Dev Blog 23/05/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_91_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>As Bannerlord’s multiplayer beta draws ever closer, we thought it would be a good time to discuss another of the game’s exciting game modes: Captain Mode.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/111
 
What the ****? We already learned of this 2 years ago from captain mode videos. Why repost the same in text format? No mention of any improvements to the videos shown 2 years ago? No video gameplay?

Keep it PG-13 in the devblogs, buddy. --Orion
 
Maybe it would be a good idea to stop making dev blogs so there is less of a community outrage because this is likely by far the worst dev blog: it is obvious you don't have anything to say. If you anger the community you run the risk of retaliations such as large scale piracy and just because people generally like Taleworlds doesn't mean that will last forever.
 
There's no doubt that when Bannerlord releases it will be superior to Warband in every way possible. Based on the forum posts, videos, and other commentary on the game we've seen/heard/read we know it's practically a graphically-improved, engine-improved, and feature-improved Warband, which is much needed and I can't wait. But my question for the man working on the campaign is this:

Will we see a co-op campaign?

It's been asked before and I know it'll be hard due to the world going to have to be CONSTANTLY running (time will always be passing), but I think it should be added if possible. You can make it so that the host of the "save" file has the master control of the "time" and can pause the server at any time. As for battles/sieges/"strolling through town"/inside castle doors, make the world map time suddenly pass by in half (or whatever percentage the map battles take) and have a message come at the top of the screen saying "<player name> has entered a battle." The "wait here for some time" would pass at normal map speed rather than super fast, unless the all players, including the host, is waiting for some time or using "ctrl+space" also.

Mainly the reason why i want to see this is because I want to play with friends and we've already talked about how if those features above were made true, we'd deal with it. On you guys' end you could have a pop-up menu come up when they press "start new co-op campaign/join co-op campaign" that warns of the host being in master control of the time. If they don't like it, then they won't play it. They'll just stick to singleplayer, which is perfectly fine. The people that want this feature of a "co-op campaign" know it's played together, where you're already talking to each other LAN or using some internet-based voice chat program.

Of course, there are a lot of features that would need to be added when it comes down to interactions. Such as, who has commanding authority, etc. but those features wouldn't be hard to add in my opinion as you'd have to just brainstorm all the events one person could take by themselves and ask yourself how would another person influence that event.

Thanks for listening, I'd love to see this in some way. At the very least have some way to where a "random stranger volunteers to join you army for no wage" pop-up comes up and your friend(s) are now in your party able to see the world map and watch what you do. This way they can just communicate together where the party should go next, etc.
 
:meh: :meh: :meh: :meh:

My blog was more informative

Greetings warriors of Calradia !

My name is KhergitLancer99.

OFFICIAL JOB DESCRIBTION

I am a whiner commenter of devBlogs.

WHAT DO YOU NORMALLY DO IN YOUR DAY ?

I usually start my day writing edgy **** about how there isnt still a release date of this game.


WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD ?

I like how they still ignore all we raging fans for 7 years.


WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?

Once there was a very commited fanboi who was trying to convince us to stop whining. Making him piss off was the most difficult thing probably.


WHAT DO YOU CURRENTLY WORK ON?

I am currently trying to convince taleworlds forum moderators to unban my forum account.


WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?

Callumia: The faction of good hearted people who patiently tell us every week that the wait will worth it.
 
Im going to hijack this blog to put out some idea to make castles more useful. If another army can march straight to another faction's city and take it, then what is even a point of a castle? To just be there?

The little amount of medieval knowledge I posses tells me that castles/forts were used to scout enemy movement, to host a lord's family, to stand as a border between an invading army and the faction, to harass enemy armies by attacking their forager parties/scouts and so on.

Imagine this: Canada and the US go to war. Canada launches an invasion, and instead of making progress down South, they just straight up march do Philadelphia and boom. Philadelphia is a Canadian city now. Doesn't matter that it's still surrounded by hostile territory.

