I know. But dont think someone isbthinking "Wonder if i place my base within 20 foundations ( the radius) of anothers base to screw up there stations. Claim is roughly 10-12 foundations. Cant wait to see that exploited. My tanners roaming in your base lol.
The specific crafter doesn’t matter anymore and so a tempersmith is a tempersmith. Irrelevant on who it is. If you have two tempersmiths in proximity, then you are wasting coverage for that crafter type.
I was wondering this as well and they need to be careful here as do they want the 1:1 ratio but support the larger thrall need or allow the t4 to “manage” the production of all benches in their coverage and reduce the redundancies (which is my opinion should be done). If they do want to regulate the amount of benches a thrall can cover they can update the benches to have a range of no similar bench type around it like they do with alters and trasnport stones.
Great question….can 1 thrall be used at multiple benches?
Can’t you just set them to Guard and be done with it? They can all be in a central room in the middle of your base.
Or did I misunderstand Andy & Dennis?
Yes and no.
They wander around now, looking for beds, seating, work stations and anything else they can interact with. You’d essentially have to make jail cells for them to avoid wandering
We needed this clarification in another thread, thank you @erjoh.
i think the systemn is meant to use the least ammount of crafters…so i presume , they will be used where they are compatible.
now lets say you want to have more smelters to increase the production of Bricks, what will the system do when two smelters are in t he area? or will one smelter server 2 or 3 or 4 furnaces?
i can bet money this thing is going to bring more issues to funcom, i cant see this system being succesful at official servers specially with how badly the official servers are.
His comments are worth the read in regards to the other thread.
If they are followers like the bartender, we should be able to just set them to Guard and forget about them.
If that works in PvE it would be awesome! I won’t need Crafters anymore. Just build right next to my friend and utilize his thralls.
My main base is in the ocean, this will be interesting.
I dont think that applies on soldier/dancer thralls that are set to guard. The wandering thing is for the crafters afaik.
Yes, the tone might have been harsh, but the frustration is real for many of us. We’re dealing with bugs that have been around for years, and while new content is exciting, it’s hard to enjoy when fundamental issues keep disrupting gameplay. Personally, I’m tired of respawning on top of my house instead of inside it, where my bed is. It’s not just a small inconvenience; it’s a reminder of the ongoing issues that haven’t been fixed.
I think it’s important to acknowledge that both new content and bug fixes are vital, but actions speak louder than words. We’ve been hearing promises of improvements, but we’re still waiting for many of these fixes to happen. For example, why introduce features like Thralls feeling more alive if other aspects of the game, like pets, remain static? It’s great that thralls will have needs like hunger in the new age, but these mechanics feel superficial if there are no real consequences for not meeting those needs.
As a survival game, Conan Exiles should challenge players to manage their resources and care for their thralls. There should be an option for players to enable more realistic consequences, like thralls suffering negative effects or even dying if they starve or go without water. This would add depth and realism, aligning with the core survival elements that make the game unique.
At the end of the day, what we want is a game that feels complete and functional. I believe there’s room for both new content and meaningful updates that address these long-standing issues. It’s not just about saying the right things—it’s about following through and delivering a game that we can fully enjoy.
What we need next is a whip weapon we can crack to make the crafter thralls return to work!
Yes… that’s what my post was pertaining to.
This is a cool idea! How about we take it a step further? We could have our Taskmasters—who already manage the Wheel of Pain—go around cracking a whip to keep the crafter thralls in line. It would add an extra layer of realism and could be a fun way to make the thralls move faster if they’re being lazy. Imagine seeing them crack the whip and the thralls speeding up their work—it would be a great touch to the immersion of the game. Plus, it ties in nicely with the survival and management aspects that Conan Exiles is known for.
If a thrall slacks off too much, the Taskmasters could drag them to a torture device where the thralls could be punished. Another nice touch would be to include something another user suggested that I added to a post I made about community ideas: Collective Community Suggestions & Feedback.
Suggested by @MarcosC [Prison for NPCs] - My Thoughts (Amazing idea! The prison can be a station like the Wheel of Pain, but it works like the compost. The prisoners can die if no food is put into it. Adding food stops the timer. When I talked to @MarcosC, he also mentioned a tumbleweed wagon or [Prisoner transportation system]. This would be amazing because it could open up a third Taskmaster specialization, [Slavetaker], which is someone who specializes in transporting slaves. But it also removes the need to have Wheels of Pain all over the map. You could build a station that looks like a wagon that holds 8 prisoners, load it up, and when you’re ready, send it back to your camp. They could then be moved to the Wheel of Pain, Prison, or be used for sacrifice.)
I seriously hope we can disable wandering workers i really do.
This isn’t just about bugs and performance related issues, but it’s going to have a fair bit of baggage of it’s own if we have to wait on or find our crafters somewhere in our bases or chase them down to defend them if they are getting ganked by wildlife because they strayed outside a building.
Imo if you want a settlement then play on a multiplayer server, cause if this isn’t done properly it’s going to be a facepalm of epic proportions that can’t be undone.
Also on another topic…
No companion relationships thanks.
If they add this i am not only out i will be really ticked off they could find the time for this but not for fixing bugs or fixing all the QoL issues they added over the course of the game and refused to work on.
No good can come from this if they add it, none.
Now this aspect of the update I am in firm agreement with you on. I must confess I am partial to the idea of our bases feeling more alive. However, for players such as myself who seldom use followers and want to be the ultimate bad ass in our own story, it adds little to our own meteoric rise as a hero. Had we received an Age of the Gods, which the overwhelming majority of the community has been requesting since the whole Age system began and even before, we could be raining all hell down upon enemies ourselves using the boons bestowed upon us by our favourite deities.
A lesser kvetch of mine would be this. I hope there is a way to interdict followers from certain rooms and furnishings in our bases. Because if I come home from a expedition of slaying and adventuring to find some slave scum sitting in my throne or sleeping in my luxurious bed, I am going to be pissed.
Lmao…
Wandering thralls and they haven’t fixed the floor falling issues, this is going to be epic!
Sarcasm for those who don’t get it.
I understand your concern about crafters wandering off during a purge or random attacks by wildlife. It could indeed be frustrating to chase down crafters in the midst of chaos. However, I think a potential solution could be the introduction of a bunker system, similar to the Tavern.
This bunker would be a building piece that functions as a large shelter, with a designated NPC responsible for closing the door during purges or if your town is under attack. To address non-purge attacks, such as random encounters with animals, a guard NPC could be assigned to ring a warning bell or strike a gong, signaling all non-combatant thralls or those too scared to fight to flee to the nearest designated shelter. Once all the thralls are safely inside, the shelter the thrall responsible for shutting the door would close the door, adding an extra layer of protection for those concerned about losing their crafters.
Additionally, it would be great if the thrall responsible for shutting the door could also function as a drawbridge closer or gatekeeper when not engaged in protecting the shelter.