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jasta85

Thralls for harvesting EK resources?

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So, since we know thralls will be a thing that will give bonuses to your kingdom, act as shop keepers, enchant weapons etc.  I was thinking of the possibility of getting thralls that would collect resources from your resource nodes.  I'm sure most players will want to spend their time in campaigns, bashing heads and gathering loot as opposed to sitting in their EK's and harvesting wood and copper ore or whatever the basic resource nodes are.  I think it would be useful to be able to get thralls that would go out periodically and harvest the resource nodes you have in your EK.

 

Now, this would have a cost.  First of all you need to actually get the thralls, and since there are a limited number of slots in an EK any thralls you use for resource gathering wouldn't be able to be used for other purposes.  Furthermore, to balance things out, you could have the thralls only go out periodically, not whenever a resource node respawns.  So for example if you have a wood node and a copper node that each respawn every hour, but your thrall only goes out to collect from one resource node once every hour, it would only ever be collecting half the available resources.

 

Anyway, I think it would just be a good additional way to allow players to benefit from resource nodes in their kingdom without having to give up campaign play time, but at the same time not be as efficient at resource gathering as it would if the player did decide to do it themselves.

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It would make sense to be able to hire out some of the leg work. Like miners or lumberjacks at POIs, but as mctan said they should be able to change hands, or be held for ransom.

Edited by baerin

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I have no problem with this to be honest. The growth curve for EK resources will be extremely slow. Each node will have a high cost compared to the output and more than likely will be on a pretty slow timer. They have confirmed mass production thralls, I see no issue with a collector thrall. At best it will probably just allow lazy crafters or alt accounts the ability to make a set, low-tier income and it won't effect the economy much.

 

I see this being a viable strategy for guilds to farm materials for EK upkeep or upgrade. I doubt it will be very profitable.

 

Let's say you have 100 nodes and they give you 100 stone a day if you're perfectly efficient at collecting them. That's 10,000 stone a day but, each node costs 100,000 stone which I think is reasonable considering the resource inflation of EKs. That means you would have needed 100,000 x 100 stone or 10,000,000 in total to build the nodes. It will take 10 days of harvesting to pay off 1 node or 1,000 days total to make a profit. Which is almost 3 years plus the time it took to farm the 10,000,000 stone in the first place and that's only if they're all on tax free parcels in the first place.

 

I'm a huge fan of automation and technically, once you have the costs paid off, it's all free resources forever but, you'd be more successful if you just made a harvester and hit rocks for a couple of hours a day.

Edited by IdeaMatrix

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resurrecting this long dead post but I did manage to ask this question during the livestream and actually sparked a discussion among the devs about it.

 

short answer: there will be no complete automation of resource gathering/crafting in the EK's, they don't want an assembly line where players do nothing.

 

longer answer: However, they are willing to consider partial automation, for example, rather than thralls automatically going out and harvesting resources constantly, you would have to order a thrall to go out and harvest a node, they would do so and then wait for you while holding all the materials.  That way you still need to order them to harvest and still need to collect the materials from them afterwards, but it does save you the time of having to go and harvest the node yourself.  Having crafting and vendor thralls also falls under partial automation.  They help streamline the process but don't do anything automatically.

 

final answer: no solid decision made either way, it is something they are considering.

 

I'm perfectly happy with this answer, look forward to seeing what thralls can do in the future.

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It would be just like the automated harvesters in SWG, so it would not be unprecedented. Kindaa welcomed actually, otherwise we'll just make macro alts.

 

 

Harvesting isn't a social activity, it is a profit activity. The social part is a mirage of alts.

Edited by Ironmike

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Guys, this is CF, not Warcraft 3 where you could send your peons build and gather for you. These activities have to be player made as much as possible.

 

The fact that these resources are low tier does not make them less useful to new players that are starting the game, and that you should consider to recruit, rather that recruiting a thrall.

Edited by Eaden

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When I get my guild mates in my kingdom I want them with me fighting in campaigns, not cutting down trees in my EK.  Hell, we all start out as low level when the game and grabbing quality resources from a campaign is far better time spent than farming trash tier resources in the EK.  I'll probably have my alt in my EK that I can log into every now and then to order thralls around while my main is away fighting.

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When I get my guild mates in my kingdom I want them with me fighting in campaigns, not cutting down trees in my EK.  Hell, we all start out as low level when the game and grabbing quality resources from a campaign is far better time spent than farming trash tier resources in the EK.  I'll probably have my alt in my EK that I can log into every now and then to order thralls around while my main is away fighting.

