Turn Off Living Settlements on Official Servers ***Disabled May 5-6 during server reset***

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Yesterday a player in my server (official PVE) told exactly just that; he were loosing thralls while disconnected and getting the event he killed them. So for me instead of ‘its looks like a new bug’ is ‘its a new bug’

It is always necessary to keep one thing in mind, and that is that FC has a new game coming out and no matter what they say, that will capture their attention in the coming years. I wouldn’t be surprised if they issued Conan’s death certificate based on his next game. You don’t need Einstein’s brain to know that what is new is what matters to them.

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On a server,lost 4, by following the distance of their death from my base, those who died, it was due to the Stygian pike which was at the entrance to my base.
I’ll check on the other server, where they are dead

Armor display(normal) no adjustment permission, while it stops in front, on the other hand the stygian Armor display, has an adjustment, some players without serves as exterior decor

Hey gang, just wanted to pop in here. This issue is high-priority and we’re looking into what’s going on with thralls still seemingly vanishing or dying inexplicably. Shutting the feature off again is something we’d prefer to avoid but it has been raised internally and is under discussion.

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Thank you for the communication and consideration :folded_hands:

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Was it fixed, that settings “disable for thrall use” reset every time you rejoin official servers?

well it doesn’t matter anyway , when our thralls are dead

by the way i tried to replace them but they keep dying faster than i can replace them

turn off the damn system

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Thank you for the update.

At this interval, the question is whether it is preferable for players to keep hemorrhaging their thralls or to turn the feature off.

Thus far, what has been demonstrated, is that those who make these decisions would rather players lose their thralls than disable an incomplete and buggy feature.

What is the benefit of keeping this feature turned on?
Are you able to share what the benefit is that balances the cost in the arithmetic for making this decision?
Why players losing thralls is preferable to disabling a feature that is demonstrably not working as intended?

Not blaming you.
Messengers are rarely the ones making the decisions they must relay. But are you able to share what the big hang up is? What is making leaving it active preferable?

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Here are 2 things I would like to know: was it fixed, that rejoining server resets “disable for thrall use” settings?

And second - you say that you would prefer to avoid shutting feature off, but at this point it only serves as means to increase frustration of players and make your playerbase decay at faster rate. So, why so much reluctance to turn off feature, that doesn’t work properly?

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Us as players invest countless hours searching for these specific crafter thralls and for what, so they can just drop dead hours, days, or weeks later? I really like the living settlements but it neeeeeeds to be turned off until that issue is resolved :folded_hands:

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Can confirm the 0,0,0 bug is still in full effect, got there and it rained thralls; of coarse there are wolves near the drop.
Corrupt wolf bit my butt hard.

Please turn off the lively villages, update the beta server and fix it on that first. THEN turn it back on, on live.

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it kind of sounds like a corporate thing to me, one of the reasons i’ll never work for a big company again.

it’s easier to leave something on even if it doesn’t work than to turn it off because it would have to be reported to management

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@AndyB
First thank you for your interaction with this topic.
“I think”, If a feature is placed into a game, that does not work smoothly for everyone, then it is not a feature - it’s a burden. At least for a large portion of the player base.
I do not understand Funcom’s reluctance to turn it off until it works properly and smoothly for everyone.
Discussions internally are good, but the discussion should be - “How do we fix this so we can turn it back on?” not - “Why is this not working and should we turn it off?”
My opinion is - and I know many will disagree - That “Features” introduced to the game should work for everyone.
Of course you have different setups capable of running more or less (referring to PC’s), than another person. A “Feature” should take into consideration the minimum requirements for the game as far as PC goes.
I doubt the store page would look good if the minimum requirements said you need x processor, y graphics card and z internet connection (Unless you want to play on official servers where living settlements is turned on), then you need xx yy and zz or the feature wont work.
So many “Features” have been introduced to Conan Exiles, that simply do not work as expected or advertised.
Frustration and a feeling of hopelessness by your players will eventually manifest itself in loss of player base.
If Living Settlements can not be made stable and work smoothly and properly for everyone, it should be turned off until it is capable of doing so. Then it can be called a feature and turned back on.
Don’t double down on a feature that doesn’t work smoothly and properly, turn it off, focus on what is fixable in other areas of the game and then come back to Living Settlements.
Even though I do not have the issues reported for Living Settlements, I feel for my community brothers and sisters that do have those issues.
The feature should work with the minimum requirements on an official server - smoothly and properly - for everyone. Not just a portion of the player base (no matter what portion that is) but everyone.
Long story short and I apologize for length of the comment, but, if you can play the game, features in that game should work properly.

