taleworlds does not care about the experienced players multiplayer scene

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The answer to all your questions is completely clear and obvious. Get creative. Use the environment, as berserker cycle, as inf jump to the side, so easy to avoid a charging cav. Must I perpetual noob tell you eternal masters how?

 
Generally yes. But what is the solution here? Everyone spawns with a shield and a spear and a mele weapon and a ranged weapon? Wouldn't that beat the whole purpose of carefully picking your equipment? And wouldn't that come with it's own problems of "monotony"?

Now we're on the same page :xf-smile: some archetypes have inherent drawbacks that render them useless when exploited by good players .. this is a very difficult problem, and balancing 7 of these archetypes across all the factions creates immense balancing issues when compared to Warbands equipment system

.. what is the solution?? I don't know, but neither does TaleWorlds. Like you pointed out, homogenization of classes is one solution. But classes are boring enough as is.
 
There were classes in warband, they had unique stats and abilities and equipment options. THIS game lets archers and infantry ride horses, infantry shoot bows, and cavalry fight with two handers as well as infantry. It has less "classes" and even less equipment options. This game is inferior to Warband.
 
My friend, who never played Warband before, asked me why they didn't just make one class for each archetype and let us pick the gear.

Taleworlds completely missed their market with their bannerlord class system in my eyes. Having 7 or so classes is incredibly convoluted at first, to be replaced by disappointment when you realize the perks are inconsequential.
 
Isn't the solution you wait for server-side mods which made in a proper programming language like C# can and will be incredibly detailed? Every server can have a different way of choosing equipment according to the mission at hand? Seriously, if I understand you guys correctly and what you want, this can't and won't be fixed by TW imo.
 
Well, not really. Other than the fact that feints are centered around attack cancellation rather than using visual trickery (like the stab animation), there's nothing hard to read about them. Switching attack direction is much smoother animation wise, so you can follow it a little better. The problem is, people don't even get to optimize on feinting at the moment because of all the inconsistencies we have to struggle with when in melee combat, like stance advantage and billions of weapon glancing factors.
I would personally argue it was easier to track the attack animations in warband, but the game is also new and I got a lot to learn so maybe it’s that
 
Until they fix the combat system using massive advice from experienced players: https://forums.taleworlds.com/index...edback-from-the-competitive-community.402074/ the MP will be a failure. It was the number one game on twitch release day . It has basically been reduced to top 100 unless one big streamer is playing it (like right now) and its almost ALWAYS SP.

Even then they have many things missing.

- No identity (removed custom banners, removed custom loadouts, no clan system) How can you not include a clan system? It's in most games now, even Rocket League. The only improvement is a robust character creator. Yay.
- Spectator system. Game won't be an esport at this rate but it would be nice if they wanted to promote tournaments.
- Battle. Replaced by Skirmish which is meh. Flags are for siege.
- Where's ranked? I'm sure it will be included but should have been launched on EA.

Made by and for the single player community.
 
The class system in bannerlord is far more prone to uniformity than the warband system was even with perks, it's much harder to balance more than three classes and people can pick up literally anything they want in the game. Spawn as infantry, find a horse, grab the bow and the arrows of your dead teammate while you're at it you're a horse archer with more than good stats. We haven't even seen any competitive matches yet but I've seen enough to tell where the game is heading. You've turned warband faction balance issues into an issue with the equipment system, when it's clearly not it's just TaleWorlds utter neglect to balancing the multiplayer factions. Currently there are only a few selections that are viable and guess what it's better to pick an archer with a little shield on most factions because they have more armor than any of the infantry classes. Congratulations you are playing medieval overwatch. Combine that with a limited class system with really terrible choices for perks and equipment on most of the classes, you know it's like playing Custom Battle, or resuming someone elses singleplayer campaign. Some bellend made the choices for me but he doesn't even understand how to play the game.

There is a problem with everyone being able to do that... everyone can be nice cavalry if there is a horse, or nice archer if there is a bow... General skill points seems too high in everything for all the classes.
 
Isn't the solution you wait for server-side mods which made in a proper programming language like C# can and will be incredibly detailed? Every server can have a different way of choosing equipment according to the mission at hand? Seriously, if I understand you guys correctly and what you want, this can't and won't be fixed by TW imo.

Yep, have the community fix it :xf-cry:

If all the competitive players abandon the official competitive matchmaking in favor of a mod, seems like TaleWorlds has mismanaged and failed at their objective in this area.
 
