I know its useless but i have to try ! funcom please read

please remove the crafter thralls out of the living settlement feature.

for one, it is clear such a move will hit the performance of servers and clients. and will be in detriment of where we are now.
you can still add emotes , and idle behaviour to deployed thralls, and find the same effect. use items trigger different responses. player markers to set patrol routes, i mean options are plenty.

if you skip the crafter thralls then :

  • you dont have to lower down the thrall count or raise it.
  • you will avoid tons of reports and head aches ,most of us know the game cant take such a move. if you leave this in place, you will have reports people complaining about performance, thralls flying, thralls stuck at animation, thralls blocking your way, (you can see the effects right now over the tavern, plenty of inconsistencys not working, we all saw in the stream , thralls flying, thralls stucks in animation, standing on chairs, etc. which we all believe is not intended,. but it is a thing.
  • there is NO VALUE to have crafter thralls walk eat and seat, elsewhere, not for the players. you said you did not want to change the game, this update will change it.
    -fix the pathing issues you can find with the tavern first.

things you can do :

  1. allow crafters to change clothing , even by adding a button when thrall icon in the inventory is highlighted, or by placing then in a dressing bench for thralls (there was a mod that did this brilianl)
  2. add a variety of working emotes to those thralls, so they animation (client not server) show variety, wihtout fundanmentally changing how the game works right now.
  3. have already deployed thralls new emotes , like guard, or relax, but make it all client base, so servers are not hit by it.
  4. having multiple thralls in a bench is not a bad idea, but make it static, you could put 3 thralls in a large bench all doing something. or just sitting nearby.
  5. you can add crafter thralls to cages , but make it so they try to flee when released, so people can KO and turn then as yours.

there is a lot of animation that has been done for this, use it, but avoid getting yourtself into a nightmare, this update will cause a lot of stress, and will again be against your own interest.

with the current state of age of war , you guys are in a pretty precarious position to try invent the wheel or hot water, avoid problems , make things better, but as previously said many times , focus on fixing and brigning new deco items.

people wants new stuff , people will buy new stuff,. but please do not mess with things that are not causing any problems, not until you can clear your way of a backlog of pending issues waiting to be resolved.

i cant imagine how this will play out for console players. but it does not look good at this moment.

Best Regards

@Community
@den

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I honestly think part of the pathing issues could be solved if an NPC beacon and/or boundary item could be placed.

For example a welcome board or hitching post that can only be placed on the landclaim the tavern and such belongs to, which the NPCs will spawn at and move to whatever seating from.

Maybe add border posts that could snap to fences and walls similar to the archer posts to outline the area NPC thralls are not allowed past.

Then the option to not place those and have it be as it is now could be kept in place for whoever likes it how it is now.

Edit: it may fix thralls wandering off outside settlement walls and having guests spawn and linger in mid air at least.

I wish you luck. I do not feel this plea, completely reasonable and a better idea, will be heeded.

This conclusion is based on the mindless updating of working current systems (inventory, dyes) into broken systems because,reasons.

Plus, the best we can hope for is the thrall cap stays static on official servers. I do not see that happening, but it is the best outcome as i cannot imagine a circumstance where they update the thrall cap to accommodate the minimum of 16 additional bench thralls at a fully kitted base.

I am so glad I moved to a private server at the start of this BS and will be unaffected by the increase in toxicity and reporting as a tactic.

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That age old wisdom from one wise old game developer:

“If a player says something is wrong, they are probably right. When a player say how to fix it, they are probably wrong.”

The game pathfinding system already has all these resources and it does not change the problem. You can get it now, on the modkit, and use the functions to your own thralls and try to solve the problem doing all these things. It wont work. And probably the developers already tried the “obvious” solutions to the problem. The people might not get the “perfect” results you demand, but they are pretty good at what they do, and know their way around development more than many studios people think are good ones (Lariahem hm…).

Pathfinding is not that easy of business. If you take a look on how some games, like the aforementioned “Larianland games” do it, or Cyberpunk, is simply not to do it. They dont pathfind, they “walk in an invisible rail”. That works in those games because you dont really need freedom. They are not placed by you, so they are expected to be in one place, go to the places they are expected to, and turn around. But if you go to their forums right now, there are at least some 2 or 3 posts in which someone mention how pathfinding when needed is atrocious. BG3 forums are full of them.

True pathfinding is always messy, because you need to account for things people put in places they shouldnt, or things go wrong. You have to expect things to go wrong and put fixes for it.

I have myself gone around messing with it a lot. I know where it is good and where it is not. There are two ways to do it, as I mentioned, trick the player in thinking pathfinding exists when it doesnt, or “patch it up enough so it works most of the time”. There isnt a way around it.

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Me too. So glad that I don’t have to deal with that.

This is a change that a lot of people have been waiting for—we’ve even made posts about it in the past. The ability to finally change the clothes of all the crafters and see them feel alive by moving around is something many of us have wanted for a long time. I believe the benefits far outweigh the negatives that might come with it.

Let’s be fair: adding a whole new system to the game is bound to come with challenges. People might have expected the tavern system to work perfectly, but programming doesn’t work that way. It broke some things, and even re-broke issues that had been fixed before. This system will need more work to be fully fleshed out, but if done correctly, I see amazing things happening.

