what happened to this mod, how did it die?

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Dub said:
post  your thoughts i guess.....

I think the initial population explosion was unsustainable for the following reason:

A game can either be a sandbox-based or a mechanism-based game.

A sandbox-based game being: drop the players into a world, give them ample freedom, and let them generate the content.
A mechanism-based game being: put players into pre-defined roles, give them clear objectives, and tangible rewards for achieving those objectives.

PWMOD was (and is) low on mechanisms. Compare capturing a castle in PWMOD to Vanilla Warband Siege game mode:

In Siege; you fall into a pre-defined role (either attack or defend), you have a clear objective (stand near the castle flag to capture it), and if you achieve the goal there's a feedback (your team gets points, the words 'you've won!' flash up on the screen, you flag is displayed on the flag pole, the round resets).

In PWMOD, there are no such feedbacks. You could capture a castle (if you felt like it) to achieve some strategic benefit, but not much.


So to summarise.

If PWMOD is to be a proper persistent sandbox, players need to be able to have a more significant and more permanent effect upon the game world and upon their own character. This is the foundation for RP incentive.

If PWMOD is to be more 'gamey', then it needs more mechanic-based objectives, rewards and positive feedback, to create a proper sense of achievement and progress.

The fact that PWMOD is a Warband mod may necessitate a curious hybrid of the two game types in order to be sustainable. Either way at least of those concepts needs to be expanded.



 
This mod is nowhere near dead.
By the way, Laszlo do you actually ever play it?
And, we need a way of having a randomly generated landscape upon which to build structures on. For example a way to chop down trees to build a wooden house. This will create the sandbox game I think this mod is best with.
 
Nothing. It was a question I was asking you along with saying something that does pertain to the subject.
I'm certain people would like to play with you in your mod; see how you do things. I personally have never seen you in-game but It could bring more people to it, as to confirm that this mod is not dead.
Are you trying to hide something? XD
 
Most modders don't play their own mods.  Their reasons are usually they are so sick of it after modding it for a while, or they're too busy modding to play.  :P
 
No, no, I'm not trying to keep my pseudonyms secret or anything, I was just a little baffled by the question; I thought everyone knew my playing patterns:

I only usually log on as KoS_Laszlo. My ping on the RCC server is about 400, so it excludes me from actually 'playing'. So I mostly spectate, or plod around on a horse and try not to get shot.

I don't know what time it is for you guys when I'm online, so it might not be peak-hour. And these past few weeks I've very rarely been on due to assessment at uni.


I agree with randomly generated maps. That's a possible future project, perhaps an alternate game mode. AFAIK I'd need to create items that, when dropped, convert to or create props. I think the pavise shield mod has shown that's possible.


Bolkonsky said:
Most modders don't play their own mods.  Their reasons are usually they are so sick of it after modding it for a while, or they're too busy modding to play.  :P

Lol! That may be a contributing factor :). As a creator it's equally fascinating to observe the gameplay rather than partake. To see how you creation unfolds. But back when the Australian community played PWMOD, I joined in. I loved playing it, but even then my mobile wireless internet made playing on those servers pretty difficult.

 
The only problem with random generated maps would be filling them up with constructions. Stepping out the front door of your house then being shot by arrows wouldn't be that great.

You could use the native models for the actual buildings, just need a system like in WAR to collect resources and construct the prop.

The randomly generated map script from native would have to be modified though, since we wouldn't want just a forest or just a mountainous region.
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Wow I'm impressed by the fact that you are able to develop a mod that you never actually get to play. The dedication... must be.. OVER 9000. XD
 
Splintert said:
Wow I'm impressed by the fact that you are able to develop a mod that you never actually get to play. The dedication... must be.. OVER 9000. XD
No, it's actually quite common; much like what others have said about map making, developing can become "the game" and mostly take over from playing it (not just speaking of warband, but generally).
 
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