xombie5 said:
why is it on conquest mode exactly?
Because it was designed from the ground up to work like conquest?
xombie5 said:
without a bunch of people that know eachother really well its just a normal conquest mode with selfish serfs who just sell all their resources and dont amke anything or stock anything.
I beg to differ. If I see that the stockpiles are running low, I go serfin' and stockpile what needs be. And at the beginning of the match we had a pretty organized effort over at the Blue Team to get weapons stockpiled, too.
xombie5 said:
i thought the goal of this mod and what made peopel excited for it was that it was going to be more focused roleplay between two kingdoms without all the bandit interruptions and opportunity for rule breakings and complaints.
Uh, not quite. The author states in
this post (under the spoiler): "This is a competitive game mode!" and
"Is this just a glorified Conquest game mode? Pretty much! But with a grander scope, higher reinforcement levels for longer games, resource system, RTS-style maps. This is what Conquest should have been." So there.
xombie5 said:
in conquest it just seems to be a rush to the finish sort of thing, especially if there are less than 6 people on each team - as the one with more players or one better player will outbalance it in such a way that one cant afford to have any serfs.
Well, this mod wasn't intended to be played with so few people. Blame cRPG for eating up the players if you want a scapegoat.
xombie5 said:
after a rather long argument that this was meant to encourage cooperative gameplay, (the other fellow insisting it was for just a more complicated conquest mode, in "teamgame" - refusing to accept that a coop game could have more than 4 players). now, i take to understanding that a cooperative game can have any number of players and not just 4, as it recquires cooperative play styles , andin this case would encourage diplomacy and roleplaying.
Actually this mod requires quite a bit of cooperation as it is. If one team's members don't cooperate, that team gets beaten. And keep in mind the goal that people cooperate towards is beating the other team, and that means using every trick in the book. And since the only way to victory is beating the other team, there's not really much room for diplomacy. And even then, I wouldn't trust any truces or such. Y'see, we pulled a fast one on you that match with the truce thing. Nasty trick, I know, but war is hell.
Now on the other hand, if there were more than two teams, there'd be much more room for politics. What with alliances being made and teams stabbing each other in the back left and right and whatnot.
xombie5 said:
in native you may well know that a good play can go and rambo 40% of the opposing team by himself.
And that's how it should be, if the other team can't bloody work together well enough to stop a single bastard running around with wanton disregard for his own safety.
xombie5 said:
the players dont have to work together as theyare all working t'ward a certain goal - just killing the enemy.
As I already said, the team that doesn't cooperate well will get beaten. They'll have resource problems and they'll fight like the uncoordinated mob they are, divided and vulnerable to an organized attack. Or an organized defense, for that matter.
xombie5 said:
i was hyped about this mod hoping it would turn into my dream of what singleplayer should have been and what pwmod should have been - a roleplay with strategy and plans, unselfish serfs who would stockpile resources for the nation etc.... it isnt - if this is due to the conquest mode being on (which i think it partly is) or just the lack of players who share this dream i dont know.
You shouldn't look for singleplayer in multiplayer, you know.
There's already strategy, plans and unselfish serfs (roleplay is a bit lacking, but hey, it ain't everyone's cup of tea. Maybe with clan matches and more folks things will be different, though). If you're not getting that vibe, perhaps you're hanging out with the wrong crowd.
As I mentioned (and the author stated) this mod, for all intents and purposes, IS conquest. Turning conquest off would sort of defeat the whole damn idea.
It's more of a lack of players in general. Things would probably be a lot smoother and fun with around 10 players in each team, at the minimum.