Converted thralls are randomly disappearing and cannot be rescued

That would be awesome, but in the stream before releasing the beta they clearly stated that this system includes the workers only, so the fighters can stay and guard/emote wherever a player needs them to be. That makes sense on the other hand, because you really don’t want your defending fighter to be wandering around your base when you need him to stay and protect the specific area.

Also are you using lesser wheel of pain? From my experience those are the only ones “bugged” now, while the bigger variants work just fine.

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Ya thanks for pointing out it wouldn’t be, there was a nugget of info in the back of my mind that what I was saying might be slightly silly XD But still, it could very well be that while the fighters wouldn’t be integrated so that they behave like the workers, it still could be anchored to the coding for it. Or maybe, the new coding is interfering with the old coding? Hell, I don’t know, I’m not a programmer lol

I’ve only used lesser WOPs so far, perfect for me to KO a fighter rq then ^^ Gonna get a poor little Fighter I so I don’t feel so bad about losing them.

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Actually…that’s exactly what I want. I’d love to be able to choose which thralls wander about and which don’t, regardless of thrall type and profession. It could also help with performance issues if you could limit the amount of thralls wandering about? I don’t know how feasible this is, but I’m still hoping (and I’m probably an idiot for doing so) that this will be the fleshed out version of the settlement system when all this age of heroes thing comes to a conclusion.

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Well when and IF you are able to chose, then it’s completely different thing. :smiley:

Obviously what I meant was that this behavior should not include fighters too, if there is no option to switch it on/off for now. And if you like the game to be the most immersive possible, then you can justice it the way that even in real life you would be able to tell your soldiers when they can be at ease, and when on guard. And vice versa - if they would be wandering around no matter the circumstances, it would be less real and immersive, because such behavior does not make any sense.

I believe most of the players would appreciate what are you suggesting, but the question is if that would be heard. And even if not, I bet that at some point there will be some mod allowing this available.

Well, if fighters freely wandering about makes no sense, then the same applies for crafters too, doesn’t it? I mean since when do workers go “Ok, I did my job for 5 minutes, I’m gonna go sleep the rest of the day away. I’ll be back at my station tomorrow…maybe”. No matter how you look at it, the whole thing makes sense only if you have at least some control over it. Like I said, Idk how feasible that is, but I’m naively hoping that’s where we end up eventually.

And about a mod giving people that sort of functionality…I’m happy for PC players, I guess?

I don’t think the problem is the wheel.

I am playing single player in the beta, and admin spawned a bunch of workers to place around my base. I came back the next day, and there were only a few. I assumed I hadn’t placed as many as I thought, spawned in more, and placed those. The next day, there were again only a handful of workers.

I checked my thrall list, and most of it was greyed out with “Returning Home” or “Guarding” thralls, who were not anywhere on my map when I clicked the eyeballs next to them in the follower list.

I recreated character, started a new base in a different location, and have had the same thing happen.

It does seem to be a persistent issue, and I am adding my comment here in the hopes that the devs are already working on a fix!

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Well I thought it’s obvious I agree with your idea in general, I am just saying it’s not completely the same from all points of view as you are making it look like, maybe unintentionally. :smiley:

Taking into account ONLY the immersion? Then yes, the same would apply on workers as well. But the more important thing is, that your worker sleeping instead of being at bench won’t have any real impact on your gameplay, if the resting spot is not more than 50 ft from the worstation. Because of this thrall missing at his station you won’t lose your stuff like you could, if your fighter would wander away from some area that needs to be guarded. Even when your worker thrall is not at his bench, you are still receiving bonuses, so it’s purely cosmetic. Though indeed it might be annoying, that they often seem to rest and chill, than to be actually doing their job. (here could be some option of adjusting how often will the thralls rest, or just shortening the times and frequency they do so)

In case of fighters, it is not only cosmetic/immersion issue, because there can be consequences of them not staying where you intend them to. And that is also why I say this function should not be there for fighters as well without the option to switch it on or of. In this case it’s not only about complaining that it does not feel or look immersive or real enough, because some types of thralls are excluded from this system. In this case you really are at risk and it would be silly to demand including them while not taking the possible risks into account.

