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

I see a lot of people talking about hard purges in Exiled Lands like Cimmerians and Sobek purge, I have tried a lot of the hard purges there, but on Siptah it can be a whole different game, there are beasts there that will make most of EL purges seem like a walk in the park.
You can get an elder purge, I got one of these, they were all LLoigors(3-skull dragons, maybe 10-15 per wave, don’t know I didn’t have time to count) and they killed almost all my decent levelled accursed fighters T3 and beserkers wearing epic heavy armor in the first 15-20 minutes, went through 2 layers of T3 defense walls like it was butter.
I agree that having more players with a good follower can control a purge much better than a bunch of thralls placed on guard, but even with help from several players on the server we weren’t able to defeat them, my luck was that the purge timed out before the last bits and pieces of the base crumbled, and I don’t even know if there are harder purges than that one, so yeah you may end up with a purge that will require a good amount of thralls to even have a chance of surviving :slight_smile:

That Purge sounds like a nightmare, yikes :grimacing::joy:

I can’t wait for Siptah , it must be awesome to have a purge like that , awesome .

Well it certainly was exciting while it was going on, but the aftermath…
Losing hundreds of hours of work in just one purge felt devastating.
Could I have prepared better?
Yes maybe, but I felt better prepared than in any purge I’ve ever had in EL, I lost close to 20 fighters all heavily geared placed outside in 2 groups, 7-8 archers that jumped down from the top of the wall.
Inside the base was a Brutus dog, a T4 bearer, and a couple of dancers.
My follower a level 16-17 Accursed berserker and all the others were killed within the first 30 minutes of this purge.
It has to be said that I had the purge while there was a problem with thralls mainly doing 1 swing instead of combo’s + storm started shortly after the purge began throwing storm creatures around me, also my base is close to the mastodont graveyard outside the center tower, so they also got aggro’ed especially a 1 skull mastodont caused a lot of problems at some point, it was absolute chaos :rofl:

I don’t see how one could possibly deal with such a purge using maybe 10 fighters as someone suggested.
I have dealt with many hard purges up north in Exile Lands using only a handful of thralls, but dealing with purge creatures like LLoigors that are all 3-skull and possibly just as strong as red mother in quantities of maybe 30-40.
I don’t think that is possible simply because 3 or 4 of them attacking at once will make the thralls spend more time getting thrown to the ground than fighting, there will always be one of them stomping, breathing fire or swiping their tail, so basing the amount needed for a purge on Exile lands alone doesn’t make sense since Siptah has some really nasty purges that in my opinion can challenge players in ways we’ve never seen before.

Back to topic…
I welcome a thrall limit and think it is needed, but solo players will also need to have a decent defense against tough purges.
A while back it was discussed what would be fair amounts, some said that if a 10 man clan would have a max of 100 thralls then a solo player should only have 1/10 of that as their cap… This was where the discussion ended back then for me :grin:

I think Funcom is facing a big challenge finding the right numbers per player and for clans because on one side they cannot make it too low for solo players and if they allow fx 100 thralls per player and a max for 10 man clans of 1000 thralls then they haven’t really solved any of the problems.
Bigger clans would still be able to create zoo bases filled with pets and thralls all over causing problems for both server and players with lower end pc’s/consoles…

So I won’t be making suggestions to what I think would be fair, I just hope they find a good compromise for both solo players and big clans that will work :slight_smile:

You lost alot on that purge but did you get any good loot & thralls from it?

No thralls, but they dropped dragon horn and bones + I believe I got greater essense also, if I remember it correctly, it definitely wasn’t worth it loot wise considering the loss :slight_smile:

Arg, quite expensiv loot to get.

Sry , for off topic , but I know the feeling m8 . I was invited by a friend in a pve server . I knew that he invited me to take me in his clan but I didn’t want to go without presents . So I speed up my lvling a bit and I fix a small base to the mount of the dead . So on a week I had a large chest full of legendaries , a chest full of Berserkers , a large chest full of hardened bricks - steel reinforcement - shaped wood and a chest full of demon blood . My crafting stations had named crafters , darfari witch doctor , Beri , Fia , etc…
It was an American server so I didn’t quite knew the purge hours , it was midnight and I was ready to log out and sleep , then I got a message that Cimmerian Berserkers will attack me , so I thought ,nice I will get a purge blacksmith too , excellent … if I only knew :rofl::rofl::rofl: . My base was still sandstone , since I would dismantle it the next day to join my friends clan , so I took my lvl 20 Dalinsia , I gave her a truncheon replacing the sword of Crom from her hands and I charge to the purge … I died in seconds dude , when I spawned back the purge already destroyed my half home , I couldn’t find my body , I couldn’t do anything just to see them destroy everything , yet , IT WAS AWESOME , after all this time in the game finally I felt helpless in a purge , no matter it was my mistake I had finally had a proper purge in the game . Ofcurce the next day I went naked to my friends clan but in a week I double the things I 've lost in that purge . So when they had everything and they didn’t need me anymore I went on my server and fix a proper base for a Cimmerian Berserker purge . It was difficult , yes but I wrecked them and ofcurse I took the beloved purge archer I needed for my collection :wink: .
Pay back time :stuck_out_tongue_winking_eye:. I am pretty sure you will wait for them my friend and you will destroy them this time .

