I like the idea of tying it to faction. Exiles (as in Exiles faction) should not be picky. At all. Like, bugs and slugs “not picky”. Darfari Cannibals and Dogs of the Desert should also be a bit un-discerning (and anthrophagic). Relic Hunters, though? Lost Tribe? Heirs? These are prouder people with their own little chunks of exiled land civilizations. Make them finicky, and let the lowbies eat moreso whatever they’re given.
(It also would give some balance between thrall quality and difficulty in keeping - as it is there’s no reason not to only get the very best available and nothing else. Lower-tier factions eating easier-to-get stuff would also let lower-level players have lower-strength thralls even if they can’t maintain endgame ones.)
I’m just passing on what my friends told me when I described what I told them. Trying to impress on how strongly we feel about it.
As for specifics- Make thralls not need food inside your claim radius, at all. If that is impossible, then a stack of food, or at least a full pot, must last at least as long as your base’s decay timer. 140 hours. Anything less than that is unacceptable.
And if they all die if you don’t spend a lot of time at every one of your bases every single day cooking exactly the kind of food they each want? That is ridiculous. We would never USE any thralls if that becomes the case.
So to clear up any misconceptions, here’s a little observation on thralls. Spawned thralls only have 100HP. When I can get onto servers (ping issues) I’ll check out new thralls captured in the wild and report back.
A. Thralls like to eat three things. Ex: Your Fighters eat Roasted Haunch | Roasted Shrooms | Cooked Exquisite Meat.
B. Their #1 choice may not actually be the best
C. If you allow them to pick from a pot, they will take 2.5 stacks of their first choice
D. The pot interface works best with max 12 thralls under management, otherwise the list becomes unwieldy
E. Find their in-common best food (in this case Cooked Exquisite Meat) and fill the pot -> 1 Day’s worth on their inventory
F. Leave the pot at full capacity – or calculated best amount you can afford
G. Before you log out, push them full of their best food, and push the pots full of the best food*
H. Food spoils in their inventory and in the pot
* I just gave Vais the Wayfarer every last bit of my meat and she’s ready to go for 5 days.
That seems to work ok for small amounts of thralls, but what about larger bases with 50+ thralls? this is turning the game into a major micro-management issue. no longer a game for fun.
why not just tie the thralls health to the decay timer. as they decay, their max health goes down. when the decay timer hits zero, they die.
Yeah, except that thralls that are placed will not eat gruel. In fact, each kind of thrall will only eat a few specific foods, so you can’t even feed them all the same thing.
I would love to offer constructive feedback, but the only thing I can think of is “Do not implement this system”. It’s fine for pets, if you have a few of them here and there. If you have 50 ish thralls, spread out over multiple bases? Your entire play time becomes finding and making food for them. I know test live is for feedback but to put it bluntly, to code this system to behave in the way it does shows a complete lack of respect for their players’ time and should never have left the drawing board.
I guess it comes down to dont have more thrall than your clan can manage.
Are you a solo player? Sorry you cant manage to have an army. I think that is fair. Maybe people should stop playing solo online and actually join a clan and work togheter to have a huge base, instead of 40 players each having their own kingdom with hunderds of thralls.
They must implement it for crafting thralls too. Else it will simple become umbalanced to have a ton of crafters and none of the work for then. While someone what has warriors and archers must provide food for their army.
Well hopefully they listen to the majority. Because so far, the majority of feedback I have seen on this, here and elsewhere, is vehemenantly negative.
I could easily see it if pushing their favorite foods out to them gave them a buff of some kind. A thrall feeder full of gruel should be enough to keep them alive for the same amount of time as the max decay time.
Can we get whoever the top-level designer is for this system to answer a basic design questionHow is this system intended to work? How many minutes or hours, every how many days, should it take for one player to keep alive how many thralls? Until we know the answer to that question, it’s impossible to tell if the system is working as intended (in which case it sounds like a really unpopular design) or bugged.
Here is a specific question I would like answered, maybe it will clear things up some. Say a base has twenty thralls. Eight archers, Eight fighters, four dancers. Would you be able to set up a thrall feeding station to keep them alive for 7 days straight? As that is the current maximum decay timer.
Please make the new arrows “transform” to normal arrows after impact, since you can pick them up from buildings and use them infinitely, it’s just like the old explosive bug where you could pick back up the dragon poweder, who 'member that?
Reproduction: trow an explosive arrow to a building wall, after the explosion go to the wall and pick back up the explosive arrow you just used, rinse and repeat.
One thing will not change is this mechanic is here to stay. It was stated since early access this being a survival game thralls would require unkeep meaning food and lodging. That is part of the city life so many people ask for.
It may just be too overwhelming now, but I dont believe it will be made easy on default servers to allow a single player to maintain 100 thralls like we see some builds.
I’m trying to find a balance to maintain my 10 thralls on my main base, but I already know the others on the wheel of pain camps are lost, there is no way I will be able to maintain then, even in single player with default settings.
Lmao first of all for the 700 Conan Exiles players who watched the Livestream this was explained but let me touch on something here for all those who didnt or couldnt make it. This is the testing phase of the pet system. They explained that their Thrall feeding system might need to change. The fact that a player who is starting out cant have 30 thralls is a pretty great balance change. Everything in the Testlive is subject to change…Hence its very name. Please stop threatening to leave the game because of a “testlive” version. This patch just got released so bare that in mind. The more players who have True critical feedback the better.
I can understand some players apprehension and worry about the current test. The last few teslive patches went straight to live almost unchanged (MOAP…), and some broke more than they fixed. Hopefully this new system does not get rushed and there are several iterations before going to the public.
This system has promise, but the timers definitely need to be a lot more laxed than they are currently. Some of the system changes need to be explained a bit further, like baiting fish traps, for people to understand. Pets also need a bit more obvious description as to what each eats.
Lets be honest…The last big patch to be released was a 500 bug fix patch…I have modded alot of games and the most annoying thing about fixing a bug is that 50% of the time that bug fix breaks something else that you never dreamed it would touch. For this team to make a beautiful open world sandbox game with the best building to date is something they should probably get a little credit for.