</br> Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/9
hirovard said:Stromming said:DanAngleland said:Stromming said:All I will say on this matter is: Don't sacrifice gameplay quality / features for better graphics.
As Jacobhinds said two posts above yours: They have separate teams for each and having one of them do well doesn't automatically make the other terrible, or vice versa.
Besides, graphics play a part in enhancing gameplay, or at least they have the potential to do so (for instance, in making hits 'feel' more significant, or immersing the player more in the game world). However graphics can also serve a game poorly, if for example new effects change the much loved atmosphere of a game. Technically advanced graphics don't always make a game more enjoyable, but from what we've seen so far I am enthusiastic about Bannerlord.
Yeah but once you are satisfied with graphics, the other team can help the gameplay team or whatever. No need to focus too much on graphics, even if it has its own team.
Im sorry if you feel that you want to keep playing the game on your potato but those of us that have much newer machines shouldn't be made to suffer because you either, a) refuse to upgrade to something a little newer or b) are trying to partake in a hobby that isn't for those that cannot afford it.
The graphical department staff would more than likely be trained to do the job they do, which would be graphical side of the game. They may not necessarily have the skills or training to do coding for non graphical features. Just like how the coding department may not have the skills to make graphical stuff to the same quality as the graphical artists.
SDShannonS said:I just started playing Warband a couple weeks ago so I'm not an old timer to this game like many of you but I none-the-less wanted to offer some suggestions for UI improvements that can hopefully be implemented during the development of Bannerlord.
[list type=decimal]
[*]Sortable inventory. I should be able to define a portion or portions of my inventory as immovable for food, extra mounts, spare weapons and ammo, etc. but the remainder should be sortable by value. When adding to inventory such as after a battle, I should have the option to fill my inventory with only the highest value items from the combined pool of current and new items.
[*]Scrollable companion windows. When looking at the Inventory or Skills window for a companion, there should be right and left arrow buttons to scroll to next or previous companion. The current process of having to exit out of the window, exit out of the conversation, select the next companion, talk to the companion, and choose the topic of conversation is cumbersome.
[*]Unit quantity selector. If I have 100 huscarls, just as an example, I should be able to put 50 of them into a defined group to create Infantry One and Infantry Two.
[*] Unit sub-groups. I should be able to define groups of groups. Again just as an example, Infantry Two, Archery Two, and these four Companions should all answer to Squad Two.
[/list]
If there is a way to do the above already that I'm just unaware of, then it could be made more apparent in Bannerlord.
Lastly, I couldn't find any area on the forums specifically for making suggestions about Bannerlord so please forgive me for posting these in a thread that is ostensibly about the developer blog.
Blue2volf said:I think its too early for suggesting anything, I sure wish a nice cozy beta phase before realese.
Orion said:OK, so you agree they should cost more and/or take longer to level up for being stronger. What I'm saying is that certain types of equipment are naturally stronger than others given certain supporting skills. An infantryman will be more efficient with an axe than a sword, but an archer with lower melee skills and proficiency won't receive much of a benefit. For the infantryman, a 400 denar axe is a stronger choice than 1000 denar sword, but clearly their costs aren't representative of this. That's why I think certain types of equipment would need different prices weighted by the unit's skills. Think of how power strike effects damage on axes compared to swords. Axes have higher base damage and a multiplier against shields. The % increase of damage from power strike (another multiplier) will yield greater absolute increases on axes than swords. Thus, axes benefit more from power strike than swords do. Why, then, should axes be cheaper than swords for units with high power strike? It's clearly a better choice, but axes are all cheaper than equivalent swords.Chompster said:If the player wants to make a cheesy and overpowered unit then he should be able to(it's singleplayer after all, why do you care how others play?) but it would cost him significantly and it would take much longer to train the unit to be effective.