Maybe I am pouring out my frustrations here but seriously, this exercise of KOing thralls, them falling through the world so having to log out and back in to render them, then being rubberbanded tethered to the spot you log back into, is getting real old real fast -_-
God freaking damn it. As soon as they announced this, I made a list of questions, and one of the ones I kept insisting on asking was whether the wheels of pain will work the same as before, and the answer I eventually got was that we can still use them to break the NPCs.
Thing is, that wasnāt all I was asking about. āWorks the same as beforeā encompasses the following:
- drag the NPC to the wheel and interact to it
- put the food in and turn it on
- wait until the NPC gets converted into a thrall item
And now it turns out that the thrall gets auto-placed? This is so freaking frustrating. ![]()
if that is the case, i am done with this. If thralls get autoplaced in the world after breaking, that would be the final nail in the coffin for me personally and just to be spitefull, dune is then going to be a hard pass as well
It depends on the thrall. So far for me fighters and archers either go poof or pop out next to the wheel. Artisans seem to stay in the wheel. Bearers and dances seem to be inbetweeners, they can go either way; nudge nudge wink wink.
The way it looks if you keep tossing fighters/archers on the wheel and they pop out you will have a ring of them around your wheel
as such ā¦
well hell that pic was a direct psot so the only copy is in the thread, but it shows what I mean.
Okay, so itās buggy. What I donāt understand is why the possibility for a bug should even exist in the first place. I get the idea behind making crafters placeable, but who the fuŃk thought it was a good idea to have the ability to place them automatically and why? ![]()
So at least thereās this:
Iāll just quote myself from an old thread. There I put forward the strong thesis that sooner or later Funcom would completely remove Thralls items from the player economy.
So this bug doesnāt seem to be a coincidence to me. So either the feature is still buggy and it was (once again) poorly communicated. Or that Thralls getting out of the WoP was not yet planned for this update and the still unfinished feature was actually triggered by a bug.
But it is definitely clear to me that it will come!
I really really hope not -_-
its funcom , that can happen, anytime, hard to tell if it is under the influence of too many beers , or someone at funcom hates his boss lol hahaha.
it is clear to me, it will be a major fucj up , and i will need a lot of popcorn for the shitshow that is coming with this absulte upcoming disaster update
About the thrall limitā¦
Now, combat thralls, dancers and bearers are included in the quantity of thralls. Soon the crafters will be added and it can exceed the limit. Trying to estimate: 1-3 kinds of blacksmiths + 1-3 kinds of armorers + 1-3 kinds of carpenters + 1-2 smelters + 1-2 cooks + 1-3 alchemists + 1-2 tanners = roughly 20 extra units.
Hope the devs will increase the limit)
Way over estimating the number of crafters. Each crafter can handle multiple stations so you donāt need multiples of the the thralls with no specialty so one tanner, cook, alchemist, smelter. Generally you will be using dropped and legendary weapons so blacksmith specialties are moot with temper smiths providing not durability bonus on tools. If you can get a shieldwright, that is the armorer you will use. Unless you are a bow user, one carpenter will do. Generally a driver will be the preferred taskmaster. Priests could become a problem if you have altars from multiple religions. So maybe 10 total with two religions.
I donāt know if Funcom will change the thrall limit on official servers. I donāt see the changes making much of a difference for lag. Even before the crafters stop moving, they move around less than tavern patrons do and there is no limit to the number of bars you can open.
Which actually makes your village less lively. Fewer thralls.
Your post pretty much sums up the stupidity of the whole thing
I am now convinced that the issue with tethered rubberbanding is due to technically being stuck on a surface. Twice today while relogging I was halfway inside a foundation, popped out, then rubberbanded for 2 minutes.
those crammed bases give me anxiety ![]()
Seems to me that it may depend on the quantity of construction blocks and placeables nearby. Often, when I wake up in the center of my base itās highly likely that rubberbanding will occur. In the field, Iām always immediately free to move.
So, your suggestion might be correct)
Iāve built a base with a fairly complicated path from the workshop to dining/sleeping zone with stairs, turns and turning stairs. All the crafters found their routes correctly.
ā¦much better than in FO4 where the settlers often could not find a simple way to their bedsā¦
Itās been theorized that builds affect it but I am not so sure about that. Unless the smallest amount affects it. I am on Public Beta and thereās barely any builds. I am the one on this server the most, only a few others visit once a day or less. I have rubberbanded logging in after logging out on a rock in the middle of nowhere.
This is the first time however that Iāve seen myself be halfway into a foundation, like it loaded faster than normal, then popped out.