There were classes in warband, they had unique stats and abilities and equipment options. THIS game lets archers and infantry ride horses, infantry shoot bows, and cavalry fight with two handers as well as infantry. It has less "classes" and even less equipment options. This game is inferior to Warband.
this
 
I would personally argue it was easier to track the attack animations in warband, but the game is also new and I got a lot to learn so maybe it’s that
No, I agree, there is some ambiguity in the animations. For example, in certain lighting conditions I can't tell what attack is being readied when I'm facing a guy with a 2H sword. When it's being held behind the head it's hard to tell whether they're readying an overhead or a sideswing. Also some of the 1H swords can switch directions extremely fast and pretty much outfeint any 2H guy due to block delay (regardless of how good they are at blocking) if they are skilled enough.

I'm just saying that visual manipulation on the same level as Warband isn't possible, because in general the animations don't allow for it. But there is still other layers of difficulty to reading attacks.
 
Just look at it from a casual standpoint too, they've played lots of singleplayer building up different characters to do unique things and they go into multiplayer expecting something similar no doubt and they are greeted with a simplified system like this. I remember when Native Warband was emptied for everyone going to play Mercenaries or cRPG where there was MORE customization on offer. The most popular online servers were and still are the ones with their own customization options added on, Mount&Siege, TG_Arena and these are strictly casual servers, no one truly takes these games seriously. It boggles the mind that we've seen mods/servers with more customization being more popular for casual players yet we're being spoon fed that they apparently like the class system with less customization.

"But new players didn't understand the gold system and customization!" then how did they manage in single player? I said it before and I'll say it again, this entire system reeks of some sort of skin microtransactions or console port.
 
just look at the issue list. theres like 4 under multiplayer compared to the 100 single player. what a ****ing joke. i will be disputing this charge for one. **** taleworlds done with this **** company
 
I also have over 1500 hours in Warband MP alone, and while I liked the customisation of Warband's item selection system, I can see that the potential of the Class system outweighs what was previously on offer.
Im sorry Callum, while I dont dislike the new system is clear no one likes it and it fails to be fun, you guys should stop being denialist and listen to the community. You know how being denialist ends up and you dont want to go that way
 
Yep, have the community fix it :xf-cry:

If all the competitive players abandon the official competitive matchmaking in favor of a mod, seems like TaleWorlds has mismanaged and failed at their objective in this area.

No, I'm saying you all have slightly or significantly different solutions in mind and definitely if one were to design a system which would replace the class system a few or more of you would again rebel against it, for some reason. A few would agree, another few would want slight changes, another few bigger changes. Very evident in what you said here:

.. what is the solution?? I don't know, but neither does TaleWorlds. Like you pointed out, homogenization of classes is one solution. But classes are boring enough as is.

So basically you don't know yourself. And that's normal as there's more than one scenario to account for. With server-side mods and community-hosted dedicated servers there would soon be few then many different "basic mods" and no doubt one of those would be a replacement for BL's class system. Many servers would use slightly different variations of that fitting for the mission scenario running on that server. One siege server wouldn't allow horses, another only as defender another would only run TDM with no equipment selection at all, having pieces of equipment laying around on the battlefield, idk just as examples. There would be vastly different missions popping up out of nowhere, Idk like "assassinate" where one team needs to protect a "VIP" the other team needs to take out. You'd have all kinds of different spawn menus for that. So with time you would have your favorite server running your favorite mods that are just right for your playstyle. That cannot be done by TW, your wishes and the possibilities for variations deviate too much for that, also if you think you're all agreeing with each other now. I think you're basically only agreeing you don't like it how it is now, as soon as there's a solution there'd still be those rebelling against it. Mods would fix that, and it's not TW mismanagement, it's something they cannot do, impossible, to design ONE solution fitting for all scenarios. Get real! This is something for the community to do and it will be done, and it will be glorious. Use your imagination, there's no limit with mods, get out of the nostalgia mode, it's really horrible to watch, like a bunch of old guys sitting around a table each complaining about their lives and how everything was better and easier and oh so more dignified "back then". I predict in a year from now none of you will think about this anymore, some will play on servers with new spawn system, some on servers with a more WB-like combat and some with both, plus more. As I said earlier, or in a different thread, all this energy wasted, will be for nothing.
 
最后编辑:
One thing I'd like to point out: replacing the class system (or some of your other examples that change what players can spawn as) is not a server-side mod. Such changes require a different UI, which means changes must be made to the client-side. So any mod that attempts to replace the class system with an equipment system cannot stick to just the server side.
 
One thing I'd like to point out: replacing the class system (or some of your other examples that change what players can spawn as) is not a server-side mod. Such changes require a different UI, which means changes must be made to the client-side. So any mod that attempts to replace the class system with an equipment system cannot stick to just the server side.

Yes, the client side needs changing too, I'm just saying server-side mod to highlight the fact that the server actually needs changing of the game logic. That there's also gonna be changes of the client side is kind of a given. But when I think of the word client-side mod I mostly think of model-changes and other cosmetic stuff. So yes, it needs both to work
 
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