Recent content by furbzeyyy

  1. furbzeyyy

    Multiplayer mods can't be made until 2024 unless we find an alternative

    @MisterOutofTime

    What do you mean by; ' Im Willing to make a 0.8 hard fork with'?
  2. furbzeyyy

    Multiplayer mods can't be made until 2024 unless we find an alternative

    @Callum

    Thankyou
    (No Sarcasm intended) alot of this you may already know, so, yeah, Thanks for these perspective comments without 100% confirming (this would obviously mislead), but its great to hear that bannerlord skins isnt considered as a viable option

    Announcement in a patch video update
    (In my opinion)You guys should really address this in a video patch update, making it clear what taleworlds general intention is, without confirming and locking in so all players in playerbase are aware and understand the general direction, which will attract a further playerbase indirectly.

    Modtools
    As for the mod tools, etc, this makes sense, but,as you may already know, the sooner the release, the better

    Best Situation for Taleworlds and community
    The optimum situation would be releasing the stable version, and have a plefora of DLCs ready for scheduled, planned releases to keep the full game playerbase retention high, without killing the player base too early, longevity, then,TW will know when its the right time to start developing in certain areas to boost whatever needs boosting.
  3. furbzeyyy

    Multiplayer mods can't be made until 2024 unless we find an alternative

    MONEY

    Its all about;
    - Business Model
    - Business Strategy
    - Feasibility Study
    - Risk (Including contingency risk)
    - BCR (Benefit to Cost Ratio)
    - Demand
    - Quality
    - Proposed ideas life cycle (How long its alive and popular, what can be done to keep it going for as long as possible)

    INTRO
    Custom, monetised servers, free mods, DLCs, these are all extra development opportunities for a base game, where the company developer (this case taleworlds), can accrue more money and profits, help boost the life cycle, and most importantly keep the customer (who are the community) base happy, engaged and coming back




    De-centralised Community Driven Servers/Mods

    Mods
    If Taleworlds choose to leave it to the community, they are decentralising the potential, theoretical workload, and dont have to worry so much about this, apart from their own official, direct DLCs (if any, e.g Napoleonic wars). This, inturn would attract a steady influx of new players, and keep current and existing players constantly coming back, therefore overall increasing the player base and life cycle.
    This could work by the server owner both take a cut, and there profit and benefit, and the community is happy also, as they have a wider range of Server types to play from, each offering a different experience (loosely).
    community driven servers/mods will make more content, and provide more options, something a centralised (Explained later in article) would never be able to compete with.

    Servers
    As, for, unofficial and official customised servers, these are a big plus, Taleworlds could enter into agreements, where the server owner and taleworlds both take a cut.


    Risk
    Acceptable Risk, this would just mean having to monitor what mods are being made and making sure there are no existing copyrights and the likes, which can result in taleworlds being sued and having to payout, meaning company losses, and smaller profit margin. A Strong and sound Steam and EULA agreement would cover this, and there are versions already out there that can give unofficial guidance. There are existing models of this already.




    Centralised - Taleworlds driven servers/official mods/dlc

    If Taleworlds choose to centralise all creative works and leave none to the community, then they will expect a very heavy burden, finding out whats good, whats not, what will sell, what wont sell, and if they make something that is a bad idea, they, effectively, lose money.


    Servers
    This goes onto Official Servers, if there are only Official servers, this leads to standardisation across the board, and the only difference is location and connectivity, maybe a few skins and objects, no alternate gameplay, as anything else may cause disruption and ruptures, in any capacity.

    Risk
    Caution, Acceptable Risk, (Servers wouldnt really anything attractive about them, apart from being MP), this would just mean that they must only develop what is 100% wanted and in demand, and is more or less what the community wants, or it will just not sell, and may impact the games overall reviews, as it becomes an official part of the full game. If they develop a failed feature (What we are all very aware of) all the money invested in the project, will be gone, and into negative, and playerbase takes a drop, and the video game reviews take a hit.
    To cover this, this would mean extensive market research, business development, strategy, this furthers the burden of workload on Taleworlds as the centralised developing platform.

    (Here taleworlds will be reliant on full game sales and the release of DLCs, (durations between each will play a big factor in sales)




    Collective - Community (Third Party) and Taleworlds driven DLCs (Official Mods/Platforms)

    (E.g Napoleonic wars)
    This is something taleworlds should strongly consider, regardless of custom servers and mods.
    The Community want more mods, and if the community can have professional level mods (no modteam will bring a mod to professional level, high quality, polished mod, without there being somekind of arguable financial return, examples are out there), which increase playing hours, playability, then its a win, for both the community, third party and community, the community pay for quality.
    What is important to not forget to mention here is free community mods although will be used very much so and be very popular, widely available for free, will be nowhere near as good in quality, as there is no viable feasible reason to spend another year on a nearly complete mod, to polish and add more playtime (E.g missions), if theres no return, just get it out there for the community to enjoy)

    (A Financially justified DLC should cover not just skins (microtransaction exploitation), but animations, new playable scenarios, missions, twists on current settings, videography, cutscenes, and much more))

    Third Party and Direct Official DLCs have room in both Community driven and/or Taleworlds driven mods and servers, which, will, again, give more reason for players to come back to the game time and time again, even after small stints of not playing, load napoleonic wars to play siege, or vanilla bannerlord for siege, it all works, and all has financial incentive. this would have contracts.

