Recent content by Vendigr

  1. MP Remove the block delay you've added back

    Thought I was just getting some weird lag at first.... Had I known this was in the game I probably wouldn't have bought it.
  2. Revival of GK Siege

    GK_Spartan said:
    Had 95 people on tonight. Feel free to join us next time.

    Was just thinking about how much I missed playing on a full NA siege server recently, so I randomly decided to check the TW forums. Then I saw your post, got on WB for the first time in months, and siege was actually populated. Had fun playing with a bunch people I remember were regulars years ago, but it seemed like there were also a decent number of people who were newer to the game (or multiplayer at least). And it was nice to see the server pop stable around 80-90+ for several hours, since I never expected to be playing on a full siege server in warband again... definitely still is a unique multiplayer experience compared to any other game I've played.   

    Anyway, thanks for posting this here. I wouldn't have even opened MB otherwise, cause I figured multiplayer was basically dead during NA hours at this point. Hope the activity continues so I can get back into playing WB for a bit, but either way glad I got to see this happening.


    GK_Spartan said:
    It's good that you guys are voicing why GK siege died down and how it can be fixed at this stage. Just as long as you guys do it in a constructive manner like Calamity and a few others have done. You can't get someone on your side by just telling them "hey, it sucks because this and this", without suggesting a solution. Being ignorant about it makes the opposing side want to oppose you even more.


    A lot of the criticism here is probably valid and some could definitely be applied to GK in the past. I haven't been active in GK for a long time so I can't really say if it is accurate now. One thing I see hasn't changed, though... 50% of it is just the same old 3-4 people posting "GK servers are trash. I know because I never play on them" as they have been repeating for years :razz:
  3. Gamescom - Combat?? - Full Thoughts.

    Partizan_Rusi said:
    Do you really think I must explain to you why obvious bull**** is invalid ? Well, you are wrong, use your own brain, I don't owe you anything.

    Lol always funny to see people defend arguments by just saying "You're too stupid to realize I'm right, it's so obvious I don't even have to explain it".

    Partizan_Rusi said:
    If you really think axes killing with wooden shafts is ok then you need help from specialists in white coats  :lol:

    No one does, you are the only person saying that. Everyone else is saying this:

    Alene said:
    Combat system where one has to adjust the grip (of an axe) during the fight, or try to keep the distance, so that the opponent is on that small range of the axe's blade is just too complicated. This is a video game we're talking about, not a medieval simulator.

    Vendigr said:
    having a larger hitbox for the blade of a 2h axe is a simplification of adjusting your grip in real life.

    etc.

    Partizan_Rusi said:
    Long pole weapons must do full damage only with weapons head, otherwise its just cheesy weapon acting like two meters 2h Sword. Pole weapons usually gets balanced around the fact that its harder to land good hit with them so devs usually make them "heavy-hitting" weapons and there is no point if its acting like two meter sword. Same goes to long axes.

    You should go watch some other videos from that channel you linked, especially the ones about two meter 2h swords which were probably used very similarly to pole weapons... and definitely were not "heavy hitting" or "harder to land a good hit" but usually as lightweight as possible. I think there are also a few about how video games and movies make 2h weapons seem insanely heavy, when IRL anything that hard to swing would just get you killed before you could do anything. More importantly, for balancing gameplay I don't think the way most games do it is that fun or interesting. As I said, I agree with you 2h weapons sometimes do look stupid in Warband, but I don't think they are OP at all. They can seem extremely OP when you're a noob, but you pretty much never seen more than one single 2h used per team in a competitive match (more often you dont see them used at all).

  4. Gamescom - Combat?? - Full Thoughts.

    Partizan_Rusi said:
    It doesn't worth to even reply or argue sometimes, they just keep flooding your posts with their "consciousness" no matter how invalid their points are.

    Not trying to flood you with my consciousness, but

    Partizan_Rusi said:
    Matt still knows more than any of you about combat, maybe he thinks M&B need new combat system too :] Who knows, go ask him.

    Don't think he would -- the first thing he says in that video you linked is "I get asked a lot of the time about which computer games have good combat systems. I am not qualified to answer that unfortunately... However the one game I do play fairly regularly is Mount&Blade Warband", apparently because "it has fundamental similarities to real fighting." And I think that is pretty interesting to hear coming from a guy who studies historical combat, but that's not what we're talking about. We are talking about what makes a good combat system in a video game, and he says up-front he knows basically nothing about that (but then offers to help design one, lol). 

