1: Grab an exceptional Pike, put a bunted end on it - and it knocks hostile NPCs out.
Great way to get a Thrall, but a bad way to interact with any other, non-wanted, hostile NPC.
I personally love to go with the minimum amount of items when I go out hunting for goods.
(Black Ice, etc.) On my way - have no idea if I might pick up a named Thrall. (I do sometimes)
1b: However, in the process the ground is littered with useless bodies.
They just lay there unconscious
I get it - just bring another weapon - but, I don’t want to.
2: Named Thralls:
Being Purged - just give your Thrall buddy a blunted pike.
(I mean, what can go wrong - you have the same weapon - its worked on your mighty adventures…)
Except, the Named NPCs die before going unconscious when your buddy helps.
Same amount of damage should be happening (just should go unconscious a little faster)
Really kinda sucks… as I had three Named NPCs in my purge, My Thrall, (tier 3 by the way) used my exact weapon and was through two of them before I was through one!
So - how can they use the same weapon and go through that fast (Im around lvl 50, my tier 3 that much better? Same armor level, same weapon - but my Thrall really can go through them fast.)
Any NPC that is Tier 1-3, they will go unconscious when my Thrall hits them - (Named NPCS are weak!) lol!
The purge is hard enough, have a white dragon descending on my base - tier 3 (Im a single player role player - no mods) and enjoy crafting - but hate to see all my 11 animals and 7 tier 3 thralls dead by the end of it… along with my statues demolished etc. (By the time I build it back up - another purge will happen.)
I got it, go admin and lesson the default level from 6 to something lower.
As of now, this is two issues - but the same base.
What’s going on with the unconscious state of NPCs
Again, no loot - no killing - and Named NPCs die before they go unconscious while 1-3 are tougher and wont die. (Suppose its how you look at it - they are weaker so they faint sooner)
Again, clutter if this is your primary weapon taken on adventure to maximize space and maybe pick up a named thrall - you get to see bodies everywhere with no way to get anything for your time spent fighting.
1: In real life, if you are knocked out - you can be looted
Take roleplaying into account where you may want to act as ‘master thief’ and not kill hostile npcs, this is one aspect of why one may wish to knock out than loot, and hope the body does not linger to pile up - as it can and does do if you are farming certain camps.
2: In real life, someone gets knocked out they can be killed
(In game, ‘hacking’ their body is the only way to get the body to disappear)
In light of the above, take the current state of things where, when you go slightly away from a camp, hostile npcs auto respawn - upon return the bodies of the dead/unconscious hostile npcs do not.
*This is something already reported and talked about in another thread with @Ignasi
3: Tier 4 thralls are harder to kill - Yes, I agree they should be… but are not.
Which is more likely to happen first? a: Bleeding out / passing out? b: Dying?
If you said ‘a’ - then we agree. If you said ‘b’, then we are at an impasse.
The fact that a tier 4 Thrall dies before blacking out is just - illogical
(While a tier 1-3 thrall is robust enough that they won’t bleed out - merely being rendered unconscious)
A tier 4 thrall can be rendered unconscious by myself or my thrall - if only one of us is the attacker.
(In theory, the tier 4 thrall should go unconscious quicker, when both of us attack with a blunted weapon - not die each time… though the risk of them bleeding to death would be higher)
4: Regarding “rant” / “play style”
My post is not meant as a ‘rant’ - merely observations/thoughts about gameplay
No need to “get the logic” of why I play a certain way (the joy of games is the flexibility - no?)
In a way - it reminds me of those who hated the Halloween event last year - or hate feeding their pets, and perhaps don’t consider that others enjoy it - so what is the middle ground?
(There is an admin panel, that could easily have one switch, to turn things off and on.)
Having options is a good thing, no? (I believe we could agree you would not want to be restricted in how you play your game?)
Hopefully this is more clear and concise than my original post.
Fine - don’t believe your acquiescence is required.
Either it works for you or not.
(You do realize they allow you to blunt your weapons, specifically, to knock people out?)
Clearly nothing I said is of use - not quite sure why you’re wasting your time on this particular thread.
Its a known fact that you cannot reason with someone illogical - and I don’t want to waste your time.
