Thrall Limit Discourages Clans, Encourages Solo Play - Increases Base Count

Feeling discouraged because you can’t have 2000 idle statues around your base? I want the thrall limit to be reduced to 10, but that’s just me.

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I mean, I wouldn’t mind having non-AI, cosmetic-only thralls in and around my base, in PVE, to make the it look less like a well-preserved ruin and more like a real place, but that’s something completely different. :smiley:

And it’s not like we don’t already have examples of that, i.e. every crafting station with a crafter in it.

But I’m not holding my breath when it comes to that wish…

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Or get married… :stuck_out_tongue:

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I’m already married. We mostly talk things through when we disagree. Works better than getting pissy just because you don’t share the same opinion :stuck_out_tongue:

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First, I play on Official PVE PS5. All purges aren’t equal, some are actually difficult, some are easy and can be handled basically on your own! I noticed you wrote 10-15 thralls are enough to deter purges that are bugged, they have only been bugged for me since 2.3 came out less than a month ago. Before that they worked every time, sure they sometimes spawned on top of buildings, but they always attacked in the full number of waves. The one purge that wasn’t bugged over the past month was an Army of Nordheimers, this can spawn as many as 75 fighters per wave and can include Ladagara multiple times. That and the Berseker purge can be very difficult! Sure if they all spawned at the same spot and walked towards you, 10-15 is probably enough to handle them, but how often does a purge spawn at just one location? The only reason I address this is because I see so many people saying the purge isn’t difficult, why do you need thralls for that? All I’m doing is trying to show that there is in fact a different type of player and player base, who tries to get purges over anything else, who does still find purges difficult and who uses thralls to make them easier and isn’t just placing 1000 thralls or pets outside a building.

Similar to @Palm522 I enjoy collecting different thralls and levelling them up. I also enjoy getting one of each of the greater animals.

I think the least Funcom could do is to make sure the cap (even for a solo player) is just above the total number of unique capture-able thralls and pets. I understand I can keep them in a chest and never place them, but that is no fun and means you can’t level them up.

The ideal number to me seems to be around 150, I think that’s a static number that could work for solo players and clans. I had over 350 thralls and pets — as I enjoyed placing thralls in bars and shops I’ve created — but since this update has been announced I’ve deleted all those thralls and every pet that wasn’t a greater. I still have a little over 150, but just about every day I go around and try to figure out who to kill next!

I understand we all have to do our part to make the servers better for everyone, I just would really hate to see the thrall cap at anywhere near the previously mentioned numbers. All I can do is give my input and feedback and if the cap number is low, I’ll have to adapt!

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I was saying bugged would be the only reason you need more. And sometimes the mian bug negates all thralls (the one where it spawns inside foundations and base).
I have witnessed many purges, and never had 9ne with 75…but again that is a bug so not one I can comment in.

But devs should never make mechanics to band aid bugs. That is how we get into they nerf everything when the bug gets fixed. The goal should be fix the bug so we don’t need to make short term tweaks to mechanics.

Also, officials are like public parks. If a park has 50 tables, then those tables need to be as equally divided as possible among public. Collect them all sounds gre9at, but at the cost to performance and others game experience is selfish. Same as me going to the park and wanting to have all the tables because I want to spread out everything I brought. Selfish.

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And lastly, to my knowledge, not all thralls AI activate even if aggronrange should make them. It is a horsepower issue of the calculations. That is why sometimes no matter how many thrall you have in an area, some archers dont shoot. So by putting more clutter to just render and load only multiplies that issue causing more issues with purges.

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Same.

When the cap was first proposed, I got ride of several hundred low level thralls and pets, Hyenas, Shellback, T1-3 fighters, etc. because I finally could. Previously, the only way to do so was to take them in the wilderness and let them starve, then that option was taken away.

I’ve had discussions with folks who were upset that their 2K+ thralls would be affected. I was not sympathetic that a <10 person clan had 2K+ thralls.

I view the cap as a good thing, but agree the current limit is lower than I would like as I maintain public maprooms that become the targets of purges and having a couple of leveled Cim Berserkers guarding will make the difference between repair and replacement.

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When they announced the cap, a lot of us thought it was going to be activated in a matter of days, so we hurried up to prepare. That was before they added the option to “break bond”, so we had to run around with thrall pots looking for an ex-clanmate’s leftover thralls and then drag them to the volcano to kill them in lava or drag them to a boss to get them killed.

