Be a handy way of migrating them from one base to another too.
Face it, purges with about 10 thralls is all you need to defend it. 10 relic hunters can easily handle anything, if you have good gear on them…and even less if you are a decent fighter. I defended one purge of rocknose with one fighter following me, two more equipped and 5 more that I just placed and have garbage gear. So, when properly equipped, this change does not affect PVE as much, unless you have 10 bases you want defended as a solo player…in which case you can still put 6 at each - doable vs a purge. Remember, healing arrows are your friend.
Also don’t forget on solo and PVE there is zero chance of player attacks.
So, this greatly affects PVP and hardly affects solo/PVE.
I haven’t had time to read this thread in full, my apologies, but I am quite in favor of this limit as it happens. Fifty five thralls as a single player (that’s me) seems ample, up to a hundred for a full clan - should be enough, really.
Presumably, the new Followers will be more powerful per unit, and so we will need less units for the same “power” - another absolute win IMO.
You reinforce my point where Funcom is punishing those that invest time, or have PC’s that run better to suit low end PC’s and consoles. So its ok to do that, but not to complain because we are losing hundreds of hours to design, build, thrall hunt, and equip them.
100 thralls is absolutely nothing for a full clan on an active PVP server. On this new system, my clan of 8 will get 90 thralls. I myself have my main base, a secondary (solely to trigger purges in a certain area) and two thrall camps. My “share” of the 90 thralls is 11. 11 thralls for 4 bases.
Explain to me how this is being ignorant in being upset here.
See my comment above as to why this is wrong.
Also, until they get thrall AI to ACTUALLY WORK and for them to ACTUALLY FIGHT in battles consistently, we need cannon fodder as defense I base my numbers on 1 in 5 actually doing anything.
As I understand it, one of the limitations/problems with the current AI system is that only a limited number of defenders will ever activate. Fewer, stronger followers would help, as you’d get a larger percentage of your total combat power “online” at any given time.
Then again, if your defense is based on lagging out attackers, either by having hundreds of thralls in your base or filling it with decorations solely chosen for lag, well… forgive me if I don’t cry for you.
Maybe with the saved cycles from those hundreds of thralls, the remaining ones will work better, even.
Stronger followers would help if we had them. Instead, they’re going to randomly nuke the followers we do have and make the ones who survive useless, because they’re not retroactively included in the leveling system. Besides, brute strength cannot compensate for the flaws in the AI, because they’re qualitative, not quantitative. In other words, the AI is dumber than a sack of hammers.
Typical. Everyone seems to think that only PVP servers are “real” Conan and the rest of us on PVE and PVE-C can go fück ourselves.
I have a relatively big main base with 24 guards: 18 on the outside and 6 on the inside, because the crappy purge algorithm occasionally spawns enemies inside. That’s not nearly enough to defend from the purge – it’s just something to keep one group of enemies busy while I deal with another. If I wanted to have a decent chance of letting my thralls handle the purge, I would have to add at least that many archers, which would bring the total up to 48 just for that one base. Add on top of that all my clanmates’ bases and the guards we would need for our public map rooms and places like that, and it’s a piece of cake to blow through the cap.
I can’t stress this enough: the cap is completely unreasonable for PVE and PVE-C servers. Especially in a game whose developers were so proud of their players being able to build big, that they organized a building contest!
Given Funcom’s track record? Pfffffft.
I disagree. If I invest the time to build a base, thrall that many for defence, equip them etc…why are players like me being punished?
Is the issue thralls not working right? That’s not a numbers thing, that’s a coding issue. Rather then fix the actual issue, they bandaid it.
The thing with sandbox games, we are free to what we like in them. Funcom has now limited me to 11 thralls for my base defence. Tell me how (unless these new thralls can fight like 40 old thralls) I can defend my base with 11 thralls, while leaving my other bases undefended. Its bullsheet.
I think we agree on some points…and if you think this hurts on a pve server where no players attack you, add that element to PVP servers and you can see why Im upset with this new change.
