NoRegretz00
Recruit
Duh deserves more praise cus I'm convinced he's the only dev actually working on the game
I would have assumed since scale is smaller it would be easier to make it more in depth and fleshed out when it comes to certain elements. CK3 has its own faults as a game and there are certain aspects I would want in Bannerlord while others I would prefer to keep in CK3. Getting wounded with the possibility to remain so for years in game or just straight up lose a limb would suck severely. Is it realistic, yes very much so and would probably be apart of the allure but once it happens to me it becomes a different issue.in CK3 there is thousands of characters, and a map that is many times the size of the one in Bannerlord. If you want the depth and width of CK3 when it come to family/dynasty, then Bannerlord just to small a game to accomodate it imho.
There is a few things I would like see be changed or added to the family mechanics such as;
No kids is born inherit evil or good.... They at large product of their upbringing. Have some events possible trigger based on their education focus when they grow up that could make them pick up bad/good perks and traits. If you want them to focus on roguery they should be bound to lean towards pick up negative/bad traits. Stewardship/medicine, pick up good traits. etc. When you arrange a marriage for a female you should imho get a choice to perhaps "pay some extra" to have the male join your clan, rather than the female pick up and leave and join theirs, or even maybe offer them to start a new clan/noble house in your own kingdom...
If you look at what you can do with your family members in the game. Which is basically arrange marriages. Assign as govenors or party leaders (or roles in your own party). It fullfill its purpose. It's easy for people to say they want "add this and that" and then tell people if you don't like it then just don't make use of it. But some of the wants of people will change the game to a degree it would force people who isn't interested to have to deal with it. Game development at large isn't juist to add a bunch of features and then give the players switches and sliders to turn off/on content willy nilly. Even a game such as Stellaris with all its DLC's and updates over the years. As a player you end up get things added to the game you don't like because it's part of a dlc you might not even want to get.
Save designs for smithing would be great. I only make use of smithing really to make weapons for myself and the family/companions, other than that I find the whole thing tedious and abusive with all the clicks.
Upgrade warehouse capacity for a workshop?. Unless you a compulsive horder, idk... Once you get a fief you end up with unlimited stash storage. Maybe they could expand on the "retreat" location and make you able to develop it more like your own clan homestead with storage and other facilities. (something modders could most likely add if they wanted too).
there the different colour in hair and eyes too, they should work on that, clone are the major problem... they already removed the dead lords counting on the clan limit, so that's a progressBy the way, regarding dynasty and clan members.
If making children not appear as clones is very difficult, at least make it so they spawn with different hairstyles, or that players may visit the barber and change the hairstyle of family members. The fact that the two brothers you spawn with in Campaign mode are exact copies is very frustrating. So is the fact that my two sons are. Its impossible to tell them apart. Changing hair and facial hair at the barber rectify this at least somewhat. Shouldn't be too difficult to implement.
Dead lords counted!?there the different colour in hair and eyes too, they should work on that, clone are the major problem... they already removed the dead lords counting on the clan limit, so that's a progress
I would love to have my characters, family members and companions wounded, even infirm, ill, mad, with smallpox/leper (or something with another name that fits with the lore) and so on.I would have assumed since scale is smaller it would be easier to make it more in depth and fleshed out when it comes to certain elements. CK3 has its own faults as a game and there are certain aspects I would want in Bannerlord while others I would prefer to keep in CK3. Getting wounded with the possibility to remain so for years in game or just straight up lose a limb would suck severely. Is it realistic, yes very much so and would probably be apart of the allure but once it happens to me it becomes a different issue.
I would love to have my characters, family members and companions wounded, even infirm, ill, mad, with smallpox/leper (or something with another name that fits with the lore) and so on.
I'd also like to see more interaction between family members and characters in general, with love, treason, plots, murders, instead of NPC that just follows everything I say like robots.
Let say my character has been wounded in a battle and is now infirm. His brother and his allies just murdered him to take the thrown. Now that I have selected my eldes child as heir, I have to gather an army to confront him. A simple medieval tale that I'd love to see in Bannerlord, rather than tastless snowballing conquests.
We take CK3 as the main example, because it provides such great mechanics like this. But I don't think we should copy/past stuff from a game to another. Bannerlord can beneficiate a lot with similar features, but these additions should also fit with the game scale. I'm not a game dev, but I'm pretty sure is something to do with these ideas.
