Like, double it.
It needses it!
The update that included Living Settlements also introduced crafting thralls counting towards the limit and heavily ate into our limit without consideration.
Double thrall limit on Official PvE servers when?
Like, double it.
It needses it!
The update that included Living Settlements also introduced crafting thralls counting towards the limit and heavily ate into our limit without consideration.
Double thrall limit on Official PvE servers when?
Yes, but that same update also made a lot of non-hoarder people who were sitting comfortably below the limit suddenly have a lot more thralls so the overall quantity of them increased.
This means that the actual consideration Funcom was making was lowering the thrall count, they said on the stream where they announced living settlements that theyâre running performance tests to see if the limit needs to be reduced.
So to answer the question.. probably never.
Hi this is me! Imagine me in full clans (not simply artificial alt clans) with well below the thrall limit. I have a lot of opinions on the behavior of players in this regard but for me theyâre simply not necessary for my type of playstyle.
Anyway, no matter what decision(s) they made/make regarding thrall limits it just wonât please everyone. If the limit was doubled players would be asking for quadruple. If a player canât reconcile having limits in respect of performance and other players on Officials, we all have options outside of that.
Iâve seen how far people can and will take it when thrall limits werenât a consideration. Now with new systems in place (emotes, LS, taverns, etc) it would be hard to justify higher thrall limits.
Although I can see where some may feel they need more for purges; I canât agree even then that it is necessary. Maybe I know the game too well so I feel a lot more confident in how I build, level my thralls, what armor I choose and skills to rely on.
Then thereâs the dollhouse enthusiasts, no shade on them but they also have options beyond Officials.
Iâd be happy if they fixed the 1 off limit issue or bartenders not being invincible.
@slaithe I know I wrote all the reasons why I donât think it is necessary but what is the reason (other than crafters taking up slots) that you think doubling it is required?
I want more!
Denied.
But mum, I want more!
No.
But I want!
Why do you want to so many?
Because!
But why? Is it because you want to place even more unnecessary archers on the walls of volcano purge base?
âŠ
So when someone says, âYou and what army?â you can say, âThis one!â
I started a new playthrough on an official server and ran across this. Itâs all Cimmerian berserkers fwiw and is only a part of the thralls belonging to this clan.
On the open groundâŠwould be a shame if a âstrayâ purge hits them.
Double seems a bit exesive but if they increase it the numer of crafters we need to set on the world would be awesome! say 3 armorers, smiths and carpenters, 2 taskmasters, 1 tanner, 1 smelter 1 alchemist and 1 cook, would be 15 and give us 5 more slots for priests, (3 for each spec for 7 religions ouch. 21 would be too much)
Not meaning to prod the bear or offend anyone but, in theory, how many thralls does a PVE player really need.
Five types of crafting thralls can have specializations: Armourers, Blacksmiths, Carpenters, Taskmasters, Priests.
There are two types of named Taskmasters. Three types of named crafters for Armourers, Blacksmiths, and Carpenters.
A total of 11 thralls needed to achieve the very best from each of those benches.
There are 7 Religions with 3 specialized named thralls for each. Thatâs another 21 thralls.
A total of 32 thralls are needed to attain the very max from every crafting/religious bench.
Add a cook, an alchemist, smelter, and a tanner.
The total is now 36 crafting thralls. That doesnât leave much room for fighters/dancers/archers does it.
The way you decide crafting thrall numbers vs fighter numbers now works the same way as the Attribute system.
In the attribute system, as you progress through the game you have to decide which attribute to choose: Strength, Vitality, etc.
With the introduction of the LS, you now need to decide which is more important to you, Crafter numbers or Fighter numbers.
You canât have an army of both. You have to re-think your strategy. You have to strike a balance.
I build âdoll housesâ myself so I can understand the desire for PVE players to want to decorate but . . . limits are set for a specific reason.
One has to draw a line in the sand somewhere. Because we all see/play the game through different eyes, that line will never make everyone happy.
Lol. Hard to reply honestly without p*ssing someone off. I think Funcom closed that loophole. Still . . would have been fun to watch.
