Apox
Well, AI LORDS can be added into it. Because it is impossible to gather 120 or more players on a multiplayer campaign map (Maybe 22nd Servers make it, but even it is hard.).
chawa 说:A MMO MB would be sweet... But I really think progression shouldn't be as fast as in solo. Also, I'd make it a whole hell harder to have an army of your own. First you would go through a mercenary phase, where you hope to be recruited in a more advanced player's band, and then you'd start you're thing with a couple of guys, once you acquired enough reputation.
But even then I don't think party size sould go over 10, so that big battles occur only when you play with many allies by your side. I don't think it'd be good if there was too many NPCs for each player.


To have multiple players controlling separate parties on the world map is just a bad idea. The world map mode has been designed so that the player can pause the world at any time to review his party's status, read reports on his character, manage his inventory, and even just stop and think a bit. The only way to implement this in multiplayer is to have EVERYONE'S game stop when one player presses the Space key or opens a menu.
Then you have to think about playbase if they want like 200 people on a map if would be a total cluster f*** though if it was in third person you would need more. Already knowing that M&B isn't a big game with like million people it would be useless for them to make a mmo unless they advertise it well enough to get people playing. If they made a huge map and about 100 people for a map then you would only need like 6 servers from what I've seen from the amount of people. I like the idea of the huge map with like 100 people but a mmo would be useless.

Leto 说:strategus-play it love it, that's as close theres ever gonna be to an mp campaign (pretty close as it so happens)

You would of course have to eliminate the ability to speed walk on the map, remove the pause and generally slow down the movement speed on campaign map (due to battles).

MrMeat 说:To have multiple players controlling separate parties on the world map is just a bad idea. The world map mode has been designed so that the player can pause the world at any time to review his party's status, read reports on his character, manage his inventory, and even just stop and think a bit. The only way to implement this in multiplayer is to have EVERYONE'S game stop when one player presses the Space key or opens a menu. In servers with multiple people, this would just get ridiculous. It gets worse when one player gets into a fight with, say, some river pirates. What happens to the other players while this player is off fighting this battle? In singleplayer the game world just pauses and just waits for the battle to finish before anything else happens. But you can't do this in multiplayer without seriously annoying everyone else.
In short, the only way you could have multiple players controlling their own parties on the world map would be if you completely changed the way the passage of time works in Warband. That's just not gonna happen.
Now, if only one player was given control over a party, while the other players just acted as his companions, the idea of multiplayer campaigning becomes feasible. However, this too has one major problem: since only one player will have control of the party, the other players will be at the mercy of whoever is in control; which will most likely be someone who doesn't care about their well being whatsoever.
THIS CAN BE REMEDIED, HOWEVER:
If you play with people you know, you can form a team that works together on behalf of the wishes of the majority. Here's an example:
Billy Bob and Joe Shmuck want to play together. Billy is designated as the party leader, with Joe as his companion. Since Bill is in control, he ultimately decides where the party will go; but, as a good team player, he also listens to Joe's requests and advice. Thus, they work as a team. When fights start, Joe helps Bill defeat the enemy, and after the battle, Billy works to increase both his own fortune as well as Joe's. He buys Joe a fancy new sword, buys some property to increase their weekly gains, and then finds and kills some river pirates; balancing the act to keep the party members entertained with combat, but also working on the side to gain power and glory for all.
The players would all share a common money pool, and whenever Bill visits a town and walks among the streets, his companions go with him, so they can also do some shopping and manage the supplies of the party. On top of this, the other members get to manage their own characters. Bill has no control over the other player's stats, although, if they are reasonable they will listen to his advice and will work together in forming their characters so that they complement eachother well.
As you can see, this kind of multiplayer campaigning might work quite well, IF the players are allowed to keep up constant communication with eachother. VOIP would be extremely useful here, but chat would work too if all the players could type well enough.
Obviously, this kind of multiplayer gaming would NOT be suited for casual drop in players; games would have to be planned ahead of time by the individuals interested, and nearly all the servers would be password protected to prevent unwanted people from joining the game and ruining the campaign for everyone. Essentially, the game would become D&D online; a very private game to be played between friends.
Comments welcome.


