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  1. Fehnor

    North American Player Ratings (New Fun Poll Up!)

    BIT, CJTT, NASTe seasons 1 and 2, KBooB, and KTiT were pre-UNAC. Well-documented, organized, competitive, and had major players.
    https://forums.taleworlds.com/index.php/topic,154586.0.html
    https://forums.taleworlds.com/index.php/topic,169650.0.html
    https://forums.taleworlds.com/index.php/topic,194970.0.html
    https://forums.taleworlds.com/index.php/topic,238001.0.html
    https://forums.taleworlds.com/index.php/topic,256866.0.html
  2. Fehnor

    Starium XCV - Kickstarter from some PoP mod developers

    https://www.stariumxcv.com/ https://www.kickstarter.com/projects/stariumxcv/starium-xcv/description Prophesy of Pendor developers have been slippery with this one; I only see four mentions of it ever on the forums, and none since their kickstarter was launched. Starium XCV has a number of...
  3. Fehnor

    What is the best key for View Outfit?

    Mapped to a mouse thumb button
  4. Fehnor

    Multiplayer Game Modes - Updated Info and Discussion

    Callum_TaleWorlds said:
    MaHuD said:
    These perks are unlocks, right?

    You have access to all of the perks of a class when you pick that class.
    Callum_TaleWorlds said:
    KhergitLancer80 said:
    They should also add some of the perks as microtransactions...

    No. Just, no.

    <3
  5. Fehnor

    Multiplayer Game Modes - Updated Info and Discussion

    I'm happy with this. Thanks for the clarification!
  6. Fehnor

    Dev Blog 15/03/18

    Callum_TaleWorlds said:
    I just don't think people should expect to see Battle as a matchmaking game mode

    This is fine, as long as it's available to join from the server list
  7. Fehnor

    Dev Blog 15/03/18

    Thank you for reading these complaints on your weekend. I greatly appreciate what you guys are doing. Lots of folks take jabs at TW and devs, but the majority of us want to play a great game.

    Here is my ideal release day for Bannerlord. I am sure this is shared by others (except for setting up a server, haha).

    • Spend an hour training against AI in Practice mode or something to get a feel for attacks/blocks and weapons.
    • Try to set up a private server.
    • Hop on a private server with clan members and practice hitting each other for an hour in whatever game mode accommodates this the best.
    • Join a public server in a last team standing mode and practice for an hour or two.
    • Go back to a private server for a clan match on last team standing.

    I know not everyone plays this way, but I imagine this is the ideal for most players who have participated in competitive matches in Warband. I'm posting this with the hopes it might help make Bannerlord better.
  8. Fehnor

    Dev Blog 15/03/18

    Last team standing.

    Two teams, each player with one life, the last team with players wins.

    I'm less concerned about all the fluff. Warband battle has gear choice, flag spawns, and a bunch of other things that are less important. I was expecting to see some ingenuity in this area, but I didn't expect Bannerlord to completely scrap last team standing.

    If Warband battle was Counter Strike with swords, what does that make Bannerlord with these new game modes and no last team standing?

    It could be great, but I just don't see it right now.
  9. Fehnor

    Dev Blog 15/03/18

    I would like to bring dev attention to this thread since most MP players don't look or comment on the blog board.
  10. Fehnor

    6v6 mode, multiple lives?

    Azan's points are solid, I completely agree.

    Lord Rich said:
    --------------------------------------------------------------------------------

    Concerning the information I think it's pretty disappointing, saying we can simply make a mod to solve it is also frustrating since mods usually exist on only a fraction of the base games population and it has the risk of splitting the competitive scene between the vanilla game and a battle mode mod.

    Of the changes the least concerning to me is the character equipment issue. It's true it adds some depth but equipment picking tends to move towards a singular or very small selection of optimal builds. If you think about what builds you take in warband matches, mostly it's the same.

    I don't think multiple lives will be good for a competitive game mode, it's just got a lot less tension and feels a lot more arcadey. I think it's a great idea to have life limits for casual game modes though.

    6v6 is also a bad idea, 5v5 tournaments are boring and defensive types of games and provide far less options for interesting builds and tactics.

    I am all onboard with having multiple objectives, I am willing to give that a go, but I hope they consider putting in a way to have only 1 life and boost the player numbers, think those two things are definitely the biggest issues.
  11. Fehnor

    Dev Blog 15/03/18

    I get that change can bring good things.