Looks like something players could decide to activate or not, like the actual birth and death.I don't think every player would share that want in regard of have their player character become infirm etc -) I had enough games of CK3 where I ended up almost yell at the screen. But unlike CK3, you can't just get hold of a good commander to leader your army in Bannerlord. See your high skill character get suddenly replaced by a low skill one, when consider what it take to level up in Bannerlord. I don't see people to happy about such -)
See when you first proposed the idea instinctively, yes I would like the more realistic aspect but on the other hand I am used to the realism that bannerlord already provides (which is quite inaccurate) thus I would piggy back off @Gadheras earlier statements when referring to the aspects of play that would be annoying to deal with especially since they are saying traits will be randomized. However if you make such elements optional as you stated above this allows players to adjust to the new settings and choose whether or not they wish to be bothered with them or not. I wouldn't mind if I could auto select certain perks or skill trees I would want clan members who descend from my brothers to focus on consistently so I wouldn't have to deal with the younger members milestone notifications mounting up on themselves and also set it to where I manually select the skills for my main characters direct descendants. Also I understand my nephews not calling me "uncle" but my grandkids could at least acknowledge our relationshipLooks like something players could decide to activate or not, like the actual birth and death.
Some mods also give the choice to check/uncheck options in-game.
If some players prefer to play easy mode with a immortal god as a main character, I really don't mind.
I guess I've seen enough games like that to be fair.
But I don't think this is a reason to get rid of cool ideas and never polish a game. And Bannerlord does need polishing. Like...a lot.
Allowing players to enable (or not) some features is an opportunity for everyone to enjoy the game as we want, whatever if we are chill players or more demanding ones (probably like me).
Let's call this the power of flexibility.
@Dejan
I have a suggestion about units after battles in Mount & Blade II: Bannerlord. For Example, after defeating an enemy army that had captured multiple allied armies or lords of my kingdom, it turns out that I have around 800 units available to add to my army. These are the troops that were captured by the enemy ready to join my army, apart from the prisoners.
However, if I choose not to recruit any of these troops, they are automatically discarded, which represents a significant waste of units. This situation is repeated when capturing a castle or city, where I have more than 800 troops left ready to join my army, but I am forced to discard them because my army is already full.
My usual approach in these cases is to recruit all the troops and then distribute them among the lords who are part of my army or leave them in the nearest city or castle, if possible. Otherwise these troops are discarded entirely, but it can be a bit annoying because of the time you waste doing this. But this can be automated or improved so that it automatically happens after each battle.
My proposal is this: when I lead an army with multiple lords and discard these troops after the battle, the AI should focus on completing the armies of the other lords whenever possible. They may not be able to do so due to lack of resources such as money or food, but if I discard troops, the rest of the lords should try to recruit them in order to make the most of these valuable units, especially those of higher rank.
In the case of capturing a castle or city, after discarding troops from both myself and the lords of my army, the remaining units could remain as a garrison in these buildings. In this way, all the troops would be fully used, avoiding waste at the end of the game.
Also correct me if they are already in the patch notes or have already been mentioned before, I appreciate you reading this
used too, but according to Piconi, the last beta patch (the one you're playing now) removed that.Dead lords counted!?
What's hilarious is that Total War games have 100 times more in-depth and interesting diplomacy than Bannerlord.Like Total War, for me 'diplomacy' is just a pretext for war.
If you constantly wage war, like you said above, there will be nothing to continue after ~20 yearschildrens just an excuse to continue.
When you see the current state of Bannerlord, which is mostly battles and grind, that we endlessly repeat, I guess a deeper management system in general can't hurt.- And secondly we have to be careful with what we want. For me Bannerlord should not become a management game. Like Total War, for me 'diplomacy' is just a pretext for war. And childrens just an excuse to continue. Too much management can disrupt the rhythm of the game. The additions that I read seem too off-topic or too difficult to be implement. Betrayal ok but when and how? Where will the fun be if groups of 80 soldiers suddenly abandon you in the middle of a siege, leading to an undeserved loss of your entire army and your city? In a "Game of Thrones" mod ok, losing is part of the lore, but not in a base game. A cool addition won't necessarily be cool to play. In my opinion the game can still improve but only marginally, like clones or children's skills.
When you see the current state of Bannerlord, which is mostly grind and battles, that we endlessly repeat, I guess a deeper management system in general can't hurt.
Not to mention how fast players usually outmatch factions in a way or another, until they reach the so called "late game" in no time, where there isn't not much to do and they can already think about starting a new campaign at this point.
These are the main reasons for many of us to add challenge by spicing up our campaigns, thanks to some mods that allow us better immersion and deeper management. This is why mods are actually successful, especially for Bannerlord, because there are many blanks and unfinished features to fill so far.
So yeah, more management please, but nicely implemented, with the right balance so it fits with the game pace, that is the minimum we can expect from a company such TaleWorlds.
Also a better menu navigation for a smoother experience, this also can't hurt.
I don't think there is any point to stretch time with more management if we don't plan to add birth/death for example.You can lump in really any total war game, and other similar game in here. Because with all of these kind of games it come a time when you are so powerfull, there is hardly any obstacle left, and all left is to moop up rest of the map (whatever). End of the day, it all come down to how long you want to keep play your campaign. If you play the sandbox, the end goal is yours to set. WIth the actual campaigjn, you have something to achieve...(Sort of).
I don't think stretch game time by introduce more management is the way to go in a game that is focused on battles/fights.