Dev Blog 02/11/17

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[parsehtml]<p><img class="frame" style="margin-bottom: 0cm;" lang="en-GB" src="http://www.taleworlds.com/Images/News/blog_post_14_taleworldswebsite_575.jpg" alt="" width="575" height="290" /></p> <p>Mount & Blade’s deep and intuitive combat system is one of the core features of our games. Our directional attacking and blocking mechanic is intuitive in the sense that it is easy to pick-up, and deep in that it allows players to continuously develop and adapt their own fighting style through the use of feinting, chambering and good footwork (including a well-timed kick!).</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/32
 
Hey there.

Weekly blogs are much better content I initially expected and I found myself coming here every thursday and reading about game I eagerly anticipate. I've noticed that some questions asked here do get answered which is really cool. I registered to do just that.

Recent blog entry reignited some of passion I lost due to long wait. Subjects of realism (to a reasonable point) and weapon handling physics are close to my heart. I wonder about two questions though:

1. Will there be a different damage dealt depending on point of impact on a given weapon? As in slashing with end of sword being more deadly than catching someone half way?
2. Will weapons be physical objects in game enviroment so they could be blocked by other objects (as low ceilings, horses, trees, other soldiers of their weapons).

I've noticed blog entry is part1 which suggests there will be part 2 or 3. Perhaps new posts could throw a little light on those issues?
 
Baltic Marauder said:
Whoa whoa whoa... thrusts aren't affected by weight distribution???! The whole point of weight distribution is to favor either cuts or thrusts, with cut centric weapons having the point of balance far from the handle, ie axes and sabres, and stabby weapons having the point of balance close to the handle like rapiers.
This person has a point. If thrusting is not affected by weight distribution  (not saying that is the case, just that we don't know at the moment ) there is no incentive for the player to craft thrusting swords aside from personal taste.
People who don't min max will always favor either cut and thrust or pure cutting swords when crafting one.
 
I hope there will be a button or something that can change the movement that my weapon does if my mouse goes up. I hated accidentally thrusting my blade in Warband instead of doing an overhead swing (slashing is very satisfying and deals more damage)  so much that I switched completely to only-swing weapons, like cleavers. Plus it's a bit arbitrary to restrict in the code if the weapon can thrust or not, we should be able to thrust and swing with every weapon for maximum combat freedom, but with the button that I mentioned earlier for player preferences.
 
MedievalMayonnaise said:
but with the button that I mentioned earlier for player preferences.

if not just create (or find) a mod that swaps your current weapon with a version that only does one type of damage (slash or thrust), that can be used with a shortcut (like CTRL+X). That kind of stuff is easy to implement.
 
dr4gunov said:
Hey there.

Weekly blogs are much better content I initially expected and I found myself coming here every thursday and reading about game I eagerly anticipate. I've noticed that some questions asked here do get answered which is really cool. I registered to do just that.

Recent blog entry reignited some of passion I lost due to long wait. Subjects of realism (to a reasonable point) and weapon handling physics are close to my heart. I wonder about two questions though:

1. Will there be a different damage dealt depending on point of impact on a given weapon? As in slashing with end of sword being more deadly than catching someone half way?
2. Will weapons be physical objects in game enviroment so they could be blocked by other objects (as low ceilings, horses, trees, other soldiers of their weapons).

I've noticed blog entry is part1 which suggests there will be part 2 or 3. Perhaps new posts could throw a little light on those issues?

1-What you are asking was a thing even in Warband for example if enemy was very close you, you either werent able to hit him or  if the distance is a bit more you could only deliver a smaller damage. This(and also to land the weapon to enemy faster) is why positioning is very important in M&B combat just like irl.

2- Yes, in Warband objects were canceling your attack inBannerlord your attack leaves cuts in objects

https://m.youtube.com/watch?t=23s&v=5CEVUmkbvW8 (watch 6:50 ) he is trying to cut down the tree.
 
dr4gunov said:
Hey there.

Weekly blogs are much better content I initially expected and I found myself coming here every thursday and reading about game I eagerly anticipate. I've noticed that some questions asked here do get answered which is really cool. I registered to do just that.

Recent blog entry reignited some of passion I lost due to long wait. Subjects of realism (to a reasonable point) and weapon handling physics are close to my heart. I wonder about two questions though:

1. Will there be a different damage dealt depending on point of impact on a given weapon? As in slashing with end of sword being more deadly than catching someone half way?
2. Will weapons be physical objects in game enviroment so they could be blocked by other objects (as low ceilings, horses, trees, other soldiers of their weapons).

I've noticed blog entry is part1 which suggests there will be part 2 or 3. Perhaps new posts could throw a little light on those issues?

I also wondered this. Will your weapons crush on walls, shields, trees etc as real objects? and will the angle and distance/momentum matter in the hit's desrtuction potential?
 
VagrantJames said:
Haha you guys seem to be enjoying creating Bannerlord. I love it. :smile:

I guess having a job with no deadlines or time restrictions really is a great deal of fun. They're probably sitting in their office space, wondering how they got so lucky!
 
Nordmann said:
VagrantJames said:
Haha you guys seem to be enjoying creating Bannerlord. I love it. :smile:

I guess having a job with no deadlines or time restrictions really is a great deal of fun. They're probably sitting in their office space, wondering how they got so lucky!

Until Chainmail armor shirt guy comes around beating people in the head with cardboard swords and Armagan flings butter around in the office.
 
Looter said:
Nordmann said:
VagrantJames said:
Haha you guys seem to be enjoying creating Bannerlord. I love it. :smile:

I guess having a job with no deadlines or time restrictions really is a great deal of fun. They're probably sitting in their office space, wondering how they got so lucky!

Until Chainmail armor shirt guy comes around beating people in the head with cardboard swords and Armagan flings butter around in the office.

Still sounds like a dream job to me, butter and all.
 
wow. i peronally had alot of  fun fordging in skyrim. (im an old warband fan also) and this looks really nice :smile: well done taleworlds!
 
It will be interesting to see how well this works in practice and if there doesn't just end up being an ideal speed/damage/reach ratio (for single player).  I always ended up with quality bastard swords in Warband single player and a good shield.  It would seem we can design in some way a sheath for swords as well which is a nice touch.
 
Octaviux said:
It will be interesting to see how well this works in practice and if there doesn't just end up being an ideal speed/damage/reach ratio (for single player).  I always ended up with quality bastard swords in Warband single player and a good shield.  It would seem we can design in some way a sheath for swords as well which is a nice touch.

would love to see that you could put your own design or text on your sword. like "North slayar" or "my precious" haha nice tuch indeed
 
I understand they want their 'perfect' game. But not giving yourself a deadline can cause issues. If you have no deadline it means you are less likely to plan. Additionally no deadline means you tend to overcomplicate things with that "unlimited" time.
I would hope that 2019 would be the latest date, otherwise the game may feel underwhelming in the game market of anything after 2020.
 
+AmateurHetman
Plus, it's not like the old days of game development where when it's out, it's out, you can't do anything else. Now with patches, dlc's, etc, you can release and fix stuff later. While I don't want Taleworlds to pull a Bethesda or Ubisoft and release an unfinished game, if they're delaying because of feature creep or just not having it "polished" enough, I would push for a release and put the rest of the stuff out as a patch or dlc, depending on size/what's in the updates. Besides, no matter how "polished" the game is on release, the second it's out people are going to race here and the Steam forums to complain about bugs, design issues, glitches, etc. so it's not like once they release the game they'll be done.
 
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