Flying Squirrel Entertainment

Mount & Blade Warband: Napoleonic Wars => Released Modifications => Iron Europe => Topic started by: arrowkid on March 29, 2014, 11:39:54 am

Title: 'How could a mod die so fast' - It's not.
Post by: arrowkid on March 29, 2014, 11:39:54 am
I know that mods always have a shelf life, but there was so much buzz and anticipation for almost two years for this
two or three times the release date was put off,  there was so much hype

Barring the lag, it wasnt even that bad a mod, i just cant understand how with so much hype and enthusiasm, a player base could go from huge to meh, to non existen almost within a matter of weeks, and it literally is a matter of weeks, because two weeks from launch, i was struggling to see a server with over 30 players on it.

Very sad, and i think the devs know that bringing out a patch with improvements, isnt going to magically bring everybody back.

I personally think its human nature, people are like sheep, when one person goes everybody just goes.

Sigh, its like anglo zulu i mean that mod in itself was like its own game, it was so addictive, why the hell people just leave is beyond me, it was anything but boring.

I think the mount blade player base have the attention span of a goldfish, that is the only logical explanation
Title: Re: How could a mod die so fast
Post by: DanyEle on March 29, 2014, 02:14:01 pm
Oh well if we started talking about the Human nature, there would be lots of things to say about it. By the way, no matter how many players will play or are playing our mod, we, Iron Europe developers, aren't discouraged by the fact that most servers are empty. Instead, we'll keep working on it, adding new content and features, hoping somebody might still find our mod fun. Infact, a patch is coming out this weekend.
Title: Re: How could a mod die so fast
Post by: lolman1c on March 29, 2014, 03:31:58 pm
Oh well if we started talking about the Human nature, there would be lots of things to say about it. By the way, no matter how many players will play or are playing our mod, we, Iron Europe developers, aren't discouraged by the fact that most servers are empty. Instead, we'll keep working on it, adding new content and features, hoping somebody might still find our mod fun. Infact, a patch is coming out this weekend.

That's why I love you guys and know the mod will be like m&m and get really popular! And it isn't like it is fully dead... My regiment are still going to big events that we love and have fun with! Once you bring out some more factions and the game is fully made with everything you have planned (like regiments and not just stereotype soldiers or even tanks in the end) The game will be brought to life as people have more choice of regiments and style of play. Keep up the good work and if you ever need any help just msg me!
Title: Re: How could a mod die so fast
Post by: SeanBeansShako on March 29, 2014, 04:04:20 pm
NW is coming up to the 2nd year since release a few months time, Warband is several years old. Players eventually move onto different games, some players have really high expectations when it comes to this community and mods and get burned out quickly if they aren't met.

Plus this community mostly thrieves on some forts of mass organised events one of the current weaknesses right now for Iron Europe.

NW really needs more regular price cuts with the DLC on STEAM or the price to be decreased by half. I expect when the patch that sorts out latency issues comes out numbers will increase enough to give Iron Europe a small but solid and stable community.
Title: Re: How could a mod die so fast
Post by: arrowkid on March 29, 2014, 05:47:33 pm
NW is coming up to the 2nd year since release a few months time, Warband is several years old. Players eventually move onto different games, some players have really high expectations when it comes to this community and mods and get burned out quickly if they aren't met.

Plus this community mostly thrieves on some forts of mass organised events one of the current weaknesses right now for Iron Europe.

NW really needs more regular price cuts with the DLC on STEAM or the price to be decreased by half. I expect when the patch that sorts out latency issues comes out numbers will increase enough to give Iron Europe a small but solid and stable community.

Yeh i buy my games stand alone off gamersgate and ive only seen two sales on napoleanic war since the summer,
they have sales almost every weekend, and over christmas they had sales on almost every single game except nw, why i do not know.