I hope I made it clear enough now. ^^

I think that player who wants to find way to justice it for himself, so it won’t be ruining his game experience will do so any means necessary. Unlike a player who would be forever dissatisfied and impatient about possible changes (which might not even come) on principle, when the system is still developing. :slight_smile:

You can take it for example the way, that you told your worker thralls to be working in their own pace and take a nap whenever they need to, so there is the quality over quantity aspect. Meanwhile fighters have literally no other purpose than to be guarding. So they understandably won’t get the same space and benevolence as your workers, who have another types of purposes with it’s own pluses and minuses. You can also take some of your fighters from time to time, and put them manually into the bed, on the chair, so they chill as well.

It’s not much, but it’s better than to be sour about stuff one has no control over for now, just because.

Yes, I am positive about the option those thralls just fall under the mesh at some point when walking around and fulfilling their needs, and that’s why a player is not able to rescue them, and why their markers are not visible on the map.

The question is what exactly is causing it, if there is anything particular to blame. The only weird thing in my opinion is, why this was never happening to the fighter thralls in the past? Maybe the workers might seem the same as regular followers, but probably have slightly different coding which contributes to the problem. Let’s hope that it’s not something which would result in another years ongoing bug.

After testing it seems to be player render range, when the thrall completes, and the player is in range they will automatically leave the wheel and place themselves in guarding mode next to it (weird they should stay in the wheel inventory - another bug?)

However, if the player is not in render range they will go somewhere off the map (undermesh?) and not show up on map markers at all.

Attempting any menu action (Like Rescue or Stats etc) will result in the error above “Follower cannot not be found” and they will be removed from the list and the world.

Nothing in the event logs about the loss either.

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Auto-placing via WoP of any type is not desireable behavior as it prevents the ability to store and trade unplaced thralls. This needs to be disabled as a baseline and not be part of the new feature-set.

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That would make this bug specific to the 1-person wheel and the gibbet (I really hope devs dont forget gibbet exists)

I also agree that the thralls SHOULD stay in the wheel inventory, but someone said devs are doing this “auto-placement” to prepare for the transition from AoW to AoH, where crafter thralls transform from items to actual thralls.

I would STRONGLY RECOMMEND Funcom doesn’t go forward with auto-placement. There is no need, and it introduces chance for massive amount of bugs. But its possible they do this in preparation for future game mechanics however, so shrug

edit: Oh yeah, old thralls should never be auto-placed because we want to store or trade them to other players if we cant use them due to the thrall limit. I dont like the direction where Funcom is taking this, even though I was originally more receptive of the thrall change.

My lost thralls, that I can’t use or access, are counted in my thrall total.
And I can’t delete them because they can’t be found :rage:

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I’ve confirmed that thralls disappear off of T1 and T2 wheels. They disappear when the are on the wheel alone or when there are multiple thralls on the wheel. Crafters, performers, archers, fighters. All can disappear during the transition from the wheel.

I am currently testing the T3 wheel and will update when I have additional data.

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All my thralls gone as well and my base timer is now 240 hours not 360. Anyone know whats up? 140 thralls all gone. Except worker thralls… werehyena too yay…

You’re currently in a Public Beta thread, your problem is on live and is this.

Ok thank you.

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Finally happened to me, thrall was looted from a decayed base. I placed it last night while doing testing. Now it’s at the 0.0 location on the map:

This isn’t just my thrall either, there are thralls owned by other players

Will update more once raid time hits.

Turns out it was only 1 other thrall owned by someone, I was able to unhitch them from where they were by attacking. Unfortunately I had to kill the other person’s thrall.

Now she will follow me.

Finally got tsome archers off the wheel. I stuck around the base building til the were done, and sure enough they just popped off the wheel and were standing there. I’d have been hot enough to call it a day on the beta server if they’d dropped in to the void. 4 of 6 were T4s from the volcano.

Hard earned because I kept getting dropped in one by everyone in the volcano; one attack ? hits. You know how it is, if they get in the first hit you have to wait your turn.

OT: Why is it they can knock my attack with a fart and I can’t knock there with a literal 2 handed hammer? Beat to death by t1 skeletons because I don’t get a turn to attack :rage: Farming the dregs.

Starting to experience more of these problems.

Repro was dragged Sully (Fighter) to small WOP, was out of vicinity once he cooked so he placed himself but where I have no idea. Cannot see where he is on map by showing follower marker. He’s not at 0.0, I cannot rescue or delete him.