Hit that before you read: http://www.youtube.com/watch?v=4lAimahkYKw&feature=results_main&playnext=1&list=PL87AD76A0B4E4C1DD
How much I like RP elements in game I have to say that RP in big populated server should be precisely that: "elements". If administration of server force RP in v4 it ends up with "boring" server fully controlled by instructions(rules) what you can and what you can not do. I am known from fighting with rules made outside of game. I am great supporter of rules "in game" as well as all which could be provide by game/mod mechanics.
I see endless struggle, over the years, beatwen creators of PW and "leaders" of PW community. Both creators (Laszlo/Vornne) said in number of occasion: THIS MOD IS NOT RP MOD. THIS IS TEAM DEATHMATCH/FREE PLAY MOD. "Leaders" reply: we do not care as we see great RP potential in it.
Just to summon briefly our journey:
1."Laszlo MOD"(v1-v3) - total freedom
"1 Map
No 'rounds'
No 'teams'
No rules"
..this was great idea
It was in contrast to NATIVE multiplier servers.It was a HIT!
it work great (personal opinion) under 22nd but...
RCC said: RP and rules..and more rules...and more rules...
it was great success!!!
they killed 22nd as the community loved RP and hate "random" fight they had in NATIVE anyway.
I did try to bring "no rules" (http://forums.taleworlds.com/index.php/topic,155940.msg3748552.html#msg3748552) back...I failed
2.PW WAR - Laszo attempt to get PW back on team deathmatch ways...Shame it did not work out but it would be great to try it again (If Laszlo would be back)
3."Vornne MOD" (respectively)
To show the main differences I quote Laszlo and modify:
"1 Map - same
No 'rounds' - EXTANDED!!! to week or even month of play
No 'teams' - CHANGED!!! - there are mod base team..still flexible enough
No rules" - small change as teamkill is punished - never used to full potential by any server
EVERY SERVER RESPOND:
RP and more/less RULES
-------------------------------------------------/--------------------------------------------------
There you have it
I like to see PW back to basics.
My definition:
PW is great Team Deathmatch Mod with enough time to do RP elements.
My suggestions:
1.Map should have fully independent areas for each team:
..something like this with few modifications: http://forums.taleworlds.com/index.php/topic,184880.msg4427152.html#msg4427152
So you can play entire game in your team area if you want to and you will find your self in hostile territory if you wish to leave it.
2.Admins should focus on players who destroy game instead of punish ppl for having fun
3.Generally: back to basic = what is that mod about and care more about fluency than control.
-------------------------------------
"In medieval times nobody would listen to your cries"
sir Red de Mon
[top right: Lion of Ancient Red Kingdom/ bottom right: Cross Templar/ left: Dragon of House de Mon with the up side down crown as the symbol of vassalage to the King Leroy and Queen Azrayel]
PS. Can somebody make a knightly shield from this. Please
How much I like RP elements in game I have to say that RP in big populated server should be precisely that: "elements". If administration of server force RP in v4 it ends up with "boring" server fully controlled by instructions(rules) what you can and what you can not do. I am known from fighting with rules made outside of game. I am great supporter of rules "in game" as well as all which could be provide by game/mod mechanics.
I see endless struggle, over the years, beatwen creators of PW and "leaders" of PW community. Both creators (Laszlo/Vornne) said in number of occasion: THIS MOD IS NOT RP MOD. THIS IS TEAM DEATHMATCH/FREE PLAY MOD. "Leaders" reply: we do not care as we see great RP potential in it.
Just to summon briefly our journey:
1."Laszlo MOD"(v1-v3) - total freedom
"1 Map
No 'rounds'
No 'teams'
No rules"
..this was great idea
It was in contrast to NATIVE multiplier servers.It was a HIT!
it work great (personal opinion) under 22nd but...
RCC said: RP and rules..and more rules...and more rules...
it was great success!!!
they killed 22nd as the community loved RP and hate "random" fight they had in NATIVE anyway.
I did try to bring "no rules" (http://forums.taleworlds.com/index.php/topic,155940.msg3748552.html#msg3748552) back...I failed
2.PW WAR - Laszo attempt to get PW back on team deathmatch ways...Shame it did not work out but it would be great to try it again (If Laszlo would be back)
3."Vornne MOD" (respectively)
I know that Vornne create mod in the same time than Laszlo. Numbers summit just how it comes to the player like my self
To show the main differences I quote Laszlo and modify:
"1 Map - same
No 'rounds' - EXTANDED!!! to week or even month of play
No 'teams' - CHANGED!!! - there are mod base team..still flexible enough
No rules" - small change as teamkill is punished - never used to full potential by any server
EVERY SERVER RESPOND:
RP and more/less RULES
-------------------------------------------------/--------------------------------------------------
There you have it
I like to see PW back to basics.
My definition:
PW is great Team Deathmatch Mod with enough time to do RP elements.
My suggestions:
1.Map should have fully independent areas for each team:
..something like this with few modifications: http://forums.taleworlds.com/index.php/topic,184880.msg4427152.html#msg4427152
So you can play entire game in your team area if you want to and you will find your self in hostile territory if you wish to leave it.
2.Admins should focus on players who destroy game instead of punish ppl for having fun
3.Generally: back to basic = what is that mod about and care more about fluency than control.
-------------------------------------
"In medieval times nobody would listen to your cries"
sir Red de Mon
[top right: Lion of Ancient Red Kingdom/ bottom right: Cross Templar/ left: Dragon of House de Mon with the up side down crown as the symbol of vassalage to the King Leroy and Queen Azrayel]
PS. Can somebody make a knightly shield from this. Please