    IMO hand to hand combat in video games is never going to be that "realistic" until you can control your character's movements directly with your brain... until then, to be both "good" and "realistic" we are gonna have to settle for an abstraction of real combat instead. For example, having a larger hitbox for the blade of a 2h axe is a simplification of adjusting your grip in real life. Just guessing, but I think they were actually planning to have better adjustable grips at first (which is why you can hit X to change it slightly on certain axes) but it wasn't a good fit with the current engine so they went for the easier fix. Definitely agree with you it looks bad and there are much better ways to do it, but if I was working on MB I would rather have a finished game than a highly sophisticated custom-built axe gripping engine.
  5. Problem with blocking

    It sounds like you might be playing with bad lag, make sure to test on a low-population or empty server with <50 ping. If you spam blocks on a server with 100+ people or really high ping the animation timing always starts to glitch out for me.


    also
    Vendigr said:
    Try turning on "Show block direction" and see if the game is actually somehow doing the wrong block. That should make it pretty clear whether its you or some kind of weird bug.


  6. Problem with blocking

    SjanaWilgani said:
    To be honest I didn't expect any other answers than answers saying it's my inexperience. I've done a lot of testing on both singleplayer and online. Doing just slashing and blocking.
    In Singleplayer my blocks comes out the right way every single time. Left right up down left right up down repeat and fast too. Works fine. In multiplayer it messes up a LOT. So no it's not my inexperience.

    Try turning on "Show block direction" and see if the game is actually somehow doing the wrong block. That should make it pretty clear whether its you or some kind of weird bug.

    SjanaWilgani said:
    I have a weird way of holding my mouse. My mouse faces to the diagonally to top left. I have moved my mouse like that for ages, and it always worked in each and every game. Except for, you guessed it, Warband. It also happen when I try to block right, and it blocks down instead.

    My guess is you might be making a tiny mouse movement off to the left/right before you click. Never realized it, but I also hold it a bit like you do... and same thing, sometimes I accidentally move left 1 pixel after moving up or 1 right after moving down. It can definitely feel like a glitch when it happens, lowering sensitivity might help fix that.


  7. Bannerlord, making melee combat more realistic/fun?

    Cepheiden said:
    Of course there is a few people who play "professional" that will defend these mechanics, because they prove to be a high hurdle for average players to get used to. It's pathetic though, that all their "skill" amounts to being good in a game that has almost no competition. So the very reason they defend the combat mechanics is them fearing increased competition.

    In conclusion, fix the combat and the game's multiplayer popularity will increase multiple times.

    Wait, the people who "play professional" are pathetic because there is no competition... but they defend the combat mechanics because they are worried they would have more competition? Wouldn't that make them less pathetic? Maybe you meant if the combat were easier, then the players with actual skill (not "'skill'") would finally show up  :lol:


    Cepheiden said:
    The multiplayer is in comparison to most other games almost non existant.

    Never understood why people repeat this sometimes, it's so laughably wrong. You're trying to make it sound like this is some AAA studio game with a dead-on-arrival multiplayer community. There are 1000's of newer multiplayer-only games that have literally no one playing them... a lot of them had way more resources than Taleworlds to put into development and marketing, but they just die out a few months after release. Mount&blade is an aging niche indie game with multiplayer tacked on, which STILL has decent online activity now. And for years in its heyday there was a very healthy amount of both competitive and casual gaming.


    Cepheiden said:
    There is a reason for that. The actual combat gameplay is clunky, spastic and at times downright retarded. The hitboxes are a mess and need to be fixed. The pacing simply doesn't work out unless you have the best possible internet connection. The combat only consists of spamming attacks, feints etc. as fast as you can. Things need to be limited by stamina.

    If you have less than 70-80 ping, the gameplay is smooth, hitboxes are completely fine, and there is nothing wrong with "pacing" whatever you mean by that. If you really think the "combat consists of only spamming attacks and feints" it's kinda obvious you haven't played much multiplayer. Maybe I should give you the benefit of the doubt and assume you never had a good connection to play on. Whatever the problem was, stamina isn't going to fix it. It's almost always a bad idea in games like this because
    Scarf Ace said:
    It's unfun and unrealistic.

