MP Native Kingdoms [Persistent Kingdoms Successor]

Currently viewing this thread:

DaN_CZ

Sergeant
WBVC
Best answers
0
As you know, the issue lies in how much of a pop cap there is on the server, or rather how much a server box can take. Is there any inclination on this, or are we going to need to get the private servers up to actually be able to test this. If the servers can handle 2x the population, a 2x bigger map is wholly justified. So, do we know anything about how many people the mod can take at one time on one server, or are we still in the dark as of now? Also, I heard about on NA Gedizz was planning on having multiple servers wherein when you got to a certain location of the map on one server, it would log you into the other where a continuation of the map would be so that there could be more people on. Is this possible and even recommended? I believe life is feudal and other MMOs use this sort of system. I imagine it could be quite weird if an army is trying to attack a group on another server but can’t because the pop is full on that one.

I think it would be cool, especially if Dekkers is able and willing, to re-create some of the best scenes from pw such as great divide, stormlands, normandy, etc. Not sure if this has been suggested or is already being done, and while a lot of players are quite bored of the limited list of stellar maps (especially currently on NA), but adding a couple on the start might help unify the project and add legitimacy in the eyes of old and new players. Again, a lot of us are bored of those old maps, but new players hearing that this successor mod has updated and better versions of the warband maps might be intriguing to many of them, alongside new ones.




That would be a cool aspect, but also with your second point about dense forests, it sacrifices performance. This is why forests are rather dull in PW; a lot of trees will destroy your computer. It’s a shame really, I made a map and it had a lot of dense forests and it lagged to all hell, when I took them out it was fine. I don’t know if it’ll be like this in bannerlord though it seemed the groups of trees item they added to PK helped a lot and so I’m sure they could figure out a work around.
Yes i thought about the performance part too. A massive fps drops surely bothered me in pw/pk even tho i had an average pc specs (maybe slightly under). I believe, in comparison to Warband, Bannerlord could be more optimized in the future. We will see.
 

Roy1012

Count
Best answers
0
Yes i thought about the performance part too. A massive fps drops surely bothered me in pw/pk even tho i had an average pc specs (maybe slightly under). I believe, in comparison to Warband, Bannerlord could be more optimized in the future. We will see.
This is why I'm worried about the transition of the community to Bannerlord. A lot of people who played warband did because it requires barely any specs and will run on their windows vista toasters. As a clan leader of hundreds of people, I'd say about 20-30% of them can't run Bannerlord. We will need to embrace the fact that a lot of people from Persistent World/Kingdoms will not be joining us in Bannerlord and the community will be taking a drastic turn of who is in the player base, even on day one.
 

๖Kern

Grandmaster Knight
WBNW
Best answers
0
This is why I'm worried about the transition of the community to Bannerlord. A lot of people who played warband did because it requires barely any specs and will run on their windows vista toasters. As a clan leader of hundreds of people, I'd say about 20-30% of them can't run Bannerlord. We will need to embrace the fact that a lot of people from Persistent World/Kingdoms will not be joining us in Bannerlord and the community will be taking a drastic turn of who is in the player base, even on day one.
To be honest, large PW maps were laggy even on very good gaming PCs. Bannerlord is optimized much better when it comes to big maps and high amounts of players. Also, the player base will be huge after reiteration of PW gets released on Bannerlord, there's really no reason to doubt that. It makes sense that newer games are more hungry for "hardware power." However, even if some people won't be able to run it, there will be a big influx of different people - new blood, if you will. From what I've heard from people, PW community became a big mess in the later years of the module. It's only for the better that older players get replaced by new ones :xf-smile:
 

DaN_CZ

Sergeant
WBVC
Best answers
0
Well i agree with Kern that PW never had that smooth 120fps native gameplay feeling. You definitely had handicap if you played on toaster.

I have also another idea. If it wasn't already suggested. To add day/night cycle to the module as it shouldn't decrease FPS since in night there are no shadows or object reflections. You know, like set day on 2 hours and night for 1 hour. At night there would be torches in settlements automatically lighten up. Such feature would add more life to the module.
 

Bridge_Troll

Veteran
WBNWVC
Best answers
0
We'll need to see about performance.
Probably a good idea to do some stress tests really early in development , just a basic map where people can run around. Collecting some performance data from all clients and make a survey afterwards how performance felt.

All these crazy ideas how to improve performance are kinda so so.

Also, I heard about on NA Gedizz was planning on having multiple servers wherein when you got to a certain location of the map on one server, it would log you into the other where a continuation of the map would be so that there could be more people on. Is this possible and even recommended? I believe life is feudal and other MMOs use this sort of system. I imagine it could be quite weird if an army is trying to attack a group on another server but can’t because the pop is full on that one.
Multipl servers to split the map or have maps "without seams" where you automatically will be transferred to another server for the next map part is not really trivial and only makes sense if you supply the horrendous hardware setup. If you set that up on one and the same server you will gain zero. And I don't think that anyone in this community will affort multiple servers just to host an immensly huge, mmorpg style map.

Well i agree with Kern that PW never had that smooth 120fps native gameplay feeling. You definitely had handicap if you played on toaster.

