Tbh haven't put much thought into the class system yet, so will be mostly the same for starters I guess. There was the idea to make a hybrid between training classes and then you can level within that class in a limited way ,loosing this progress when you train another class. But this needs much more thought or we might just stay within a fixed stat<>class system.Also; @Bridge, what types of classes can we expect? Will it be the same as PW/PK or will things be added/removed/changed?
mh good catch, this is something we need to be aware about on a technical level, haven't tought that far #60as it is currently, player IDs look like this (take straight from the History.json file you can find in your own documents):
2 indicates its a steam ID, 0 and 0 no clue, rest is literally just steam64 ID.
Other platforms such as Epic Games have other starting numbers and then their own ID system.
not sure if a GUID from the game software itself is still going to be a thing, it's probably going to be replaced by your steam id, at least that would be what I'd like to see. Easier management and makes players be identified better. This will also make sense since the battleeye anti-cheat probably also identifies banned players by their steam id, given mods/servers are able to interact with the battle-eye service for bannerlord to verify global bans etc. Even if not, Steam integration is already there, so it would make sense to use it for player managementI apologize if this is already a thing as it’s been years since I’ve used admin. But, as I remember, you’d have to either ask the player or look in the logs for someone’s GUID. Is it possible to have a “lookup GUID” button with a list of players, when you click on one, it pops up as a chat message. Perhaps it could also pop up past used names. Could help skip a step of hopping on any sort of panel your server uses to find that info.
both ways of teleporting were already possible back then, so that'll be added againMy only suggestion is to have both teleporting behind as well as teleporting in front of players. Having one or the other on PW was always an annoyance, as both have their own situational uses.
Also, how will admin armor be done, and will the armor itself be fixed? Admin armor could be, for the longest time, worn by standard players. I recall on at least one map - Valley of swamps I think it was - admin armor was purchasable by players, which was horrible.
The reporting will be independent of the server, the feedback will be directly forwarded to us from the client, no matter who or where the server is hosted.The in-game reporting, is this based on the mod itself, or your individual dev server? If it’s on the server only, it would be wise not to release the source code before people give it time to test. If you are talking about on the mod, that’s excellent, so that even later on, after the initial testing is done, people can still report bugs. I can think of a few issues though. People may use it for an admin chat, to report map bugs, etc. No matter how many disclaimers and information you put up there, people will still be confused, whether it’s a lack of understanding due to poor English comprehension or just not reading it and report junk like “I got rdmed admin help!!!”. The problem will be twofold: the devs get a ton of spam in the inbox, and the players problems will go unanswered, unless you are willing to forward all the info to the individual server owners, which seems like a huge waste of time and resources and probably impossible. Are there any planned safeguards against that?
We'll surely have a public dev server which we use to test the newest mod versions. Since we wanna add an ingame bug report functionality(so no need to go onto a forum or something) that would go perfect together with the public dev server so we can quickly collect good amounts of feedback without extra overhead for the player.Sorry if it’s already been asked or answered, and perhaps this is a bit premature, but do you guys have any intention of hosting “official” servers at the start? Obviously I’m assuming you’ll release the source code to allow anyone to put up a server if they wish, but do you intend, at least while the mod is still new and fragile and needs to be tested, plan to have servers hosted by the devs? And, if so, do you plan to expand such to a North American server, similar to how Oasis and Phoenix ran theirs?
Well, could be our start into development.With the announcement of the full release of Bannerlord in Q2 2022 (8-10 months from now), and their promise to release the private servers upon the release of the game, is this actually, finally some good news for Kingdoms? Could it possibly be the release date that we're all waiting for, and the ability to begin modding? Or am I just taking hopium?
Impossible to tell at the moment. Depends on the engine and it's networking capabilities and of course ultimately on the hardware you run the server software on. We'll aim to at least support as many players as we had in Warband, so about 200 to 250 should be possible at minimum. That being said, we don't want this to become a massive multiplayer mod, tho max players will be configurable.based on the bannerlord online mod's successes, especially with the infrastructure of the mod, is this any inclination/clue on how many players a server would be able to support?
I have a suggestion. How would you feel if the smaller factions like the outlaws could actually build small outposts? Especially if we have bigger denser forests, it would make the outlaws faction more fun to play as people wont always know where your hideout is, allowing you to pillage caravans and small parties of other factions without getting completely zerg rushed in the matter of 5 minutes. Would also make being a manhunter also fun too, and could introduce a possibilty to bounties and hired mercenaries being more important if a certain group of bandits take control of a certain trade route. It also gives big factions a thing to do.