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  1. z00t

    Duel Server Information

    Can we gain some EU / NA / SA siege servers in the serverlist too? Oceania has had monopoly on such servers since launch.
    Dare I ask of such a thing without users coming to pin point me for aggressively demanding stuff?

    +1 about the servers
  2. z00t

    Duel Server Information

    The annoyance in my post come from TW having zero insight (or care?) of what makes Warband MP tick even today, which might be something to aim to improve or highlight in their new installation, rather than nitpicking ideas from someone whose ideas come straight from games such as CS:GO. Yet, we're the ones told by white knights to fall in line and blindly appreciate anything thrown at us. Larger groups can attempt to bypass the restrictions, but it doesn't rid the fact that it feels like a punishment when the organized 6-man groups tend to end up in different servers. Not to mention how small maps make for chaotic (''T'')DM servers which auto-balance any groups into oblivion.

    Let's ignore the clunky or unbalanced minor issues for a moment and realize just how repetitive the MP gameplay is with a total of ~10 different maps, not the same free player customization existing in the previous games, nor any option to host private servers. All of which work against the ability for uniqueness, organized battles/sieges, further player-interactions by becoming regulars or even what TW supposedly aims to become with the competitive game-modes due to no in-game VOIP.

    To be honest with you, I believe the game might've been released too early. Is it worth sacrificing two thirds of the player count in the first month just because you might miss some hype? The previous games have been built upon player-made modifications and a strong multi-player community. Currently, the game promotes neither. And don't pull the update-excuse because it's obvious, and doesn't get rid of the previously stated facts.

    If they wanted to simply update Warband, they would have made Warband II. This is not Warband II, this is Bannerlord. There are so many supporting factors and evidence that points TaleWorlds wants to make a release on console. From keybinds, to UI decisions, controller support, etc- This is all foundation for releasing on consoles. The class system with pre-determined loadouts screams console format. You also make it like getting feedback from CS:GO players is a slap in the face. In TaleWorlds eyes, Counter-Strike has been a successful franchise for 20 years.

    To give you some perspective - According to Steam Charts, CS:GO has (today) 571,745 concurrent users, with a (lifetime) peak of 1.4M (Million) concurrent.

    Bannerlord? 42,672 with a (lifetime) peak of 248,034. A majority of those players in single-player, where CS:GO is the opposite.

    CS:GO has twice the players of Bannerlord's peak moment daily.

    TaleWorlds is making the game they want to make; and I don't think they should be crucified for that. The majority of things you asked for in your 2nd paragraph have all been discussed in posts by the mods and devs here on the forums. The things we want outside the scope of their vision will eventually show up in mods and custom servers- those modules are just not ready yet. VOIP is in their development track. You're right; a lot of the stuff you want was added by us on our time. That time will come, but you just gotta be realistic too.

    To be honest with you, I believe you might've purchased too early in excitement and hype. Shedding off thin-skinned players who complain and demand, rather than submit concise feedback with detailed explanations and ways to reproduce issues is exactly what I would be doing in Early Access. Oh, that's the point I was making; It's Early Access. The game has not been released for retail. Early Access is a soft-release "as-is" while they continue to flesh out the title. It means their core foundation is at a place they feel is stable enough for consumption. It doesn't mean all your hopes and dreams will be in place, nor will every demand made be heard just because it feels entitled to be so. This is dry-starting a freshly assembled engine. It needs to be broken in, oiled, tweaked, and augmented.

    There are so many games that are built and released with 0 feedback, 0 input. AAA titles all around you create their games without your input and you buy them without a peep and enjoy them because that is how it is. A development team opens themselves up to the idea of community feedback, and instant regret is had at the result of people exercising "free-speech" just because they can, rather than truly embracing and taking advantage of what has been offered to them.

    No one forced you to buy the game, and no one is forcing anyone to be here. Why go against that grain and be forcible of issues that with some searching could easily be found to have been covered, and discussed.
  3. z00t

    Duel Server Information

    Great. TW has now satisfied loners and small 6-player teams. So, can we get something for all the thirty-something-sized clans and regiments out there who're still waiting for a chance to play organized battles together and against one another?

