May i ask? how it uses your "servers" when i create a game. Why i have 0 ping for example when i host it with that tool. if they are using taleworlds "servers"? Or for example how your "servers" reach my modded content to use your servers?. Create a game function does not uses your servers. You should stop lying to the community as Community Manager. Only server people would need a simple main lobby server not servers and that is If you would release that "tool" in different branch. You would not need it in main branch for example (since it already haves a master lobby server).It isn’t quite as simple as reverting to one of the other suggestions you put forward as a potential solution either. If we take ‘Re-enable the “Create a Game” function’ as an example: the feature is mainly used for debugging, isn't stable, doesn't work at all with a number of game modes, and uses our servers. This means that we would need to divert our attention and limited resources to work on something that isn’t a planned feature as a temporary fix. Instead, we would rather focus that energy on the ultimate goal of custom servers - because these will be the real foundation for multiplayer modding.
This means that we would need to divert our attention and limited resources to work on something that isn’t a planned feature as a temporary fix.
Hey guys,
Thanks for taking the time to get together to prepare and share your feedback regarding custom servers and multiplayer modding with us. We’ve started discussing it and will take it into account as development continues.
To directly respond to your primary concern shared in the preface of your letter (and which you again explained further on in the letter as being the most important concern of Mod Communities), we want to say categorically that we plan to support multiplayer modding, including custom assets... but it will take some time.
As stated in the Future Plans blog, we have a number of features that we are currently working on for multiplayer, with custom servers being on that list. We understand that many of you would like to see server files and modding support features sooner, but unfortunately, they come with their own challenges and complications, and so we made our plans accordingly.
It isn’t quite as simple as reverting to one of the other suggestions you put forward as a potential solution either. If we take ‘Re-enable the “Create a Game” function’ as an example: the feature is mainly used for debugging, isn't stable, doesn't work at all with a number of game modes, and uses our servers. This means that we would need to divert our attention and limited resources to work on something that isn’t a planned feature as a temporary fix. Instead, we would rather focus that energy on the ultimate goal of custom servers - because these will be the real foundation for multiplayer modding.
As a final note, we appreciate the amount of time and effort you have put into laying the groundwork for your multiplayer mods and we know that you are eager to crack on with your projects. And just to reiterate our stance on modding: we like it and want to do what we can to support it (as shown by many of the recent modding related changes to the game and modding tools!). We just ask that you give us a little more time so that we are better equipped and prepared to support you when the time comes to share server files and open up multiplayer to modding.
It isn’t quite as simple as reverting to one of the other suggestions you put forward as a potential solution either. If we take ‘Re-enable the “Create a Game” function’ as an example: the feature is mainly used for debugging, isn't stable, doesn't work at all with a number of game modes, and uses our servers. This means that we would need to divert our attention and limited resources to work on something that isn’t a planned feature as a temporary fix. Instead, we would rather focus that energy on the ultimate goal of custom servers - because these will be the real foundation for multiplayer modding.
As a final note, we appreciate the amount of time and effort you have put into laying the groundwork for your multiplayer mods and we know that you are eager to crack on with your projects. And just to reiterate our stance on modding: we like it and want to do what we can to support it (as shown by many of the recent modding related changes to the game and modding tools!). We just ask that you give us a little more time so that we are better equipped and prepared to support you when the time comes to share server files and open up multiplayer to modding.
As a final note, we appreciate the amount of time and effort you have put into laying the groundwork for your multiplayer mods and we know that you are eager to crack on with your projects. And just to reiterate our stance on modding: we like it and want to do what we can to support it (as shown by many of the recent modding related changes to the game and modding tools!). We just ask that you give us a little more time so that we are better equipped and prepared to support you when the time comes to share server files and open up multiplayer to modding.
I appreciate your point of view on the matter and can understand where you're coming from, but I don't think many people have any faith in your 'future plans' at this point. Stuff like skins and an emote system won't fix the underlying cause for why the multiplayer is bad.Hey guys,
Thanks for taking the time to get together to prepare and share your feedback regarding custom servers and multiplayer modding with us. We’ve started discussing it and will take it into account as development continues.
To directly respond to your primary concern shared in the preface of your letter (and which you again explained further on in the letter as being the most important concern of Mod Communities), we want to say categorically that we plan to support multiplayer modding, including custom assets... but it will take some time.
As stated in the Future Plans blog, we have a number of features that we are currently working on for multiplayer, with custom servers being on that list. We understand that many of you would like to see server files and modding support features sooner, but unfortunately, they come with their own challenges and complications, and so we made our plans accordingly.
It isn’t quite as simple as reverting to one of the other suggestions you put forward as a potential solution either. If we take ‘Re-enable the “Create a Game” function’ as an example: the feature is mainly used for debugging, isn't stable, doesn't work at all with a number of game modes, and uses our servers. This means that we would need to divert our attention and limited resources to work on something that isn’t a planned feature as a temporary fix. Instead, we would rather focus that energy on the ultimate goal of custom servers - because these will be the real foundation for multiplayer modding.