  8. Is there a way to fix the stabbing?

    Sonterp said:
    Overhead spear animations, or underhand are a lot more powerful irl. Just because Taleworlds didn't know how to properly implement them into the game is no excuse for making them purposeless unless you exploit the engine even more.

    "Overhead" or "underhand" are a lot more powerful IRL?  What do you think the current animation is then, "middlehand"? Also I'm still dying to know what "making the same flaws you would see IRL" means. You keep making a lot of definitive statements about "realistic" and "proper" combat in video games... I am starting to question where your expertise is coming from  :razz:


    Sonterp said:
    There is no getting used to it. It wouldn't be hard in the slightest to release a fix for SP only. The only thing holding a patch back is the extreme dickriders we have here, who agree with every single mechanic of the game without question. When something is broken they try their hardest to defend it and prevent progress.

    Absolutely no one here agrees with every single mechanic without question. The most interesting parts of this thread have been about the terrible AI and coming up with possible solutions to it, potential obstacles to implementing them, etc. People actually agree with you that spear combat is clunky in SP. They are just pointing out that it isn't because of the stabbing mechanic, it's because of the way the AI uses it. Then your only reaction is to call everyone "extreme dickriders" who "try their hardest to prevent progress".  :roll:


    EDIT:
    jacobhinds said:
    Interestingly enough (and on-topic, too :razz:), there's a script in there that keeps formations of pikemen a certain distance from each other. There are limits of course, and blobbing still happens most of the time, but you'll get a short period of actual distanced pike block combat before the smashfest begins.


    That's exactly the kind of thing I was thinking of, is that in the game but not being used? Or is it in effect but barely noticeable? I'm assuming you mean it keeps individual pikemen apart rather than keeping individual formations apart... if there is already a functioning script like that, would it cause that much more slow-down using it to control distance from enemies too?
  9. Is there a way to fix the stabbing?

    jacobhinds said:
    Unless they rewrite the whole thing and batch certain operations, warband ai as you described it would be fairly laggy. Currently it sets a target on a nearby enemy, and literally tries to stand inside them on the exact spot they're on, regardless of weapon length, how many enemies or allies are in the way, or what they're attacking (man or beast).
    I've run tests with no weapons, and the ai clusters around player and keeps running towards them. This is extremely detrimental to long weapons and side slash attacks. However, the ai cycles through nearby enemies every now and then, hence the extreme lag in blob engagements and sieges when "nearby enemies" are higher in number. So adding any more complex situation analysis would grind such fights to a halt.

    There's nothing wrong with the combat mechanics, it's just that the ai can't use them.

    That's what I figured  :sad: 

    Getting a bit off topic, but I do really hope they can find some clever way of optimizing and expanding the AI for Bannerlord, if not redoing it completely. I think you would only have to add a few simple interactions to get some amazing results, but I can see how there might be problems scaling up to 100's of bots... which is kind of a major selling point for MB. Warband still has the best combat system I've seen in any MP or SP game, its too bad the AI might as well be for a simple hack+slash RPG.
  10. Is there a way to fix the stabbing?

    Sonterp said:
    This could be fixed simply by making thrusts slower. Chivalry Medieval Warfare did that tactic. Nobody should be supporting a major flaw because it was a problem in MP.  The combat is unrealistic and needs a total revamp.

    They need to fix the combat by actually making the same flaws that you would see irl and doing some research on combat.

    You don't have to have a big budget title to be able to make combat seem real. Neither do you have to have a big budget to make the ai actually work and do something other than charge and scream "RAAAAH" by one voice actor.

    What would make the combat "seem real" to you? Being limited to a few preset animations already makes it extremely unrealistic, whether its Chiv or MB... but I am curious what you meant by "making the same flaws you would see irl".

