Dev Blog 05/10/17

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[parsehtml]<p><img style="margin-bottom: 0cm;" lang="en-GB" src="http://www.taleworlds.com/Images/News/blog_post_10_taleworldswebsite_575.jpg" alt="" width="575" height="290" /></p> <p><span lang="EN-GB">In this week’s blog we would like to talk about an aspect of the game which many of you have requested we talk about for quite some time now: singleplayer. We decided that the most interesting way to do this would be to discuss different features and mechanics from the campaign in their own dedicated blogs. We hope that, over time, we can touch on many of the key aspects of the sandbox and give you all a better understanding of what to expect in Mount & Blade II: Bannerlord.</span></p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/28
 
Amazing info. It fills some of my hopes for a more dynamic Marshall and war system. Speaking of, I hope the Marshall of the faction won't have to spend any influnece points cause that's his job basically. Or if he must it must be a significantly lowered amount for it to make sense.

Also how does relation factor into the influence point system? Does it affect the amount it costs to gather lords?

P.S. Is it just me or is the graphical quality of the game in that image bad?

blog_post_10_taleworldswebsite_02.jpg

Also those icons on settlements is new. They also modified the bottom right of the UI.
 
Duh said:
Rodrigo Ribaldo said:
Duh said:
The diamonds could represent the influence costs / time.
They could also mean army speed.
Left to right (speculation): food (or days worth of food), influence need/spent, siege strength, number of parties, speed
Diamonds are an interesting choice of measurement unit for speed.  :razz:
In Turkish, "diamond" is also the word for "marching speed of medieval armies".
 
RoboSenshi said:
P.S. Is it just me or is the graphical quality of the game in that image bad?

Also those icons on settlements is new. They also modified the bottom right of the UI.

Noticed that too. Looks like the overworld map is progressing, but a bit far from finished yet.
 
Rodrigo Ribaldo said:
Duh said:
Rodrigo Ribaldo said:
Duh said:
The diamonds could represent the influence costs / time.
They could also mean army speed.
Left to right (speculation): food (or days worth of food), influence need/spent, siege strength, number of parties, speed
Diamonds are an interesting choice of measurement unit for speed.  :razz:
In Turkish, "diamond" is also the word for "marching speed of medieval armies".

I am Turkish and this is the first time I hear such a think
 
Influence system is a terrible idea. You already have influence in the game - it's called renown. Also instead of kingdom-centered it should be NPC-centered.
 
RoboSenshi said:
Amazing info. It fills some of my hopes for a more dynamic Marshall and war system. Speaking of, I hope the Marshall of the faction won't have to spend any influnece points cause that's his job basically. Or if he must it must be a significantly lowered amount for it to make sense.

Also how does relation factor into the influence point system? Does it affect the amount it costs to gather lords?

P.S. Is it just me or is the graphical quality of the game in that image bad?

blog_post_10_taleworldswebsite_02.jpg

Also those icons on settlements is new. They also modified the bottom right of the UI.

Well they did mention in a couple dev blogs back that they are trying to optimize the game for lower end systems.

This is probably one of those moments
.
 
JuJu70 said:
Influence system is a terrible idea. You already have influence in the game - it's called renown. Also instead of kingdom-centered it should be NPC-centered.
Renown didn't do anything like this.
 
JuJu70 said:
Influence system is a terrible idea. You already have influence in the game - it's called renown. Also instead of kingdom-centered it should be NPC-centered.

Can you expand on how exactly its "bad"?
 
FBohler said:
RoboSenshi said:
P.S. Is it just me or is the graphical quality of the game in that image bad?

Also those icons on settlements is new. They also modified the bottom right of the UI.

Noticed that too. Looks like the overworld map is progressing, but a bit far from finished yet.
Global map looks bad. Why names of villages written on the strips? The village looks exactly the same - no variety.
The map is not very beautiful, lifeless, boring.
===

Callum_TaleWorlds, where can I write a question to the artist? This topic is good?
 
lolbash said:
JuJu70 said:
Influence system is a terrible idea. You already have influence in the game - it's called renown. Also instead of kingdom-centered it should be NPC-centered.

