Are you serious ? Every single part of the game need to be rewrite. Yes, you can keep 90% of the code, but you need to change everything. You click on ''access to inventory'' ? You need to change this part because you need to send a request to the server. You start a battle ? You need to change how work a battle because right now, a battle means you freeze the world and nobody can join the battle. You also need to plan a disconnection from players in a middle of interaction betwin players. You also rewrite all rules for protect the players from toxic behaviours. Right now, we have psycothic players in single mod and we kill everybody or stole all denars from the world. We cannot have that in multiplayers ! And we have also problem in MP mode and TW dont give enough moderation. And the world in BL is not really big (20 min for go to one side to another side of the world). If you have 100 players (it is really small for MMO), that will be a total mess. So or you expand or you need to slow down a lot the game.
You disconnect during 10 hours because you need to sleep ? 10 hours is really huge a no castle can hold this time ! So that means you cannot become a lord with fiefs and developp your domain right now.
Right now, they plan 1 year for make BL working when the game is planned for be single player and they have the skill for developp a single player game.
And you think they can develop a MMORPG in 6 months when they dont have the skills for do it ?! Just lol.
5 years and a big invest in the team is the minimum for developp a MMO. 2 years for devellop a 2-10 multiplayers game with no moderation.
Half of those wouldn't be issues due to the fact that all of the game logic would be running on the server side (authoritative server model) and clients would just be streaming the server state to hydrate their own state (still having their own internal state management for latency compensation though). Unless TW devs use **** programming practices it wouldn't require changing every part of the game, it would be changing a few high level state management functions to fetch and apply the server state over the local one for the most part. For example they wouldn't need to change the logic behind the inventory or settlement "buy" buttons themselves to explicitly send a request because the higher level logic that manages the inventory data loading would be changed to return data streamed from the server over it's own local data. Battles wouldn't freeze the world upon entering because the world time would be based on the server, they could probably even leave the function calls that try to pause the game upon entering this mode in the client because it would just be ignoring it's own time scaling and using whatever is synchronized from the server, so attempts to pause/FFWD would do nothing.
Since the clients state would be based on data streamed from the server all of the stuff like special game logic and balancing for this mode can happen on there. Client side modifications are more or less just configuring it's state management to stream from the server, and some UI modifications like removing the pause/play/FFWD buttons
They already solved "what happens on disconnects" in MP captains mode - if you D/C in the middle of a battle your units are just taken over by an NPC commander. It's not ideal as you'll possibly die and lose your troops if the NPC gets outplayed while you're reconnecting but it still gives them *some* fighting chance without interrupting the game for other players or just making your units randomly disappear from the world.
I do agree this wouldn't work at a big scale with the current world size, but there's already been lots of complaints about the size and design for SP alone already so hopefully they expand and improve it. This wouldn't be a huge undertaking, just a couple of 3D artists to model new terrain and then a level designer to plonk down some new settlements.
No.
They haven't even finished SP yet and it will take them a year. Afterwards (or at the same time) M&B already has a MP community and there needs to be fixes/patches to make classic MP work (with tournaments, etc.). Even after that if they would consider something foolish like this it would mean less attention to SP and classic MP so we would lose one of the few good SP games left :/
If you want to play with friends go play some other game, let us have our SP. If you say that MMORPG would be different than simply SP + Friends then your argument that it will be easy development falls apart since it would mean a lot more extra features :/
> it would mean less attention to SP and classic MP
They could monetise this game mode (subscriptions or cosmetic microtransactions) so people who want it are paying for it without it draining resources from the other teams, maybe even making enough money that they can inject more money into the core/SP/regular MP mode teams so those modes would improve even more
> If you want to play with friends go play some other game
The problem is there's no multiplayer game even remotely comparable to the SP hybrid FPS/RTS/RPG sandbox experience in Bannerlord, if there was I'd be playing it now instead of asking for it here.
> If you say that MMORPG would be different than simply SP + Friends
That's pretty much it, I'm not saying it should be a full on traditional MMO. Pretty much just how SP already is except for some balance tweaks and instead of Lords being a bunch of potato NPCs they are other players, providing some real challenge and variety plus tons of potential for emergent gameplay. By pseudo-MMO I mainly just mean global persistence, so state of non-player "world" things like market prices and fief ownership would be shared for all players in this mode from a master server like in an MMO, but since you can only see LoS there is no need for crazy 10,000 player servers (which is where most of the resouces associated with big budget MMOs is usually needed). Just simple server clusters that track whose party is where and share data between players who are in close proximity with each other, essentially similar network topology to what the game ATLAS uses, except instead of tracking first person players in a pirate-ey ARK world it's tracking lords parties through Calradia.