    I had no idea how OP thrusts were during beta, but I'm glad they changed it. As it works now, I definitely wouldn't call it "useless" in SP or MP -- unless you get completely rushed, which actually doesn't seem too unrealistic to me. But I agree the way it works can seem a bit "broken" before you get used to it. The AI could definitely use a lot of work too, especially with how it factors in weapon length (if it even does that at all). Tbh it seems like the AI will just run up to a certain minimum distance and then randomly switch between charging and back-pedaling... but maybe I missed something. I think it has a lot of potential though, even with the current engine. They could add simple rules for stuff like keeping distance from nearby AI, enemies, and their anticipated paths to give it "emergent behavior" that would look epic in huge melee battles (if that isn't too resource-intensive). Either way I'm really hoping to see ANY kind of improvement for the AI in Bannerlord, cause its one of the weakest points for MB and I think most of the complaints in this thread would be fixed by better AI.
  11. Mapmaking Question

    You would have to add that functionality to the mod. I don't think you can just add NeoGK into another mod but you could try. If you know how to work with the scripts I would guess its not that hard to figure out, or there might even be some tutorials for it. Otherwise you can also just creatively use props to make your own custom interiors (like this, bridge_modular is very useful). Same thing for tunnels, just use a few resized rocks to disguise where the terrain ends and the "ceiling" starts (another example).
  12. Mapmaking Question

    Its a Native-compatible mod called NeoGK, you can get it here: http://forums.taleworlds.com/index.php?topic=245947.0

    But one piece of advice... hide your interiors behind mountains or something above ground, cause there is a bug where projectiles don't work properly underneath the map.
  13. [GK] -- Golden Kingdom

    Posting here for the first time in ages because this is too silly not to point out:

    Rhade said:
    You can say restructure, change and words like that all you want, it doesn't change the years of the way things have been done.

    Don't sit there and act like it's administrated fairly whatsoever. What a joke.

    But I'm going to call bull**** when I see it.

    I'll be the first to say that GK is a bunch of *****es, most of their w keys are broken, they have some of the worst administration I have ever seen, and are pretty ****ty in general

    Wow, you seem to know a lot about how things are run on siege, "how its been done" for years, how terrible the administration is, etc. Except wait a minute....

    Rhade said:
    I never play on GK servers, so frankly it doesn't really have an effect on me at all. Ban me, don't ban me, it really doesn't matter.
    :razz:




    Ps. RE: other thread
    [quote author=Rhade]
    This game is plagued by a pretty telling situation where people look to individual servers as if they owe the community something, which at first, sounds like it's an unfair assessment. But when you realize the only thing holding up the community and, in a larger sense, Warband NA MP, is basically two servers: POM and GK Siege, it's a little more understandable. In healthy, populated competitive games, people would just leave the ****ty servers and go find better ones, and natural selection would leave ****ty servers to die from inactivity. However, because Warband is such a dwarf of a scene, it has the controllers of these servers having massive amounts of influence because no one else gives a **** to spend the time or money to provide alternatives, so they own monopolies and control by default. Not because they know what's best for the game, not because they have the community's best interest in heart, not because they are in any way deserving of that power and influence outside of the fact that they pay the ******** server bill. You can make an argument about there being a moral obligation to do x or y because the influence they have, but it really doesn't matter because at the end of the day it's not up to you. Because it isn't your server and if both these servers were taken down or they decided to add mods that made you play with dicks instead of swords, you'd either need to do that or host your own server, and the majority of the community doesn't care enough about Warband to really give a ****, they'll quit out and play some CS or something.

    I'll be the first to say that GK is a bunch of *****es, most of their w keys are broken, they have some of the worst administration I have ever seen, and are pretty ****ty in general, but again: they pay the server bill, they'll do whatever the **** they want.[/quote]

    I wanted to reply to this in case someone actually thought these were reasonable points... thread was locked so I guess I'll just post it here:


    POM and GK Siege are not the only servers -- there are plenty of other NA and EU servers up which are actively competing for players with GK/POM, and VERY often succeed in "stealing" them. You might know that if you actually played siege instead of pulling a bunch of definitive "facts" out of your ass (about something you yourself say you have no recent experience with). Also, not all native players ONLY play native -- we are competing just as much against other mods as other native servers. GK doesn't have official monopoly rights from Taleworlds -- if you played it, you'd know GK has completely lost and regained its player-base many times... generally there have always been alternatives available, and there have been numerous instances of GK Siege struggling to regain population for days/weeks after being down. There has never been a "monopoly" -- except maybe for a few months all the way back before NW was released, because the MP community was so tiny... and until the MP population grew back, it was one of the last remaining options because GK had already competed to establish itself in the first place.