Right, and the best way to perform space travel is with a warp capable space cruiser. Why don't you just go invent one and get back to us when you're finished.The best way to do this would be to just allow every player to have their own party.

MrMeat 说:You have to do more than just come up with reasons why multiple parties would be cool. Tell us how it would ever work. There's more problems associated with the idea than the passage of time, and you guys still haven't devised workable solutions for any of them.

A flaw? The purpose of any game is to entertain the player. The best way to do that is to give the player enough of an advantage that he can do well within a certain margin of error. The game designer is supposed to be forgiving to the player. Not so forgiving that it's boring, but forgiving enough so that the player can always try again, or bounce back from a loss. You can't do that in an online game. Online, the game designer can't appeal to the individual, he has to appeal to the whole; instead of allowing the player to take the game in at his own pace, he must make the game as legalistic as possible so that everyone has a relatively equal chance at success.Bah, one could even argue that pausing during battle in singleplayer is a flaw in the game (an entirely understandable one, due to the obvious performance issues), since it gives an unfair advantage to the player.

MrMeat 说:Ok, here are some other small problems I mentioned (although you never answered) that need to be solved if multiplayer campaigning w/ multiple parties is to be realized:
-Graphical problems (realtime world shadowing in battle)
-Network problems (lag)
-Development problems (time, resources, and will)
MrMeat 说:Now here's a particular problem with the other solutions you've suggested: say a player is trying to manage his party. Throughout the time that he is doing this, the whole world is moving around him. Therefore, while he is trying to analyze information and make important decisions regarding the allocation of his scarce resources, he could very well come under surprise attack by an enemy warband. So this normally slow, go-at-your-own-pace strategic element becomes hashed as the player is just trying to be quick without making smart decisions.
MrMeat 说:On the technical side, the game is slow since it's trying to digest so much information it's receiving across his home network (which happens to NOT be broadband, so he's getting horrible game performance). Essentially the entire game code has to be redesigned since the whole game has suddenly become realtime, whereas before it was not. The game must do so much multitasking, letting you mess around with menus, chat with villagers, and attack castle all at the same time, it's crazy.
MrMeat 说:The game was never meant to be played like this!
MrMeat 说:A flaw? The purpose of any game is to entertain the player. The best way to do that is to give the player enough of an advantage that he can do well within a certain margin of error. The game designer is supposed to be forgiving to the player. Not so forgiving that it's boring, but forgiving enough so that the player can always try again, or bounce back from a loss. You can't do that in an online game. Online, the game designer can't appeal to the individual, he has to appeal to the whole; instead of allowing the player to take the game in at his own pace, he must make the game as legalistic as possible so that everyone has a relatively equal chance at success.Bah, one could even argue that pausing during battle in singleplayer is a flaw in the game (an entirely understandable one, due to the obvious performance issues), since it gives an unfair advantage to the player.
MrMeat 说:Mount&Blade was meant to pander to the individual, not the whole. Each player's story and game is supposed to play differently. Mixing it up into one great big massive world removes that very special element that is the core of the mount&blade experience. This is why I say that multiplayer campaigning w/ multiple parties is a bad idea. Because it removes Mount&Blade's ability to pander to the player.

I recently read a book called Game Design: The Art & Business of Creating Games by Bob Bates, a professional game designer. In it, he briefly discusses sandbox games (like Mount&Blade) and provides some important tips and guidelines for those who develop them. I've omitted the ones that don't apply to this conversation:More presumption, how do you know exactly what the "core" of the M&B "experience" is "supposed" to be?


Hamel 说:It occurs to me that the two of us simply want completely different things. You apparently want to play something very much like the singleplayer game with some friends over LAN, or something to that effect. Whereas I (and many others I know of) want a unique competitive multiplayer experience with more depth, strategy, and customization than the existing multiplayer mode.
We've been arguing about which is the better course to achieve something, while our goals for that something differ greatly. Indeed, I agree that having everyone in the same party would be a better way to achieve the game that you apparently seek. Perhaps you would agree that multiple parties would be the best way to achieve the game that I desire.
In any case, although your ideal multiplayer campaign does have a certain appeal, I prefer my own.