    What is also worth mentioning is taleworlds are exploring now, while the game is in its very early stages of its life, giving room for more maneouver, and with a plefora of examples from other areas of gaming for different bodies, which other bodies were not so fortunate to have, which is a big positive for taleworlds and community.

    RISK
    Manageable Risk




    FURBZEYYY
    Have the desire to to develop a custom, monetised server and a Third Party DLC, if all goes well.




    PLENUM
    Even Creativity and the Arts is a Business, but the Creativity and the Arts itself comes FIRST, then morality/legality, then the money and the return.
    dont bite the hand that feeds you, the hand being the community.




    MY CONCLUSION
    - Yes to de-centralised Official Custom, monetised Servers
    - Yes to de-centralised Unofficial community 'Steam Workshop' Mods
    - Yes to collective Purchaseable Third Party and Official DLC/Platforms
    - Yes to de-centralised more linked relationship between Taleworlds and Community (e.g Discord?)
    - No to centralised, microtransaction based business model (will tell you now, ive played around 4 games, and havent bought one single skin)

    Inevitably, whats available, and what actually gets developed to a final state and is playable on a popular scale, will filter itself down naturally overtime

    Plus the video games life cycle will increase exponentially, tenfold, so long the Creative and the Arts aspect is not (within relevant, moral reason), restricted.

    (Im not writing out full consultation documents on model, strategy, and feasibility as im not even being paid for this post, nevermind documents)
  4. furbzeyyy

    Siege Server Test (EU)

    URGENT
    EU Siege Server is playing
    MAP - Skala Landing
    FACTIONS - Vlandia, Khuzait

    ON REPEAT, about 6 times in a row so far, can we get a fix please, as soon as possible?
  5. furbzeyyy

    Uninstalled, Suggested Animation/Mechanic Improvements

    @dukester @archaicwarrior im putting £20 on the fact modders have no ambition to work on a project made by a lazy tw dev team who have decided to take a break now they have our money.
  6. furbzeyyy

    Uninstalled, Suggested Animation/Mechanic Improvements

    Thread Responses (2/2)
    @TheGrainMan - I see your point of view, and i fully agree with your points on AI, but toggleable options would be great for SP, but not possible for MP, i guess you already know this, but it has to be said anywho

    @dukester - para 1 - agree, para 2 & 3 - check the new OP edit (where your tagged) for further info (may change your mind), para 4 - agreed 100%

    @archaicwarrior - point 1 - agreed, point 2 - your probably right, but it will be more than likely shortlived.

    @Oakenlix please read new paragraph edits where dukester is tagged for further clarification and information on process, no credibility is lost in an educated, well informed opinion, do you go around in life telling people their comments are not credible? probably to make your self feel more powerful yeah, meh.
  7. furbzeyyy

    Uninstalled, Suggested Animation/Mechanic Improvements

    Thread responses (1/2)

    @Theofilos
    I felt the same way on both the forum point and game play point, but hope it will gain views, to hopefully instigate positive change (have just posted callum on thread also, as is relevant)

    @Julio-Claudian Taleworlds did exactly the same as the RTW 2 release, but they released an unfinished product due to the exceptional circumstance of the coronavirus pandemic, and made it clear they did for help in financial boosting for the video game, so there is some excuse, but not for the POOR communications with community on patching and future development.

    @ZydrateTheSmoothCriminal the talking animations similair to RDR 2 means that you dont feel GBs of space for video cutscenes, and just file space for animations, triggers and voice text, with just a simple camera based relocation trigger & code.

    @Mardochaios - Thank you! Someone sees where im coming from, more intensity and immersion.
  8. furbzeyyy

    Uninstalled, Suggested Animation/Mechanic Improvements

    Hi Taleworlds and fanbase users, This letter, with time for reflection and contemplation, is weeks overdue, bannerlord is uninstalled and will not be installed anytime soon, if ever, unless big changes are made, and yes im going to flatout constructively insult taleworlds on some points, they...
  9. furbzeyyy

    SP - General (POLL) EA Suggested Improvements, 1. Camera code recr & in game editor, 2. Character Personalisation (SP/MP), 3. Non/Combat - Aesthetics, Animations,

    (POLL) EA Suggested Improvements, 1. Camera code recr & in game editor, 2. Character Personalisation (SP/MP), 3. Non/Combat - Aesthetics, Animations, Mechanics (Please share this url with your friends) (Also posted on Steam & Taleworlds Forums (Poll) Taleworlds...
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