Mount&Blade: Warband > Persistent World [M]

Bug reports and suggestions - read the first post

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Vornne:
What this thread is for:
Bug reporting, suggestions, and related development discussion: they are mixed in one thread because I've found that most people are not very good at recognising the difference between "bugs" and "suggestions" or "feature requests", so one thread makes it easier. Discussion is allowed if it is directly related to suggestions or bugs, giving your testing results, opinions, or experiences; but try to make sure it is relevant for the basic PW mod as a whole, not specific to how one scene is designed or how a server is administrated.

Known issues which are probably not fixable:
* Death messages will appear green when you kill anyone and red for all other players, like deathmatch; this is due to working around the hard coded restriction on the number of teams.
* Projectile items disappear when fired or thrown under the terrain level, like when inside some interiors.
* In DirectX7 mode, the outer sea mesh doesn't stay at sea level, sloping upwards and looking ugly - it works fine with DirectX9.
* When you connect to the game, shields already equipped by other players might be brown rather than the correct faction banner: this is probably because the agent and equipment data are sent by the game engine before the module sends the faction data.Known issues which will possibly be fixed:
* Bridge, ladder, and wall construction scene props don't show the correct hit points value of the linked scene prop.
* The animation of the ships might be quite jerky and glitchy looking, possibly depending on your FPS.
* The ship ramp doesn't match the ground level very well.
* The colored lamellar vest is partially transparent; I can't figure out why.Some commonly suggested features under consideration (or possibly development):
* Knock out instead of death, with systems for taking prisoners.
* Dynamic weather that changes automatically while the game is being played, according to scene or server settings.
* Siege equipment - this will depend on what is possible, practical, and doesn't use too much server resources.
* More medical or poison related effects.So if your suggestion is related to anything on this list, try to make sure your idea is new and unique, or that you give specific implementation details that don't seem obvious. I still have a massive list of ideas, so I'm not running out of things to do in my development time.

Some of the things this thread is not for:
* Asking when the next release date will be.
* Asking for teasers or sneak previews of features in development.
* Asking for help getting the mod installed - though if you are pretty sure you've found a bug that stops the mod from running on your system, feel free to post.A common suggestion that I have no interest in or plans to add to the mod is using an external web server and database to save player stats and items forever; as the "Persistent World" title hints at, the main focus of this mod is to make a small part of a world with castles, resources, and player stats that are all inter-related, and can be affected by player actions, as opposed to having a generic static game world with players that have little connection with the current environment, since they keep progressing to be richer or more powerful regardless of how many times they die or what they did in that time - which I think leads to hoarding, "grinding", and a general lack of team play or meaningful interaction with other players. There are many other more traditional MMORPGs with that sort of design, and many players who enjoy playing them, but I dislike most of the aspects of it and want to make something more competitive, more in the spirit of native Mount & Blade and Warband.

Another common suggestion is to add a lot of new armor or weapon meshes from various other mods or "open source packs", but this is not planned for multiple reasons: the mod download size should be kept low so I can upload new versions often enough without going over internet data caps, and the amount of new textures and meshes should be kept limited for better performance on slower computers; added items should be from the approximate historical period of native warband, in a similar visual style, and suited to the game mechanics, to avoid the need for dramatically rebalancing the combat system; I am not primarily an artist and would have trouble making or adjusting things to fit in with the existing warband resources; preferably all the resources used should be from native or given to PW to avoid extra restrictions on how the overall mod is used. Many mods "die" because the ideas involved are too grand and far reaching, meaning that the developers get stuck in a huge complicated mess trying to do too many things at once, losing the initial enjoyment or motivation; I want to avoid that trap as much as possible.

However, if you are a moderately skilled artist and want to contribute some meshes or textures, feel free to suggest them here: you should at least get a reply about whether they are wanted or to an acceptable standard. Bear in mind that new texture sheets are a major cause of increased mod size and load times, so you should always use as many textures from native warband as possible.

Vornne:
In case this (old) post seems confusing, the poster I was replying to has deleted their post, and this is the first post in the old suggestions thread targeted at version 4.

Speaking about the current version 4:

--- Quote from: alexispao on March 04, 2011, 01:42:04 AM ----Make it like cRPG , let everything be saved i.e. armor weapons money and stats.  (I know its hard to do , but add it as a goal) 
It takes 6-7 gameplay hours to get everything maxed (except stats, i mean armor etc) and get to a proper faction.
Letting people save their stuff will allow the creation of clans , since the world will actually be PERSISTENT and not 10-hour-living-world.

--- End quote ---
No, that is intentionally not going to happen. I want to make a mod that anyone can run with just a warband server, without needing all sorts of complex web servers and databases, and I don't like the "MMORPG" style "keep your stuff forever". Warband is not designed to be a MMO, and the engine doesn't seem to work very well for long game times (memory leaks, various other performance problems with longer times). Restoring stats, items, and gold after a map restart wouldn't be properly persistent, since all the other things you affected to get your stuff would be reset.

--- Quote from: alexispao on March 04, 2011, 01:42:04 AM ----Let people leave the faction they belong to.

--- End quote ---
Already possible.

