Well, as I mentioned, as long as there is a rule against hoarding, it’s fine. There have been such on every major server for the past few years.
Can agree with that, but making them craftable would remove the need for that rule in general, which would be preferred.
The past few years of playing the game and witnessing how things have gone down.
As for PW, fine. Lots of people were in clans. But unless you have some sort of legitimate source, please refrain from making sweep percentage stats out of thin air - just like the aforementioned 'six week' estimate the Froi went on about that was made. PW had a thriving pub community once upon a time, I hope Bannerlord follows suit.
I don’t think anyone is doubting this but, if things have worked fine in the past to interest players. I don’t see why it would be different in Bannerlord, and would rope players in any less.
Fair. But the goal should always be to bring in new players. I recall the days when Avalon and Nexus had full or near full servers on a nightly basis, not the sad 100ish we had by then end.
I’m talking about them being fine with having to find carts, not the hoarding of carts. As I’ve mentioned, I’m all for anti-griefing rules including banning hoarding carts.
No one was 'fine' with it though. The only reason the 'hording' of carts entered the ruleset was due to the sheer volume of complaints. To stay on with the thread; the whole thing would be a nonissue if carts became craftable.
Find one instance of me/my groups cart blocking. I’ll wait. As for hoarding, I suppose you’ve got an argument there but, once rules were implemented it was highly discouraged amongst us.
I remember having to handle multiple complaints on your clan in the past concerning cart blocking with one in particular; specifically in Brack castle on the Normandy map. Only reason I remember it was because I physically had to intervene and end the war because both sides (Blackfyres vs some sort of coalition? I don't recall) just cart blocked their respective castles, ignored members of the staff to stop, and just continued. The war wouldn't end, and both sides used the 'warzone rule' to wipe a bunch of pubs. Had to intervene, reprimand both sides, and force the war to end, which I rarely did. Can count the number of peak time wars I had to end on one hand, so when that happened, **** had properly hit the fan. However, I'll concede the point that I don't remember if you were personally online and leading at the time, but I remember clearly that the Blackfyres held Brack castle and had blocked the gates and flag cap point with carts.
I don't have screenshots on the matter because I was an admin for most of PWs life cycle, I didn't play the mod itself much during peak time.
You act as if PW/PK was a failure. What failure? It was one of the most long-lasting mods, outlasting pretty much every warband mod out there. The fact it was alive and populated well into 2020, and is still going, is a testimate to its genius. Sure, people get bored and stop playing, but they do that for every game. I don’t play medieval II total war anymore, does that make that 16 year old game terrible?
By no means was it a failure, but it did die due to lack of interest, bad servers, and development ending. It is was only a "failure" of a mod per say in the sense that it died, at least in terms of NA.
I don’t think you’re very connected with what has been going on in the past few years on PW/PK. Pretty sure PW’s update cycle ended in 2015 or soon after, no? If anything, it either stayed the same (EU) or even grew (NA) after that time, at least on NA largely due to the activity of large clans hosted by people like Shadow, Beefy, Matthew, Jake and myself. We even pulled people from other games and modules and boosted the population for some time. I never saw the population on an NA server get to 200 until 2017, well after I joined the community.
PW's NA population plummeted for a time after Clarky got DDoSed and his one server (I can't remember which one it was) died off. Think it was celestial that took over after that? But when PK dropped, pops climbed up again, at least for a time. At least that's how I remember how it went down; but I concede that I haven't been active in PW/PK since 2019ish I think, so I'll leave that be. You've been more active than I in recent memory so you're probably correct.
I’m not saying I do. I’m just saying that taking out an aspect of the game and another thing that you have to “worry about” is probably something to be concerned about. Just like how I’m sure everyone would like a more in depth farming system, it’s another thing you need to pay attention to, which is always good.
Fair, +1. From your previous post your 'not reinventing the wheel' didn't make sense in that regard, but thank you for clarifying.
