That’s a good idea. If every player can have 55 thralls, a clan of 10 people could have a max of 550 thralls. Other idea is that each time a new player comes in a clan, it’s minus 5 : 55 for the first clan member, 50 for the second one, 45 for the third etc… And the limit would then be 325 thralls max (55+50+45+40+35+30+25+20+15+10=325), which is resonnable. Of course you can change the numbers, it’s just an idea.
You know what’s the worst part about it? It’s starting to feel like Barbarian HR Manager.
Last night V and I were on our server, doing the feed pot accounting system, when I discovered at my Darfari thralling goof-off site (campus) alone I have 44 followers. I couldn’t bring myself to drop a pot at my Set base, because like he says, I’m running the Florida Everglades with all them crocs. Yet somehow I’m pulling 60 frames, and so is he and everybody else who came and left us over the last four months. So I logged off and played something else.
There’s a chill in the air. Conan Exiles seems much less footloose and/or fancy-free.
Yeah that’s true, I didn’t think about it. As a solo player, I’m trying to find good compromises for official server players, but I don’t have the same mind
I play solo PvE and yesterday I walked around my base (6 months building) for a few minutes. Lots of throlls, weapons and armor. Everything well organized and using items from all released DLCs. It was kind of revolting to know that I’ll have to give up almost everything. Renowned thralls that I celebrated for capturing after days of searching will worth nothing. T4 Pets I got after several attempts. I closed the game thinking about if it’s really worth investing time and money in a game that the developer simply decides that all your efforts in the game worth nothing. The game is awesome, but it’s frustrating to always lose hours of gameplay for changes that the game goes through. I was very disheartened to keep playing. FC, please, rethink about cap the number of thralls and about discard all already owned throlls. Make them all level 0, implement the need of increase their level, but don’t let us lose all of them, once you can easilly just adapt them to the new mechanic.
Speaking of punishing, I’d better not hear about how this system has been implemented because people are “abusing the thrall mechanic,” or that guy’s getting taken off my Holiday Make-A-Wish List. A very simple Hey Barnes, maybe you oughtta lighten up with the crocs mkay? would’ve done it.
I posted earlier about this being the death of the clan system, as to clan up you sacrifice 50 thralls.
Well it will also be the death of paid dlc purchases.
The main reasons to buy dlc is to dress up your thralls in fancy new gear and to build fancy new structures which can now not be manned by thralls.
Funcom, if you were planning on any year 3 dlc, you might want to shelve those plans.
Although I do not have so many followers, I understand those who will lose some thralls at the next update, because I would not like to lose any myself .
That is why I suggested creating a Vacation List, where all the followers could move, regardless of the followers cap.
There are several similar ideas in the forum such as:
Thrall Limit - Active and decorative thralls
Idea for follower cap! FUNCOM PLEASE READ!
I feel kinda dumb about giving so much importance to a game, spending hours playing it, building public structures to help other players to have a better experience within the game and keep playing (solo I keep 8 maps rooms on my server), promoting them to friends, helping people in groups and communities, inviting people to play, buying all the DLCs to make the game financially viable and suddenly discovering that I’m just another player that FC cares about just like I care about an ant in the middle of anthill . I always thought I was the kind of player FC was looking for. But in fact, I’m exactly the player Funcom discards … Just dumb
You know I’m a bit slow at night after a long day breaking rocks in RL, like that time I missed the Kisthis joke for almost 12 hours, so what you said just dawned on me. You said “anybody who raids me will have armor until the end of days.”
I myself just spent exorbitantly on Dark Templar and the other new GoldenTroyPitt armor for every swinging tasset at Godsclaw. IOW I’ll have more armor than I’ll ever need. Thanks for speeling it out for me this morning!
There was a feeding system that created limit thralls in its own way.
We can hear about this on the older stream:
Conan Exiles Anniversary Celebration - Anniversary Update, Riddle of Steel +++
Followers Cap seems better than feeding, it is much fairer. Previously, the number of thralls depended on how long you played regularly (getting food). Now it won’t matter if you play every day or 5 minutes a week.
What the limit should be is another matter… Personally, it doesn’t matter to me what the limit will be, there can be 50 or 500 per player, but clans should not have more than a solo player - to be fair.
it makes sense that a clan has a higher cap then a solo player… it’s more incentive to join a clan, plus why should 1 person be able to have 500 thralls and a clan of 5 have 500 that means in a sense of it that each player in the clan now only has 100 as stated many times before that would just increase the amount of solo players and removes any need to be in a clan. for as long as i’ve played i don’t think i’ve ever been in a clan that had over 300 thralls at one time and we all had a different base. none of us see the need of grabbing any thrall we don’t feel has a reason to be had. a few like the snow giant and giant yeti. really are basically the only decorative thrall/pets that we would keep…
i do hope they increase the thrall cap on clans higher than 100 even starting out that’s a little harsh. i think 200 per clan would be a much better starting place.
A suggestion to create the new thrall and pet limit more immersive: limit the named fighters to one of a type per clan. That would create it a bit more immersive and make the thrall selection easier.
For some of us I am gonna need a month before they start wiping thralls. My clan has thralls scattered all over at FOBS and chokeholds. Major fortresses in key locations etc.
It will mostly punish those clans who “play together, separately”. How common that is, I don’t know - but not unheard of, certainly.
The point of having a bonus per clan member that is (significantly) smaller than the “single player” starting point must be that a large clan is intended to be able to share resources (crafters, workstations etc) and so could make do with fewer thralls / person than a single player or small clan.
Obviously that assumption/scenario falls apart if you have clans that are not really clans, but just groupings of players playing on themselves but sharing a clan tag.
The main issue here is that splitting a clan is just barely doable, and not in a good or efficient manner (not even close).
But the “base thralls” (50) and “bonus per clan member” (5) numbers are probably some of the parameters that Funcom would be willing to adjust based on feedback and testing, either now or over time.
Like the idea of gradual diminishing returns, because most 10 man clans don’t have 10 main bases. My experience is they work in pairs and trios most of the time.
@zerog in the end you are right clans will be punished more by this. but that doesn’t mean it shouldn’t be implemented i honestly feel it’s something that should have been implemented in EA instead of this late in the game but it is something that’s needed again i don’t like the extreme of 100 per clan and believe they will up that number hopefully to a more viable limit
Well, to be fair, devs here DO listen to us.
They’ve read our complaining and are thinking about it, it’s a good thing. In other games devs dodn’t listen to their communities.
I’m happy about FC and how they work. They can do wrong things, sometimes, but they do listen to the players when this happens.
This is why we need no thrall cap
Ignasis has stated as such somewhere on here. They are starting low to test performance, and then will gradually raise it until it derks the system. That and if they wen what they thought was max, and were wrong after a month, the fallout of players losing hours of grinded thrall levels…well the ugly gaming N word would creep in.
Yeah that’s fair. To my mind, if you’re willing to deal with the limitation of coordinating a multi-clan assault (or a multi-clan setup in general), you’re welcome to the extra thrall slots.
If you disband your clan to keep aliance with the players in order to have more followers, in a PvP event your followers will atack your “friends” and their followers… That’s why you shouldn’t dispand your clan only to get more followers. And you won’t be able to easily share resources, you won’t have access to the ally’s base unless the other player is online and open de doors for you. A Clan is already OP when defeating a solo player.