Will Thrall cap be adjusted on official with living settlements?

With the living settlements we need to place crafters, priests etc now in the world, with the different types of priests and crafters that means around 20 spots reserved for them.
Will the Thrall cap on official servers be adjusted for that or do i need to cull 1/3 of my fighter/archer/performer/bearer/mounts/beasts to make room for them?

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I hope not.
And yes.

Not saying this is what you need to do. But after playing on the beta server and reading the forums I went through my thralls and pets and let a few go; pets are pretty well ornamental any more any way.

Iā€™m pretty well under for a solo clan, but not enough under to set up a proper purge base. 65.

You could fill a roister with alts, that would give you like 200 or some crap like that. Clans of alts is pretty common on PVE. Oh, pardon, I meant nonpaying Canadian model girlfriends.

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Why do you hope not? Because i am someone who does like the ornamental mobs, I like a black yeti that shows you did a certain quest, i like the robot dog, i like the small bear, i like the snow giant, i like the hyena and werebear from the last event, I like the rabbit etc.
Without a thrall increase buying some of the things from the bazaar will become hard since you will not have room to place a pet with that new skin.

On the official servers.
You have options.

Iā€™m not at all an ornamentalist.

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I agree with @DeaconElie for once, official servers are NOT the place to display ā€˜one of everything.ā€™ You can do it on a private server or in single player, or even run a dedicated server yourself, for free. Official servers are meant to allow EVERYONE the chance to experience the game. Imagine if every player on official servers (both active & serial refreshers) displayed ā€˜one of everything.ā€™ You would be back on these forums tomorrow about how crappy the lag is and how your server keeps crashing, and/or has been down for the last 6+ hours. These G-Portal servers are not high quality servers and they already struggle tremendously.

I think what should happen is the single player thrall cap (base amount) needs to be reduced by a small bit (roughly 10), while the clan (per person) amount is increased by a small bit (roughly 5). This will encourage the player-base to play in clans while decreasing the overall thrall counts on the server. Currently a single player gets 65 thralls (50-base +15 per player). So a Clan of 2 players only gets 80 thralls, where those same 2 players (if playing solo) would each get 65 thralls (130 total). If the thrall caps were changed to 40-base +20 per player, I feel like it might help incentivize clan-play and decrease the overall stress on the server, bringing everyone a more pleasant experience, but this is just my 2-cents. :man_shrugging:

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I wonder how long people get the impression that Official Servers are the only and main place to play Conan Exiles.

If Funcom would do everything thinking of the best experience for Official Server play, MOST OF THE PLAYERS who are the ones not playing in Official servers would need to rethink the idea of paying for being ignored.

Luckily, they know most of us dont play in Official Servers, and they also have stated multiple times the game does not hinge on making Official servers the ā€œbest experience they can beā€.

I like to have 100s of thralls. I know that is fun. But I dont think playing in a server with so little as 3 people using 100 thralls would be a good experience. No matter if there are 100s of types of thralls.

Sorry but why are you two replying if you do not care about official servers? In their dev stream they were talking about looking into the cap for official servers and afaik there has not been a follow up about it so it is a perfectly valid question.
Before the patch I had 65 followers and crafters at their benches, priests at their altars, slavers at the wheels and bartenders tending their bar.
Now they have introduced what they call an improvement.
With the current follower situation I cannot have what I had before so for me this part of the patch is not an improvement.
But before I make a decision on what to do next I would like to hear them following up about what they said about the cap in the Dev Stream.
The implications for me are simple. The old cap gave me room to do all the crafting etc and gave me room to put the Bazaar skins, the event rewards like werebear or the battlepas skins down while still having enough room for a good purge base. If i need to cull around 1/3 of my followers to make room for the crafters something has to give.

As a fellow official server player, I agree.

