[EU/NA] Argad Bay, custom HCRP based on PW

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MATANZA

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Argad Bay is a community based on the notorious Mount and Blade: Warband & a custom standalone module system based on PW (Persistent World, the roleplay module for MnB:WB). We welcome all players seeking a dedicated and hardcore Roleplay experience to our server and forums. Within this community you'll find a variety of roleplayers, duelists, inspired creators and more, all dedicated to the diverse, chaotic and constantly changing political and intrigue landscape that is the Calradian Continent. In Argad Bay, we focus on the territories of the Nord-lands, in which a struggle has occurred, a change in Swadian rule and it's structure left many lords power hungry calling for invasion and capture of the town of Tihr and surrounding villages, the old and forgotten army of a Vaegir noble, stuck in his castle as turmoil increases around him with no help in sight and the Nordic King, converted to Makerism leading to countless revolts of previous Jarls claiming to remain true to their Old Gods than to kneel to a Swadian faith. If that weren't enough a plauge strikes the capitol of the Nordic Chiefdom, Sargoth lays in quarantine by decree of the King, the citizens doomed to die from within or survive from the constant struggle.

Lore aside, our custom RP module (Argad_Bay) contains a variety of features that we're previously not introduced into the Vanilla Persistent World Module, including:
  • Easy to download and install module, check the forums for the content!
  • A variety of new weapons, armors and shields (Constantly On-going & Updating!)
    • We have added numerous weapons and armors to adjust the featured equippement to our needs. We feel like there was a lot of content missing in native PWmod, so we have decided to fill the gaps with more polearms, swords, daggers and other weapons that suit early 14th century Calradia. With planned economy revamps the damage and general efficiency of a weapon will be related to it's individual cost. We plan to popularize weapons that were used for warfighting in middle ages by making them cheaper and more effective in mass fighting than in single combat, and we are trying to maintain importance of swords by introducing a wide variety of these to the game. They will vary with stats in a bit more pronounced way, to reflect quality of craftsmanship that goes into a swords; like with a car, you can buy a cheap beater, or ride around in expensive lamborghini. Going further, with our fairly liberal roleplaying rules, sword status can be defined entirely ICly, if a lord of some region decides carrying swords by commoners should be illegal - so be it, he will have full rights to enforce it.
    • Our weapons update includes a wide variety of working and useable throwing weapons that were not available in vanilla PW, as well as horseback archery/crossbow shooting. Keep in mind horse skirmisher will be a fairly elite and rare class, not given out to people easily.
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  • General roleplaying framework improvements, such as:
    • custom Chat commands, including /shout, /whisper, /looc, /me and more
    • Gmod Roleplaying enthusiasts might recognize these commands from openAura and Clockwork Engine, and SA-MP players should be familiar with these, as aliases are added as neccessary. It is really easy to learn how to use them properly and they do not duplicate like on some other gamemodes, keeping the F10 chat window tidy and clean. The chats are color-coded to lok aesthetically pleasing and make it much easier to read into both narration and dialogue.
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  • New animations for improved passive-roleplaying opportunities
    • The animations are configured properly, so they loop as intended and don't have to be repeated every 5 seconds they used to last. To interrupt an on-going animation you will now need to use blocking or similar action. Some animations (such as clapping, playing instruments, etc.) will be connected to a sound resources, playing said sounds in 3d. Apart from these config changes, we have added some brand new animations, such as couple of sitting variants, passive standing, head bowing, stretching, etc.
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  • Rebalanced Weapon, Armor, Horses, Classes and Stats
    • Core fighting mechanics are based around encumberance, skills (both yours and your character's), worn armor and viability of certain weapons against it. Formation fighting will finally have some purpose! A formation of three guisarmers can easily take down slower oponent, such as an armored knight, if they keep him at bay and don't get too close. Polearms, being noticeably slower than swords, are better suited for mass combat rather than duelling, but they offer superior damage. Considering our economy layout plans, these weapons should be as popular as they once were in middle ages, offering superb damage without being too pricy, as they require less metal to make. Swords should still be perfect for cutting down unarmored foes, and for armored combat - you will need to stab your opponent to inflict any noticeable damage to him. Staggering hit values have been tweaked, so minor, low-damage blows will not interrupt your attacks; armor usage will require some careful risk assesment and sort of "can I take that hit while attacking myself, or is it not worth it?" mindset, making your character noticeably more resilient without making you "overpowered" in any way. We believe it is better to provide a realistic set and setting for players to explore the roleplaying, rather than limiting what's achievable and possible for them. Daggers damage and speed was tweaked in some ways, so quickly rushing in and fully commiting can be as rewarding as it is risky. Being a flawless engine fighter won't get you too far, as we all are roleplaying, your character will matter more than your skills. While being able to fight efficiently is still important, it is somehow limited with our class tiers system, allowing for better diversity and management of player classes.
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  • Custom and Constantly updating Map
    • You will be able to furnish your house, create new structures and come in possession of current ones, everything will take place in play-by-forum form, with building being a crafting mini-game based around narration itself, where you can roleplay the building process with the person assigned to your building ticket.
  • Updated and revamped Database management
    • Databases are properly set up and managed, so things like items disappearing, position or factions resetting every server re-start should not be a thing.
  • Player Driven Economy
    • Players will have full freedom when it comes to economy, that will be regulated by administration in form of in-character events and cleverly planned moneysink/moneyspawn system. Faction leaders will be able to make use of precious metals, minting their own coin, while commoners will be able to earn some money by exporting goods or doing other tasks. The economy will be planned out realistically, so a spear should never be worth more than a sword. Out-of-map influence will be kept to minimum and is justified by server's lore.
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  • Redefined Inventory, horses and door systems!
    • We are planning to introduce a GUI-based inventory system, allowing for robust exchange of items without unnecessary chat spamming. The inventory management will be closely tied with chests and storage system, with everything saving to a database on every point, to avoid possible loss of goods.
    • Horse system is planned to be based around spawning your mount in certain locations, without a possibility of magically getting it anywhere, and losing a horse will be a definite possibility in combat, and horse stats are tweaked so riding is taken into account. While you don't have to know how to ride a horse to get a cart horse to pull your cart of iron ore you're planning to sell to a smith, you will most definitely need a class with riding skill if you want to ride a courser.
    • Door ownership will be both faction- and UID-based, so individuals or factions can access certain gates and doorways. Furthermore, some doorways will not be openable from outside, making barring-in effective. Some cheap housing will also include destructible or lockpickable doors, making banditery or breaking in entirely possible.


