SP - Player, NPCs & Troops The current character progression system is bad and here is why.

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I think the idea of a hard cap on skills is really bad, make it a crawl by all means stick the rate to something low like .25 or less but flat out stopping any progress due to finite resource of focus and attribute points is annoying.

Yeah I think this is probably a good route. Or even do something like you gain 1 SP (the thing that levels you up) passively per day. So you'd be getting about a level per year where otherwise your leveling is totally stunted.
 
As far as the levelling method for Medic goes it does make some sense as medics did (and still do) learn on cadavers. I do however agree that XP gained is far too low. Maybe instead of increasing it have the skill gain XP from seeing enemies die as well? A dead body is a dead body after all.
Another issue with that skill in particular is that it provides jack sh1t in terms of benefits. The percentage chance to turn a dead soldier into a wounded one is statistically insignificant even at extreme skill levels.
Not quite, the skill is quite a bit more powerful than the description would lead you to believe... having medicine at 100+ in one of my playthroughs (got it to 139 I believe before I abandoned that game at 1000+ days in and character age 42... (too old to marry)) I have quite a few battles where I got around 30 wounded and 0 dead. Getting medicine even to that level was a major pain in the butt though as I would consistently expose the flank of my shieldwall in order to take casualties in even the most minor of skirmishes. In spite of my considerable efforts I am still over 100 points short of my learninglimit in this skill (10 int, 5 focuspoints) which leads me to believe it is not possible to ever hit 275 in medicine before your character dies of old age. (and this was in 1.3 btw so skills are already at a much lower xp requirement than in 1.0)
Edit: I believe the main culprit for medicine being a pain to level is "Doctor's Oath" not being implemented... if it was you should be able to gain xp from treating enemy casualties thus freeing you from the obligation of engaging in ritual human sacrifice of your own soldiers.
(I think it should work a bit like "ice breaker" does for charm, giving you free chances to proc the skill and gain xp.)
 
I have quite a few battles where I got around 30 wounded and 0 dead.

If you look at the % "casualty survival chance" given in your medicine stat for saving a troop, what does it say? I hired a surgeon who has 87 in medicine and the bonus provided says +0.9 %. Forgive me, but I think there are other confounding factors contributing to your "30 wounded."

1. Does the enemy have mostly blunt weapons? Maces and the like have 0 chance to kill, only wound. The Aserai in particular are fond of arming their troops with maces.

2. Companions can only be wounded (unless you turn on character death).

3. There is a base chance, too. In Warband it was 25%. According to the game itself, the medicine skill is only helping around 1% of the time. Meaning, if 100 of your troops were to otherwise fail their chance at being wounded, your surgeon will only save one of them.

Being early access, it's possible that medicine is giving more chance than it says it does, but I doubt it would be that significant.
 
Not mostly blunt weapons and I only had 1 or 2 companions in my party anyway, getting results that good is rare though but compared to the non medicine playthroughs I have done before it is clearly noticable. I saw someone mention that hits need to put the target into negative hitpoints a certain amount and that the treshhold would be somehow related to medicine but I have no idea if they are talking out of their ass or not. In any case that particular battle was with a late game army for me so mostly tier 4,5,6 units which means armor values from decent to really good.
 
For me, one of the big "bad change" from Warband to Bannerlord is retaining arbitrary attribute gain from level-up combined with the hard-cap on XP gain, now that we have a "learn through experience" system.

Rather than repeat myself, will just link my older post on the subject: https://forums.taleworlds.com/index.php?threads/leveling-is-cringe-worthy.420326/#post-9408233

That said, hopefully the prioritized character progression overhaul will at least make leveling up some of the non-combat skills easier. I'd much rather see more opportunities to use those skills instead, but "mods will fix it" apparently.
 
I believe you, but I'm not sure what the point of hiding such a helpful mechanic vs showing a meager 1% chance would be. I too have mostly tier 5-6 and whenever I siege I end up losing more than 50% of my casualties with aforementioned 87 skill surgeon. Said sieges are dominated by the militia and recruit level garrison troops, so you absolutely know they're not dealing much damage per hit.
 
I believe you, but I'm not sure what the point of hiding such a helpful mechanic vs showing a meager 1% chance would be. I too have mostly tier 5-6 and whenever I siege I end up losing more than 50% of my casualties with aforementioned 87 skill surgeon. Said sieges are dominated by the militia and recruit level garrison troops, so you absolutely know they're not dealing much damage per hit.
Militia archers on defense can definately do a number on you, they have way higher combatskills than recruits, doing piercing damage and thus negating some of the armor of your high tier units could definately be part of why your guys are croaking alot (my 0-30 was not a siege though.. it was fieldcombat so no highground headshots from camping archers). If the idea of the finishing blow overcoming some arbitrary threshold is valid at all then it works almost as well for 2 moderately powerful hits as it does for 1 really hard one.
I also have no idea how the game handles multiple enemies hitting at once (say: within the same gameframe) though this would mostly be relevant for the climb up the ladders.
 
You're probably right about the headshot thing. I didn't even think about the elevation, but a good portion of hits would be headshots, and most helmets suck in Bannerlord, even on elite troops.
 
Just had a thought that maybe now that there are hit locations if death chance is based on that at all. I have to wonder if headshots are just inherently more deadly than leg shots, even with the same damage.
 
I'm on my 20th game year and I don't think it is possible to athletics or riding to 100, and smithing is 100% a chore I have to spend a real life week making coal to be able to make the mst basic sword its ridiculous. and there needs to be a non join a faction way to up leadership
 
I'm on my 20th game year and I don't think it is possible to athletics or riding to 100, and smithing is 100% a chore I have to spend a real life week making coal to be able to make the mst basic sword its ridiculous. and there needs to be a non join a faction way to up leadership
I'm on Day 60 of my second playthough, and my riding is at 107 *and* my athletics is 46. I have 3 and 1 focus points in it respectively. A great way to level athletics is bandit camps and tournaments. Make sure to use footwork to give yourself speed bonuses to your attacks. Using a bow or thrown weapons levels you up pretty fast with either athletics or riding. I spent most of this time riding from town to town for tournaments and fighting every looter mob on the way.

If you're staying put recovering smithing stamina, you're not getting overland travel xp for riding / athletics. I recommend getting a companion to level up smithing with you up to 25 so they can be your charcoal monkey. Then you can focus on forging the most expensive things you can to get levels fast. Javelins and 2h swords are best imo. I usually get at least 1 point every time, but usually more.
 
Also cranking the size slider up on those is a great way to inflate price and difficulty without spending more stamina or resources. Even if you wouldn't want to use it yourself, at least scaling up the grip and blade on 2h swords makes them worth so much more xp and money.
 
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