I donât think it is really a question of how many you need. If that is the bar, then you are right, but for a lot of players it goes beyond that.
FC introduced mechanics, that were not asked for in that way and brought a lot of problems, one of the main being strain on the server: living settlements, taverns, thrall emotes put the highest strain on servers, not buildings as some claim. On top of it your crafters are not inventory items anymore.
I understand that there is a need for a limit for thralls to keep the servers afloat without dying a lag death, but all these broken systems took away options for players to indulge in their role play, dollhouse playstyles.
The way they implemented thodse âfeaturesâ bites players twice, but then any comment on that is futile, as nothing big is going to happen anyway in maintenance mode and I am reaching a stage where I actually want FC to keep their hands off, before they break even more stuff.
Sad but my play reality
Still working, I used that lately to remove a horde of abandoned thralls of some decayed clan. Strange thing is that despite two weeks absence (buildings were decayed) thralls were (are) still there - base decayed on monday 09.02, I wiped those thralls on last monday (week after that base was gone), yet today few are still there (barkeepers and horses).
At the risk of p*ssing someone off . . . . well done.
100% agree. As sad as it is, the game at the moment is the best it will ever be. It is not the best it has ever been, but it is what we have now. If Funcom were to take a 100 year hiatus I would not complain. We can work with what we have.
Who here remembers the way back, when there was no thrall cap at all and everyone had 400 thralls?
The server performance was⊠oh wait, it was 10x better back then than it is now⊠odd that.
Remember the old purges that did not crash the server?
If Funcom actually cared about performance, theyâd cap taverns a lot more than they do, or at least make a patron server setting and reduce it for officials.
All of this is just sweeping the dirt under a rug though. The actual largest problem for official server performance is the servers themselves.
Get rid of GPortal. Problem solved.
Those abandoned thralls were pissed off already, so I decided to shorten their suffering.
Besides, if a clan decide to build, idk, 10k building pieces sandstone âbaseâ around f.e. Sinkhole, fill it with about 40 thralls wearing coarse clothes, then abandon that base till it decay, then they shouldnât be surprised that someone cleaned up.
I know some people are good at micromanaging but not everyone is as aware as they think they might be about their thralls. It might be a good idea to check your Follower list to see if one of the immortal Barkeepers left behind at a cage might be yours? Getting rid of those if they are on your list would open it up.
I donât see people praising the merits of Temperwrights, Builders or Tempersmiths⊠perhaps we all know that Shieldwrights, Bowmakers and Bladesmiths are far superior? Correct me if I am wrong in that that doesnât include small edge cases if possible?
If I am right about that and we know there are superior specializations, why have all 3 or 2 classifications of each profession?
Despite the fact that I feel like at this point the system of having multiple professions is underutilized/irrelevant, I had hoped when AoH was announced that theyâd have merged them all into multi-specialization or rather bench UI effect choice.
Anyway, some room could be opened for what you need by getting rid of crafters you donât actually use.
So ya, choices to make.
I also agree with Tephra about the past and that GPortal is the biggest impact on performance.
We are in the now and until/if some of these new systems and server host are addressed, weâre stuck with some people having a shack at an ob with 6 moaning female thralls while simultaneously asking for higher thrall counts XD
Thereâs a caveat here that people seem to be not mentioning ![]()
The limit can already be disabled on private servers / single player entirely⊠so really the only thing weâre talking about here are official servers.
The acceptable limit for those servers does not necessarily have to be based off âhow many crafters does a player need to have absolutely every type in the gameâ, but they might be restricted, similar to how they donât let people build all over the place (on paper..).
Perhaps the new thrall trading stations can serve as a creative way to play within the limits, need a different crafter for some odd reason? Buy a temporary one, then sell it later.
Is the caveat about this discussion that Officials are not being mentioned, is that what you mean?
No, just that similarly to how âIf you want to build the taj mahal, do it in single player or on a server where it is allowedâ â âif you want a gigantic army of thralls beyond what the official limits allow, you can also have that in SP / private serverâ
As in.. try to keep in mind the server is meant for a LOT of players and everything wonât be allowed to the same level that the game permits.
AHH thanks for clarifying.
Completely agree.