As a final note, we appreciate the amount of time and effort you have put into laying the groundwork for your multiplayer mods and we know that you are eager to crack on with your projects. And just to reiterate our stance on modding: we like it and want to do what we can to support it (as shown by many of the recent modding related changes to the game and modding tools!). We just ask that you give us a little more time so that we are better equipped and prepared to support you when the time comes to share server files and open up multiplayer to modding.
Does this mean that Bannerlord will no longer have the option to locally host a server from in game, like Warband has?This means that we would need to divert our attention and limited resources to work on something that isn’t a planned feature as a temporary fix. Instead, we would rather focus that energy on the ultimate goal of custom servers - because these will be the real foundation for multiplayer modding.
I understand that this is the case, and that you are not able to change your company's direction in this easily. However, the current direction of TW is extremely detrimental to the multiplayer community, which has already been damaged past the point of fully restoring (with the amount of dedicated community members and leaders leaving the game permanently). I feel like there are two ways to solve this:We understand that many of you would like to see server files and modding support features sooner, but unfortunately, they come with their own challenges and complications, and so we made our plans accordingly.
If you want to do what you can to support (multiplayer) modding: at the very least release a complete roadmap.And just to reiterate our stance on modding: we like it and want to do what we can to support it (as shown by many of the recent modding related changes to the game and modding tools!).
Our main point is: the more time you take, the less your community will be motivated to mod your game, and the fewer players will be able to enjoy it. We don't expect you to release the custom server files tomorrow: we do expect you to realise that your current prioritization and lack of communication is not right.We just ask that you give us a little more time so that we are better equipped and prepared to support you when the time comes to share server files and open up multiplayer to modding.
ThisOur main point is: the more time you take, the less your community will be motivated to mod your game, and the fewer players will be able to enjoy it. We don't expect you to release the custom server files tomorrow: we do expect you to realise that your current prioritization and lack of communication is not right.
Aaaaand this.Really - contrary to what you may think - we are not horny amateurs with a wishful, demanding attitude. Many of us have experience with professional game dev and we can be understanding about many things. The basic problem is that we do not see the TW openness to any agreement, we do not see any attempt to find any compromise solutions. This causes distrust and rage to increase. Believe me - I really know what I'm saying - you have to open up to a real dialogue, some real compromise. Otherwise, everyone - TW and mod developers - will miss a huge opportunity. People draw conclusions based on the facts, and you can't fix it with just words.
This. Communication needs improvement.@Callum Even if the date you give us is really far from now, at least we will be able to adjust to that. No matter the progress the TaleWorlds team has made on private servers, let us know. We support the game, that's why we are on here, not because we hate it, but because we are upset at the potential that is not being released! Any information on private servers would be welcomed at this point, and thank you for replying to some of the questions people had earlier.
The issue is to change TW's internal schedule. As much as I agree with this, the requests in this letter were never going to be done.I hope Taleworlds will fix this issue as soon as possible.
The issue is to change TW's internal schedule. As much as I agree with this, the requests in this letter were never going to be done.
Since it's been pretty much a week, I think it's safe to assume you're once again posting a one-and-done? No further conversation, just... drop in to say "nope" and then never return?Hey guys,
Thanks for taking the time to get together to prepare and share your feedback regarding custom servers and multiplayer modding with us. We’ve started discussing it and will take it into account as development continues.
To directly respond to your primary concern shared in the preface of your letter (and which you again explained further on in the letter as being the most important concern of Mod Communities), we want to say categorically that we plan to support multiplayer modding, including custom assets... but it will take some time.
As stated in the Future Plans blog, we have a number of features that we are currently working on for multiplayer, with custom servers being on that list. We understand that many of you would like to see server files and modding support features sooner, but unfortunately, they come with their own challenges and complications, and so we made our plans accordingly.
It isn’t quite as simple as reverting to one of the other suggestions you put forward as a potential solution either. If we take ‘Re-enable the “Create a Game” function’ as an example: the feature is mainly used for debugging, isn't stable, doesn't work at all with a number of game modes, and uses our servers. This means that we would need to divert our attention and limited resources to work on something that isn’t a planned feature as a temporary fix. Instead, we would rather focus that energy on the ultimate goal of custom servers - because these will be the real foundation for multiplayer modding.
As a final note, we appreciate the amount of time and effort you have put into laying the groundwork for your multiplayer mods and we know that you are eager to crack on with your projects. And just to reiterate our stance on modding: we like it and want to do what we can to support it (as shown by many of the recent modding related changes to the game and modding tools!). We just ask that you give us a little more time so that we are better equipped and prepared to support you when the time comes to share server files and open up multiplayer to modding.
Yeah, I don't doubt that they can do it. I just don't think they will. They seem deadset on releasing custom servers with the release of the game, and I don't think anything can really change that.Ok, even though they want to move steadily on the roadmaps they have set, it is possible that Taleworlds will break from that point of view and we mod communities can reasonably fulfill their wishes. How much they want it or not is directly up to them. Callum's statement above said we understand your concerns but this is how our work is progressing on the Multiplayer side please be a little patient, we will do something for you but unfortunately we don't have a good time for mod developers.