Please set a max cap how many animals a player can raise and keep alive.
On the server I play atm there is a toxic megaclan they have so many animals (and human thralls) around their base that the whole server cries “laaaaagg” when you get near their base , this is on a PS4 server but I am sure the same applies to PC.
In general so much animals and fighter thralls are just annoying, why not start and try to cap it? Cap how many animals and thralls you can place down (maybe start with 5 animals and 5 thralls?), when you place more it should tell you wich thrall will be removed (always the oldest ? ), best solution would be that you can pickup thralls into your inventory again like it works now with crafting stations.
The solution is not as simple as just limiting the amount of pets and slaves, because we often have several bases and need several soldiers (5 is a very low number, if you have only 5 soldiers, poor of you in a hecatomb in the regions to the north). However the game does not allow removing a footman if he is put into play, there is a mod that allows you to go back to the inventory without the items in the inventory that would already help, another useful solution would be to be able to sacrifice a pet or the footman to remove him from the game. We often do not want pets or minions anymore, but we need to leave them in the game because we can not remove them.
It does have restrictions for game play and performance reasons. If no restrictions, then why can’t I build in the middle of New Asagarth or Wall off the noob area with a funtcional pet farm of 100 pens? At some point, too much is too much. I don’t agree with 5, but with no feeding system now, i can lag a server by logging on and just breeding 15 animals a day (3 cycles, allowing for sleep. Plus i can capture 15 animals in one 30 minute run, and then just log in and swap to raise in pen). that is 105 a week, for 3 seeks, 315. on a PVE server. And i can keep going and going and going. So you say no limits. I would callit needed regulation. With a slider for the number, with no limit being possible for SP people.

TBH , the wording doesn’t really matter. The idea is that everything needds some form of control within the game, or it will be abused. I would argue restrictions to one may be balance to others. I understand the fear of over nerfing things. But nerf is thrown around way to often. Asking that there be a way to limit pet spammin or at least make having 10,000 animals on a server as difficult to do as possible is not restricting, it is applying some control over chaos. I know, I know, people shouldn’t do that. They also shouldn’t spider web PVE servers with sandstone, obbie block on PVE, brimstone block on PVE, etc., but it is still done. And somewhere, someone is about to rage spam. It happens a lot. Raging when they don’t get their way in game, then going crazy with spamming sandstone.
Enforcing a limit on pets/thralls is fine, as long as we can choose how high or low the limit should be in the server settings for private servers/singleplayer.
But “spamming sandstone” got away with decay system.
One thing that needs to be done is when a building is removed by decay is to remove all thralls with it.
Exactly my point. Pets have no decay. I can just log in, and refresh timers, and maybe spend some more time crafting more animals to place.
1st point. Step back. this is a game. Funcom will not show up at your house to tell you what you can and can’t do. We are only shopping an idea on the forum for better control of the pet spamming. Funcom will not use this as an in. They are not an evil corporation out to get us. they want to balance the game to be fun for as many people as possible. There are no dubious tactics to get control of us.
2nd point. I literally stated that very option for admin mode settings.
The fun of Conan is precisely in the freedom of construction and expansion of the territory and the population of followers, if implemented limits will ruin the game. An improved Decay system solves the problem.
I agree (bring back the feeding system, but make it more painful to keep 1000 animals and thralls), No one has any real issue with building on cities? Why, because it helps the game play to have the cities populating with the spawns. Same could be said about Animal spamming. too many animals just because you can starts lagging server, and causes issues with building claim areas.
Exactly this.
Simply adding a limit to something doesn’t necessarily make it fun either; as a last resort, I’m fine with a thrall / pet cap even though I love my harem in my bedroom.
Restriction might not be the right path to the matter. A way to circumvent an issue like adding a countermeasure to a feature, one that simulates diminishing return could work.
I’m certain that this issue will be solved for the betterment of everyone.
Oh yes thats a good point! The food mechanism must be made harder , feed them or they die , 3 meals per day 
Personally I think it’s weird to have a pen and trough as separate units, unless you consider the Preservation Box and Thrall Pot ought to work in a similar fashion. However, since they don’t work that way, why should the pen and the trough? The pen has troughs too so I wager that this separate trough is unnecessary. Thus why not make a combination from those two and circumvent the Thrall Pot issue, in case it is still an issue?