No normal player (spec smal clans and singel players) have acces to the Surge t4 thralls. Thos spawnpoints is only for the big clans. So chanse a singel player can farm whats needed 4 that and if you do the rest of the server will come and kill and loot everything…

I know a solo player (official server) doing Surge t4. Also you can share a Surge T4 which my server has done in the past.

Its possible but more work for a solo player for sure.

A question.
If the goal is to make the purge easy by having tins of thralls, then why even have it as a mechanic. If there is NO RISK, the meta would be thrall up to max and NEVER worry. Which then removes a complicated code wise mechanic from even needing to exist.

Haha you’re right, I also edited out the fact I thought what you had written to JJDancer was a little rude and unnecessary, but it wasn’t really rude at all, so I changed it. I really try to not offend or say anything rude to anyone on here cause I know we are all just giving our own personal opinion on a game we all love! Just got a little tired of the amount of people commenting on the difficulty of purges, who also hadn’t ever experienced those purges :slight_smile:

I haven’t seen a single player suggest the purge should be easy. For the most part, the purge is quite easy for me and many others (all depends on the type of purge). The mechanic is fun and exciting because you don’t know what you’re going to get, could be garbage or could be a great purge with that fighter you’ve been waiting to capture!

All we have asked for is that thrall numbers not be reduced so dramatically that people who have multiple bases will still have enough thralls to defend those bases when they get hit by the real tough purges. Most purges can be dealt with with just one good thrall, however others are insanely difficult and require quite a few. Depending on how many bases and their locations and spawn points, certain people may need more thralls to be able to adequately defend those spots.

There is always risk, thralls can still easily get swarmed by a large purge and they can spawn at locations where there is no one guarding. The purge is still definitely a very exciting mechanic even with lots of thralls.

That’s true, but I don’t think that’s what people are asking for. Just as the purge should never be a guaranteed no-risk activity, so it shouldn’t be a guaranteed disaster, i.e. a risk that you cannot handle.

For solo players, there are certain purges that literally cannot be handled without backup. I don’t know about Siptah purges, because I haven’t been playing Siptah for a few months now, but I know that the “swarming” purges in Exiled Lands (e.g. Sobek or Berserkers) require backup. You literally cannot defend from those purge on your own.

That backup has to come in one of two forms: 1) other players, or 2) enough thralls. Since one of the tenets of Conan Exiles is that it has to be playable in single-player mode, you cannot count on other players, so you need to be able to use enough thralls.

Check again and you will see most use that as the reason they want a high cap count. Thus they wantvyhe purge to he easy.

And that is where I say around 20 leveled named thralld can handle a majority of purges. The rng you get a “hard” one means sometimes you will have to rebuild. The purge is meant as a game cycle, but due to the no limit thrall count people have grown accustomed to it being just another farm able mechanic.

I’m not sure how we went from “thrall limit discourages clanning” to “purges are not supposed to be without any risk” to “you just need 20 good thralls”. It feels like the goalposts keep moving around too much :wink:

Yes, I know that you don’t need more than T thralls to survive purge P. I don’t disagree with that. I disagree with the claim that people are asking for purges to have zero risk. Just because you’ll never get everyone to agree on the exact number of thralls you need, doesn’t mean that everyone wants the game to be too easy :smiley:

Fourth option: manage the purge meter so you never get purges.
Fifth option: make sure you’re in a clan and your mates help you.
Sixth option: rely on the community on your PVE(-C) server to help out.
Seventh option: play on a private server where purges are spawned by an admin, based on your request.
Eighth option: play a different game.

Hey, this is fun! :stuck_out_tongue_winking_eye:

It is a sub discussion, as many on this thread are saying the reason for PVE to have so many thralls is to defend the purge. I am arguing that is not viable reason based on my experience with purges and how thralls interact with them. I am wanting those posters to find another reason besides “I want”, or trying to help them understand by allowing for so many it removes the risk of purges completely.

I was skimming through this thread and I had an idea. Tell me what you all would think of this?

What if Funcom implemented a barracks in one of the patches? Basically, it’s a building where your thralls could be “stored”

If you go over the thrall limit, extra thralls would automatically go to the barracks. If somebody leaves the clan, lowering the thrall limit, extra thralls would automatically go to the barracks.

