allowing them to go about their needs?
    Currently, there are no gameplay benefits or consequences associated with thrall needs. This is something we have built into the system for potential use later, but for now, we didn’t want to punish players with a new responsibility that doesn’t provide meaningful rewards.

  5. What’s the difference between placing a crafter at an arbitrary point in the world and explicitly placing it as “assigned” to a workstation?
    With Living Settlements you won’t “assign” a worker to a workstation anymore, you will be able to select the worker who provides better benefits when accessing the station instead. As for animation: workers will use whatever workstation is available and appropriate to their profession randomly.

  6. Is there a limit to how many workstations can benefit from each worker’s bonus?
    There is no limit to the number of workstations that can receive a worker’s bonus.

  7. The number of placed chairs, campfires, and beds needs to equal to the number of workers at the base?
    Thralls will share everything including beds, if there are not enough things to do available, thralls will just do nothing. If they end up using your bed it won’t take your spawn point away.

  8. Are jailers in the exiled lands going to have silent legion armor drop when you kill them?
    No, the Jailors will wear armor that’s more appropriate to where you find them.

  9. Are we still able to use the wheel of pain to “break” NPCs?
    Yes, the wheel of pain still works as it did.

  10. Will pets use the “needs” system?
    Pets do not currently use the system, just crafter thralls. The system is theoretically set up to work with pets so this is possible in the future (or with mods).

  11. Will Funcom update the Journey steps to include specific steps about Living Settlements?
    Right now there is no gameplay involved to make journey steps for, as the system is currently just cosmetic. If/When we make use of the system to provide rewards/repercussions for the health/happiness of your settlement, we will most likely update journey steps at that time.

Click here to go to the first part of the Q&A.

The Age of Heroes Public Beta is now available! Check the Patch notes here! And the discussion Megathread here. We’d love for you to try it out and let us know what you think. Your feedback and reports are vital so we can keep making our Lands the best they can be!

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