And that's exactly what happens in Warband. A faction takes a city from another faction, and you just have this weird blub when looking at the minimap (If u use a mod that allows you to do that)

I also don't get how armies can literally pass trough castles without anything happening. It would bring so much more depth to the game if castles kinda blocked armies from passing near them, allowing factions to hold chokepoints, like in canyons, between rivers or mountains, bridges.

I think that there should be something done about this. It would make invading another faction so worth so much more planning, rather than just clicking on a city with your superior army.

Some ideas:

- Castles would have this "defensive circle" whose raidus would depend on the number of men holding it, which would prevent any army from passing near it. So a commander could make two decisions: He could march around the settlement's "defensive circle", which would prolong his way or potentially block it if the settlement is placed between two natural barriers, or he could march straight to the settlement to take it.

- Entering enemy territory would instantly start harming your army. The longer you staid, the lower the morale of the army would get. Your food supplies would drain more quickly than usual. There would be a chance of your army getting harassed by enemy skirmish parties. So - the longer you stay in enemy territory, the higher the chance of your army being collapsed by the lack of food and low morale.

 
Interesting idea, definitely makes castles WAY more useful. After all, there's no point in getting a castle over a town when a town can cover the cost of wages of its garrison. I wonder what else could make castles more useful? I thought of a couple but it wouldn't really work nor make sense
 
But hey, beta's coming.

EDIT: Wow, something's really different with the light in that screenshot. If I wouldn't know it's from devblog I'm not sure I'd say it's Bannerlord from the first sight, looking at that in comparison to all the media released so far.
 
Another f*cking multiplayer blog. This game sounds like it focusing more and more on becoming the new overwatch, and there is a declining number of singleplayer blogs. Have you already exausted all the features you can write for the singleplayer that you resort to multiplayer? Or focusing on multiplayer more to change your brand to multiplayer battles? Or both?
 
Yuubryuhvianni said:
Another f*cking multiplayer blog. This game sounds like it focusing more and more on becoming the new overwatch, and there is a declining number of singleplayer blogs. Have you already exausted all the features you can write for the singleplayer that you resort to multiplayer? Or focusing on multiplayer more to change your brand to multiplayer battles? Or both?

That's obviously because of the announcement of upcoming beta which was confirmed to be multiplayer only.
 
Yuubryuhvianni said:
Another f*cking multiplayer blog. This game sounds like it focusing more and more on becoming the new overwatch, and there is a declining number of singleplayer blogs. Have you already exausted all the features you can write for the singleplayer that you resort to multiplayer? Or focusing on multiplayer more to change your brand to multiplayer battles? Or both?

The last seven blogs were not Multiplayer. Get a grip.
 
This blog was a bit. Disappointing.
I’ll chalk this one down to be the official captain mode blog. But now all players new and old know as much as we need to know about it thanks.
MOAR NU information next time please.
Maybe time for a video?  (Not of captain mode by the way  :smile: )
 
I think this mode will be top notch. It combines personal combat skill, awareness, unit command, team communication and tactics. Very excited to utilise the Empire's superior discipline to reign in the upstart barbarian factions.
It'll be interesting to see what factions and units do well vs other factions and how these disadvantages can be overcome with guile and thoughtful play.
So very excited for this mode.
Bring on Bannerlord  :party:
 
Yeah this game mode can be like moba's, i feel there's potential. By the way, am i the only who gets annoyed by fancy words like "exciting, a lot, very important" while the concepts they're decribing is empty.  :mrgreen:

Do troops retreat or fight worse with low morale? Or morale is mainly to determine winner? Is morale same for all troops, or is it also a tactical variable for units?(Like having a high morale unit would encourage patient strategies more) Are there troops(low disciplined) that may charge and fire without order? 
 
As Bannerlord’s multiplayer beta draws ever closer, we thought it would be a good time to discuss another of the game’s exciting game modes: Captain Mode.

So is Captain Mode going to be in the Beta, then?
I thought it was going to be Skirmish mode only?
 
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