Thralls in the barracks could be seen standing around, sleeping, gambling, ect… BUT! They wouldn’t actually be in the world. They would be a graphic much the same as a workbench thrall or a thrall on the wheel of pain.
In this way you would still have the thralls, but the server wouldn’t have to process them anymore. From the servers point of view, they’re just another inventory item.

What do you think?

Yes, most of us PVE players feel like we need a certain number of thralls for two main purposes: defending from the purge and making our bases look alive. Those of us who are willing to compromise and sacrifice – instead of just saying “I don’t want this” – are willing to let go of that second purpose, or at least trim it down to essentials. But you’ll be hard-pressed to find those who are willing to give up on the first cause.

There are many motivators for PVE players, but I would hazard to say that two biggest among them are: 1) building, and 2) collecting (weapons, armors, thralls, pets, etc.)

As a corollary, PVE players tend to build differently from PVP players. Every post I’ve read on these forums, every image or video I’ve seen, tells me that PVP players build their bases to be defensible. You try to secure your bases from thieves, raiders, purges, etc. PVE players build for aesthetics. Our bases are often sprawling villages or castles or temples or other poorly defensible creative jumble.

On top of that, PVE clans will invariably have more than one base, and perhaps additional builds on top of those. It’s completely normal for PVE(-C) servers to have public map rooms near obelisks, to facilitate fast travel for everyone. One or more clans will also build an arena, with battle standards, for the whole server. Sometimes there will be more than one clan offering arenas.

Point being that PVE players usually don’t form a clan to bunch up in one base. Although that would be a fun exercise for an “architect”, nobody really wants that; people on PVE generally don’t want to “crash on someone else’s couch”.

Which is why PVE players argue they need more thralls – for purges – than a PVP player might find reasonable. You know better than I do, but I would guess PVP players want to use their thralls as a layer of defense against raids. We don’t have raids, but I would wager our purges are a bigger source of concern to us than to a PVP player.

Don’t get me wrong, none of this means that PVE players want: 1) unlimited followers, or 2) risk-free purges. I’m just trying to explain why “you just need 20 good thralls” is not going to sound satisfactory to most PVE players.


It’s really a hard problem to solve, and behind it is another problem that’s even harder: overbuilding on official servers. I’ve finally decided to jump back onto officials and I did a “tour” of PVE-C and PVE servers in my region, creating a character and running around the server to see if it’s worth settling down. I’m pretty sure I’ve done close to 10 servers now, and more than half of them are hideous.

There’s one where a clan built an abominable hodgepodge of structures spreading all over the Oasis of Nekhet, with a “road” going from it down to Shattered Springs. Parts of that mishmash are finished T3 builds, but most of it is T1 crap that looks like the Conan Exiles equivalent of those kids’ drawings that parents put up on their fridges to make their kids feel good. The cherry on top? Someone in global chat said “Yeah, it’s been like that since I joined the server.” A whole landmark area completely ruined.

Then there’s another one where a clan has huge sprawling castles west and north of New Asagarth. And I mean massive stuff. My Citadel is a relatively big build, but these things dwarf it. They extend into Godsclaw Passage, ruining somewhere between 25% and 50% of iron nodes there. It’s nuts. And it’s even more nuts that I spent a few hours on that server alone, during “PVP hours” (i.e. server prime time) and the owner hasn’t shown up once. I imagine they pop in periodically to refresh their stuff and then go back offline.

The crown jewel is the server where I used to play before going on hiatus. There’s a clan there that I won’t name, whose behavior was the final nail in the coffin where I laid down my opposition to the follower cap. When @JJDancer talks about a clan that accidentally let one of their builds decay and there were 500+ followers in that space, that’s the clan. They had already built several massively sprawling builds before I went on hiatus. I visited the server yesterday and it was much worse than before. They’re everywhere. At this point, I wouldn’t be surprised to find out that they’ve paved over roughly half of the Exiled Lands with their stuff. Anywhere you go, you risk the server FPS going into the red and the ping getting stuck at 1020 while the server churns and sweats, trying to deal with their stuff.

So overbuilding is very real, and it’s very much a problem. It’s a problem in terms of server performance, and it’s a problem in terms of discouraging new players.

And it’s a hard problem to solve, too. The purge doesn’t do anything to solve that problem or even discourage that kind of behavior. What’s more, Funcom has officially confirmed that the purge isn’t designed to deal with overbuilding. Its purpose is to 1) “control and demolish unused buildings that players do not use”, and 2) “give players meaningful, challenging content to create usefulness of their buildings and forts”. I would argue it doesn’t do the former at all – you can refresh your builds indefinitely while keeping your purge meter empty – and the latter is nice, but doesn’t help with overbuilding at all.

The follower cap will help, a little bit, by making those huge sprawling builds much less defensible for active players. But it won’t deal with those who simply refresh their overbuilt monstrosities. We need a different, better system for that.