Disclaimer: I haven’t read any other possible threads about this topic and I don’t intend to mimik them (if there are any).
This idea came to me at the time while the first version of the isle of Siptah was available. At that time the only method to get thralls was farming surges.
So how could “Thralltrading” work…
Step 1: Collect as may low level thralls as you can get. By any means…
Step 2: Uptrade them to better versions.
Example 1: Gamble with a thralltrader. You could bet between one and four similar thralls. Each thralls gets you a 20% chance to get a higher tiered thrall. Like 4 dafari carpenter t1 would get you a 80% chance to win a t2 dafari carpenter.
Example 2: like in Example 1 but instead you could bet 5 thralls with a 100% chance to get a higher tiered thrall.
Location of the trader would be ofc Sepermeru
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So, a slave market? As for the percentage chance of upgrading to X thrall. That could possibly be perceived as gambling, which may lock that particular feature out in certain countries
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Idk… I think I’d prefer to just trade with other players.
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Oduda
4
This is how most if not all RP servers do it. Even some PVE servers that are not RP. Have extra thralls but need some (just using an example) hardened bricks to expand your build, make a trade! Have some extra blacksmiths but no luck with alchemists? Make a trade!
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Yeah, that’s what I do. Sometimes I give away extras to noobs. Unfortunately, I’m concerned over how they’re gonna move forward with thrall acquisition. I hope they don’t make them walk off the wheel like the cages. I’d like to keep them for trading or stockpiling for replacements.
I believe it’s only gambling if it involves real money. In game assets that don’t involve money (or Crom coins) shouldn’t fall under that. So long as no money is factored in, it’s no different than other RNG elements like donating hearts to Hanaman’s Grotto or using a skeleton key and getting a random legendary.
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So a new system to diminish the need to actually play the game… Not good, not good at all.
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PhilC
8
Yes please. I know lots of player who really enjoy leveling up thralls and that would really enjoy being able to trade them or give them to friends.
Funcom could take inspiration from path of exile for such system. In POE most things that you can level can be converted back to a tradable item that has all the info and stats on the info tooltip.
I counter you idea with a thrall trial system. Acquire Teir1 thrall, level it up to…lets say lvl 10. Take it to a new coliseum type area where the thrall fights by itself, pokemon style. Theres waves of enemies or just one tough enemy, whatever. Thrall succeeds. Thrall is now a Tier 2 thrall BUT is now level 1 again. Repeat, each time trial gets harder. finally at Tier 4 when thrall is reset to lvl 1 you can choose its Major stat and then minor stats, so you know usually T4 thralls have like crazy Strength or Agility or whatever, you pick those stats. Name your thrall (oh forgot to mention that, untill now thralls name would be un-editable) Further more what would also be cool is, game takes snap shot of the new T4 thrall you’ve created, and now it has a possibility of spawning on your specific server somewhere.
Tbh, I’d be happy with a few changes to thralls. 1. The ability to fine tune their perks. Sick to death of getting two out of three perks that I want for them. 2. An Orb of Nergal for thralls. 3. More racial options (with crafters retaining their cultural gear). Why do I have to have a Zamorian barkeep? Why are there zero Pict thralls? Why can’t I have topless Beri back or my fur wearing Aesir crafters? Because wearing plant fiber with short sleeves instead of furs makes perfect sense when you’re in the snow biome
Not only to diminish the need to actually play the game by creating “mini games” with outside implications (not unlike the least effective features added to most popular MMORPGs), but also a form of taking away the agency of facing other players for resources in pvp.
A slave market can be made easily by already ingame features if one is so inclined, only requiring players to do it.
Teng
12
Rather, it is the replacement of tedious, monotonously repeated movements and routine with new game content.
Few people enjoy, for example, monotonously hammering a stone with a pick for a long time. Many servers increase the resource production multiplier to 3, and they do it absolutely right.
The more diverse game mechanics there are in a game, the more often a player can change them, the more interesting the game is to play.
necrop
13
The only thing I have against the idea is that I tend to automatically oppose anything that brings the slavery system of this game closer to a chattel slavery simulation (breeding, trading, ect.) What players do between other players is fine, but to make it an official system kinda raises the “ick” factor for me.
Unfortunately a lot of players do not understand that factor.
They think that as long as something is “optional”, anyone who dislike it should STFU and let it happen.
I like certain aspects of slavery in Conan canon that might not bode well with the “wider audience”, dont get me wrong, but I dont think putting things in the game are simply a matter of “being optional”.
A good example for this is nudity:
- Nudity is optional. You can set it by server, by player.
The fact that this game has nudity has a positive factor to me that is independent of my using it on or off: This game is not a game for kids.
So independently of me toggling it on or off, it is still not suited to kids, and therefore, for a wider community of responsible parents and general places, businesses and laws, it is not a game kids play.
To me, whatever I use it on or off, it has no kid stuff, no kid themes, no kid appeal, and no kids in game.
That is a factor very few people consider when saying things in game are optional, they just concern those who use it or not. The community of a game is shaped by what it has on it or not, regardless of the members of that community using it or not. You sure wont have a whole lot of players playing the game if it has an internal system of “adult content” that is regulated by law in some countries but is not any jurisdiction of ATF (if you know what I mean). That is an aspect of the careful decision of what devs put in the game or not.
Someone mentioned the gambling problem. My country or my principles do not have a problem with that, but it is A problem.
Games are supposed to be fun. If players keep telling you that they would rather skip playing the game than engage with a particular game mechanic, it’s time to rethink that game mechanic.
Slot-machine mechanics are lazy game design. Randomness is one of many tools in a game designer’s toolbox, but Funcom likes it more than any other tools because it’s cheap and easy.
Did they implement the player-run shops when I wasn’t looking?
I’m kind of surprised a thrall trading feature isn’t a thing tbh. You should be able to unclaim thralls and let other players claim them at the very least.
Thralls/followers should also be able to reproduce creating new followers with improved stats based on their parents.
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It’s a different way to play it. Playing the game doesn’t mean playing it the way you play. Some people have fun doing trades.
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I do encourage every market option. I could even suggest a renting option of specific t4 crafters. Pay gold to my tavern master to call a tier 4 crafter and ask him to stay in my working bench for an hour. But for this we have to wait the day that crafters will be thralls!
Oduda
19
Personally, as an RPer, I have played characters who were fundamentally opposed to slavery, thus they would not go out thralling. They would “hire skilled worker” from others and pay them for their service. So having thrall trading was crucial to thier progression. But obviously not everyone is going to play that way or view things that way.
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No but it’s necessary feedback!
Yes we participate and loved a brutal barbaric game. Asking options to be more heroic and civil has nothing wrong. We are on this map to write our own story.
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