    In the Clan Hall board, you don't see clans for modes other than Battle.

    In the tournament board, you don't see team-based competitions for modes other than Battle.

    The reason Warband Native Clans exist is because it's native and doesn't need mods. When you require a mod to play, the userbase shrinks drastically.


    My concern isn't about fear of change, my concern is about playing the game I have been looking forward to for six years. Today, I found out that game may never exist. It's not about fear of trying a new multiplayer mode, it's that the multiplayer mode that I want to play - that brought me to Warband - is going away. I'll try the other game modes, but I don't expect to get from them what I get from a last team standing game mode. I don't expect a community of clans to develop in the same way around the game modes presented. I don't expect games to be as competitive as they are now. I don't expect to need to master the game to just do ok in matches.

    I understand that not everyone wants to play last team standing. Sometimes I avoid it when it gets me too heated (see sig). I expect a lot of people to find the new MP modes really enjoyable, and play them more hours than I've played Warband.

    It's just not what I was waiting for.
  12. Fehnor

    6v6 mode, multiple lives?

    Hero_of_Ferelden said:
    What I meant was balance mods.

    Who cares about balance when the game mode that might have benefited from a little balance no longer exists?
  13. Fehnor

    6v6 mode, multiple lives?

    Hero_of_Ferelden said:
    You guys haven't even seen how to game type plays out. People complained when the first multiplayer game-play was released also. The fact is most native players don't like change, it's taken you 6 years to begin making a server side mod with minor changes.

    There are multiplayer server mods (for native clans) prior to 2010...
  14. Fehnor

    Dev Blog 15/03/18

    A last team standing mode is what drew me into Warband multiplayer. This is something Counter Strike did right over 20 years ago, but Warband did it with swords! I would like to think this isn't being excluded from Bannerlord. That would probably turn the game into a single player experience for me.
  15. Fehnor

    Perisno Mod Bug Reports

    Hotfix 0.811
    Escorting Syabr to Forde, error in conversation.txt line 913
    dlga_start:close_window.23
    There is no "we'll take it from here" dialogue when reaching the city.

    Edit: Dialogue popped up at the edge of the coast
  16. Fehnor

    How you picked your MP nickname

    Middle school D&D

    I am not creative, and needed help with a name

    Everyone chose a letter

    I mixed them up
  17. Fehnor

    URGENT: DDoS of all major NA Servers

    pawnstorm said:
    To those of you who own a linux box running a warband server, have you tried limiting the rate of connections using the iptables "recent" module? I have no idea if it would help or work at all, but what if you limit all connections to the warband server port (to like, 3 per minute or whatever works), then set up a script to tail monitor the warband log file which triggers when a player joins the server and adds their ip address to a whitelist without the rate limit?

    You'd obviously need to find some way to put the ip address in the log files. I know WSE can do this, which is probably the easiest way. On nditions I devised something that did this without WSE, I can probably dig up my notes in case anybody needs it.

    If memory serves correctly...

    Each player averages about 12 packets per second on the server. These packets have headers linking to the application, and all prior headers show these connections as valid requests. The warband server sees the correct application headers on the packets, and opens the packets to determine who is where and when you fire your bow.

    There could be a DDOS from too many requests for the server to manage (doesn't take much, can probably do it with one machine), but my assumption is this is not a "DDOS", where a server is overloaded with requests, but an injected command that stops the warband server.

    Since most warband servers are hosted on a VPS or a shared server, forensics is limited to warband server logs and local IP monitoring, if any. Meaning, there isn't a way to drop packets from unknown originating IPs, meaning the attacks continue. Unfortunately, not much can be done to prevent this. Have to wait until the kid gets bored.
  18. Fehnor

    POLSZA the Movie - A MOVIE TO BAN FOR

    More entertaining than expected. As painful as expected.

    Lots of great editing, Sota.
  19. Fehnor

    [Added Episode 2]My mount and blade warband MLG montage parody videos

    This is like taking a **** on toast and calling it a peanut butter sandwich.
  20. Fehnor

    ded

    Blazing Drake said:
    Fehnor said:
    John7 said:
    I challenge everyone in this thread to ft7

    come at me bro

    Ssh, they're not talking about first to seven tacos.
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