It's likely a bit too late into development to produce any of these suggestions not already planned, but I'd like to present them on the off chance they catch a developer's keen eye.
Anyway, forgive the wall of words! I tried to keep it concise because I know how annoying it can be to slog through these posts. Not sure how good I did, though...
In any case, let's start with the things I'd most like to see on the world map:
Regional borders
Think Total War map on a smaller scale
Seasons
The creeping march of General Winter
Layout & Landmarks
Battles and cultures are both informed most directly from their surroundings
Scale
Hitting the map size sweet spot is a real challenge
Unaligned parties
Connecting the number of bandits and deserters to prosperity
Aside from these major points, smaller things I'd like to see such as hunting (though I disagree on having to chase down sprites of deer or boar on the over-world map), more visible trade paths, and more quests with an emphasis on exploration rather than combat would all be welcomed as well.
Tell me what you think! Do these ideas sound good to you? Anything you'd like to add or anything you strongly disagree with?
Anyway, forgive the wall of words! I tried to keep it concise because I know how annoying it can be to slog through these posts. Not sure how good I did, though...
In any case, let's start with the things I'd most like to see on the world map:
Regional borders
Think Total War map on a smaller scale
- I know a map that isn't all carved up with imaginary lines has its charms, but seeing your borders, perhaps optionally,
adds a much greater sense of scale to the map, as well as giving individual regions their own charm and history without any
exposition. It'd also open itself up to more diplomatic options and quests.
Seasons
The creeping march of General Winter
- Having seen the new tools added for scene-building I imagine it wouldn't be hard to bring a city from one season into
the next; a few puddles in the spring and fall, a coat of white snow in the winter, and so on. As time can move rather slowly
in Mount & Blade, however, this poses problems for players less interested in dragging their wagons through thick snow and
mud from one enemy castle to the next. I should hope there are domestic issues that can be resolved in this time instead, but
I haven't got any better solutions. Please leave comments with your ideas!
Layout & Landmarks
Battles and cultures are both informed most directly from their surroundings
- Again, think of how Total War maps are laid out with regard to forests, mountains, rivers and their bridges, other
narrow passageways, etc. This makes encounters more strategic, more memorable, and hopefully less monotonous - a hump
over which Warband struggles at after a while. Pre-built scenes connected to over-world fixtures - e.g. a bridge, a cabin, a
shrine - outside of the villages, castles, and towns would also add to this experience immensely. This is only seen in Warband
to some small extent with the bandit lairs. - Memorable, named landmarks such as lakes, forests, marshes, mountain ranges, etc. also provide free but expansive
exposition. They provide an immediately communicable lore to the surrounding region that isn't strapped to a page of a history
book. The world is a bit small to your average villager and nearby environmental fixtures greatly inform their way of life and
help define what is most important to them.
Scale
Hitting the map size sweet spot is a real challenge
- I often feel that the map in Warband is too small for the number of diverse cultures and environments it hosts, but
this could simply be a matter of proportions. Jutting out into the water and leading in only to endless deserts and tundra
makes the map's true scale and relative earth-equivalent location difficult to surmise. I recall someone comparing it to a
section of Lebanon. This is difficult to reconcile with the fact that Calradia was once a formidable, unified empire. In short
I believe the map needs to be larger than Warband's but smaller than, say, the map we see in the 1257 mod.
Unaligned parties
Connecting the number of bandits and deserters to prosperity
- Not much to say. The prosperity of your kingdom and the times, whether they be peaceful or violent, should affect
how many bandits you should see pop up beyond the fog of war. It wouldn't be too bad to see non-violent parties roaming
around either, with whom you could interact peacefully if you choose.
Aside from these major points, smaller things I'd like to see such as hunting (though I disagree on having to chase down sprites of deer or boar on the over-world map), more visible trade paths, and more quests with an emphasis on exploration rather than combat would all be welcomed as well.
Tell me what you think! Do these ideas sound good to you? Anything you'd like to add or anything you strongly disagree with?