I know :slight_smile: i meant “yes i agree to all im reading above”

First paragraph, are you writing about real life or Conan exiles? :slight_smile:

It’s the same with all long-running MMOs and just about any game you’re intended to play for thousands of hours. Repetitive tasks become chores, but it’s simply impossible for developers to produce new and interesting content at the pace players consume it, so to keep players “engaged” they need repetitive tasks. And when they make those chores obligatory (e.g. upkeep costs for your base, like some games do) they make players fall into the sunk cost fallacy - they’ve built that base over months, and they want to keep it, so they keep doing boring stuff so they can keep their interesting stuff (that has probably stopped being interesting along the way).

At least Funcom doesn’t force us to do boring stuff just so we can keep what we have, unless you count logging in once a week. By doing the boring stuff we always gain something, no matter now minor the gains. So Funcom isn’t even the worst offender here.

Lo i just make this point. I stop playing because they weakend the thrall so much! Taking ages to level them up while being killed in 5 seconds. For a solo player this is very toxic. A trainingcamp wil solve this problem. And i hope they give the thralls the option to patrol even its just for 5 mtr. These two things would make the game much better instead new stuff where you get bored after two days too.

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No, it wouldn’t. Your thrall will still get killed, and you’ve lost the materials you spent on training him, and probably the materials spent on building the training ground too.

Because no matter how powerful your thralls are, if left unattended, they can, and will, be murdered by a competent player.

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It would if the “problem” is the TIME wasted leveling thralls for no good reason.

I would like to just play the game, not level thralls all day long.
Better archer and fighters for base protection would be nice, but I don’t want to spend so much time leveling thralls.

Leting them gain exp passively would be a big help, I don’t care if it’s slower than when following.
It could give a boost to leveling thralls if they could gain a few levels on their own.

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This one gets it, the thought process I guess was to get players out in different biomes etc, but you can do that gathering lots of food and drink to keep the training ground running, and then the thrall levels up, just like any other bench in your base, much less time consuming.

I’m not really for any system that just runs on its own. One of the biggest issues with this game is players can utterly avoid contact with each other and when you introduce systems that encourage offline play, it just gets worse and worse.

I’m not unsympathetic to the plight of how boring and tedious leveling thralls is however. And I do agree that this at the very basic needs to be sped up, or more ideally replaced.

What I’d like to see instead is remove the levels entirely, sort of. Instead of going from 0 to 20, they instead would go from 0 to 3. It would take as much experience to go from 0 to 1 as 0 to 10 does now, 1 to 2 as 10 to 15 does now, and 2 to 3 as 15 to 20 does now.

The difference is thralls START with the stats they would have obtained from 0 to 20 at level 0. Making them useable as soon as they come off the wheel. However to get the perks you need to level them and you get a perk each level (at the same rate as we do now).

What this means is you level thralls normally, but don’t feel the obligation to. If you need a slave army for PVP or Purge, you can get your Army without feeling the need to train them individually. But those you do train will have perks that give them a slight edge over those that don’t.

This would give us a ton of options when it comes to staffing defenses.

Now… this isn’t the most ideal situation IMO. I would like to see the leveling taken out entirely and replaced with some active system, quest, journey step, or some mechanic that is active in nature that leads to thralls getting their perks (but get the stats when they’re taken off the wheel). Course I wouldn’t mind something like this replacing player levels too. But that’s a subject for another thread. But I’ll settle for my level 0 to 3 suggestion. It would definitely be heads and tails better than what we have now.

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:laughing:

Gathering ingredients for it is not so bad.

One simple solution is to go for quantity instead of quality. A Cimmerian Berserker gains 35.57 hitpoints per point of vitality, and 0.4 % damage bonus per point of Strength. The increases across 20 levels are meaningful but not world-changing, considering that they start with a solid pool of hitpoints, and they have a good base melee modifier.

Some Black Hand T4’s have great stat improvements. They start with lower scores than a Berserker, of course, but they also level up a lot faster and can reach well over 3000 hitpoints. They can handle themselves pretty well against NPCs.

Now, against PvPers, thrall stats alone won’t help defend your base because the thralls are idiots, and unless the attackers are also idiots, they can dismantle whatever thrall defenses you have if you’re not there to fight.

The problem is that pvp is nothing more then attacking someone’s base when there offline, there needs to be things to fight over in the open world, such as things marked on the map that people fight over, training thrall on equipment has nothing to do with avoiding others.

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Thats with almost everything. Thats why you keep them together. I want to see you fight with 30 in a room. People always seperate them in close rooms. They can be a good defense if you place them in the right way.

I agree here. I mean leveling a thrall as is does not require me to interact with other players. Maybe on a busy server you might run across another player leveling thralls. But if it hasn’t changed , in pve if you both get 1 hit on the enemy, then you both get the exp. On pvp, leveling a thrall is bottom tier priority because well, bombs and Gods. A leveled thrall on PvP is a novelty that will eventually die while you are offlined.

Then fight with me not to remove the All Mera yah bug, lol :rofl:. If you go war party, say stop to a good safe spot, you’ll lvl up from zero to twenty 2 Berserkers just by killing the boss :woman_shrugging:t4:.

But seriously now. Although i would love the idea of proving grounds, not training grounds, which means i enter naked and i fight with what i collect until i die amd get rewarded for the lvl i managed, i would like a mechanism that safely trains thralls.

@Kapoteeni , droh is playing pvp. If you play solo you have to do a lot. A pvp player must know the “changes” of all the map in a day if he wishes to survive. Just scouting the map is very time consuming. Then again, you have to check your event log all the time, maybe you’re really far and you need to remove bracelet to go faster in your base. I know there are more mechanisms now to make things easier, yet everything is very time consuming. But time in pvp is precious, these penalty seconds you have on death are enough to loose everything sometimes!
So thralls must be easier for them, however they only go harder, AI, reaction, etc…
We may have the time luxury to grow thralls and have them almost forever, for a pvp player, a month with the same thralls means just one thing, dead server :rofl:.

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Very true. As I wrote in my essay “PvP is unfair” a few years ago, success or failure in PvP really depends on who has more time and/or more friends.

This goes with thralls, too. No matter how easy it is to level thralls, the people with more time to play, as well as people with bigger clans, will have more and higher-level thralls.

The tricky thing about balancing anything for PvP is that anything that helps a solo PvP player will also help bigger clans, only more so. The only thing approaching a balancing act is that extra clan members increase the clan’s thrall limit less than being a solo.

So maybe a thrall training camp could give thralls, say, 5000 exp per hour, -500 per clan member above 1 (these numbers are just examples, but you get the point).

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So which is it?

As a solo player being chased, I learned recovery time is very important. It’s not a mashup when you find something in dire need. Now that heavies are made slower and agility types are made faster… there’s gotta be more to this narrative.

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