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Well said.

I am another who is not directly affected by this issue (in my case because I play singleplayer and can therefore leave the entire system turned off), but I find it ridiculous in the extreme that this situation has been allowed to continue for so long. Every day we see more reports from players who have lost thralls they have spent hours (days, months) to acquire - I’ve just read one from another newcomer who has lost around 50.

I can approve of your sentiment in thanking @AndyB for making a comment here, and can appreciate that he is merely the bearer of the message and not its architect. But I cannot express anything but disgust for the content of the message itself. It is truly awful that Funcom refuses to do something as simple as flick a toggle to prevent this cataclysm that afflicts so many players. Any even partway respectable company would switch off this terrible system the moment they started receiving reports of what it is doing - to leave it on while they debate whether they can find a way to fix it is the height of arrogance. They already had to rollback servers after the Nemedian foundations debacle - clearly they have already left this situation far to long for any rollback to solve. Living Settlements should be switched off now and should remain switched off unless or until a proper successful fix can be achieved and proven.

No player should be messed around in the ways that Funcom clearly views as perfectly acceptable. And no customer should even contemplate purchasing anything from a company that treats its customers so shoddily.

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wow you are rly fast at FC …

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The issue this one takes with that idea is that …
They’ve turned this feature off before.

Are they scared someone from 10¢ will see the feature is still borked?
As far as corpo overlords go, the dime company has a comparatively light touch. Comparatively.
Also, which looks worse, ahead of a major (and already delayed) release:

  1. Courting customer anger, bad publicity, and pretending that the money men won’t notice all this.
  2. Making a quick clean mea culpa and arresting the problem as soon as possible before it leads to more damage.

One issue we see with the upcoming Dune is they aren’t able to call in much of anyone already familiar with Funcom.
Funcom has become synonymous with shoddy and poorly QAed products.
They’ve been able to reach out to existing influencers to get some videos here and there, but their insistence on either letting fires burn, or pissing petrol on them, isn’t doing favours for the big release they are pushing towards.

Very unfortunate.
As unfortunate as it is predictable.

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PLEASE READ‼️

Someone in the steam forums pointed something out that i think is worth looking into.

They said when you place the crafters and then they wander away, if you place a placeable, building piece or another thrall in the spot you initially placed them, that might cause issues and make them vanish.

This made sense to me when i remembered on the day that I lost 6-7 crafter thralls, i had done alot of renovating in my base moving placeables around, adding new placeables, building, and replacing alot of floors/ceilings with different buiding pieces.

I havent tested this and idk it gor certain but its definitely worth looking into if it hasnt crossed anyone of the dev teams minds.

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There is no benefit, is just devs ego that don’t want to accept that they f**** it up and double their stuborness in implemeting a feature that is not only useless but also, broken. while the previous version actually did not killed your thralls at your sleep.

Just give up and disable this shit. i sure love to see my t4 defence armorer die of a heart attack.

Hey, i get it, every game has bugs, the perfect code does not exist, but at least we can have back what it worked better.

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If Funcom is that adamant about not turning off Living Settlements, can we get an option on the thralls to “Set Home”?
Something that would force thralls to recognize (x,y,z) coordinates as their home in the world. I know placing a thrall is supposed to do that, but that may be the issue.
That way, if a thrall decides to wander off, they typically are looking for home. Maybe if we force a location to be their home that would force them to that location rather than 0,0,0.
Now if you placed 10 thralls in the world at the exact same coordinates and something glitched and they all decided to go home at the same time… you would have thralls fighting for that location, standing on each other, running in place and doing all sorts of weirdness, however, seeing your thralls piled in one location in your base, would be better than thralls just disappearing.
Your Dev team would probably be the ones to ask how feasible this would be and IF they think it might work.
I think players would like to see a possible fix, even if it didn’t correct the entire issues with thralls, rather than no action at all.

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