The point of Greed & Lagstro--as I interpret it--is that native BL already has this flaw, so if cRPG2 wants to improve their appeal and be a more enjoyable experience then they should strive to create a new player experience that is better than native, not worse as they currently do.
I wouldn't even go as far as to say that the cRPG new player experience is particularly worse than in native Bannerlord. It's just the same flaw presented in two different ways and affects players of varying skill levels differently, and for different amounts of time.
In cRPG, it's in the form of any new players starting out in the mod being extremely underequipped at the beginning of their character progression, but then eventually being able to reach a point where they are perpetually ~equally equipped or even better equipped than most other medium-long term players, and significantly better equipped compared to new players that try playing the mod.
In native Bannerlord, being extremely underequipped compared to the good player on the battle servers is going to always affect people that join the server after the the first round of a map has already started. For the best players in the server, they'll probably only be forced to play one round as a peasant class in this scenario, as they will probably be able to get just enough gold from kills and assists to be able to afford a better class by the next round, where they will then be equipped to deal damage much easier, and be able to get a larger amount of kills and assists to maintain their high tier class cost. For players that aren't as good on the other hand, they're basically screwed. They are already worse in terms of skill than than the better players on the server, and they will be getting targeted by the better players on the server that are using classes that are far stronger than theirs. The worst players on the server basically just die before they can get enough damage in to get credit for any kills or assists, so they never gain enough gold to get out of the peasant class slump, so they are just stuck in a perpetual state of being fodder for the better players on the server, until the map is over, and the server switches over to a new map and factions, where on the first round of the new map, they will finally be able to play as any class that they want... until they die without getting kills, and then the problem just repeats itself.
So basically, for cRPG, a player of any skill level is going to have an extremely disadvantaged start for the first few hours that they play the mod, and their stat/equipment disadvantage compared to long-time cRPG players will lessen mostly based on the amount of time that they put into the mod.
For native Bannerlord battle, being at a significant equipment disadvantage affects skilled players very little, and only effects them in short, temporary amounts of time (only in scenarios like joining the server late, getting teamkilled, or suffering an unlucky death.) Averagely skilled players have to play with this kind of equipment disadvantage maybe around half the time, as their round to round performance can be quite volatile, resulting in constantly dipping in and out of playing the high tier classes. The worst players (which tend to be new players) pretty much only get to play a high tier class once per map, and then are perpetually stuck playing as very weak peasant classes that get dominated by the strong classes being used by the better players on the server.
I think the solution is pretty simple, and someone mentioned it already: bump brand new players to a moderate starting level so they can make a build they like to play for any class, and not have to slog through terribly unbalanced fights with classes they don't like. They don't have to be meta or high-end in any way, but you should be able to overcome a gear disadvantage with a skill advantage, and do it as infantry, ranger, or cavalry.
Yea, this would definitely lessen the problem. The new player cRPG experience wouldn't be as egregious if they could start playing the mod with a respectable stat distribution and equipment loadout, as well as be able to play the class of their choosing.
The only bad faith arguments I'm reading are the one's somehow arguing that cRPG open beta is more unbalance than what we have native MP now. Case in point at least in NA is going to the GK TDM server, the only server that is populated.
Has anyone in this thread actually argued that?
I'm pretty sure everyone in this thread has been saying that cRPG isn't worse than the current state of native Bannerlord. That should be deducible from pretty much everyone in this thread saying that they would rather play cRPG than the current state of native Bannerlord.
You might be getting confused between the times when we are talking about cRPG vs native Bannerlord, and cRPG vs native Warband.
Native Warband didn't really suffer from this problem we are talking about in the same way, because default 1K gold loadouts in native Warband weren't weak. There was obviously still some degree of equipment disparity that would develop as rounds went on in native Warband battle, due to players gaining more gold to buy better equipment with, based on round-to-round performance. But the key differences were that on the first round of every map, everyone started with the same amount of gold, and that default amount of gold was enough to buy a very solid kit with any class. Even as rounds progressed and some players could afford better gear than others, the actual practical difference between the gear was quite small. The usual equipment disparity you would see between players in native Warband battle was nowhere near the equipment disparity you see between low tier and high tier Bannerlord classes. Remember that melee weapon upgrades in Warband basically just came in the form of purchasing weapons that did like +1 or +2 damage per tier. Ranged weapon upgrades basically just traded away firing rate and accuracy for slightly more damage and projectile speed. All infantry and cavalry classes had access to free shields, and could upgrade them to much better versions quite cheaply. Armor upgrades were kind of all over the place, but high end armors were very expensive and almost no one could ever acquire them, and if anyone ever did, and they died with them, they would likely not be able to afford them again for the rest of the set.