    Quite the contrary- the changes made have affected the MP community across the board. I understand it's very easy to pigeon-hole into one perspective but you need to be able to see things with a more open mind:

    • The dueling servers provide a service to all players alike to get used to MP timings and hone their fighting skills while being in a semi-controlled environment having the same environmental conditions as organized play (Skirmish, Captain, Siege).
    • The 6-Man queue promotes better pooling for smaller or totally random PUGs (Pick up Groups) to have a much better chance at facing opposition that is better suited for solo/small group queues. While there is still a chance 6 stacks can influence and enter the global pool, their reduction of entry is significant. This benefits both sides of the competitive/casual coin.
    There are quite a few clans that have 20+ players and are all in the same boat. VK for example was nearly 100 deep not too long ago. There are clans preparing for large/line battles, but in the meanwhile we've broken down into companies of 6 and are compartmentalizing. This enables us to be competitive in the current format while also honing on team group fighting and command delegation. In a 30v30 battle, having 5 companies of 6 at your disposal that are already prepared to fight together can be seriously advantageous when it comes to positioning and team chemistry.

    They've said the other gametypes are not ready- which is why duel is held on TDM and left mainly up to the community to police. The server files are not ready either. When they get there, we'll get there.

    The changes they made recently have made things a lot better than they would have been, for everyone. Let's try to show some patience over entitlement. They're meeting us halfway, and that's more than they have to tbh.
  4. z00t

    Remove the block delay you've added back

    The feints should be fixed in order to stop the glitched animations. Also I believe block animation should be faster because rn some weapons can swing 4/5 (if using the glitched feints) times before your block animation is over. The difference between Warband is that attacks and blocks were much more responsive. Rn I feel like I’m trying to block with 200 ping but attacking with 0 ping cuz of the glitch

    This. I don't understand the logic. Aside from the glitch feints, why can't/shouldn't RMB click speed/actions be as responsive and LMB click speed? Shouldn't they both be affected by the same physics/inhibitors and be executed in equal times? Eg; If a weapon can only block so fast- why can it be swung faster multiple times within the same timeframe? Blocking for all intents is a much more acute move than a slash or thrust- and theoretically in a realistic environment could/needs to be executed in less time than attacks (but for balance, at least equal?)

    Input delay of any kind (within the reasonable limitations of an online environment) in a game that prides on the ability to react will always drive the end-user insane when the mind and body react but the virtual extension cannot. It's a tease. I understand network constraints, latency and prediction algorithms will always blur things- but at a client level the TTE (Time-To-Execute) of both LMB and RMB should by synonymous
  5. z00t

    Everything wrong with kicking

    kick has enough stun time currently to land a hit with 85-90 speed weapon, no need to increase further kick stun and make it OP.
    Just practice and learn timing

    How many weapons have 90 spd?

    And how is providing the "scissors" melee component to only to the fastest weapons in the game balanced? It's already disgusting what people do with the fastest weapons.

    Also, I would love to see a video example of performing a stun + attack in multiplayer with said weapons successfully & consistently.
  6. z00t

    Player Opinion Polls Concerning Multiplayer Balance

    Couches will most likely get nerfed. The elite Khuzait troops are really good, but they have **** infs and they are expensive. HA is really expensive for what it is. Just go archer and kill a cav. However, I found that a good way to play Khuzait is if the infs take the horse and the Armored cavs become infs, even though I suppose the MP team will fix classes (by that I mean that infs cant shoot, cavs cant shoot and archers cant ride)

    I appreciate you clarifying and going into more detail.
  7. z00t

    Everything wrong with kicking

    I covered this one briefly as well, and again, have to agree!

    This was my take on the current situation:
    With current combat speeds in multiplayer, Kicks and Shield-Bashes are utterly worthless. These are a major missing component to the rock, paper, scissors dynamic that would help round out and make Melee combat more interesting and less dragged out. Increase the stun and decrease the fallback on both of these, so follow-ups to them actually provide a positive result. Another option would be to make the Kick more on the fallback side to create a gap, less on the stun side; and shield/hilt bashes less fallback, more stun to make way for an open hit.