It was grueling work :smiley:

3TjRhLn1

That was one of my biggest complaints that I yelled about on the feedback thread. Ever since I let all my stuff decay on officials, it has been such a relief not to have to worry about maintaining the public infrastructure anymore :stuck_out_tongue:

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After playing for three years on one server I have collected over 200 thralls. I have two main bases, one north. one south, and three small bases with less than 8 thralls at each small base.

I have most if not all of the named thralls, including the legacy thralls such as the bandit leader etc.
While I am not a fan of limiting thralls I understand the reasoning behind it.

Yet while I will have to limit my thralls due to “performance issues”, a clan that has over 300 in just one spot and who’s base decayed, continues to have their spam in that spot and another 50ish thralls near the swamp Obelisk.
This includes dozens of horses, and a few dozen pets. They still have one base half surrounding the Shattered Springs and continue to log in just to keep it.

In my personal opinion, FC should start fixing the “performance issues” by getting rid of thralls that have no base to protect at all first. This can be accomplished by setting a radius from the bases.

If there is going to be a cap, please make it a flat 200 per clan, and forgo all of the fancy calculations of clan size etc. Why should a clan of 10 that has been playing for 6 months get more thralls than a single person that has been playing for 5 years?

Lastly, the purge will become non viable without thralls to defend. I will just stop having purges, meaning I will play less.
I personally anticipated the purges when they were first announced and they have become an integral part of my game, but without enough thralls to defend, especially the northern base, where the purges can be very nasty, I will have to let my purge meter run down, so I will be looking for other games to play.
Please dont force me to become a base “refresher”, thank you.

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Well, it actually would be very useful in some instances, especially for PVE.

For example, a base of mine was completely dismantled by a neighbour on a PVE server, not sure why they did it , other than to troll me or just to gain resources, but they did.
Now, obviously I am not looking to rebuild next to them, I would prefer to move to a different location. Problem is, I have twenty or so thralls now standing around in the middle of nowhere looking somewhat bewildered (survivors from the old base)

I would like to move them to a new location, but since I can only move one at a time, means I would have to make about twenty odd trips to do so.

This is not practical, but neither do i just want to abandon the thralls which took time and energy to obtain in the first place.

Being able to ‘repack’ them away into my inventory would make life a lot easier, and would also help to cut down on abandoned thralls on the server.

Now I can see why people may not want this on a PVP server (I could see how it may disrupt combat etc) but for PVE I do not see why we should not be able to do this.

Making it a toggle option for the private servers might not be a bad idea.

As for the cap limit itself, I have no objections so long as it is not unduly harsh to those of us who do play alone, (not everyone is in a position to join a clan)

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True, that’s just you :slight_smile:

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Another example of “play the game my way” gone wild.

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To get the home more alive and decorative. To have people and pets living in the base. And thats whay we also need and proper crafthing trall uppdate.

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Yes to defend but not to make the base alive and nice.

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Yes to be able to dressup and plase crafthing thralls and pets in several ways.

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I mean, there are mods to pick-up, if ever it’s wanted/needed.

Myself i don’t use it, even if i could. It’s not immersive at all in my mind, but i know, that’s a personal view.
I restrict myself the number of thralls i hold, and would for myself introduce even harsher rules.
But, again, that’s my point.

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Not on PS4 there aren’t.

I hear you on the immersion front, and you’re right, but honestly, in this case, I’d rather save time and energy and just be able to repack the thralls away.

As for thralls being used to grief people, also possible yes, but then that’s true of nearly any building / placeable CE game mechanic.
There will always be someone who exploits game mechanics in this way (my time playing online games in general has taught me this, heh)

Which leads us to needing moderators on official servers, which most likely won’t happen, but doesn’t mean it’s not needed.

I for one would rather have a lower amount of active servers which are actively moderated, than hundreds of empty unmonitored ones. At least I feel a lot of the griefing / cheating going on across the PVP servers would be reduced.

Back on topic, I think it’s a hard thing to judge when it comes to thrall caps, everyone will see it differently, a reflection of how everyone plays the game differently.

You’re right, many things can’t be avoided fully, people will still remain people, and try some stuff. :sweat_smile:

But like said, i can’t just talk for my proper view-point and feeling. While i play mostly alone, SP or my own servers, i’m barely touched by to much thralls around or lagging a server. Still i played on populated servers to, even officials, and i know the problem with crowded servers.
Also having same rules for pvp/pve and even SP don’t often make it easier.
Options, and player- or server-options are still the way to go if they can be implemented.

Where SP and most privat servers need full freedom to chose, official need reach a sweet spot matching most players. Not an easy task, i admit.

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