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Messages - Futui_tuto

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Spoiler
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then why listen to those who still cling on warband?
Thats the point we tried to explain.

Having former reg reps, melee players etc. test the systems is fine because they are the ones that have been keeping the NW scene alive and should be involved, but not the focus of development no.

This is almost exactly the TW mindset that led to a dead Native multiplayer, kept alive only by a cadre of mediocre Warband players who enjoyed being good at a much simpler game. Mods are now populating BL's MP and it has more life to it, but for a couple of years it was a graveyard outside of organised events. The 32k number is irrelevant because over 31k of that number are in singleplayer. If you want some proper maths on that you can see my posts here and here. The focus should be on replicating Warband, and in this case NW's, overwhelming success where there was no expectation of success. NW from 2019-2022 has been substantially more populated than BL's MP, so I don't really understand where you think the focus of development should be if not on the larger and more dedicated playerbase?

Does anyone know whether the current Bannerlord player-base is mostly made of former Warband players or does it mostly consist of players completely new to the game?
In MP most of them played Warband.
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it's useless Jordy, you know very well that they don't really care that much about the competitive aspect of their mod (and I don't blame them because I understand the logic behind it), if they really cared about the competitive aspect of their mod they would have contacted veterans competitive players like Achilles ExTaZz Python etc... instead of trusting some nonames, It will be a good casual mod, that's all.

It sounds kind of fun, considering the fact that the first public game mode on alpha start is groupfighting.

I think it would be logical to work with people who are active in mod, play events and public, and give advice in feedback channels in our discord. Roughly speaking, feedback will be most appreciated from experienced NW players, who played for a while in S&M and adapt a little to the bannerlord engine. Making an exact copy of what was done more than 10 years ago is far from the right way.
In my vision, we need to adapt the best techniques/ideas from NW and make the combat more responsive and accurate on the new engine.

Btw mb I will express an unpopular opinion, without a share of casual gameplay we will die out, public sieges, battles and deathmatches are big funnel where all regiments were looking for recruits, some of them over time became the game's "backbone". I don’t think that someone bought NW and from start "oh, how dat cool to be 0 10 on gf, I wanna more".

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Warband modding and bannerlord modding are very different things. This is much more time-consuming and technically more difficult. Even if we talk about creating locations, 1 good map is from 60 to 120 hours of time, In NW it could be done in 1-2 days. My work area btw.
Also, bannerlord is an incredibly buggy thing. If you made a mistake in the spawn in the warband, the player just spawned somewhere in the location. But if you make a mistake in the bannerlord spawn points (and there are many more places for mistakes), then the server will crash because of any little thing. You will spent hours, just to find an error, so it's slow down the progress.

Regarding the content of the modification. We have some things ready, but physically due to bannerlord's engine, we cannot add them to the game. In my opinion, it's not the best idea to wait for the sea weather, years can pass.

The custom combat system is also in development. But also, after playing a couple of hundred hours in Bannerlord, you adapt and begin to understand it, I think you will remember how you felt in NW, when you came in for the first times xd. I can’t say the same about holdfast, hitboxes work there half a meter from a person..

And, remember, this is a public alpha, not even a beta. Work goes much faster when you get a lot of feedback and also you can change and test right away.



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S&M Alpha 1.0 / Release Day Information

WHERE TO DOWNLOAD? - Steam Workshop | We will post a link to it in our Discord, all you need to do is subscribe and then launch
WHAT TIME IS RELEASE? - Jan. 2nd - 4:00 PM EST (New York City) | 9:00 PM GMT (London)
SERVER INFO - There will be EU, NA, and OCE Servers Available for YOU to play on all times of the day or night

--General Questions Answered--

Units: Cavalry Units will be added in 1.1 or 1.2
Units Pt2: Additional Infantry Units will be added very often each update
Minor Updates: Minor updates are .1 .2 all the way to .9 - Every time there is a major update, so .0 we will be adding way more than we would in minor updates
Server Stability - We've resolved all crash issues on our end, the only reason that servers will crash is because of TaleWorlds not our servers or module 👍
Events - Event Signups are officially closed, we have around 500 for EU and 250 for NA and around 120 for OCE on Jan. 6th

https://steamcommunity.com/sharedfiles/filedetails/?id=2914892805&searchtext=Sword+Musket

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Revive

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Futui is alive  :D

Hello there (。◕‿‿◕。)

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Микор (милорадович) в 12-15 скорее светился, нежели 15-16. Так же неревар 12-14 прикурить давал на лб и турнирах дуэльных.

а ты свидетель?

Ну да, я с января 13 года играл.

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Other Games / Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
« on: December 01, 2020, 11:26:50 pm »
idk bro the British Royal Navy Nock Seven Barrel Flintlock Gun sounds really op

This is an absolutely experimental development, balance issues have already been discussed, in principle we have ideas on how to implement this not op (I think it will be integrate as absolutely another "system"), but how exactly, the information will be given closer to the end of the work.

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Other Games / Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
« on: December 01, 2020, 11:04:32 pm »
About servers, balance and same technical questions - We're gonna take this step by step at a time.

We have a lot of absolutely unique global ideas, including some rebalance ideas (for public casual gameplay, separate with pro one, which increases the interest and involvement of simple players on public servers, or on huge events). But due to an incomprehensible situation with modding tools and release dates, we cannot give specific examples. The only thing I can say with confidence - there will be interesting changes to the mechanics of sieges (comparing with NW).

Now it's better to do what modding tools allow - models, textures, game locations, sounds and noises, this is a huge layer of work. If we start doing the technical part now, it will take several times longer than using modding tools and in the future it will make it difficult to improve and patch the project.

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Микор (милорадович) в 12-15 скорее светился, нежели 15-16. Так же неревар 12-14 прикурить давал на лб и турнирах дуэльных.

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Off Topic / Re: What do you study?
« on: August 04, 2018, 10:45:48 pm »
I will be a sound producer, it includes dj, sound operator, sound technician, also beat maker etc..

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Mapping / Re: Napoleonic Wars: Mapping Support
« on: August 01, 2018, 12:27:50 pm »
How is working Royal spawn? What I need to change in Var 1 and 2? Maybe any links you have?

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Modifications / Disabling shooting NW version - 1.104
« on: February 07, 2018, 07:45:16 pm »
Does anyone have scripts to disabling bullets damage (like on gf) for the nw version 1.104? (Last one before new patch)

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Community Name: Futui
Name to be used: Willwill
Steam Name: https://steamcommunity.com/id/futuituto/
Regiment: 96y

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Regiment Name: 96y Dneprovskiy polk |} 96y_
Preferred faction: Russia
Class (Line, Guard, Skirmishers, Cavalry, Artillery): Line. If it possible - light inf..
Expected attendance: 10+
Do you want to attend once, or weekly ?: For now once
Regiment leader's Steam name:  https://steamcommunity.com/id/futuituto/
Do you have read and agree to the rules ?: Yes

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