    As I pointed out in my assessment; I believe the worthlessness of kicking/shield-bashing in multiplayer is primarily due to the combat speed difference from Single-player to Multi-player. The slower speed of MP simply does not support the originally intended timings of kick/bash + attack. The only way to efficiently take advantage of these moves in their current form is in a 2v1 or greater scenario- where your kick/bash is complemented by another players attack. While I like the idea of promoting some teamplay and comboing through this method- it does relegate them to only being useful in those specific scenarios- when they should be helping to flesh out the Rock/Paper/Scissor dynamic that is sorely needed to round out melee combat (And put an end to turtles)

    I'd personally like to see both of these attacks eventually come to a point of having different benefits/reasons for use:

    • Kicks should cause a larger knockback (gap opener)
    • Shield-bashes should cause a slightly longer stun, enough to provide an opening for at least 1 attack (stun-lock)
    This way, instead of having two means to the same end, you now provide the player with the option of either giving breathing room and/or an avenue of escape, or to bash at a chance for a stun and offensive opportunity.
  8. z00t

    It is too easy for cavalry to knockdown infantry at low speeds

    I touched on this subject on my own "issues" thread, and wholeheartedly agree.

    There is seemingly an issue at higher speeds where hitreg fails and there are all too many instances where you simply "phase" through or "collide" with a player model briefly, with no actual knockdown- while on the other side of the spectrum when I'm just looking for a basic bump at a slow trot- I knock people to the ground like I'm doing 30-60MPH.

    The sensitivity at high speeds is too rigid- where the chance of getting a bump is canceled by the poor hitreg at higher speeds (Maybe due to server tick rate, or the way the game currently handles input I/O & prediction?), and at low speeds too overly sensitive.

    Resolution; Stretch the sensitivity curve drastically to require more speed/contact at the lower end to successfully differentiate "bumping" someone for a stun, and "knocking" them on their arse- while preserving the ability to perform knockdowns at high speeds without phasing through your target.
  9. z00t

    Player Opinion Polls Concerning Multiplayer Balance

    Khuzait and Empire are really bad and the rest is ok to play unless you face Vlandia. I'd say Sturgia, Aserai and Battania are pretty equal.

    Curious- with Khuzait being the only faction with native Archer and Heavy (Couching) Cav + Glaives on the ground - That'd make them the most versatile...how is that bad? Unless you're downplaying them to keep them that way?

    Mind you, I know how they play in the hands of AI and in singleplayer- but in the hands of a 6 man vetted with good shots (now mounted without the penalty) and unlimited X couches?
  10. z00t

    [PETITION] Rollback/Disable Quit Penalty Indefinitely

    Do you want to continue with this petition or has the new patch fixed the issues you were having? If the latter, is it ok if I lock the thread? @z00t

    We can close it Fietta- it served it's purpose and ran it's course. Thanks again to everyone!
  11. z00t

    [PETITION] Rollback/Disable Quit Penalty Indefinitely

    The lack of recent communication is entirely down to me and isn't the fault of the company. I took some time off work recently due to a family bereavement.

    But I'm back in action now so things should start to improve on that front. I can't promise that everyone's concerns will be addressed immediately, but the developers definitely do read the forums regularly, so while we might not always directly respond to everything, we certainly are aware of the most pressing concerns and issues and are working behind the scenes on solutions.

    I wanna take a moment @Callum to apologize, give my condolences, and thank you all at once. I think a lot of people needed to see this to stop hyperventilating at the thought they are not being heard.

    I also want to thank everyone who put their weapons down for this cause and came together on this. Competition and trash talk will always have its place; but I can't emphasize enough how proud I am to see the turnout and unification of the community when push comes to shove.
  12. z00t

    [PETITION] Rollback/Disable Quit Penalty Indefinitely

    And please do a survey! I'm not going to raise your topic to the first line, in which there is not even a list of those who refused!