    The idea that people won't leave servers they're unhappy with is ridiculous, to me it just sounds like your rationalization for how people could possibly be enjoying something you're committed to hating so much. It happens every day (on just about every server) when an unpopular map comes on or a frustrating map/faction combo has been running for too long. Then you see another server suddenly fill up with new players. It does actually happen, and just because you "quit out and go play CS or something" doesn't mean everyone else does... they just play on a different server. Warband has been in the top 20-30 most populated games on steam for the past 3-4 years at least... TBH I would say the MP scene is actually a lot more populated than when I first started playing a few years ago. I wouldn't call warband MP a "dwarf of a scene" (depends on what you compare it to of course), but more importantly your argument that "no one else gives a **** to spend the time or money to provide alternatives" is just a flat out lie... because it happens all the time. Maybe you're not familiar with the multiple GK clone servers that have been popping up recently, but if you play siege often you probably have seen GK Siege with 0 players at prime time while they're full occasionally.


    TLDR; All of your points are supported by made-up facts that have no connection to what's actually been happening. Gk has earned its "massive amounts of influence" through good content and successful policies, including its administrative practices. This is why people have chosen to play there instead of somewhere else in the long run. I have no clue what you were trying to say about "moral obligations", but it's irrelevant because GK has always been willing to consider suggestions that are constructive and well-reasoned. If you make a good point and have a number of people agreeing with you, the policy is going to end up changing -- their goal is to provide the highest quality game-play in order to get the most people playing on their server.... seems to have worked so far.
  14. Your personal Viking Conquest rating (X out of 10)

    kalarhan said:
    There were the:
    The larger forms were as long as a man and made to be used with both hands, called the Daneaxe

    But not a common weapon. Kind of weapon to use on a raid (not a organized combat). Great to break doors. Or to use on a wedge attack to break a shieldwall. Use it to bring down a shield while the guy behind you can use a spear to kill the enemy.


    Maybe they could implement a way to only let a small % of players using it on MP. As for SP it will be rare if no troops have it, as only you and your companions will be crazy enough to carry one hehe

    kalarhan said:
    Imagine a elite group... 20 guys... coming at you with huge axes.

    Your small party doesnt even have good armor. A couple helmets really. But everyone has a shield, a spear/axe and a javelin.


    You: guys, look at that! Can you believe it! Ready javelins!
    Elite: ROARRRRRR
    You: Aim!
    Elite: ROARRRRRR
    You: Throw!
    Elite: <yelling for mama as they die>


    Okie okie I exagerated a little. But I think my point is clear :wink: . Two-handed weapons are not a good choice against a well trained enemy. If the battle is a mess and chaotic with everyone running around its another thing. Oh and I did mention 4 uses, not just one (break doors).

    Thanks for all the fish!


    Take a look at the Bayeux tapestry -- there is a guy using one right at the edge of a shield wall (and plenty of other ones too, so I don't think they were THAT rare).  Also according to wikipedia, they are usually depicted in the hands of "warrior elite", so you would probably be facing them up against a "well trained enemy". Of course you're not gonna have a group of guys with no shields try to rush you with only dane axes, but they seem like they were definitely important to armies in this era... I was really surprised not to see them in the game. It would be nice if they were added, and I agree with Manu_La_Canette using the vikingr system of dropping it when you switch weapons would be awesome.

    Also... I don't know if maces are added in SP, but they really should add a few (besides the wooden club) into MP.
  15. Your personal Viking Conquest rating (X out of 10)

    Birdtalon said:
    Did they even test this?

    I was wondering the same thing tbh, how did they miss the bugged noise for hitting doors? Or did they just not care... ? Not to mention the poorly designed maps which almost all have over-used particle effect/lighting props that seem to be causing FPS problems for a ton of people online.


    BlazingPhoenix said:
    -Bow is under powered Takes 5 arrows to kill a man in basic armor.
    -No Dane axe, 2H axes etc
    -nearly all the factions have the exact same stuff.
    -Finally the fact that crouching nor shield bashing hasn't been implemented saddens me... especially since crouching and a double weapon feature was on NW but wasn't used on VC..
     

    This stuff really bothers me too, and worse they aren't even bugs. It makes it feel more like a half finished mod project than anything you should be charging people for. I haven't tried the SP yet, but I was mostly looking forward to the MP. I originally wanted to get a server going for it but would be embarrassed to even suggest starting one at this point.


    0/10 for me so far, guess I will have to see if the SP is any good.
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