I'd rather see a ranger class that Roy's mentioned alongside the old classes. Perhaps a somewhat lower skill with the tradeoff being that you can use both xbows and regular bows. Keep a traditional 'Crossbowman' and 'Archer' (though I'd prefer the title of Longbowman in this instance) with higher skills with each respective skill. Gives more options and specializations without removing classes wholesale.
What a coincidence - you cant give a statistical amount of players without proper data. That's how statistics work. Especially when we have to include future players, which makes it a literal prediction that - again - you't can't make without pulling a number out of your ass. It's not by my logic, its by, you know, logic in general.
I didn't play the mod as a player, the commoner spawn never affected me. And I while I can't dispute changes being done in 2017 to the map, I can completely say that the old version still ran until 2019. Oasis, I know for a fact, ran it at the end of its life cycle.
Or at least give it a purpose other than literal trash.
'Proof'. You mean you showed you playing with your clan, which isn't a statistic by any degree. Again; waste of time to keep arguing when your own evidence of any such claims is anecdotal, when no such data on the playerbase exists. Especially the playerbase for Bannerlod's version as its not even out yet.
I don't recall the spawn on Realm Divided being moved outside of the castle; only change I remember was the removal of the Town Watch faction in general. Made that half of the castle useless, and didn't really solve the issue. As for Great Divide, wasn't that the map with the commoner spawn inside of the mine outside of the main town? Was a good spawn - no reason for anyone to be killing fresh spawns.
Its not just for the sake of having less, its to simplify the rules as to make the game more accessable to new players. But as Bridge stated, not the place to discuss rules.
Good for you. You've missed the point, but to each their own.
Oh lord, don't say that too loud. Froi might hear you.
Fair enough, but to each their own. If a group of people want to do what Gwae and the Gypsy clan did - sit in a little house and chill as neutrals - then so be it.
Good for you. You aren't the one who had to listen to these same guys complain about it on a nightly basis lol.
It was more recent than that - I'm thinking early 2019ish? It's been awhile since I was an HA on a stable server.
As stated, I'm not sure if you were there or not. All I clearly remember is Blackfyre's doing it, but it's really unimportant. Just put your clan as one I kept an eye on during wars once upon a time.
Correction; was called Realm Divided, my mistake. Shattered realm was a server. Had to dig through my old files for the actual map name itself. Pretty sure its that one. The one with the big castle in the center over a river, separated by a bridge. I don't have any screenshots of it anymore. But yeah, the spawn was down an alley beside the town watch half of the castle, and every time there was a war, that spawn got camped because 'warzone lol'.
Will all depend on how the beta run goes I think. We'll see. But hey, its an idea.
The trade goods idea sounds interesting. A 'silk road' type of mechanic.
Can agree with that, but making them craftable would remove the need for that rule in general, which would be preferred.
As for PW, fine. Lots of people were in clans. But unless you have some sort of legitimate source, please refrain from making sweep percentage stats out of thin air - just like the aforementioned 'six week' estimate the Froi went on about that was made. PW had a thriving pub community once upon a time, I hope Bannerlord follows suit.
Fair. But the goal should always be to bring in new players. I recall the days when Avalon and Nexus had full or near full servers on a nightly basis, not the sad 100ish we had by then end.
No one was 'fine' with it though. The only reason the 'hording' of carts entered the ruleset was due to the sheer volume of complaints. To stay on with the thread; the whole thing would be a nonissue if carts became craftable.
I remember having to handle multiple complaints on your clan in the past concerning cart blocking with one in particular; specifically in Brack castle on the Normandy map. Only reason I remember it was because I physically had to intervene and end the war because both sides (Blackfyres vs some sort of coalition? I don't recall) just cart blocked their respective castles, ignored members of the staff to stop, and just continued. The war wouldn't end, and both sides used the 'warzone rule' to wipe a bunch of pubs. Had to intervene, reprimand both sides, and force the war to end, which I rarely did. Can count the number of peak time wars I had to end on one hand, so when that happened, **** had properly hit the fan. However, I'll concede the point that I don't remember if you were personally online and leading at the time, but I remember clearly that the Blackfyres held Brack castle and had blocked the gates and flag cap point with carts.
By no means was it a failure, but it did die due to lack of interest, bad servers, and development ending. It is was only a "failure" of a mod per say in the sense that it died, at least in terms of NA.
