Not enough for who? Make peace with it lol, this is all you are going to get. A small dev team who have a general knowledge of what the player base wants.I can give you infinite examples of how TW ''just knowing'' what we want is not enough. Knowledge isn't power. Applied knowledge is power. And the fact is that TaleWorlds are not applying the knowledge they gain from the forums in the sense of community feedback. Most feedback is discarded or disregarded entirely.
Do you know how slowly programming languages are developed? Also, they are developed with an infinite amount of money behind them or in people's free time.Maybe linux isn't the best example here, but programming languages are. Usually they have huge open discussions on their forums where people come up with their suggestions that are then discussed by users with different levels and tasks, and than they make core changes (not just extended libraries which could be compared to bl mods), based on that community feedback and proposed solutions. That's how I see development in bl should work, mainly because their designers are not competent enough to make good balance patches. It's not their fault that they have no time to actually play the game, but they have a lot of competent players with thousands of hours played.
For each patch we predicted all balance issues just by reading patchnotes when changes were not even implemented, and each time it turned out that we were right. I don't get it why they make obvious (from experienced player perspective) mistakes over and over again and don't want to change their approach of making balance patches.
Well that's why we forfeited, telling people to come online and then try to play a match while continuous crashes is just xxx to do.We're not arranging any matches until this is fixed. I'm not gonna tell my members to cancel their weekend plans on the off-chance that we dont crash for an hour before saying screw it and waiting another week.
Currently there is a risk if you throw then they can throw it back so the incentive is lower, if you don't hit you basically give them a throwing weapon.I am sure that can be changed.
I don't understand your point.
How is the incentive to throw making it less dangerous?
Problem is if you die and have an empty quiver you don't drop it, also this makes throwing way less "dangerous" as you know if your opponent can or cannot pick it up. If they cannot pick it up the incentive to throw is bigger as they can't throw it at you anyways.Correct.
That's an insensive to play Skirmisher .That way they stand out. And it also encourages what most of the infantry players want: Melee combat.
Also you could pick up a quiver if you kill somebody while he has javelins selected.