Too much animals

Yet five is more than zero per Pot and that goes for everyone, not just one player, when it comes to defending our bases.

To counter the need for 1000 thralls and / or pets, they can be buffed stronger, but then the npcs out there would become as strong too. Since this is an issue of mere strength, the accumulation could be tweaked from the server settings to suit the needs of the admin. Adding a sponge slider there would work.

Edit:

If I’m not mistaken, I think the server settings actually already has the sliders there. :thinking:

Edit2:

Solution is always to bring a breakpoint closer to the X state where X is the optimal performance. The further away from X the breakpoint is drawn, the more instable and / or unpolished the build is.

On pve, behind a wall?

World bosses can be kited so yes

A world boss vs 1000 pets, that would be a site. So i should spend my time kiting something across the map to offset an infinite amount of pets (or until the servers just crashes endlessly for everyone)

And technically you could do the same if i built on a city. But i can’t build there for good reason. To either limit or make the amount of pets be controlled by the amount of time you want to spent taking care of your virtual zoo would be a way to keep the server from becoming trash and unplayable.

Then they need to bring back the feeding system let someone spend their time farming to feed them all.

I agree on that, but the problem is a technical drain on the system trying to decay them when people leave them behind and abandon server.

The solution is so simple though: World bosses… Don’t like how many pets/thralls someone has standing around their base? Drag a world boss to them. Let said boss kill off some of the pets/thralls… Lather Rinse and repeat until you feel that the number of thralls has been sufficiently thinned out.

Made some additions to the reply above. I think it sums it all up pretty neatly.

If funcom would decide to bring back feeding make it for Pets I have seen way to many Pets at bases but not to feed thralls … they should remove the feeds pots for thralls I’m not even sure why in event log it’s says my so many archers are starving it shouldn’t even be saying that when we shouldn’t have to feed them anymore

Tweaking a system and trying out what works and what doesn’t, how they work and could they be improved is your answer. :smiling_face:

To be fair… decay is disabled in singleplayer/co-op as far as I know, since the “server” exists only as long as the host is online.

However… I’m in pretty much the same situation as you, I prefer sandstone when I build in the desert and simple wood (T1 material added via mod) for the north. Most T3 stuff simply looks too gaudy for my taste.

I don’t think giving T1 materials a shorter decay timer is the answer either, the foundation spam on officials would simply continue. The spammers would just have to log more often.
As far as pets/thralls go… the feeding system should be overhauled and reactivated.

Good observation. I do wish we had the ability to pause the game too though.

Sometimes we get to do things in the middle of things (none are around for that duration) and booting takes too long for whatever reason. For those of us who utilise consoles at least. When a server is down, then it’s down. For the need of some, it’s too efficient of a “pause”. :laughing:

Buildings are not necessarily exclusively one material anyway, so the oft-repeated suggestion to shorten timers for sandstone doesn’t really work.

Well decay refresh working infinite distance as long as it’s all connected is quite another issue (the fact that people use sandstone to build their umbilicals is sort of incidental). Remove sandstone as a conductor and you’ll see the same thing in insulated wood shortly, I guarantee it.

Aye, it may be the, hmm… least bad idea.

The only real way to combat foundation spam is to have an admin on the server who sees it, and then imposes punishments on the player.

1st offense: All your buildings are completely destroyed. All your gear and items are taken. You are deleveled to 1.

2nd offense: You are banned from the server.

Harsh punishments are the only way fools learn.

Animals need regulation yes.

This is a pve only issue, with pvp settings you simply can kill the pet/thrall.

I think one of the simpliest way would be a craftable tool/weapon allowing only the owner of the thrall/pet to kill them. Like a repair-hammer, but a kill-knife or such.

Removing them from the world in inventory like can be done trough mods is fine, but may not been seen as immersive to some other players. Also players may store still more thralls in chests, and we may end with pokethralls one day. :grimacing:

Like you said, it’s not an easy to solve problem. And should of course be handled in a different way for the different community.

I believe something along those lines was mentioned as in the works at some point - though I can’t say for sure whether it was just being discussed or actually coming soon™.

The simple solution is to make thralls/animals starve to death again.