Again, if you have rules against this and enforce them, then it isn’t a problem. Just like since 2016 on NA (and as far as I know on EU, during my time in the Lannisters there was no issue with this and we often returned carts to enemies to make sure we wouldn’t be accused of breaking the rule), this has not been an issue.
I recall it being an on and off issue. It'd be a non-issue for weeks and then a major war would start and someone would be dumb enough to try it again; whole server would flip out and then it'd calm down again. I'd simply like to see it not even be an issue anymore. If you can't cart horde or block castles with undestroyable props, no one can complain about it.
The core rules obviously have much to do with it as I pointed out, but what does map design have? Does castle layout determine how many RDMs there will be? The only thing I can think of is if the merc camp is in a secure, central location so that people will be enticed to declare from it and thus not break a war declaration rule, but other than that I really can’t think of one.
Map design does have to do with RDM numbers. Certain maps - depending on commoner spawn - had more RDMs happen. Shattered realm was terrible for commoner spawn - I saw more complaints in that specific area of the map, the spawn below the town watch - than anywhere else on the whole map. Certain maps - PK's version of shattered realms I think it was, with the two tiered castle on the mountain, across from the sand one - was a constant bed for spawn camping/rdm complaints. Same goes for cart blocking on the narrow pathway to the second tier in that same castle. Certain areas on various maps simply were problematic due to how they were designed. Confined spawns that can be blocked off with carts (Commoner spawns specifically) are something I hope we don't see in this new iteration. But I am no map maker by any means, so I'll leave that to those people.
Firstly, carts come to the surface so they can easily be seen and acquired by boat. Secondly, my argument points out that it’s sort of making it the “easy way out”. There’s no challenge if you want to go mine some gold. Just craft a cart real quick and Ichi-go-to-the-polls. Now, obviously, there’s an important distinction to be made here. What things should be made easier for convenience’s sake, and what things should be made harder for gameplay’s sake? To me, the clear answer is things that are far too tedious to make anything a challenge, such as planting every individual seed in a different part of the field. That takes way too long and would not be fun, whereas buying a wheat sack and throwing them in is work, but it’s reasonable. I think looking for and acquiring a cart is more than reasonable, and makes the game a little bit more challenging.
I disagree for previously made points; you alienate any new/pub players, and open the door for people to cart horde. If you remove the causation, you prevent the end result. But no sense in beating a dead horse.
That has absolutely nothing to do with it.
Again, I disagree for the above mentioned reply.
Well, what I mean is that we should be adding aspects to gameplay, but not going too far. Keeping true to the model and goal of the game is a recipe for success, and if there are things that can be improved by Bannerlord having a better engine I’m all for it, as long as it’s adding more aspects of gameplay rather than less. I just don’t see finding a cart as a monotonous task. Maybe I’m in the minority on that, but I think spending a few minutes to find a cart is a reasonable price to pay in order to fill up a cart and reap the benefits. I don’t think crafting it is enough.
I'd like to see a middle ground in this then. Make craftable carts smaller than carts in PW in terms of storage. Less risk in getting one, less reward for filling it. Like a wheel barrel or something of the like rather than crafting a full horse cart? Not sure, but needs to be a happy medium.
I assumed he meant a few hours by this. Like you won’t see the same carts if you log off and come in the next morning.
Ah, that would make sense. I'd rather see it at, lets say, 2 or 3 hours to degrade from lack of use? Wouldn't risk being lost during peak, but will start to clear out as the servers drop pop for the night.
That’s something that could be good to be craftable, as PW play has proved boats need a major overhaul if they want to be relevant for gameplay.
I agree. I'd personally like to see more than one 'standard' boat if they become craftable. Making naval warfare more worthwhile - trading ships with little cover vs warships (I,e fast long boats, medium speed but sturdy triremes, and slow but heavily protected turtle ships). Probably far fetched, but I'd like to make the island castles more feasible and worth using.