You can totally collect one of everything if thatā€™s your thing, but you really shouldnā€™t place all of it in the world :laughing:

This thread is about changing an existing server setting on official servers specifically. It wouldnā€™t have any impact whatsoever on those who donā€™t play on official servers.

Which two? Both @DeaconElie and @DaVice were arguing as official server players. The only one talking about private servers is @KorgFoehammer, and youā€™ll get used to that eventually. At least this time he didnā€™t turn it into an advertisement for his mods :wink:

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Once upon a time, there was no thrall cap and players regularly had hundreds of followers.

Some of these were bad, particularly PvP who would have all of their hundreds of followers crammed into a very small space, but others would have them spread out and, while high in number, were not concentrated in a single location.

Regardless, because of the bad actors, Funcom announced they would be introducing the follower cap. Everyone was scared of losing their best thralls and rushed around to delete all of their excess decorative followers.

The effect on server performance at that time wasā€¦ negligible.

Server performance back when everyone had armies of thralls was vastly superior to server performance now, despite several optimization patches between then and now.

I knew that Funcom was interested in Living Settlements for a long time, but I always assumed they would work on making the server performance a lot better before trying to implement something like this. I even said as much:
tmp3

In order to fully staff your base with crafters (i.e. have one of every profession and specialization), you need 1 alchemist + 3 armorers + 1 barkeeper + 3 blacksmiths + 3 carpenters + 1 cook + 21 priests + 1 smelter + 1 sorcerer + 1 tanner + 2 taskmasters = 38

Now, realistically, you donā€™t need all of those, edgesmiths are quite useless, and a lot of priest variants are quite hard to get and not particularly useful either. You can sort out a good dozen or so that you donā€™t need, but if weā€™re being realistic here, most players also have an outpost in addition to their main base. Outposts do not need a full set of crafters, but you might want a few to work the stations there. You are still looking at around half of a solo playerā€™s cap is going to be occupied by crafters.

If clan members live together, they will be able to fill out their stations better and have enough slots left over to recruit combat followers, entertainers for their Transportory Stones, and set up a purge base. But clan members each having their own separate baseā€¦ they are in for a tough time.

The largest problem in all of this is the game was not ready for living settlements. Funcom wanted a cool feature and jumped ahead on implementing it before making the game capable of handling it.

However, implement it they did, and the current follower cap is way too low, for both solo players and clans, to play this game in the way it was intended. Sure, you can live in a shack with only two followers if you enjoy doing that, but that is a personal playstyle. The game is not supposed to be tiny shacks with two followers. Every single update is pushing towards larger, grander bases, then making the living settlements dead because the follower cap is far too low to have any followers actually live there.

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I still am struggeling with the intention of living settlements idea.
Before i had 5 smelters, 6 alchemists, 4 armorers(1 for saddles), 3 cooks, 6 priests, 3 blacksmiths, 2 carpenters, 1 sorcerer, 2 taskmasters and 4 mixed at artisan benches.
Now I have 1 smelter, 1 alchemist, 1 armorer, 1 cook, 1 blacksmith, 1 sorcerer, 1 taskmaster and 6 priests.
BEfore every bench was manned, now only 1 of each type is manned and empty slots are filled with fighters to make it look less desolate.
For me personally, the update has achieved the exact opposite of what we were told it would do.
I went in my main base from a bustling workshop with every bench manned and fighters and entertainers sprinkled in between, to a soviet era holiday resort, with the odd employee standing alone in a big venue.
And why is the smelter the only one being displayed in the artisan benches???

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Agree. Before Iā€™d step in to my main base with every bench occupied by a very busy thrall. Iā€™m working on getting that back and hope they just leave lively villages off. It could have been nice, but not the way it was done.

Note: you can still put any thrall at any bench, as well as fighters and such. I have a fighter manning my cook fire in one of my transtone bases. Going through the motions.

Oops, poor choice of words on my part. I edited my post to change the word collect to display. :man_facepalming:

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Nah, it was clear what you meant, I was just making a little joke.

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