Funcom, allow us two options when placing workers

funcom, allow us two options when placing workers, on the ground or on the benches as it has always been. for God’s sake.

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Switch Living Settlements off, then you can place your workers in benches (where they’ll stay there forever). The thrall slot was replaced by a green hologram. You can also place your workers like combat thralls

This is okay for a private server where Admins can increase thrall population limit. On officials this suck. because we still have the same limit and need to cram these crafters now into it.

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Perfect

Just imagine a 3 person clan where the players have their own base. They have a follower max of 95.

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That sounds perfectly fine actually :man_shrugging:
The caveat here is that despite workers counting towards your thrall limit, you will need way fewer now… a single smelter can operate all furnaces in your base simultaneously… a single armorer will show up in all compatible benches… etc. You only really need one of each.

And you also don’t need 50 fighters to play this game… 5 are actually more than enough for anything, but even that’s not needed. So if you need more than 95, that’s starting to fall into a niche unintended playstyle for which private servers are the recommended route where you can just remove the limit.
(on a side note, why would you ever want to have separate bases as a clan? whole purpose of a clan is to unite and be able to use the same base)

In any case, we can obviously think up scenarios where the limit isn’t enough and playstyles vary so we can argue that even a single player needs more than 200 if that’s their playstyle…
But the context here is that this is for official servers where they have a specific set of rules aimed to confine players to a more “simplistic” lifestyle in order to leave space and server resources for other players as well. So my point isn’t that you can’t possibly need more than that… but rather that the devs have decided that on their servers you’re not meant to have more.

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Problem is that this isn’t an uncommon scenario on the official PVE servers.
Yes you do not need multiple smelters but you need 3 armorers to make every type of armor, 3 carpenters, 3 blacksmiths. Those used to be 1 on the bench and the others inside to exchange them. You need 2 taskmasters if you use a single wheel but I bought those small cages so I need a taskmaster per cage!
And using smaller wheels near where the camps are suddenly became a lot harder or will you summon your taskmaster there every time?
And then I hope you do not care about the different types of priests.

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Why?.. :man_shrugging: who on earth uses a scoutwright when they can use a shieldwright for more armor and then reduction kits to make that light as a feather?
Likewise… who uses any other blacksmith after they get a bladesmith?.. the rest are completely pointless… So no, you do not in any way need all 3 types of crafters… that’s just collectionist OCD :stuck_out_tongue:

Thrall taming times have been reduced to ridiculous levels… it’s 15 minutes per tier… without a taskmaster… so NEEDING any sort of taskmaster is yet again not the case… you need one… to craft better truncheons, that’s it.

But… the same thing applies to taskmasters btw :slight_smile: You can place a dozen small wheels or gibbets… and a single taskmaster nearby, and it will affect ALL of those small wheels. And yes, if you really wanted to, you could have them follow you and ride out to your outpost wheels and as soon as they get in range the tamed thralls will get the full time reduction from them and auto-complete.

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Have to agree here, there’s never really been successful reasoning behind having anything but a shieldwright and bladesmith. There could be preferences but that then creates limitations based on niche playstyles.

I dunno, I’m torn. Since the announcement of live settlements there’s been a thought at the back of my head that keeps creeping in that pokes at the idea of “what is the point in all the different worker thralls”? Especially when you consider armorer and tanner on Tanner’s bench… 1 single difference that feels like a missed consideration.

As for playstyles, also torn. Feels like I’m being driven to a specific one rather than what I choose. Metas, blah blah blah…

Even if all I have is a scoutwright ATM, I dump them and date the shieldwright as soon as they are available XD

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Those of us that think “lively” means a full busy work room.
I was so disheartened when I logged in after the “fix” and watched my busy work room empty.

Now it could work for me if I could set the thralls a scheduled.

How about this, your 2 options are A: You set the thrall in world where they become lively. B: You set the thrall at it’s bench where it stays.

Sorry but the constant wandering bothers me. I took out the bar because the patrons were getting on my nerves.

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Yea, you do have a point there. They do tend to wander a bit too much which might be disruptive to some playstyles.

That is all configurable by the devs btw. There’s simple tables where they can tweak their schedule and needs profile (make them want to pee more often… sleep less often… etc).
So in time perhaps the configuration gets fine-tuned to where it looks a bit less like drama club :stuck_out_tongue:

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It is a bit sad thou, right? :smiley: All these options… but not really…

There was a post a while back where someone asked for specifics and we did the math, but they haven’t really been adjusted by Funcom since.
Would be nice if all those options would each have a more useful benefit

Here it is

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Give us an option to disable the living settlement for each individual placed worker (via radial menu

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IMHO this is another Funcom blunder, had they made the system properly the other types of crafters would be equally useful to the shieldwright and bladesmith - but they borked it up…

You are right.

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Yes, perfect.

Now that aligns with a few things suggested earlier. Option B lets us choose either, so I would set one toon in the ghost and another very close.

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