Alliance System

Love it!

And thats the reason, why it will not come… You bypass more or less the thrall cap and have many features which people in the same clan will have.

Many did, but with the thrall cap…

This system can only work if the thrall cap has NOTHING todo with the amounts of player in a clan. Then I see no problems.
But otherwise, every 10-man clan would split up and have their own 55 thralls and not only 10. Then make alliance and have kinda the same features like being in the same clan…

Yeah, we counter limits with more limits…

Coming 2020… Conan Exiles: Limit, Limit and cap the crap out of it!

Please stop with putting more and more limits for anything in this game… It just gets worse.

The game was more or less known, that you can practically do anything.

Adding more and more limits to it, is kinda the wrong direction. At least for thralls, it is because of resource and server load.

But alliance cap would have no technical background. Just logically… And then it starts to taste sour…

Thats indeed true.

2 is to low. Way to low…

I like how @jot29 is angry about a non existent system.

BTW, in general, i think an alliance system is great. I proposed something basically similiar here…
https://forums.funcom.com/t/make-ranks-in-a-clan-mean-something/

WhatMightHaveBeen

1

13d

Something like this???

For Friend thru Member, thralls and pets won’t attack each other, damage falls under friendly fire rules. Which is why the cool down to avoid exploiting by constantly hopping in and out. Forgot that:)

also
Friends thru Recruit cannot add anyone to clan.
Friends and Allies cannot use crafting stations.
Member can add a friend, and promote to Allie.
Officer can kick or add up to Member.
Leader can kick or add up to officer.
Tweaking with the cap in mind, where fighter (thralls/pets) is own, allows the player to to have the 55 of their own thralls. So i would bump Recruit to that. basically the limit is 10 in clan, but allow for some individual control up until a point.

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giphy

:wink:

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I wouldn’t say I bypass the follower cap in any way that relates to the reasons behind the follower cap. Remember, Funcom stated they’re implementing the follower cap for performance reasons, not for balancing.

It’s true that the Alliance System would allow clans to pool their followers, but it would do so in a very limited way: the proposal states very clearly that you can’t use your ally’s followers yourself. You can’t move them, you can’t command them and you can’t access their inventory. Yes, they stop being hostile in PVP, but you still need your allies to handle them.

In summary, I doubt that the Alliance System would bypass the follower cap, but it definitely is meant to complement it.

I do agree that they probably won’t implement it, though, but that’s a completely different can of worms :wink:

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If Funcom can handle/prevent any abusing, I am the last guy who is against new functions :slight_smile:

Depends on what you call ā€œabusingā€. Different people will have different ideas of what constitutes ā€œabuseā€. And let’s face it: we all know Funcom can’t handle or prevent any abuse that isn’t a direct hack or exploit. Half the time they can’t handle or prevent those, either.

If that’s the filter we place on all the changes, then we won’t get any new content or mechanics for a while. And let me tell you, I would actually love that: I think it would be great if Funcom took a few months to focus exclusively on bug fixing and balancing, instead of trying to churn out new stuff.

But guess what? That ain’t gonna happen either :wink:

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