I don’t play PVP, so I can’t speak from my own experience, but I’ve been told thralls aren’t really that much help in PVP. Regardless of whether that’s true or not, I agree with you that it’s a horrible idea to try to fix “400+ thralls in one base” with “server-wide per-clan follower cap”. I mean, sure, it’s easier for devs to do that than implement a good solution – I know, I worked in game development for a couple of years – but that’s no excuse for shafting all the PVE and PVE-C players, and a non-negligible portion of PVP players too.
Sure, I can see you haven’t had to deal with people on a pvp server.
The whole point of thralls is to have more things fighting for you, as defence. That was the whole point of introducing them in the first place.
When raiding a clan, especially if you are in lesser numbers, you have to be methodical when you attack. The best defence against such things are to have as many fighters as you can to cover areas that you cant always be in. My replies above, I have two bases and two thrall farms. How can I effectively defend my stuff with 11 thralls (clan of 8- max of 90- 11 each)? I need lots of thralls, since I cant be in 4 places at once…but having 40-50 thralls in one spot will slow them down in their attacks to allow me the time to get there.
You can have the best designed base in the game, and it can still be raided and destroyed…so saying “build better” is not a good enough reason. The point of so many thralls has another point - the cost to raid my base is significantly higher. I have some nice rare things…and if you want it, its gonna cost you to raid me. Now? 11 thralls is all I have.
Looks like another classic Conan update to me.
Give something, take something away.
While I’m not opposed to limiting followers, I think the numbers are way off.
If it rolls out like this, the clan system is dead. No new friends joining the game will clan at the net cost of 50 thralls.
I would suggest a rethink in numbers.
Maybe 45 solo, +20 for the next 4 clan members, +15 for the next 5. For a total of 200.
If they decide that 55+5 is the way to go then they need to do something with the clan system before hand to enable individual clan members to be able to own sections of their land claim. Eg 1 owns a base at Assgard, 1 owns a base at mounds, 1 at sepers and so on.
Then clans can be disbanded without someone losing out.
Whoops…
double post.
Thing is…
Spent my blood and soul trying to tell FC that the feeding system is a bad idea.
They implemented it anyway.
The only reason they removed the feeding system in the end was because it caused performance issues, not cuz it annoyed the living daylights out of players.
When it comes to performance issues, you can whine and lobby and campeign alllllllll you like. They are gonna nuke it from orbit, exterminatus style. No quarters given.
So best just accept the new realities and consolidate your forces, cuz winter is coming.
Maybe they should roll back to 2 years ago when this wasn’t an issue.
Maybe they should have implemented this 2 year ago to begin with.
It’s not like ARK wasn’t there to showcase what happens if players can’t control themselves when it comes to NPC population.
Then again the way ARK solved this was ingenius. Sure, they had tame caps… but then they implemented Cryo-pods which let people pick up their dinos.
In CE, picking up thralls would give people something to work with.
But on the other hand, level-up-able thralls render the old thralls obsolete, therefore, why bother with pick-up?
First, by all means yes, I love PVP’ing, and will gladly fight as much as I can. Combat has always been fun in the game for me, even going back to when the Chinese exploiters were an issue, and we could chase them naked with stone mauls.
Secondly, yes, PVP’ers could build thicker walls…so like I explained above, the way to slow down and counter having no thralls in my base, is to make my walls 40-50 layers thick. My base goes from 12-14,000 parts as it is now, to 60-70,000. Whats going to lag more, a smaller base with thralls for defence, or a massive cluster f— of parts? Ive attacked a base that large before, and by attacking it, it crashed the server.
Funcoms going to hear a lot more about massive bases moving forward from here.
This ain’t no garden…
Don’t plant your seeds here.
Could you please not give Funcom ideas on how to shaft PVE players further? I like being able to go to the volcano and spend two hours mindlessly mining 100k stone. It helps me stock up on hardened bricks for my builds.
Theall and Pet lag server. More then anyrhing. Look all top private server Max limit. Is 10x
Good change