Comfort mechanic

Why should your fighters and crafters perform really well if you don’t give them shelter, food, bed, or other maybe less basic things?

I understand, technically they are your thralls, soulless empty husks with no will of their own, ready to execute any suicidal order.

However, especially in the light of the idea of Living Settlements, i think they could be treated as people after all.

The idea is to give your fancy castle or town an actual purpose. A thrall pot full of good food, beds, carpets, furniture, lights, and so on should add to the new comfort factor (up to some cap). The higher the comfort is, the better combat or crafting bonus your people would receive.

Fighters would retain the bonus for let’s say 1 (or so) in-game day during adventuring.

Obviously, spamming torches or making a room filled to the brim with beds to get +1 comfort for each one wouldn’t be possible.

If not given any food directly or to the pot, any beds, or shelter, the thralls could maybe get a small debuff - fighters and crafters alike, because those would be considered essential.

They wouldn’t die though.

Beds could be shared by multiple thralls taking turns to avoid having to build large barracks.

You should be able to achieve max comfort using base game items. You shouldn’t have to build immaculate barbie houses, but at the same time a box with nothing but crafting stations wouldn’t be considered very comfortable.

Feasts in the pot would work better than gruel.

Comfort would also work for you.

Denis said Living Settlements were not supposed to be The Sims. I agree. But the way LS worked was really just an empty theatre with no meaning.

The more comfortable they are, the harder they work? What kind of three hours of meetings between coffee breaks and free lunches nonsense is that?

No way. More comfort means more slacking off.

What they need is motivation. A taskmaster with a whip.

No beds for the underperforming.

Honeyed gruel only for the thrall that rats out his peers.

The only thing worse than working all day is trying to not work.

Aaaah, the blessings of “western” capitalism!

“Zuckerbrot und Peitsche!” (“zuckerbread and whip”), like we say in german. Just without the “Zuckerbrot”.

Thanks @Tephra ! That’s the Exile way! :smiling_face_with_horns:

Nice idea. But seeing how perfect LS works, I never see it coming…

For more context, I’m not a barbie house builder. I’ve played in different ways: A pure no-crafting nomad, a nomad with two camels and occasional crafting at temporary camps, as well as a settled down character. In fact, I’ve never built big castles with an army of 80.

Allow me to present a small time scenario:

You play as a nomad character. You make a temporary camp every night by placing a Black Hand tent, a folded bed, a camp fire, and maybe some other things.

You have just rescued a person from a cage the other day. You think they could be a good ally and friend, and you decide they will be your only companion for the game.

You find or build a bed for them. You give them permission to use the campfire which will allow them to take any food from it. Your tent is theirs as well. This will give them (and you) enough “comfort” to not suffer out in the open (= have no random debuffs).

If you decide to take a couple extra steps in always making the camp a little better every night, like adding a simple stool to sit on, or a better bed, a cauldron you looted from the degenerate imp boss, a small carpet, … this would increase the “comfort” level for you and your companion so you both would receive a buff (could be better regen, higher strength, or something else, or a combination; could be randomized, idk).

Maybe after a while you will grow tired of having to always make a camp like that, so you will decide to settle down. Which will allow you to make the place much better, with a real stove and more crafting benches and decorations.

A tavern would be a good thing to achieve higher comfort, too. A garden with plants. Lotus to get high on, i guess… A religious altar giving your people uhmm… spiritual guidance?

I’m just imagining how this would go in PVP :joy:

Cramming as many “carpets and decorations” as possible in a 3x3 space, not being able to bury your thralls in your walls and foundations, or if you do…you gotta bury their beds and carpets, food and knickknacks with them in their 1 square prison :relieved_face: :joy: And then they’d figure out how to just exploit the system altogether. Figure out the smallest piece of decor that adds efficiency, the smallest piece of carpet, and use 500 of them and add to the lag factory that is the PVP base anyway lol

  1. In the original post i said that spamming 1 same item wouldn’t count.
  2. I’m not providing technical solutions. This is just an idea to give purpose to Living Settlements and barbie houses that many people love to build. I believe those things are not typical PvP things.
  3. As always, PvP is the counter argument. Comfort could be turned on / off in server settings, if PvP is a concern. OR not - because if everyone has a discomfort debuff, nobody is in disadvantage.

I wasn’t discrediting the idea.

It was more to the point that PVP is essentially playing an altogether different game in that it’s purely about using every mechanic to its fullest extent to gain advantage of any kind. If placing 300 carpets somehow made armorers 300% more effective, you can bet they will find new ways to stack 300 carpets in one spot. That sort of thing. It’s more the comical aspect of how PVP isn’t playing house that I found amusing, that’s all lol

The short answer: That would cause even more lag than the servers already have.

The long answer: They haven’t fixed the inventory bug since April 2, 2024… (2 years, 0 months, and 30 days). Just to mention one of the game’s bugs, despite our complaints and the fact that the previous inventory worked perfectly. It was like the AI ​​in Windows 11; nobody asked for it, but there it is, breaking the OS. They’ve never listened to us, and they never will :frowning:

Rather then comfort…

Which is dubious considering some of these thralls are willing followers those who have been rescued… those who have been quested for… whereas many are slaves. People who were beaten into submission and then tortured into obesecience.

Comfort perhaps is not the right concept.

Just as obedience is not the right concept anymore. When thralls were only slaves that had been brutalized into submission then obedience would be a good trait but not anymore. There are many ways to acquire followers now that are not the old ways.

Loyalty.

Why not loyalty.

What can improve loyalty.

Those who are well treated are often more loyal.

Those who know that punishment for displeasing their Master often demonstrate loyalty.

Let us not forget stick and it’s foundational place in this game in the pursuit of carrot.

But this one would agree but would add to this. Loyalty can be impacted by the quality of a accommodations available. Loyalty is also improved by having high-ranked task Masters on hand. This could give the taskmaster something to do once you’re no longer actively recruiting anymore. They could actually be given a position as a major domo as a manager of the household staff. Whereas the quality of accommodations determines the base loyalty. The quality of taskmaster May determine how long that loyalty remains etched in the minds of those who serve.

Just a thought

I believe that the example of loyalty came with the “heroes” . But it was kinda presented wrong. And I say that’s presented wrong because the things you do to get their loyalty don’t actually represent the character i want to have in this game. And that’s exactly the reason I did it for experience and i don’t see me doing it in the future unless someone else in my clan wants a Hero.

A thing that must be changed in my opinion is how we experience the release of a prisoner. Funcom must understand that not all the players are Agamemnon, some if not the most are Achilles, or Hercules why not . And the way i understand Conan, a man who releases me from the cross and give me a chance to survive and fight for my life , is the example i want to follow in this game.

And it’s sad that all these years their starting video has nothing to do with the gameplay…

Thanks brother for your post it’s a real privilege all these years.

What you are describing would fit nicely on a modded (RP) server. I think that for the standard game this moves away to much from the basic explore and fight play loop of the game.

back in the early days of conan thralls had the same food and water mechanics as you and you actually had to feed your your thralls in order for them not to die. now food just acts like a healing potion for them.

genuinely like the living settlements in the pve servers it does give life to the towns we create.

would definitely be interested to see how this would be implemented. personally speaking would love to see if this would reduce the amount of shoe boxes that people make

Ok call it Loyalty.

If “more lag” is the concern, how about removing building altogether? You have 80 thralls, you kidding?

I would bet those 80 thralls would have bigger impact on server performance than 2000 building pieces.