I have also another idea. If it wasn't already suggested. To add day/night cycle to the module as it shouldn't decrease FPS since in night there are no shadows or object reflections. You know, like set day on 2 hours and night for 1 hour. At night there would be torches in settlements automatically lighten up. Such feature would add more life to the module.
Day and night cycle might also not be the cure. There are still shadows draw each draw cycle for dynamic objects and pre-baked shadows will cost (almost) no performance anyway. Speaking of pre-baked shadows, a dynamic day and night cycle would mean that the BL engine needs to support real-time shadows for almost everything, probably even real time global illumination as I think BL uses GI. Not sure tho.

So ye, we just need to organize some tests in the community and see what we can do. I honestly have no idea how well it will run. The mod itself shouldn't be too demanding as it's basically just "Native with some extras on top" where most of the stuff is done server side and just the result is broadcasted to clients.
 

Roy1012

Count
Best answers
0
Warband was only able to run servers on one core to my knowledge when I was hosting servers. I am sure the answer is “we don’t know yet” due to the fact we’re still in the dark for private servers, but do you know if we will have a far greater capacity for the quality of a server box we can use? I imagine this will help out tremendously if it is the case.

Also, I imagine torches may actually heighten lag, no?
 

Dedmond

Sergeant Knight at Arms
WB
Best answers
0
For torches to work,the scene must be baked(meaning global illumination made by the tool). That one will affect FPS but not the torches themselves atleast not that much to be bothered with. As long as the torches are not stacked together (20 torches in one small room) then it should be good.
 
Last edited:

Varian King

Sergeant at Arms
WBNW
Best answers
0
I hope you were not involved in this scam game. It was called "Of kings and men. The former developer site now redirects to a casino site. I think that says it all about the former developers.
 

Younes

Master Knight
WBWF&SNWVC
Best answers
0
OfKingsAndMen was released (early access) by former warband modders (probably Persistent World?), who then quit the game and left with the money.
Google it...
The dev team for Kingdoms is the same one who made Persistent kingdoms in warband. They were not involved in of kings and men
 

Roy1012

Count
Best answers
0
I hope you were not involved in this scam game. It was called "Of kings and men. The former developer site now redirects to a casino site. I think that says it all about the former developers.
Yeah, I don’t recommend clicking on links to that website. I may have gotten a virus from it back in the day, but I was going to a lot of “questionable” streaming websites at the time and it may not have been the specific website it redirects to. Either way, best to err on the side of caution and just avoid it. There are thousands of legit online casinos if that’s your thing.
 

SGaming_Can

Knight
WBNWWF&S
Best answers
0
they werent creators of PW, original author of PW was vornne, the guys you are talking about are creators of cRPG. No relation.

in either case, former developers of pw or not it isn't fair to say that about the team. They had done a great job when it came to their mod of warband. They did really try and achieve something nice with their game but things just ended badly, and they didnt end up making any real money off it so it wasnt a "scam and disappear" kind of operation. They did offer an explanation on what went wrong and what happened after they got cancelled.

Another note, PK is a submod for PW. Creaters of PK(the sub mod for PW) are not authors of the original "Persistent World" mod of warband.
 
Last edited:

Port!

Recruit
Best answers
0
I have a suggestion. How would you feel if the smaller factions like the outlaws could actually build small outposts? Especially if we have bigger denser forests, it would make the outlaws faction more fun to play as people wont always know where your hideout is, allowing you to pillage caravans and small parties of other factions without getting completely zerg rushed in the matter of 5 minutes. Would also make being a manhunter also fun too, and could introduce a possibilty to bounties and hired mercenaries being more important if a certain group of bandits take control of a certain trade route. It also gives big factions a thing to do.
 

DaN_CZ

Sergeant
WBVC
Best answers
0
I have a suggestion. How would you feel if the smaller factions like the outlaws could actually build small outposts? Especially if we have bigger denser forests, it would make the outlaws faction more fun to play as people wont always know where your hideout is, allowing you to pillage caravans and small parties of other factions without getting completely zerg rushed in the matter of 5 minutes. Would also make being a manhunter also fun too, and could introduce a possibilty to bounties and hired mercenaries being more important if a certain group of bandits take control of a certain trade route. It also gives big factions a thing to do.
Not a bad suggestion. I would personally like to have the mod to be about those smaller things too. Not only a factions warring each other. However i would limit the hideouts to a certain areas only so you cannot spam them in an inappropriate places. I guess we just have to wait if its even possible to make after the dedicated servers are released.
 

Bridge_Troll

Veteran
WBNWVC
Best answers
0
I have a suggestion. How would you feel if the smaller factions like the outlaws could actually build small outposts? Especially if we have bigger denser forests, it would make the outlaws faction more fun to play as people wont always know where your hideout is, allowing you to pillage caravans and small parties of other factions without getting completely zerg rushed in the matter of 5 minutes. Would also make being a manhunter also fun too, and could introduce a possibilty to bounties and hired mercenaries being more important if a certain group of bandits take control of a certain trade route. It also gives big factions a thing to do.
We plan to add construction to the gameplay. In which way this finally gets implemented is sort of unknown, as DaN pointed out, we'll see what dedicated servers bring onto us.

Also, as DaN said, placement of constructions/buildings will be limited to certain positions to avoid any exploitation of this gameplay mechanic and implementation for us will be easier. However, as with most stuff in our mod, we will probably just provide a "construction-side-prop" to mappers and they can decide where and to which extend buildings can be placed/built by players, so it all comes down on how mappers use constructable buildings.

In any case, this is a later priority in development, so don't expect this to be a feature from the get-go. Great suggestion tho, as said, definitely something we wanna do.