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.
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.
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.
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.
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
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”.
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.
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.
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™.