I hope this suggestion also applies to boats, creating boats by having certain amount of wood sounds really cool
You can already repair them so creating them wouldnt be too much of a stretch I imagine. I despise having to wait until an admin gets on to reset boats because they’re all at the bottom of the ocean. Please make this a semi-priority.I hope this suggestion also applies to boats, creating boats by having certain amount of wood sounds really cool
Yeah, it would be more interesting and easier if boats are something that can be spawned as opposed to having a spawnpoint for them. If wreckage could have the same behavior as items and despawn after x time, it could be great.You can already repair them so creating them wouldnt be too much of a stretch I imagine. I despise having to wait until an admin gets on to reset boats because they’re all at the bottom of the ocean. Please make this a semi-priority.
I can see this working if this is released. Probably server will be full of people and I am not sure what the limit will be? 100? 200?Apologies for the outdated reference, but have you thought about implementing a Grand Exchange system like in Runescape? A place where all items can be bought and sold at one location. Perhaps it would be too intricate for mount and blade to implement something on the same scale, but would it be possible for something along these lines, basically a streamlined super version of a shop faction?
bruh this wont work, already has been tried before to no avail. you kinda do be dreamin'.Perhaps it could be cool for this region to be "peaceful only", people are unable to fight within it. However, this would be extremely hard to implement I imagine, as people could run away from a fight and go there, perhaps there could be some script to void this for a player in recent combat, but I don't know. Just an idea, probably not a good one. We tried having "peaceful only" places in NA PW and, suffice to say, it did not go as intended.
Six months later (and a year into Early Access) and still little to no information on this topic. Thank you, Taleworlds. Very cool!I honestly don't think that there is anything that can be done at the moment. It's just frustrating now that the Modding Kit is released and you see all these fancy maps, but one can't really do anything on the gameplay side other than playing around with some small scripts.
I just don't get how TW is fine with hosting their Native Module as MP but is unwilling to deliver the server executables to the public at this point. I fully understand if it's unstable or even insecure, but they could at least release it in a way so you can host a server locally on your own machine which does not show up in the official server list. That way you can fully develop mp mods while if there are any security, stabillity etc.-issues no one is affected by that.
So at this point I actually hope that it's unwillingness to release rather than Multiplayer being in a really bad state, if it takes another half to full year for this to be delivered we might as well write our own PW standalone game.
For me the transparency is missing on that topic. I've yet to find something related to what's the state of self hosted servers. I don't even need a release date, just a "this and that is not working at the moment so we cannot release it right now".
Impossible to tell at the moment. Depends on the engine and it's networking capabilities and of course ultimately on the hardware you run the server software on. We'll aim to at least support as many players as we had in Warband, so about 200 to 250 should be possible at minimum. That being said, we don't want this to become a massive multiplayer mod, tho max players will be configurable.based on the bannerlord online mod's successes, especially with the infrastructure of the mod, is this any inclination/clue on how many players a server would be able to support?