Author Topic: Dev Blog 16/11/17  (Read 13144 times)

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Re: Dev Blog 16/11/17
« Reply #15 on: November 16, 2017, 06:22:39 PM »
Damn kids, first they stop being proud of their river origins and now they use shields :P
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Re: Dev Blog 16/11/17
« Reply #16 on: November 16, 2017, 06:23:03 PM »
Nice blog and I see that the looters will make more resistance in the coming fights. Having looted a fancy shield and such for themselves. :)

And bows, we have bows too. River Piracy will increase and more farmer parties attacked with this improved technology.
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Re: Dev Blog 16/11/17
« Reply #17 on: November 16, 2017, 06:54:47 PM »
Nice blog and I see that the looters will make more resistance in the coming fights. Having looted a fancy shield and such for themselves. :)

And bows, we have bows too. River Piracy will increase and more farmer parties attacked with this improved technology.

How did you feel when that Khuzait cut your looter brother's neck ? :lol: :lol:

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Re: Dev Blog 16/11/17
« Reply #18 on: November 16, 2017, 07:00:17 PM »
Nice blog and I see that the looters will make more resistance in the coming fights. Having looted a fancy shield and such for themselves. :)

And bows, we have bows too. River Piracy will increase and more farmer parties attacked with this improved technology.

How did you feel when that Khuzait cut your looter brother's neck ? :lol: :lol:

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Re: Dev Blog 16/11/17
« Reply #19 on: November 16, 2017, 07:19:47 PM »
 :D
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Re: Dev Blog 16/11/17
« Reply #20 on: November 16, 2017, 07:28:27 PM »
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Re: Dev Blog 16/11/17
« Reply #21 on: November 16, 2017, 08:36:54 PM »
While this is cool an all, I don't get the point. The old way was good enough. I appriciate the attempts to make it more 'realistic', however considering armor isn't there is no need to make this part either.
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Re: Dev Blog 16/11/17
« Reply #22 on: November 16, 2017, 08:43:12 PM »
Looks like an excellent damage algorithm.   Damage proportional to transferred kinetic energy, which is affected by velocity of point of weapon that impacts, the effective weight of weapon contributing to the strike, and to the surface area of the contact of the weapon.  The latter is to be ignored by classifying weapons into types with characteristic penetration properties, e.g. pierce, cut, blunt.   Only quibble would be how the KE is mapped to overall lethality with blunt weapons expected to be less lethal against limbs or possibly torso depending on armor.  Also burning oil, large catapult stones etc. would prob be treated differently.   

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Re: Dev Blog 16/11/17
« Reply #23 on: November 16, 2017, 08:48:11 PM »
Great blog. I’m glad there will be a sting in the tail if we craft weapons for looks as opposed to performance. Crafting an ideal blade will be an interesting challenge.

Hi Ümit Singil, I’m looking forward to next week’s blog. Please can you give your target ranges of polys for armour models at LOD0 to be compatible with the game’s optimal performance. I’d love to know how much detail is in the model & how much depends upon the normals and texture.

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Re: Dev Blog 16/11/17
« Reply #24 on: November 16, 2017, 09:40:49 PM »
While this is cool an all, I don't get the point. The old way was good enough. I appriciate the attempts to make it more 'realistic', however considering armor isn't there is no need to make this part either.
I believe the point is that by putting everything into formulas to decide the damage output you omit manually setting everything for every piece of weapon (especially useful if you plan on allowing people to customize their gear... and can we make a pause here and just think about it? You decide about physical properties of your weapon while crafting, this isn't something that was made in other games to my knowledge, crafting mostly focused on aesthetics and choosing right materials to crank the numbers).
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Re: Dev Blog 16/11/17
« Reply #25 on: November 16, 2017, 09:45:20 PM »
Quote
So for example, an axe that advertises itself as having 80 damage can deliver much less if it hits the target near the grip.
This blog post gives me the impression that short swords will be much more viable in Bannerlord than in Warband. A sword such as the Roman Gladius may be a very viable vs 2h weapons at point blank range.
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Re: Dev Blog 16/11/17
« Reply #26 on: November 16, 2017, 09:46:42 PM »
It looks very impressive and (hopefully) intuitive to use.
The only thing that's confusing me a bit is this: the blog says, 'As our calculations are physically based, we no longer need to calculate an extra “speed bonus” like we do in the previous games in the series.'
But, in the gif of the horseman slashing the looter's neck, it says "Speed Bonus 39%"! What's going on there?

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Re: Dev Blog 16/11/17
« Reply #27 on: November 16, 2017, 10:26:37 PM »
Nice Blog.

Did we actually get any infos for boats and ships? Will this be a thing?
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Re: Dev Blog 16/11/17
« Reply #28 on: November 16, 2017, 10:31:11 PM »
By the time this game comes out I will have a **** degree on Bannerlord knowledge.

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Re: Dev Blog 16/11/17
« Reply #29 on: November 16, 2017, 11:24:19 PM »
I am curious as to whether this physics based system will allow for flexible weapons or weapons that utilize multiple pivot points such as flails, nunchucku, segmented staves or bolos.  It would be cool to be able to mod in some weapons like these, but I imagine it would also be seriously complex.
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