 

Thank you for making my point. Players should spend most of their time in campaign. EKs should only be there to stock, gear up and socialize. Not to make in-game money out of bots farming low tier resources.

 

Plus, I'd rather talk to a human when trading for example, than getting a thrall vendor in front of me.

 

Last but not least, everything is made in Crowfall to discourage Alt accounts. Having the ability to bots some processes work in their favour.

Edited by Eaden

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This was addressed in the live stream.

 

They do not want a game that "plays itself".  

 

They said they would not be entirely opposed, under the condition they had to be interacted with regularly.  The example given was that the thrall would go get the resources, and then wait at your building for you to unload them.

 

So no, you don't get RTS style peasants out gathering resources for you.

Edited by KrakkenSmacken

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I don't like any automated actions beyond a certain level at all. Let the harvester harvest, the crafter craft and the fighter fight. And let them all have to deal with each other to get what they need.

 

But there will be automated processes. Thrall vendors will sell things. Crafter thralls will work at the work stations. Mounts will kind of participate in fighting. So it would be fair to have something comparable for harvesters. Giving a little bit convenience, but not something important, not completely automated and not endlessly.

 

Let's say one (ONE!) thrall per account that will follow you while harvesting and will gather the falling ressources while you destroy the node. And i vote for nodes changing places frequently and randomly! No thousand bots and automated thralls running through EKs and CWs please.

Edited by Kraahk

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I don't like any automated actions beyond a certain level at all. Let the harvester harvest, the crafter craft and the fighter fight. And let them all have to deal with each other to get what they need.

 

But there will be automated processes. Thrall vendors will sell things. Crafter thralls will work at the work stations. Mounts will kind of participate in fighting. So it would be fair to have something comparable for harvesters. Giving a little bit convenience, but not something important, not completely automated and not endlessly.

 

Let's say one (ONE!) thrall per account that will follow you while harvesting and will gather the falling ressources while you destroy the node. And i vote for nodes changing places frequently and randomly! No thousand bots and automated thralls running through EKs and CWs please.

 

Slippery slope.

 

Harvesters get pack animals, that is their equivalent. In the EK all they have to do is allow harvesters to order pack animals back the stable to unload then return, while they stay in the field and keep whacking nodes.  Since EK rules can be set to no PvP, they won't need an escort.

 

 

If ACE want's higher basic resource production in the EK, all they have to do is change the "factory" resource nodes policy to allow for them in the EK, with harvester training benefits in the split mechanic.

 

https://youtu.be/4RT90Vb5m7o?t=176

 

Much safer and easier to manage than letting thrall bots run around 24/7.

 

I played a game that had the equivalent of thrall bots, and was able, even eventually necessary, to "progress" in it for months at a time without even logging in.  Real exciting game play that was.

Edited by KrakkenSmacken

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Let's say one (ONE!) thrall per account that will follow you while harvesting and will gather the falling ressources while you destroy the node. And i vote for nodes changing places frequently and randomly! No thousand bots and automated thralls running through EKs and CWs please.

 

Ditch the thralls altogether and put copper in EK. 

 

 

Besides thralls and npcs pull server power. If no copper then Alts it is then - with pack mules!

Edited by Ironmike

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Thank you for making my point. Players should spend most of their time in campaign. EKs should only be there to stock, gear up and socialize. Not to make in-game money out of bots farming low tier resources.

 

 

That's the thing with economics - if there is in-game money / resources to be made, people will make business models to make it, and they should if that is their thing!

Edited by Ironmike

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It really depends whether or not players are able to visit their EK's after entering a campaign, I think they will be able to as buildings need maintenance and if you are away from your EK for 3 months in a campaign and then come back to find your castle crumbling because you didn't pay off the maintenance it's going to suck for all players.

 

If it is easy to pop back into your EK from the campaign quickly then visiting it either at the beginning or end of each play session to quickly gather resources (or order thralls to do so) and then jumping back into the campaign will probably be a good choice.

 

If you have to jump through hoops to get back to your EK while in a campaign then that just means I'll have an alt there (vassaled to my main character) who will be the EK's caretaker and I'll just log onto him at the beginning or end of each play session to do the same thing.

 

If the devs want to encourage people to focus on just one character and not alt jump then  having thralls expedite the gathering process (not fully automate it, but speed it up) in EK's will make that a lot easier.

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