I also know a ton of people who play warband but dont play nw, why i dont know but they think its too hard to get or too expensive, which asks the question how the heck did they get warband then..  sigh i will never understand this world
Title: Re: How could a mod die so fast
Post by: lolman1c on March 29, 2014, 08:46:10 pm
NW is coming up to the 2nd year since release a few months time, Warband is several years old. Players eventually move onto different games, some players have really high expectations when it comes to this community and mods and get burned out quickly if they aren't met.

Plus this community mostly thrieves on some forts of mass organised events one of the current weaknesses right now for Iron Europe.

NW really needs more regular price cuts with the DLC on STEAM or the price to be decreased by half. I expect when the patch that sorts out latency issues comes out numbers will increase enough to give Iron Europe a small but solid and stable community.

Yeh i buy my games stand alone off gamersgate and ive only seen two sales on napoleanic war since the summer,
they have sales almost every weekend, and over christmas they had sales on almost every single game except nw, why i do not know.

I also know a ton of people who play warband but dont play nw, why i dont know but they think its too hard to get or too expensive, which asks the question how the heck did they get warband then..  sigh i will never understand this world


All of this might factor into it... I think this update wich will fix lag might help, plus the British is going  to produce a billion new regiments.
Title: Re: How could a mod die so fast
Post by: Betaknight on March 29, 2014, 10:32:27 pm
I hope the brits win the battle for us :)
We are working hard on the british, might have to ask Rigadoon about a few Suggestions to be included. We'll see.
Thanks for the support though guys, those who stayed, those that didn't, I understand why and I still love you.
Title: Re: How could a mod die so fast
Post by: lolman1c on March 29, 2014, 11:09:01 pm
I hope the brits win the battle for us :)
We are working hard on the british, might have to ask Rigadoon about a few Suggestions to be included. We'll see.
Thanks for the support though guys, those who stayed, those that didn't, I understand why and I still love you.

As I say just keep hard on work on them brits and by sure you will win the rest over! I'm in a Finish regiment that fought on the German side during ww1 so that is cool but I see very little French regiments.. Nothing against the French myself but there is a lot of discrimination and misunderstanding about ww1 France. Totally need to add them scots though!
Title: Re: How could a mod die so fast
Post by: Grimsight on March 30, 2014, 05:18:24 am
These mods need a clear goal, or place for progression. The reason a mod like CRPG is popular is because when you play you are working towards a goal or some gain in the end. None of the mods we see for NW have that. They are simply play for fun, and when the fun is over you stop playing. And that fun generally lasts 2 weeks its seems. If there is no goal to work up to while you play, then there is no longevity. The only reason NW gets by this way is because the community is large enough where you can make goals like tapping into the large recruit pool, or being part of the competitive melee community.

A game like Iron Europe has next to no recruits running around, simple aiming mechanics, and has little payoff for actually practicing. What is going to keep people playing public servers when the initial fun has worn off?
Title: Re: How could a mod die so fast
Post by: arrowkid on March 30, 2014, 08:18:59 am
The fact that the mod has been dead for a month now, and only now a patch has come out, doesnt help


Also, ive been ridiculed.. called a troll and all sorts of names simply because i questioned why the surrender animation wasnt included despite it being the first suggestion.

Ive been given every insult under the sun because i dared question it, when in fact there is no actual explanation, its laziness.
Title: Re: How could a mod die so fast
Post by: Commissar Jdf on March 30, 2014, 08:29:49 am
Let's nitpick the devs first. You have a mod that isn't completely finished or polished, so that really struck the playerbase hard. It can't be perfect though, especially at first. Ample time must be given in order for it to be okay. Remember, it is a MOD. I thought it was fine and playable. 100 man events were fun. :)

The playerbase though...my God. Everyone wants instant gratification.

Oh wait, IE came out today? What factions? Germany and Fran---fuck where's UK, give it now. I am not playing until it's out. I want moooar mooar MOAAAAAAAAAAAAAAR

That is the problem.



Title: Re: How could a mod die so fast
Post by: Rigadoon on March 30, 2014, 09:28:45 am
The fact that the mod has been dead for a month now, and only now a patch has come out, doesnt help


Also, ive been ridiculed.. called a troll and all sorts of names simply because i questioned why the surrender animation wasnt included despite it being the first suggestion.

Ive been given every insult under the sun because i dared question it, when in fact there is no actual explanation, its laziness.

I don't get why you're so infatuated with the idea that the first suggestion is the first suggestion developers should start implementing. There is absolutely no link between when a suggestion was posted and the quality of the suggestion. More First suggestion =/= Vital suggestion. Get that through your thick skull.

And please, don't pretend you're the victim here. You've completely twisted what actually happened and you know it. You first expressed your dismay at the lack of a surrender animation in this post (https://www.fsegames.eu/forum/index.php?topic=14739.msg562488#msg562488). Nobody insulted you for that since it was a pretty harmless post, no need for anybody to get worked up. Then you post this (https://www.fsegames.eu/forum/index.php?topic=13463.msg562506#msg562506) calling the team lazy despite the fact that we just released a patch containing new classes, weapons, uniforms, and performance enhancements, which is a massive insult towards the team which has spent free time in the creation of the mod and the patch for your entertainment. Only then did people start to call you a troll. Do you see the problem here? You call other people lazy, disrespect their work, and you're crying that people insulted you? Again, you're not the victim, you started it.

Here's the big secret, I also want the surrender animation in the mod. Shocker, right? We've been trying to find time to get it in but it kept getting pushed to the side due to us working on more important features that we're hoping will keep the mod alive longer. It has nothing to do with laziness, but we both already know that, as we wouldn't have released a patch with a bunch of new content if it did. If you just stated your opinion on the lack of the surrender animation in a rational manner, I would've been glad to listen and perhaps put more priority on it. But no, you chose to attack the mod team and its efforts, then cry about being bullied.
Title: Re: How could a mod die so fast
Post by: Superbad on March 30, 2014, 09:36:14 am
Spoiler
The fact that the mod has been dead for a month now, and only now a patch has come out, doesnt help


Also, ive been ridiculed.. called a troll and all sorts of names simply because i questioned why the surrender animation wasnt included despite it being the first suggestion.

Ive been given every insult under the sun because i dared question it, when in fact there is no actual explanation, its laziness.

I don't get why you're so infatuated with the idea that the first suggestion is the first suggestion developers should start implementing. There is absolutely no link between when a suggestion was posted and the quality of the suggestion. More First suggestion =/= Vital suggestion. Get that through your thick skull.

And please, don't pretend you're the victim here. You've completely twisted what actually happened and you know it. You first expressed your dismay at the lack of a surrender animation in this post (https://www.fsegames.eu/forum/index.php?topic=14739.msg562488#msg562488). Nobody insulted you for that since it was a pretty harmless post, no need for anybody to get worked up. Then you post this (https://www.fsegames.eu/forum/index.php?topic=13463.msg562506#msg562506) calling the team lazy despite the fact that we just released a patch containing new classes, weapons, uniforms, and performance enhancements, which is a massive insult towards the team which has spent free time in the creation of the mod and the patch for your entertainment. Only then did people start to call you a troll. Do you see the problem here? You call other people lazy, disrespect their work, and you're crying that people insulted you? Again, you're not the victim, you started it.

Here's the big secret, I also want the surrender animation in the mod. Shocker, right? We've been trying to find time to get it in but it kept getting pushed to the side due to us working on more important features that we're hoping will keep the mod alive longer. It has nothing to do with laziness, but we both already know that, as we wouldn't have released a patch with a bunch of new content if it did. If you just stated your opinion on the lack of the surrender animation in a rational manner, I would've been glad to listen and perhaps put more priority on it. But no, you chose to attack the mod team and its efforts, then cry about being bullied.
[close]

I couldn't agree more, Rigadoon. Making the mod better is first, then the small little "fun" add-ons. Patience is a virtue! Also, just installed the new patch. :P
Title: Re: How could a mod die so fast
Post by: arrowkid on March 30, 2014, 09:58:26 am


Here's the big secret, I also want the surrender animation in the mod. Shocker, right? We've been trying to find time to get it in but it kept getting pushed to the side due to us working on more important features that we're hoping will keep the mod alive longer. It has nothing to do with laziness, but we both already know that, as we wouldn't have released a patch with a bunch of new content if it did. If you just stated your opinion on the lack of the surrender animation in a rational manner, I would've been glad to listen and perhaps put more priority on it.

I`m sorry its just so frustrating and i think the lack of role play features like surrender or the fact that when you play gramaphone you cant move, just make the game feel much more scripted and less open world
one of the reasons why many people stayed on for zulu mod even almost a year after most of the player base went, is because it had that role playing open world element,
iron europe is just kill, be killed and thats it
you cant really do firing squads or surrender or play music or anything in it, even the whistle which is supposed to rally the troops is just a low pitched beep that you can barely hear which lasts 2 seconds, its just really hard to troop train and stuff like this.

and yes, it really does not take more than 5 minutes to put surrender in

im asuming and this is without looking at the source code, that anim_surrender was left out, well its simple, you just put it back in, and whatever key you replaced it with, select the script.. delete and put in the original script from nw, job done.
ps if its a case of the p is used for something like fix bayonet then fine, remove fix bayonet no big deal
Title: Re: How could a mod die so fast
Post by: Gokiller on March 30, 2014, 01:52:12 pm
ps if its a case of the p is used for something like fix bayonet then fine, remove fix bayonet no big deal
Just get out.
Title: Re: How could a mod die so fast
Post by: MrTiki on March 30, 2014, 04:16:30 pm
As soon as I saw that avatar I recognised this sorry character for the troll it is.
Just ignore it. It's complaining about things it wants in a mod which it is privileged enough to be allowed to play for free, which I think pretty much sums up the amount of attention we should give it.

Grimsight does have a point though. The nature of having an fps game which is based on the fps aspects rather than the melee means that there's practically no skill involved. That alone doesn't make it not fun to play, but it does mean that people won't be putting in the same kind of hours that people do in NW.
Title: Re: How could a mod die so fast
Post by: SeanBeansShako on March 30, 2014, 04:26:28 pm
Let's nitpick the devs first. You have a mod that isn't completely finished or polished, so that really struck the playerbase hard. It can't be perfect though, especially at first. Ample time must be given in order for it to be okay. Remember, it is a MOD. I thought it was fine and playable. 100 man events were fun. :)

The playerbase though...my God. Everyone wants instant gratification.

Oh wait, IE came out today? What factions? Germany and Fran---fuck where's UK, give it now. I am not playing until it's out. I want moooar mooar MOAAAAAAAAAAAAAAR

That is the problem.

Ever heard of the phrase 'Too Many Cooks In The Kitchen'? well, basically this is the reverse of that situation. The Kitchen is Warband incredibly hard to navigate and laid out really badly (most of the stoves facing away from the wall knives and forks all plastic the sink linked to the sewer system) and the few modders who can actually code are the harassed over worked badly paid cooks doing it simply for the love of cooking.

The customers (players) of course don't simply appreciate the fact the cooks actually manage to make a pretty nice Club Sandwich. They want a Club Sandwich that is triple mega stacked and looks like something out of Scooby Doo. And they fucking want it now mate. And it has to be a certain type of bread OR THEY ARE NEVER GOING TO EAT OUT EVER AGAIN. And for those who don't mind eating out at Papa Warband/NW sometimes the cost of driving there (price of Warband) or getting a reservation (price of a solid 200 slot server) hinders them. Oh, and the fast food joint that is Warband is awkwardly crammed in an alley way between two massive giant mall complexes callled Modern Multiplayer Games and Modern MMO Gaming.

So yeah. It kind of sucks really. Other two faction mods have been hit with the same fate. I suspect a lot of it is to do with either the fact they don't have THE BRITISH as a faction in this Anglophile community or the melee system doesn't give fanboys a weird raging hard on like the (terribad) MM one did.
Title: Re: How could a mod die so fast
Post by: MrTiki on March 30, 2014, 04:45:34 pm
So yeah. It kind of sucks really. Other two faction mods have been hit with the same fate. I suspect a lot of it is to do with either the fact they don't have THE BRITISH as a faction in this Anglophile community or the melee system doesn't give fanboys a weird raging hard on like the (terribad) MM one did.
I disagree about the presence of the British faction being make or break for the mod. If there wouldn't have been performance issues on release day, then it would have kept going a lot longer with full servers. For the first week the official servers were at full population constantly. However, getting kicked 3 times in 5 minutes does get old. To be honest, the devs couldn't have known about the performance issue though, as the vast majority of the beta testers never actually showed up. If we'd have gotten some proper stress tests in earlier, the servers would still probably be full as we discuss this now.

And about the melee system not giving "fanboys a weird raging hard on", well, that's always been the attraction to the series. It's like the Assassin's Creed series. as they progress forwards through history, you get more towards guns and more away from what the series started as. Not that it's necessarily bad, but you've got to realise that you're going to lose some of the original fans.
Same deal with IE, getting away from melee provides for a very different game. Personally I like it a lot, but you can't argue that it is very different from NW. It's something I like to play alongside NW, but it isn't a replacement by any means. Again, it's just for a different audience. I do really hope that it gets it's population back though, as it's a lot of fun :D
Title: Re: How could a mod die so fast
Post by: SeanBeansShako on March 30, 2014, 04:54:58 pm
I'm pretty certain if the UK was in the mod there would be a bit more interest myself, as when WW1 is usually brought up in pop culture it is always the British fighting the Germans. Plus I expect in the old Reserveration thread for regiment there is quite a bit of Brit/Commonwealth themed regiments.

Well now they released an update, might be time to start hitting your friends lists and giving the mod another go in the event scene.

Title: Re: How could a mod die so fast
Post by: lolman1c on March 30, 2014, 05:12:19 pm
The fact that the mod has been dead for a month now, and only now a patch has come out, doesnt help


Also, ive been ridiculed.. called a troll and all sorts of names simply because i questioned why the surrender animation wasnt included despite it being the first suggestion.

Ive been given every insult under the sun because i dared question it, when in fact there is no actual explanation, its laziness.

You insulted the devs, this is a little more than "questioning"...
Title: Re: How could a mod die so fast
Post by: SeanBeansShako on March 30, 2014, 05:23:52 pm
Ignore him, he's clearly trolling and if he bothers the Iron Europe developers again the report button exists for a reason.
Title: Re: How could a mod die so fast
Post by: AeroNinja on March 30, 2014, 05:26:55 pm
Ignore him, he's clearly trolling and if he bothers the Iron Europe developers again the report button exists for a reason.
+1
Title: Re: How could a mod die so fast
Post by: lolman1c on March 30, 2014, 05:51:00 pm
I agree. As for the this idea of the game needing no skill I find this to be wrong. The whole point is to use ww1 tactics, ie scatter with arty then send waves. I see very little of this as people just send less attackers than there are defenders, and that doesn't even count for the fact most time the people close their eyes and run without using the environment, numbers or weapons to their advantage.

     Also, the point of the game is to recreate the battles from ww1, much like NW. This means no front line instruments, people shooting rather than firing one shot then preparing for close combat, and people actually not complaining that they are camping in a trench... I find this much more exciting than the mindless drone sat in a line listening to "Left face, right face, fire a shot that has not accuracy and prepare to get slaughtered by a guy spinning around like a drugged up mad man". I myself am a arty man myself so close combat was never really my thing and I felt like it was over rated, but I see in this game that close combat is still important when used in events. Many times I have had my pistol out firing as people come into the trench and obliterate me. Also the Urban events are a lot of fun as well as they require a lot of skill when you are in a squad and everyone has their own role to play in order to hep win the battle. This is the stuff I love about the game and people can't see that it is now NW.

I also find with NW that the aim and achievements was not how well you played but it was finding a good community and fighting for a regiment you loved! And from this your reward was ranking up and even eventually starting to give your own orders, which we would see a lot more in ww1, especially now you are allowed to use some initiative and not just blank out and listen to every command with not other thoughts... Isn't that why they produced the Victorian Cross and Iron Cross?
Title: Re: How could a mod die so fast
Post by: Betaknight on March 31, 2014, 02:39:35 am
I wonder how Red Orchestra 2 is doing...
Title: Re: How could a mod die so fast
Post by: Skyfall on March 31, 2014, 12:21:31 pm
Well, personally i think that the problem of this mod is the concept.. The mod is pretty good but imho m&b is not a shooting game.. Yeah, we have musket in NW, but they are as (or les..) important as melee. That's the problem..the game is not made for shooting from long range, the best part of m&b is the melee combat system, if you made a mod where this is not supposed to be used.. Well.. It's just a bad idea because you're not using the best part of the game. Moreover you didn't introduce nothing really new about community. So, the mod is nice and big events are fun, but there isnt anything that keep you playing it.. Yeah sometimes it could be funny play it with friends or make 1-2 events per month, but nothing more.. Sorry, I'm not insulting you, and I'm not flamming, this is just my personal opinion, and some of my reg's friends agree with me, so I hope you will introduce something that will keep the mod alive, something new and different, that's how you can save your work
Title: Re: How could a mod die so fast
Post by: lolman1c on March 31, 2014, 05:12:25 pm
I wonder how Red Orchestra 2 is doing...

Man I loved that game, the clan matches were fun... just nothing new happened to it ever, like not even new maps! This games has potentially a billion maps due to players like myself and it gets updates!
Title: Re: How could a mod die so fast
Post by: Betaknight on March 31, 2014, 05:35:17 pm
I don't completely agree with Uranus,
We did bring new "stuff" to the community, the community of NW,
Unlike many games out there, you are not able to use artillery, you don't play in trenches, you don't get to have more than 64 players in a server, you don't get blow the whistle, destruction is barely in any game, you don't get to have different ranks, you don't get to use even a bayonet (with exception of RO2).
We (In my mind) have brought something that was not possible to the Warband engine, I agree, the game main view is melee, but we thought to bring shooting as well and attempt at melee , with our specified raider units. Yes there are quite a few bugs around but we're work on it.
Nothing to keep you playing? Then the mod might not be that interesting for you, that's ok.
As you said this is your opinion. And so this is mine. :)
(expecting Rigadoons counter argument soon)
But Thanks for playing!

Edit: If you think there is something we could add to keep it interesting do not hesitate to suggest, we are open for it :)
Title: Re: How could a mod die so fast
Post by: SeanBeansShako on March 31, 2014, 05:42:48 pm
If you go into any mod set after the Napoleonic Wars with the assumption that the melee is going to be any way balanced and just as fun as the shooting mechanics you are going to get burned.

The people really into the era suspend their disbelief and have as much fun as they can even if the shooty side of the Warband engine is rubbish.
Title: Re: How could a mod die so fast
Post by: lolman1c on March 31, 2014, 06:58:14 pm
I don't completely agree with Uranus,
We did bring new "stuff" to the community, the community of NW,
Unlike many games out there, you are not able to use artillery, you don't play in trenches, you don't get to have more than 64 players in a server, you don't get blow the whistle, destruction is barely in any game, you don't get to have different ranks, you don't get to use even a bayonet (with exception of RO2).
We (In my mind) have brought something that was not possible to the Warband engine, I agree, the game main view is melee, but we thought to bring shooting as well and attempt at melee , with our specified raider units. Yes there are quite a few bugs around but we're work on it.
Nothing to keep you playing? Then the mod might not be that interesting for you, that's ok.
As you said this is your opinion. And so this is mine. :)
(expecting Rigadoons counter argument soon)
But Thanks for playing!

Edit: If you think there is something we could add to keep it interesting do not hesitate to suggest, we are open for it :)

This is why I love you guys! Even if this mod does die for some unusual reason I still had more fun even in the small regimental events than I have had with most games, never mind ww1 games! What you brought to the engine as changed every ones perceptions and I hope that this follows the path of M&M and will get popular when you feel comfortable with it.
Title: Re: How could a mod die so fast
Post by: Skyfall on April 01, 2014, 08:30:29 am
I don't completely agree with Uranus,
We did bring new "stuff" to the community, the community of NW,
Unlike many games out there, you are not able to use artillery, you don't play in trenches, you don't get to have more than 64 players in a server, you don't get blow the whistle, destruction is barely in any game, you don't get to have different ranks, you don't get to use even a bayonet (with exception of RO2).
We (In my mind) have brought something that was not possible to the Warband engine, I agree, the game main view is melee, but we thought to bring shooting as well and attempt at melee , with our specified raider units. Yes there are quite a few bugs around but we're work on it.
Nothing to keep you playing? Then the mod might not be that interesting for you, that's ok.
As you said this is your opinion. And so this is mine. :)
(expecting Rigadoons counter argument soon)
But Thanks for playing!

Edit: If you think there is something we could add to keep it interesting do not hesitate to suggest, we are open for it :)

Oh well I have been a little bit misunderstood ^^ when i said that you didnt give anything new to the community i wasnt talking about your technical work: you did a great job introducing a lot of new mechanics, some of them are still in development, but that's nice.
By the way i was thinking about the community topic: IE would be much better if you could organize, for example, a sort of historical campaign when two teams fight against weekly in the most famous battle of german-french war.. It's just an example but it could be great.. Moreover you could split the community of IE in two equal sides, french and german, then build a sort of roleplay visual(not playable) map: this "map" should be dynamical, split in a lot of sectors, and the regiments will fight in the sectors for conquer them.. For example: the first and the fifth german infanterie regiment fight against the 22e and the 1er french regiment for a sector on the belgian border, meanwhile other regiment are fighting in the south of france. After the linebattle you could update the map, changing the position of the regiments and giving the sectors to the nation that hold them.. The goal is conquer a determinate sector or something like that...
A map like that maybe  http://endabrukh.files.wordpress.com/2012/04/alsace-lorraine-detail-map.jpg (with also germany obv) and there will be obviously a linebattle with some regs for every battle on the sectors of the big map.. Its not easy, but its possible to organize..
well it's just an example, but an idea of persistent event is, in my opinion, very nice and will keep people playing and enjoying the mod, because they are involved in a great and dynamical war..I hope (but i don't think) to be clear.. The point is that the mod is nice, you are making a good job, but you should invent something new about events, because duels and groupfighting are not good for this mod, and just linebattles and sieges dont seem to be enough..

Sorry for my horrible english, i can write it in italian and then maybe danyele could translate it if you don't understand what i wrote xD
Title: Re: How could a mod die so fast
Post by: Betaknight on April 01, 2014, 07:49:59 pm
Ah I see, yes then that would be out lf our hands, since most of the team is busy, but do speak to Karantukki about this, I'm sure he will be able to pull something off.
Title: Re: How could a mod die so fast
Post by: lolman1c on April 01, 2014, 10:58:29 pm
I'm pretty sure that out of the fans setting something like this up that that would be impossible for an actual mAb interface. :)
Title: Re: How could a mod die so fast
Post by: Karth on April 02, 2014, 09:14:38 pm
Lol somehow I guessed that the OP was Betty, and it was ;D
Title: Re: How could a mod die so fast
Post by: lolman1c on April 02, 2014, 10:15:41 pm
But no really I've just got out of a small urban event with around 40 people and it was so epic! I was a medic and in the last round we all charged for the farm house on champagne and there was bullets everywhere! A guy got hit in front of me and in the heat of battle I bandaged him as bullets flew over then got up and shot a guy in the face with my revolver! I've never had so much fun!
Title: Re: How could a mod die so fast
Post by: Jorvasker on April 02, 2014, 10:38:14 pm
Well, any mod that has anything to do with NW will die withing a month or so. On the other hand any mod that has to do with Warband will most likely build up a community of its own and last for a while.
Title: Re: How could a mod die so fast
Post by: lolman1c on April 02, 2014, 10:55:01 pm
Well, any mod that has anything to do with NW will die withing a month or so. On the other hand any mod that has to do with Warband will most likely build up a community of its own and last for a while.

But these are the guys who basically gave birth to NW!
Title: Re: How could a mod die so fast
Post by: Rigadoon on April 03, 2014, 06:07:40 am
Well, any mod that has anything to do with NW will die withing a month or so. On the other hand any mod that has to do with Warband will most likely build up a community of its own and last for a while.

Uh no. Almost every multiplayer mod released for Warband in the past two years has died immediately after release.
Title: Re: How could a mod die so fast
Post by: Skyfall on April 03, 2014, 10:21:26 am
Well, any mod that has anything to do with NW will die withing a month or so. On the other hand any mod that has to do with Warband will most likely build up a community of its own and last for a while.

Uh no. Almost every multiplayer mod released for Warband in the past two years has died immediately after release.

Well.. Full invasion, PW, PF, CRpg, Nord Invasion are still used.. And there are others mod used just for events (assassin's hunt <- best mod evah!!, rome at war, 1886...)
Title: Re: How could a mod die so fast
Post by: Pong on April 03, 2014, 01:39:37 pm
Snip. Stop posting in these forums if you have nothing positive to actually contribute.
Title: Re: How could a mod die so fast
Post by: Gokiller on April 03, 2014, 01:43:50 pm
Get out. Come back when you have reached the maturity level where you don't get banned and don't have to make new accounts.
Title: Re: How could a mod die so fast
Post by: SeanBeansShako on April 03, 2014, 02:29:35 pm
Hit the report if he shows up again, we'll ban him again. I'm happy to keep banning him until he gives up as it gives me sick pleasure.
Title: Re: How could a mod die so fast
Post by: lolman1c on April 03, 2014, 03:47:36 pm
Hit the report if he shows up again, we'll ban him again. I'm happy to keep banning him until he gives up as it gives me sick pleasure.

Man I'm glad to have you here. And when I play this game it doesn't feel like I am playing a War Band or Nw mod it feels like a completely new game and it shows how much skill this team has! I really wish there was a big ww1 game as even ww1 source of Verdun are pretty much crap in standards to this game allowing me to be so much more than just a guy with a rifle! Even when I am not on arty in events I'm a medic and sure I don't get more than 1 kill usually but I feel just as useful to the team than I ever did in a line in NW!
Title: Re: How could a mod die so fast
Post by: Nipplestockings on April 03, 2014, 05:08:54 pm
Hit the report if he shows up again, we'll ban him again. I'm happy to keep banning him until he gives up as it gives me sick pleasure.

It's mildly disturbing to me that you would derive "sick pleasure" from banning people. Unsurprising, however.
Title: Re: How could a mod die so fast
Post by: SeanBeansShako on April 03, 2014, 05:21:15 pm
I'm aroused that you think that too. That isn't a jolly face in my avatar now.

Seriously though, I think this thread has pretty much covered all that needs to be said. With the recent patch release I think our energies should be more focused now on getting the word out and prodding some more activity into the current playing part of the Iron Europe community.

Title: Re: How could a mod die so fast
Post by: Rigadoon on April 03, 2014, 06:06:16 pm
Well, any mod that has anything to do with NW will die withing a month or so. On the other hand any mod that has to do with Warband will most likely build up a community of its own and last for a while.

Uh no. Almost every multiplayer mod released for Warband in the past two years has died immediately after release.

Well.. Full invasion, PW, PF, CRpg, Nord Invasion are still used.. And there are others mod used just for events (assassin's hunt <- best mod evah!!, rome at war, 1886...)

For the record, Full Invasion, CRPG, PW, and Full Invasion were all released longer than two years ago and PF, though lasting longer than usual, still died pretty quickly.