    You can find objections in this petition thread: https://forums.taleworlds.com/index.php?threads/petition-dont-rollback-disable-quit-penalty.419226/

    Thanks for your input and bump!
  13. z00t

    ping bug???? hello mr. bannerlord

    I can attest to this happening to multiple people in our clan as well, though I've personally remained un-phased by the issue

    I have a feeling it's a routing issue- but it seems to be localized and hitting the same people.
  14. z00t

    [PETITION] Rollback/Disable Quit Penalty Indefinitely

    I don't think we should be praising TW for picking one of the gazillion suggestions and implementing it with absolutely horrific timing. Even in most of the threads suggesting it a lot of people noted it should be just for ranked MM. If they actually listened and paid attention to what's going on changes like this likely wouldn't happen.

    I mean- it took 10 years of people asking about assist statistics and they made it to Bannerlord. Changes that took that long vs things we've asked for in the past few weeks being implemented almost right away is a complete 180 from the old TaleWorlds.

    Not that I agree with needing persistent/permanent tracking of assists...but to know who has at least contributed to fights or just died in their role without any positive impact has been really nice during matches.

    The only people who don't see TaleWorlds as "listening" are those who have bad-mouthed them year after year, and don't get their own issues addressed wondering why.
  15. z00t

    [PETITION] Rollback/Disable Quit Penalty Indefinitely

    Could someone just make a suggestion & feedback roadmap which is in order of priority? When changes are eventually added, they do seem to be out of place - it's best to know when to add it. I feel like these petitions could become a common occurrence once they start developing features the community wants due to wrong time placement.

    I'd rather a community developed roadmap (where everyone could contribute) with signatures than a petition to 'wait'; wait when and for how long? When's the right time? Sure they could roll it back but who knows when they could add it. With a roadmap they'll know.

    This petition is fine, but the use of this petition (and potentially many others) doesn't really provide a when, which doesn't always help.

    I'm on board with the idea of formulating something more in-depth, the main issue is our roadmap being so off-kilter to what the devs may have in store (as we don't have their own roadmap in our possession to decipher what needs to be re-ordered) that they take us less seriously than already believed.

    The reason why I chalked up it as indefinitely- was because I don't believe anyone thinks the system is bad, or needs to be scrapped- but just it's implementation postponed until they are able to provide us with a means of syncing stacks of 6 for matches- be it through private or passworded servers, or a Clan/Tournament server/client of some sort.

    As it stands, organized play will take a serious hit if not die out in EA with it's impending changes before we ever get to private/passworded servers.
  16. z00t

    [PETITION] Rollback/Disable Quit Penalty Indefinitely

    Proven wrong? lol. TW has made changes ye, but overall nothing amazing. Their most important modification so far (this) is stupid because there isn't a working matchmaking system. Add ranked matchmaking before punishing pubs for leaving when getting stomped.

    Yeah- but they were changes people asked for. So they are listening.
  17. z00t

    [PETITION] Rollback/Disable Quit Penalty Indefinitely


    Such intelligence and maturity displayed when proven wrong.
  18. z00t

    [PETITION] Rollback/Disable Quit Penalty Indefinitely

    It’s to keep this thread relevant so taleworlds can see it basically; kinda genius

    So is telling everyone "how" they should post, expecting the complete opposite.
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  19. z00t

    [PETITION] Rollback/Disable Quit Penalty Indefinitely

    I've updated the OP with the names of those who have posted in favor of holding off the implementation of the quit penalty until alternative options for competitive matching is made available. If I have missed your name or mistaken your intent- please let me know!

    Signed for myself and i am sure a big chunk of our clans 200+ member SkBr community agrees. We have several six stacks sometimes that we want to scrim together or with other teams and it is frustrating to us and to random teams we have to face when we cant get our chosen opposing team synced. Give us tools to thrive and train and compete

    @Vrabies - Please if you can get them to voice their opinion in favor of or /signed, we could definitely use more signatures/attention to the matter!
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