Solution
If it’s pinging too much or the ping in itself is the issue, why not take that pinging out and have the Pot gain a measure of how much food it needs instead. It doesn’t have to actually give the food to the thralls, but give out the illusion that they utilise it and that the supply can run out of the food. This in mind, the gauge also needs to have four management levels for motivation; empty, insufficient, tolerable and abundant.
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When the measure rate is on an abundant level, everything works splendidly as intended.
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When it drops to tolerable level, all thralls utilising the related Pots become dissatisfied until the measure pops above abundant level.
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When it drops to insufficient level, all related thralls utilising the related Pots become disloyal until the measure pops above abundant level.
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When empty, Pot cannot sustain any quantity of thralls and forces any occupying thrall to flee.
Dissatisfied Thralls
These Thralls provide disfunctional services. They provide no special recipes and occasionally grunt at their nearby master passing by for not treating them properly. While grunting, their craft speed pauses.
Disloyal Thralls
These thralls have a chance to abandon their master’s favour and attack them on sight or flee. Disloyal attacking thralls can be broken again, but fled thralls are gone and new ones need to be fetched.
New Pot mechanic
Broken thralls are logged directly to the slots of the nearby Pots instead. Available thrall quantity is equal to the total slot quantity of Pots in possession. Each Pot has 5 slots and every thrall that we want to follow us has to be assigned to the radial menu / quickbar. Otherwise they stand next to their Pot and wait assignment to a station or a guard duty (I would prefer this as an automated errand instead).
Assigning is performed by a point and click method. Assigning essentially copies a logged thrall either to a station or the radial menu / quickbar and then the Thrall simply carries that order out; obviously the same log data cannot be copied more than once. Any further attempt will delete the former one first.
Anyone other than the master can’t assign thralls from their Pots and none can actually “take” thralls from any of the Pots since they are just log info. Everyone else has to treat them like they were a hostile npcs; hit them unconscious, tie them down and drag them with you to steal them. All thralls close by will attack intruders on sight. Thralls are territorial npcs so they return to their occupations after an intruder gets far enough and help unconscious colleagues to stand up whenever a threat is disposed.
In essence, all the food would be treated as the fuel of this station. Any food item added to a Pot increases the food supply by the amount put in. Inserted food cannot be withdrawn, but a full Pot doesn’t accept additional stacks. Decay duration is based on the food quality and is modifiable from the server settings; just like most things mentioned here would be.
Animal Pen
Same treatment and limitations for the Animal Pen. Remove the separate food box from the game; unnecessary item. Whenever a pet is not assigned, they can be seen in one of the cages the pen holds.
Thrall Racket
Adding this would allow us to prepare them the same way they would use the Thrall Pot, but this would just be filled with equipment instead. No individual externally interactable thrall inventories needed. Thralls would use whatever equipment is on the Racket based on their occupation. When they “take” an item from the Thrall Racket, that item is marked as “taken”.
Equipment on the Racket won’t break when utilised by thralls, but item quantity has to meet thrall quantity to suit them all. When a thrall dies, gear they had on will be lost with them. Each corresponding piece logged to them are erased from the Thrall Racket and added to their corpses with a random damage number on each, but never broken.
I always keep my pet count low, only keeping greater ones while throwing away lesser pets, or having them follow me to the volcano, using the guard command and just placing them on the lava.
They should make decay timer short for sandstone, a bit higher for T2 and highest for T3.
I seen people build huge structures with sandstone, never upgrading it or using it, just letting it rot everywere on the map.
If T3 had a high decay timer, more people would chose to upgrade and wouldn’t spam stuff since it requires alot more time and materials to make.
Just start killing them
5 ain’t gonna do nothing they are for defence purpose people have 1000 pets because with say 5 the person raiding could just kite those 5 around little harder with 1000 pets or thralls the more you have the harder it will be for the raider. What they could do though is have the greater percentage increased so you don’t have a 1000 pets just to get the 10 greater pets you want for example.