--- Quote from: alexispao on March 04, 2011, 01:42:04 AM ----For the love of god (or anything) , REMOVE CRAFTING! If you make a poll about it on the server , 9 out of 10 people will agree its useless,time-consuming and not adding to the rpg element of the game.
-Maybe add AI to castles? AI that will hold positions on walls,never move and have endless ammo (but they are not so accurate). Lets say 10 bots per castle, it would add a lot to the atmosphere,in my opinion. Or make them hirable by the Lords for the cost of gold maybe? Please consider this :)

--- End quote ---
No and no. I dislike human bots in a RP style game, as they are treated basically like dumb animals.

--- Quote from: alexispao on March 04, 2011, 01:42:04 AM ----Make iron deposits respawn after 10-15 minutes (or anyway double or triple the amount of the trees)

--- End quote ---
They will probably be set to respawn, but not that quickly, to emphasise tactical decisions.

--- Quote from: alexispao on March 04, 2011, 01:42:04 AM ---Don't add Hunger or animals.. especially hunger...people Ive talked to (all of them) agreed it will be a game-breaker.

--- End quote ---
Stop jumping at shadows; none of you know if it will be added, or how it might work.

alexispao:
"No, that is intentionally not going to happen. I want to make a mod that anyone can run with just a warband server, without needing all sorts of complex web servers and databases, and I don't like the "MMORPG" style "keep your stuff forever". Warband is not designed to be a MMO, and the engine doesn't seem to work very well for long game times (memory leaks, various other performance problems with longer times). Restoring stats, items, and gold after a map restart wouldn't be properly persistent, since all the other things you affected to get your stuff would be reset"

Why don't you ask for the peoples opinion? Make a poll....it must be good if people want it. Nothing more to say.

"Already possible"

No , its not. There is only the option to GET KICKED , not LEAVE (as far as I know at least, people ask to get kicked) . There is a difference between those verbs.

"No and no. I dislike human bots in a RP style game, as they are treated basically like dumb animals."

I only talked about stationary guard at walls , AI has NOTHING to do with this.  And about crafting , make a poll about it also. I wonder if you ever play this mod...see what people think of it...

"They will probably be set to respawn, but not that quickly, to emphasise tactical decisions."

Awesome!

"Stop jumping at shadows; none of you know if it will be added, or how it might work."

Its not so hard to think of , really. I believe HP will start to diminish once the character is hungry , and the player has to get food (probably by killing animals) to stop this.



You should make polls before adding or removing anything , actually , because the mod is kept alive by the community. If people don't like changes , they will leave and the mod  ,all this work will be wasted...


Splintert:
"Why don't you ask for the peoples opinion? Make a poll....it must be good if people want it. Nothing more to say."
because we have already had polls. they never get passed.

"No , its not. There is only the option to GET KICKED , not LEAVE (as far as I know at least, people ask to get kicked) . There is a difference between those verbs."
you must train as a peasant in the port town.

"I only talked about stationary guard at walls , AI has NOTHING to do with this.  And about crafting , make a poll about it also. I wonder if you ever play this mod...see what people think of it..."
in order to have bots of any kind that don't just attack the first person they see there must be AI. and AI is extremely complicated.

"Awesome!"
yup. until then, PW v4 is like a social experiment about society running out of tactical resources (such as oil in real life)

"Its not so hard to think of , really. I believe HP will start to diminish once the character is hungry , and the player has to get food (probably by killing animals) to stop this."
yeah, but most people assume if they don't eat every 10 seconds they will start to lose hp.

CalenLoki:
I fallowed early cRPG development phase - "you broke the mod with this update" and "you should ask community before updating" were most often posted phrases :P

--- Quote from: alexispao on March 04, 2011, 11:50:05 AM ---"No, that is intentionally not going to happen. I want to make a mod that anyone can run with just a warband server, without needing all sorts of complex web servers and databases, and I don't like the "MMORPG" style "keep your stuff forever". Warband is not designed to be a MMO, and the engine doesn't seem to work very well for long game times (memory leaks, various other performance problems with longer times). Restoring stats, items, and gold after a map restart wouldn't be properly persistent, since all the other things you affected to get your stuff would be reset"

Why don't you ask for the peoples opinion? Make a poll....it must be good if people want it. Nothing more to say.

pools are good if developer isn't sure what to do with certain feature, but absolutely not for basic mod changes - nobody will make mod that he doesn't like

"Already possible"

No , its not. There is only the option to GET KICKED , not LEAVE (as far as I know at least, people ask to get kicked) . There is a difference between those verbs.

You can leave faction - prop i in the middle of the town...

"No and no. I dislike human bots in a RP style game, as they are treated basically like dumb animals."

I only talked about stationary guard at walls , AI has NOTHING to do with this.  And about crafting , make a poll about it also. I wonder if you ever play this mod...see what people think of it...

stationary guards without real AI=like dumb animals - question has been already answered. about polls as above

"They will probably be set to respawn, but not that quickly, to emphasise tactical decisions."

Awesome!

First time I have to agree with you...:(

"Stop jumping at shadows; none of you know if it will be added, or how it might work."

Its not so hard to think of , really. I believe HP will start to diminish once the character is hungry , and the player has to get food (probably by killing animals) to stop this.

It could be done right and harmless. i.e. spawn/heal/train in castle only if there is food in castle granary... food was one of most important resources in medieval Europe - leaving it out of mod would be bad IMO

You should make polls before adding or removing anything , actually , because the mod is kept alive by the community. If people don't like changes , they will leave and the mod  ,all this work will be wasted...

polls, polls, polls...


--- End quote ---

Just my answer - don't tie it to Vornne anyhow...

EDIT: ninjad :/

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