For more information, visit Argad Bay forum.


Credits&Thanks:
Vornne - for creating his splendid Persistent World module and a permission for this thread
Shredzorz - 15th Century Weapons Pack
Narf - Transitional and Man-at-arms armour packs
Speciallist - for his awesome Ballista prop
Dedal - for Tavern Animations
Fred - for his bunch of armours
cp391 - for his Oakeshott swords pack​


 
Thanks.

We're still under development, but we aim to start at the end of this month probably. So if you're interested, join us on our forum and get involved.  :roll:
 
On this saturday at 22:00 UTC we're going to have an open beta stress tests. If you're intrested in current server progress and further details, visit our forums.
 
We're going to test the database workload and other connection related stuff. It's not about bloating the scene.

In addition, scene related crashes are not dependent on the server, but the game engine.
 
domipoppe said:
Scene related crashes can also depend on the scripts. You can't blame the engine at all.
So if I bloat a scene so it weights 2mb and people start to crash, it's the scripts' fault? I don't think so. It's the engine limitation, that it can't handle a bigger scene.

Anyway, it's not the scene we're going to test.
 
Ramaraunt said:
You say NA/EU, do you mean you will have one server for each?
Nope, the server is located in France. What I mean is we have many players from both EU and NA, so we'll try to balance all the events and such things so they would be accessible in both time zones.

domipoppe said:
Why you even would make a 2 MB scene. FPS will be like 5 on weak computers.
I wouldn't. It was just an example. Game clients tend to crash if the scene itself is too big.
 
hirovard said:
I don't see it working. Whats to stop someone coming on and just spamming buildings every where till your servers can't handle it?

"...everything will take place in play-by-forum form, with building being a crafting mini-game based around narration itself, where you can roleplay the building process with the person assigned to your building ticket."

That's from the building section of the OP, I think you're confused, I think it's not like GMod: spawn in your own stuff as much as you like. More like you need to be processed and then staff adds it in.
 
your quite late to the party as there was nothing said at the time about that. As far as i could understand it it was going to be like nappy wars where people use the costruction sites to build ladders into the sky
 
hirovard said:
As far as i could understand it it was going to be like nappy wars where people use the costruction sites to build ladders into the sky
We were testing the database, not the scene.
 
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