Man, it’s sad to see where Conan has ended up.
Funcom, trying to please a small group of players who don’t really know how to play, keeps adding these NPCs that only make the game easier.
Funcom, for God’s sake, what is this?!
You’re breaking the game! It’s becoming impossible to play like this.
Stop making Conan Exiles so easy — if people want an easy game, go play The Sims!
I bought the full game with all the DLCs, I’ve supported this project from the start, and now I’m watching it being destroyed by senseless decisions.
Please remove these fixed NPCs.
They’re getting in the way of players who actually want to play Conan the right way — with challenge, effort, and real achievement.
I would need more information about what this is actually about, but if it’s an MP server, I would guess that someone opened the cage and left the thralls that didn’t suit them there.
I’ve come across this several times, and it seems that some players don’t really care (probably until they reach the Thrall limit).
Although I’m surprised that there are three of them, usually there’s only one… that would mean that someone is leaving them there repeatedly.
In any case, if it’s really about MP, the bigger problem is that 99% of the cages are still empty. This system may make sense in SP, but in MP it needs a little tweaking - mainly to shorten the respawn time of the cages.
I understand. This issue is happening in general across most servers. I’ll share a few that I play on and that are really messy: Latin America servers (1975 and 6308) — both PVE — and the America server (1501), also PVE.
What’s happening is that thralls get stuck, frozen like stone, and even NPCs can’t attack or kill them. In this case, I suggest adding a timer for them to despawn automatically, or allowing thralls to be killed if they stay in those areas for too long.
There are some malicious players on these servers who leave thralls everywhere just to disrupt other players’ gameplay.
Sorry, I thought Funcom was the one adding those thralls so that weaker players could pass through that region without being attacked, since all servers seem to have this issue.
If it’s actually players leaving thralls standing there after opening the cages — and they don’t die because they’re stuck like stone — then this really needs to be checked.
You can join any server, create a new character, and go to the locations I mentioned — there will always be thralls there. It might be a game bug.
I hope this helps and that Funcom can fix it soon, because I’m already thinking about quitting the game.
Especially bad when someone leave an unkillable Barkeeper at the cage who draws aggro of the NPCs around but does nothing but blocking the way when you came around. Not collected thralls should simply despawn after some time, which would be even more important for thralls hired at some other players tavern. I have one tavern where several not paying customers loitering around (PVE, so I can’t do anything)…
So I deliberately started the game and went through all three cages at Mounds on the PVE server where I play.
All of them were full, and there were bartenders who are easy to recognize because they “communicate” with the player, which is why players usually leave them there.
I have to confirm that this is an (unintended) bug. At the main spawn, there were three bugged bartenders being attacked by NPCs, but they cannot be killed.
(The third one is in the cage.)
See? She doesn’t die — before, she did. This is definitely a bug. I’m sure that when this feature was first added to the game, if you forgot to take your thrall away, the NPCs would kill them.
I skimmed through the video. Yes, bartenders are unkillable when guarding which seems to be intended (bar must be operational even in war times ). They are killable if they follow you. All other thralls from cages are killable by NPCs, only problem then is when you left a high tier one at the cage who is able to kill the NPCs by himself. Mound of the dead is problematic because there is a very high chance for bartenders to spawn.
That’s right, you’re correct. I think the team will need to create some kind of action so that if a player leaves the thrall (like the bartender) after opening the cage, the other NPCs will eliminate them when they spawn. I think that would be the right thing to do.
There is a decay timer on them but is refreshed when in proximity by the clan who owns them or others rendering the area causing aggro from enemy NPCs attacking them.
Yes, but some players do it on purpose — they leave the thralls there just to prevent others from capturing thralls in that area.
On some servers, new thralls even spawn far away because of these frozen NPCs that stay stuck there.
I’m simply addressing your request and it already exists. All thralls have a decay timer but system limitations and coding is based on rendering. So as long as they are rendered within the decay timer they’ll refresh based on owner clan/player or by interaction by environment. With the added inability to kill bartenders makes the whole issue worse.
It is intentional that not all cages are filled. Every ten seconds the game checks all cages on the map and randomly adds thralls to them up to a set percentage (33% on IoS, 50% in EL). When a cage is opened, it gets a 15-minute cooldown timer that blocks it from getting selected again.
Since the check is map-wide, you can see an empty cage stay empty all day long if nobody is opening any of the other cages and causing new prisoners to spawn.
Follower decay timers are global, not local like building timers. Logging in is all you need to do to reset followers.
I´m a really glad i turned my back on the offical servers and play on a good private server only.
If a player leaves a rescued thrall outside the cage he gets 2 warnings- 3rd time is a ban.
But i understand that´s a real problem on servers with not so active admins and hope it gets resolved.
Also Tephra thank you so much for the explanation how the cages work.