Personally, I’d love to see a barber thrall next, so we can change the appearance of our thralls. That’s my hope for future updates. Or perhaps they could add another item similar to the Orb that players use.

a post I made about community ideas: Collective Community Suggestions & Feedback.

In the end, while there might be some growing pains with this new feature, I believe it’s a step in the right direction, and it’s something that many players have been asking for.

I like this. And I find a lot of value in it. Where / who 's it from?

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…and value is even more diminished by fact it is just cosmetics to increase navmesh/pathfinding/performance issues.

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I have worked a lot on the customization systems front.
And I like the results :rofl:
Something that always bothered me, not that I dont like boobs, but I dont think it is immersive to have NPCs topless for no reason in a place they would not be. So I got to convince Hanna to dress a little better:

What does that have to do with anything ?

I know how hard it is to make simple changes systematically. Change “one NPC manually at a time” is easy, but it is time consuming. So you need to come up with a system that allow for versatile customization to Any NPC to then be able to do customization of NPCs correctly.

Same goes to almost everything you do with game development. You are not simply “changing how a specific thing works”, you are changing cogs on a machine that does many things. For example in that case I had to change the whole system that I used to have to customize your character, to adapt it so auxiliary modules can customize NPCs too. Which required to change the whole system, and I got a lot of things to fix once the change was made, because the other systems require adjust to work with the new version.

People “love” to talk from the “consumer” point of view that something is just cosmetic, or something is just for “cash shop”, but lets see:

SOC, Smart Object Component. It is in the view of such “argument”, simply that “NPCs put into stuff do emotes”. Problem is: It is not that.

SOC handles what NPC is doing what in which object at what speed in what order. That was one of the steps to allow you to have a walking thrall to be tied to a craft station and therefore be able to have a thrall that can be at a station or not be able also to craft, because you need a system to manage if the thrall is there, and what it is doing, and lock or unlock it from the station to control the flow of crafting.

Before that, you need the component that worked like the “chair”, or a component that ties and blocks a character to an object.

Each step changes the game fundamentally, because you need to change the Animation Blueprints to be controlled by the component, you need to change the crafting flow, you need to change the base master placeable to accomodate the component, you need to change the basic character blueprint to “respond” to the component, you have to change the level to handle the changes and respond to tell the component what the level pertains to it, like placement, game state, etc.

In a game, the thing you see, cosmetic, is often the result of a complex set of things that you dont see. Because a character is not a person. You as a person can do things you dont know by learning it. A character in a game has to be coded to do stuff and they cant simply “adapt”. If there is not a code to act on the character, and the code for the character to act, it wont even consider that an object exists, even if it is in front of them.

Ofc, for most people, they dismiss this work because they dont see the work, then it might “not exist”. Fine.

That is the thing I was talking about in the other topic about how working in the game industry is a matter of liking it, because sure those who work it are skilled enough to earn more, stress less, in any other area that demands the same skill, but you work to corporations that do not complain about things they do not understand.

Sounds like an adaptation of a Neil Gaiman quote:

“Remember: when people tell you something’s wrong or doesn’t work for them, they are almost always right. When they tell you exactly what they think is wrong and how to fix it, they are almost always wrong.”

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As a software engineer, I can confirm that while bugs are an inevitable part of software development, the extent of issues in Conan Exiles shouldn’t be accepted as the norm. We’ve become too accustomed to buggy games, and that’s exactly what the industry is conditioning us to tolerate.

Expanding a system is important, but building on a shaky foundation often leads to disaster.

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EXACTLY Where we are, funcom is building this on a very shaky and broken foundation. this is where my concern comes.

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Foundation?! Did someone say FOUNDATION?

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fighter got his leg eaten by a goldfish.

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IMG_4215

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DUDE that what you saw was on a test server that means it can be fixed before it come out and secon of all the setllement where people can have their trhalls walking araound is something people ahve asked for in a long time you can still put your thralls on the benches as they told in the stream.
and we dont have enterret the beta test yet and you allready complaning over all of that you only saw on the stream and not tryed yeat.

this is something i will not give you right in this is what many of the players have ask for the thralls can walk around and not stand still and just wacht or sit on a chair in the tarvern, and you cannot make a settlemnt system by just let them stand still or sit on a chair their need to be more into it. and they allready said in the SoC age they gonna add passive farming to the thralls like the golems have and then the trhalls need to walk around.

this is not true becuse for 7 eayrs ago they talked about the settlement system in a video and under a interview and in a other video
i understand it can give problems with people their have a massive base.

Not true.

No one asked for craftear thralls moving around. About the Settlements system, they could have achieved with other means. …

As cosmetic. It should be opt in. I as a player want control of how they behave.as i always has with My deployed thralls

As far of what we saw, there is no warranties they Will Fix the problems.

They never fixed the ones on the tavern. They never fixed the inventory issues we are still having … what males you think they Will Fix the ones we saw?

There is a Big potential to break the Game.

They are building this systen on a flawed foundation and for me it only spells trouble

Conan exiles has become conans dollhouse!

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i think its a good thing making thralls walk around a feel more alive allso maybe you not have asked for it but many other have