Dont worry - if it doesn’t need to be ‘fixed’ - there is no danger that my comment will change anyone’s mind and ruin your game! lol!
you missed that - its a choice to blunt the weapon. And most of the time, even with tier 4, they go unconscious - but you would have to read my thread, and be open, to actually hear what is being said.
And you need to read this and try to understand it. I will paste it again:
The problem with T4s, besides fighters is, that there is no difference in their crating skills, but in their health pool.
An exiles T4 armorer is 1hit kill for me. A T4 armorer from sepermeru needs more beating.
But both have the same knockdown-healthbar, as both can craft kinda the same thing (for their faction).
So if Funcom balances T4 working thralls stamina/knockdown-healthbar to their faction, most T4s from weaker factions will be 1-hit KO, which is just…
PS.: You can add the blunt fiting to bows too, to use it for knockout. But there exists the same problem and yet people do it and can use it… (and was used really often in PvP before the latest patch).
As I said, if FC “fixes” this problem for you, the game will be easier, as weaker factions T4 would be 1hit KO.
OR real fix: If you add blunting fitting to a weapon, the weapon makes 0 dmg.
And I hope you know, that you can add the blunt fitting to truncheons too, to make them better! (or the oil).
So either they have to lower the knock-down bar to a joke for endgame players (for easier factions) or raise the hitpoints for T4 from weaker factions to be as strong as from volcano, so that even endgame players are troubled.
So T4 exiles fighters would kill all new players, but when someone finally manages to capture it, it will have a really low health pool (compared to volcano).
The easiest and fasted would be, to set dmg to 0 if you add blunting fitting to it… (and the only one, I can think of currently which would make sense).
Either all thralls from a fraction behave the same or not… Everything else is just band aiding or changing it to a flawed illogical system.
But be happy with exiles fighters who can kill endgame players, because someone wants to knock out weaker faction players with a weapon
PS.: Try to come up with a good solution, which would make sense. Which would be logical… The only solution I can think of, is removing dmg from blunted weapons… Maybe you have a better one?
Im perfectly fine with what you’re suggesting.
(I do not pvp, so this may affect you more than me)
However: 1: I do carry one weapon when I go farming.
Not a truncheon - as I have to deal with animals, who don’t get knocked out.
And not a damage fitted one, as I may run into a Tier 4 thrall (happens occassionaly)
Yes, Im stubborn about every slot I have - and why I carry the one blunted pike.
(And why I need it to do both damage and knock-out ‘damage’)
Easy solution is: Carry two weapons. (I got it)
My observations, and why I started this thread, was based on the results of such game play.
ie., bodies piling up - staying there even after going a short distance away, coming back, everyone respawns, but clutter is on the ground. (looking for that tier 4 on the way home)
not being able to carry any loot from them
(yes, it would feel like cheating for most - as they go unconscious quicker… well, unless you are a tier 4 getting whooped on by me and a thrall - with a blunted weapon) lol!
So, its all good - don’t want to stress anyone out over this.
I’m confused. If you have something that does damage, you just kill the knocked out NPC, and get the loot. There’s no reason to leave the bodies just laying around if you don’t want them laying around.
Went in to see what was happening. a: The health still did not go down when selected on target
(This is because, even though it showed I was selected on target, my weapon was hitting everything around it - walls, etc. - it would not ‘lock’ onto target.)
b: When I harvest dead bodies, I just use my pick - so I auto switch, out of habit, to the pick when the hostile npc’s go unconscious.
Two flaws with this:
It would take forever killing them this way
Most importantly, my pick doesn’t always register to objects on the ground - namely dead animal carcasses, etc. - So its not registering on the dead bodies.
Switched it up, and got both to work.
Thanks, everyone, for their patience.
Also this partially clears up one issue I mentioned @Ignasi, about the bodies piling up on single-player.
Though - I will reiterate the issue that I have had is not limited to the pick missing bodies.
I have, in the past, tried with the pike to kill them on the ground, away from walls, buildings, etc. - and have not had their health go down. As if it was stabbing the ground all around and not registering their bodies.
What Im unsure of is if this is tied to the fact that sometimes bodies glitch into the ground - it used to happen more frequently where Im at in the north.
Fingers crossed… at least I got it to work - hopefully, when I go to farm the camps on the plateau, it will work as intended. (In my purge - recently - this issue existed, thus solidifying my limited experience that it didn’t work at all.)
Hopefully this helps someone else who runs into this issue.