NIN3 is such a good person. One time, years ago when I was a kid my parents took me on a holiday to Turkey. We went to a restaurant to get some food since we haven't eaten anything for the whole day. Unfortunately, for some reason, my parents' bank cards were rejected every time we wanted to buy something to eat, and I was getting really hungry so I started crying.
And there he was, glorious NIN3, doing something on his laptop (probably programming first mount and blade at that time). He heard me crying, walked up to me, and asked what was wrong.
I said I was hungry, so he closed down his laptop, picked me up, and lifted his shirt. He breastfed me right there in the middle of the restaurant. A very nice guy.
Of course they might, but it does not prove the case.
On a good day, a few teams from div B could probably beat the worst team from div A. But it should not give them a straight-up right to replace them. That is why multiple matches are played against different teams in all divisions. To cut down the random events/factors.
I agree that there should be a way for that WHEE team to join Division A, but it should be done in a way to make sure that these random factors are reduced as much as possible. I don't think only one match against the worst team is enough even if it is "EZ 12-0".
I did not mean divisions when I talk team A/B, it is just the hyphotetical name of the team.
Let's modify it slightly to make it more clear:
Style makes a fight, If you are a new team and you win against team X (from div A), and team X wins against team Y (from div A), it does not mean you would win against team Y.
Style makes a fight, If you are a new team and you win against team A, and team A wins against team B, it does not mean you would win against team B.
Other teams played N matches for 6 weeks to stay and prove themselves in division A. I don't think that playing only 1 match against the worst team of div A would be fair. You should play with the 3 worst teams, and if you win at least 2 out of 3 matches, you are allowed to be in division A. That removes the possibility of one's team being dropped because of one slip/bad day/style-incompatible match/important player missing.
Of course, there are disadvantages of such a rule, it put too much pressure on the worst teams to play more matches and manage their time better, but it lets other new teams promote quicker and it is more fair towards existing teams who already invested their time into playing.
There is a great interview with CEO of robocraft, game that failed because it went a route that Bannerlord is heading for:
"A lot of players who are angry with the way the robocraft went, that we dump down the game mechanics, we dump down the building system. ..., Sadly, our attempt to simplify the building system in attempt to attract new players/keeping players from slipping through our fingers, they did not work, the stats did not improve. So we angried the existing players and did not improve the stats.
...
Perhaps my biggest regrets are maybe if we went back, we would listen more to dedicated players and less to the short-term new players. And focus on what dedicated players like and exposing more of that and building on that rather than chasing the stats for new players."
The dedicated players gave you a lot of ideas in multiple threads on how to improve the game, you did not seem to listen and decided to go your own route (which could work, but it did not). Maybe it is time to go back to the drawing board?
I have never heard any dedicated players saying, "let's strip down the Warband equipment system and replace it with something else" when the game was "in progress".
Played multiplayer Warband for thousands of hours and always found it frustrating having to pick my equipment based off of gold every round. This new class system seems to address and simplify that, which I like.
I would remove the score column and split it into two columns "Damage" that shows damage dealt to the enemies(or damage that enemies received to be more precise), and "Other damage" that will contain damage dealt to horses or other entities e.g introduced by mods.
I know you won't implement it but what about having a possibility to create your own custom class (e.g in the game menu), where you would be able to select class attributes, proficiencies, and perks from a pool of perks available for that specific faction. The choice of perks/proficiencies/perks will influence the cost of the class.
Change perks so that they cost gold rather than are free, in that case we will be one step closer to bringing WB equipment system.
Make that 2H perk cost so much gold that you will need to make a decision between better armor and bow vs 2hand.
Throwing spears/pilas deal way too much damage to players and horses. That became the new meta (throwing meta), because of the throwing spears/pilas abuse. The damage must be reduced or the perks must be changed (so no abuse is possible no more), otherwise it'll merely remain as a CS:GO ripoff. Those perks for Peasants/Brigands/etc. are immensely gamechanging (and definitely not for the better) because of the 3 respawns. Another solution could be increasing aforementioned classes' gold value (so they cannot respawn 3 times), but it won't change the meta. There's no joy in playing against and for those factions. Please NERF
Right now all perks cost the same.
One solution could be an additional cost for that perk that would enforce only 2 spawns:
You choose throwing perk->since it is slightly more expensive you get gold only for 2 spawns,
Any other perk->Lets you have 3 spawns.
EDIT: it has been asked before. since voice chat will not be heard by the enemies (which is a bad decision IMO, as how am I supposed to taunt them?!), could we get the good old Q button to deliver WARBAND taunts ("THATS A NICE HEAD YOU HAVE ON YOUR SHOULDERS", "LESS TALKING MORE RAIDING" and others)? It's most certainly a very FUN way of interacting with the enemy team, something that is currently missing.
There should be 2 keybindings for voice chat:
1. Whole team
2. Local(Proximity) talk to all
Alternatively, keybindings slightly more complex but better for mods e.g PWMOD
1. Whole team
2. Local(Proximity) for team
3. Local(Proximity) talk for all
Great idea, but to be more precise it should score only the damage that took the enemy hitpoints.
In that case, if a horseman hits an archer for 300+ damage, his score would not be increased by 300 but 100 (archer hitpoints taken).