PW's NA population plummeted for a time after Clarky got DDoSed and his one server (I can't remember which one it was) died off. Think it was celestial that took over after that? But when PK dropped, pops climbed up again, at least for a time. At least that's how I remember how it went down; but I concede that I haven't been active in PW/PK since 2019ish I think, so I'll leave that be. You've been more active than I in recent memory so you're probably correct.
Fair, +1. From your previous post your 'not reinventing the wheel' didn't make sense in that regard, but thank you for clarifying.
I recall it being an on and off issue. It'd be a non-issue for weeks and then a major war would start and someone would be dumb enough to try it again; whole server would flip out and then it'd calm down again. I'd simply like to see it not even be an issue anymore. If you can't cart horde or block castles with undestroyable props, no one can complain about it.
Map design does have to do with RDM numbers. Certain maps - depending on commoner spawn - had more RDMs happen. Shattered realm was terrible for commoner spawn - I saw more complaints in that specific area of the map, the spawn below the town watch - than anywhere else on the whole map. Certain maps - PK's version of shattered realms I think it was, with the two tiered castle on the mountain, across from the sand one - was a constant bed for spawn camping/rdm complaints. Same goes for cart blocking on the narrow pathway to the second tier in that same castle. Certain areas on various maps simply were problematic due to how they were designed. Confined spawns that can be blocked off with carts (Commoner spawns specifically) are something I hope we don't see in this new iteration. But I am no map maker by any means, so I'll leave that to those people.
I disagree for previously made points; you alienate any new/pub players, and open the door for people to cart horde. If you remove the causation, you prevent the end result. But no sense in beating a dead horse.
Again, I disagree for the above mentioned reply.
I'd like to see a middle ground in this then. Make craftable carts smaller than carts in PW in terms of storage. Less risk in getting one, less reward for filling it. Like a wheel barrel or something of the like rather than crafting a full horse cart? Not sure, but needs to be a happy medium.
Ah, that would make sense. I'd rather see it at, lets say, 2 or 3 hours to degrade from lack of use? Wouldn't risk being lost during peak, but will start to clear out as the servers drop pop for the night.
I agree. I'd personally like to see more than one 'standard' boat if they become craftable. Making naval warfare more worthwhile - trading ships with little cover vs warships (I,e fast long boats, medium speed but sturdy triremes, and slow but heavily protected turtle ships). Probably far fetched, but I'd like to make the island castles more feasible and worth using.
I love how you completely skirt what I said. Sure, people attack castles all the time. Who goes to war over carts? Why would anyone force pubs to try and attack a clan for a basic tool in the game?
Map design has a lot to do with it, as do the core rules. But arguing that with someone who hasn't been a member of an administration team for any real length of time would be a pointless venture, so I'll bow to Bridge's earlier post and leave it be.
It makes less sense to NOT have craftable carts. Why would anyone want to aimless explore the map, searching castles overnight to hopefully find a cart, that may or may not just be dumped in a wall and hidden, or dropped in the water?
I completely agree with this sentiment, though you contradict yourself. You say that "I think the way PW is played isn’t the problem" and that you dont want to reinvent the wheel, yet want revamps to break up the monotony. Not sure where you stand on it based on your post.
A durability system would be nice, though I do see ways that could be abused - just have a guy during a siege pick it up and drop it again every once in awhile to infinitely hold the cart and keep others from spawning. However, that's an infinite improvement over the old PW system.
You just gave an example of one of literally least fun experiences for the majority of the community. What new, clanless player, is going to storm your castle - and I can say that because I've literally seen your clan horde carts - and find that to be anything resembling 'fun'? Consider the new players we are all hoping for and what they might find enjoyable, rather than the small community of PW. And I was the one accused of alienating people over a steam name? lmao.
It's going to take more time than it really needs to, considering the mod isn't even out yet. Quality of life is fine, by all means, but we don't even have a functioning mod yet. I'd rather see gameplay before worrying about changing my name to 'meme_lord' to screw with people I have on steam, without them knowing its me.
Steam names aren't permanent. Takes three seconds to change it. Steam name changes are free and can be changed as often as you want. If people want to be in a clan, they'll just have to change for banner calls. Why take time away from other facets of development for something petty? I'm all for having it as steam names; less hiding and doing edgy **** with assumed names.
My 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.
Fair enough. But on the topic of administration, are the admin tools going to be the same as on PW? I recall the standard teleport, invisible, and spawning commands, but will these all remain and will there be anything else added?
I'll just break my response down by number, because boomer lmao.
althalus311 said:
Captain Connner said:
ZeroFighterR said: