Mount & Blade: Warband

Mount & Blade: Warband

Full Invasion Osiris
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2 round respawns?
Despite the multitude of issues I, and other players, are finding in Osiris, this one has to be the absolute worst. I don't know what drove the dev team to think that 2 wave respawns were necessary, or even a good idea, but paired with the new rediculously long waves it is just hogwash. Please revert it back to the old system if possible because this is just beyond horrible. I'd like to hear other's thoughts on this
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Showing 1-15 of 27 comments
mah back hurts 13 Oct, 2018 @ 9:58pm 
hey guy
Roman Legionary 13 Oct, 2018 @ 10:59pm 
If they revert it to the old system you will be waiting 3 waves...
firstsunday2 13 Oct, 2018 @ 11:13pm 
2 waves is really bad to be honest. I love the work they put into this but 1 wave is sufficient. It is annoying waiting over 15 minutes to even play if you get piled.
Younes 14 Oct, 2018 @ 12:39am 
It takes over 15 minutes because servers kept reaching over 60 players which made waves way longer
[FI3] Maroon  [developer] 14 Oct, 2018 @ 2:01am 
We have implemented the two wave system for several reasons:
a. It prevents players from having to wait a very long time if they die just after a spawn wave hits.
b. It prevents players from having to wait only a fraction if they die just before a spawn wave hits.
c. It largely prevents the entire server having to wait for 1 guy to complete a bunch of waves on his own. It is now very likely that at the end of each wave, at least a small group of players will spawn.

That being said, we did not anticipate waves taking quite this long when there is a very large amount of players on the server. We will look into shortening waves a little bit to somewhat reduce the time people are waiting. The two wave system will stay in place, however.
Dave Sonder 15 Oct, 2018 @ 3:20pm 
I entered this thread agreeing with OP but reading Maroon's response i can see the logic behind it. 2 wave respawn is actually quite a good idea, however the wave length is a killjoy for me as i feel less excited about playing, the dismissal of favourite maps and factions that could both be played and played against is the biggest critique i have. Id look past the wave length etc if the removed factions were brought back, devs pls.:steamsalty:
PBH|ABZ 16 Oct, 2018 @ 5:22am 
I can definitely understand the developer's reasons for the system, but with over 50 players in a server, the waves take literal ages. If I die in the early part of a wave, I kick up my feet, prepare dinner, watch a GoT episode and I'm still 1 wave away from spawning.

I'd say if there's a ton of players in a server, let people spawn the next wave. It'd be easier for everyone, imho.

Also remove/optimize banners pls and ty <3
for me we must have both of them, many peopole want just play and have fun with others and make formations, and not just show that you're better than others doing reverse butchers
it becomes boring to watch them
Ulfkarl 18 Oct, 2018 @ 11:10pm 
the problem is not 2 waves to respawn, the problem is each wave is ridiculously long, each wave has like 20 waves lol wtf
Limik358 24 Oct, 2018 @ 9:38am 
You have to compare it with the previous version, Amber:

1) In Amber it could happen that you have to wait three(!) waves since you could only spawn after the boss/challenge wave was defeated. For those people the spawning time was thus reduced, they can reinforce the others at the boss/challenge wave now

2) It only seems that the waves are bigger than in Amber. To make the game more stable, the enemies don't spawn all at once anymore. There is always a new group spawning when the bots count is below 160 I think. In Amber when you had 30 players the bots could be up to 350 sometimes, all coming at once. Their number is now neither more or less (depends on the faction :P), only their spawn time is distributed to reduce your lag ingame, resulting in mini waves. Additional some servers have now around 60 players in average which is more than in Amber before, thus making the enemie's waves bigger (they have a max cap though) and this might give some players, especially the new ones, the feeling that the wave never ends.
Last edited by Limik358; 24 Oct, 2018 @ 9:39am
Dicastell 24 Oct, 2018 @ 9:51am 
Dear Developers,
You have done a great mod, there is a lot of work and energy in it, and I would like to thank everyone in we name for maked this game better and more enjoyable.
However, I would like to recommend:
The bounce time is very long, at least the loss of the two wave is very hard.
Unfortunately, you can not collect as much money from enemies as we try to get the
"elit" class to buy.
Furthermore, weapons often create a "miss" effect, most notably the horseback, as if it did not damage the enemy many times.
The mobs are attacking very fast, there is often no chance of shielding them while defending a gun, especially when more people attack a person at the same time.
Please check, if you think of it.
Grateful Thanks, Hektor.
(sorry for my bad english) :steamhappy:
Ahmanni 24 Oct, 2018 @ 1:44pm 
Originally posted by Hektor:
Dear Developers,
You have done a great mod, there is a lot of work and energy in it, and I would like to thank everyone in we name for maked this game better and more enjoyable.
However, I would like to recommend:
The bounce time is very long, at least the loss of the two wave is very hard.
Unfortunately, you can not collect as much money from enemies as we try to get the
"elit" class to buy.
Furthermore, weapons often create a "miss" effect, most notably the horseback, as if it did not damage the enemy many times.
The mobs are attacking very fast, there is often no chance of shielding them while defending a gun, especially when more people attack a person at the same time.
Please check, if you think of it.
Grateful Thanks, Hektor.
(sorry for my bad english) :steamhappy:
You gain money from hitting and killing enemies + at the end of a wave for surviving. If you arent killing or hitting many enemies you may experience a slow income rate. As for the "miss" effect, Each weapon has a certain hit range versus a poke range (A Pole axe is really good at killing enemies but if too close damage is greatly reduced thus the poke) On horseback timing and distance become even more important. If you're swinging a sword its important to note the attack angle, swing timing and the distance the enemy is in reference to you mounted on the horse. It is also worth note that different swings have different ranges, swinging on your right swide will have a higher range than swinging right and for factions with guns, pistols can only aim to the right and two handed guns (muskets, rifles, shotguns etc.) can only really aim to the left of the mount. Lances and spears can only really attack on the right side, it is possible to attack and kill left but no further than say around 30 degrees from the head of the horse whereas you have a wider attack angle on the right, lancing and spearing are kinda hard and in theory should be easier when fighting a group, but again Timing and direction are everything. lastly to address the speed at which enemies attack; it isnt just the enemy attack/ movement speed. For players and bots alike lighter gear + lighter weapon = faster movement speed and faster attack speed. If a gunner/archer/skirmisher is getting attacked swarmed by enemies they are likely too close to the front lines, If they are fighting in a second rank behind a shield wall it is important that all members of the wall are close together and hold a tight formation as some enemies can slip through. It is also good practice for ranged players to carry a melee weapon with them so at the very least they can cover eachother.
El Prezidente 25 Oct, 2018 @ 5:55am 
Originally posted by FI2 Maroon:
We have implemented the two wave system for several reasons:
a. It prevents players from having to wait a very long time if they die just after a spawn wave hits.
b. It prevents players from having to wait only a fraction if they die just before a spawn wave hits.
c. It largely prevents the entire server having to wait for 1 guy to complete a bunch of waves on his own. It is now very likely that at the end of each wave, at least a small group of players will spawn.

That being said, we did not anticipate waves taking quite this long when there is a very large amount of players on the server. We will look into shortening waves a little bit to somewhat reduce the time people are waiting. The two wave system will stay in place, however.
Now I'm not sure about a) or b) but c) is totally false. On multiple occasions, almost whole server died save for few guys on horses that had to kill 100+ horde.
Limik358 25 Oct, 2018 @ 12:05pm 
Originally posted by El Prezidente:
Originally posted by FI2 Maroon:
We have implemented the two wave system for several reasons:
a. It prevents players from having to wait a very long time if they die just after a spawn wave hits.
b. It prevents players from having to wait only a fraction if they die just before a spawn wave hits.
c. It largely prevents the entire server having to wait for 1 guy to complete a bunch of waves on his own. It is now very likely that at the end of each wave, at least a small group of players will spawn.

That being said, we did not anticipate waves taking quite this long when there is a very large amount of players on the server. We will look into shortening waves a little bit to somewhat reduce the time people are waiting. The two wave system will stay in place, however.
Now I'm not sure about a) or b) but c) is totally false. On multiple occasions, almost whole server died save for few guys on horses that had to kill 100+ horde.

I think Maroon's point here was that the probability that people spawn to reinforce the survivors is now higher. People who die two waves before the boss/challenge wave are now respawning at the spawning wave and are thus reducing the probability that only a few players are left at the beginning of this wave. And the fact that some few players are at some point the lonely survivors is something which existed since ever, hard to improve something at this beside to try to be self one of the last men standing.
Zanos 25 Oct, 2018 @ 12:42pm 
Originally posted by FI2 Maroon:
We have implemented the two wave system for several reasons:
a. It prevents players from having to wait a very long time if they die just after a spawn wave hits.
b. It prevents players from having to wait only a fraction if they die just before a spawn wave hits.
c. It largely prevents the entire server having to wait for 1 guy to complete a bunch of waves on his own. It is now very likely that at the end of each wave, at least a small group of players will spawn.

That being said, we did not anticipate waves taking quite this long when there is a very large amount of players on the server. We will look into shortening waves a little bit to somewhat reduce the time people are waiting. The two wave system will stay in place, however.
I can already say point A is false in my experence because the exact opposite happened. If you wanted to lesson the wait times than it should have been after each wave because the current system is even more punishing than the old
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