Can you expand on how exactly its "bad"?
It could be bad if the design is bad.
From design point of view adding new variables like influence must be pretty justified. Bad, novice designers add new variables for every type of situation they want to model, making a mess of various numbers you should track and have very specific uses.

In Warband we had player renown as a general measure of fame in the game. It was used for plenty of things, like party size and even whether you were given a new fief.
Now, this didn't always make sense. Your world fame (renown) is not at all a measure of how useful you are to a kingdom. You can be a famous warlord that never responds to campaign calls or defends kingdom fiefs.
Add influence, or kingdom renown. Now you have to work for a kingdom to be respected in that kingdom, although your world fame (ordinary renown) should still matter in enough situations.

In short, if both renown and influence are used a lot and intuitively, adding influence was a justified design move.

KhergitLancer80 said:
Rodrigo Ribaldo said:
In Turkish, "diamond" is also the word for "marching speed of medieval armies".
I am Turkish and this is the first time I hear such a think
Really? But isn't it true that in Turkish if you say "gullible" slowly it sounds just like "orange"?
 
lolbash said:
JuJu70 said:
Influence system is a terrible idea. You already have influence in the game - it's called renown. Also instead of kingdom-centered it should be NPC-centered.

Can you expand on how exactly its "bad"?

Because from the description it seems to be universal. Do 5 quests for 5 different lords, get influence and ask lord 6 to follow you somewhere. Renown was already in the game, plus personal relations which both were more than enough for player to influence lords.
 
cifre said:
Yaga said:
Callum_TaleWorlds, where can I write a question to the artist? This topic is good?

You can do that here for example:  Community questions
Thank you.
And in that topic, exactly will my question be heard?
===


About the map - look at what the Chinese lads, what an interesting map they did. Only a very strong sway in the wind the bushes :smile:

 
Will lords have to pay you influence to join their party? Can you go buy out other lords parties, like walk up to your buddies army and take them from him, or do you have to wait for disband?
 
@Yaga, that is an awesome campaign map in the video. While Bannerlord probably won't achieve that, I do think we can reasonably expect a better settlement integration into the terrain. At this point in time they look pretty tacked on with little to no further map sculpting to accomodate the icons.
 
JuJu70 said:
lolbash said:
JuJu70 said:
Influence system is a terrible idea. You already have influence in the game - it's called renown. Also instead of kingdom-centered it should be NPC-centered.

Can you expand on how exactly its "bad"?

Because from the description it seems to be universal. Do 5 quests for 5 different lords, get influence and ask lord 6 to follow you somewhere. Renown was already in the game, plus personal relations which both were more than enough for player to influence lords.

Universal as in it only works in the faction you're working for. This makes complete sense.

Reown has nothing to do with this.

Personal relations for every single lord in the kingdom? Lol good luck
 
Personal relations for every single lord in the kingdom?
That existed in Warband and will apparently also exist in Bannerlord, since influence costs will vary depending on the relationship between a campaign marshall and the lords upon which he calls.
 
Another aspect of the new army system is that armies use pooled resources to support their campaigns. This means that if one lord brings some food, butter, for instance, then the rest of the army will be fed. Likewise, horses and mules are shared, increasing the movement speed of the entire army
Amazing feature, great blog!

JuJu70 said:
Because from the description it seems to be universal. Do 5 quests for 5 different lords, get influence and ask lord 6 to follow you somewhere. Renown was already in the game, plus personal relations which both were more than enough for player to influence lords.
It actually makes quite sense to me. If im a famous general, I can use my influence with anyone, even with those who doesn't like me. I see it as an improvement from renown, it makes it more interactive. Your complain seems a little bit dull.
 
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