And at least i hope, the Bannerlord devs will do it (a tad) better in this regard.
they won't, because you are asking for the improbable. That somehow they will manage to make the game the exact way you want it to be
. Devs need to balance things for different players, so if you are not happy with EASY/NORMAL/HARD/NIGHTMARE modes that most games have nowadays, you should just try a different submod or make the changes yourself.
the good news is that TW games are easy to mod, so in a few hours you can create your perfect world (difficulty wise) with just a few adjustments.
My point was not about the different difficulty settings. But about basic gameplay possibilities, which are there on all difficulties.
And thus, i disagree in this regard with your viewpoint, because i speak of the default game-design, here combat items, which are different in the various games.
I explained to you already, that i'm not a games-noobie, but vice versa. Where i would/could agree is, that merely nowadays, game developers have an increasing tendency to create their games for so-called casual gamers, and yes, modders have then to "correct" game-designs, where and when possible, for the not-so-casual gamer.
I also find TaleWorlds games not the easiest for modding, and i have a vast experience with modding (various) games, circa since the end of the 90s.
And btw., as with pretty much every good game, here example Native, VC, on the first look (or play), these games are very good. The more one plays them, the more one finds the flaws. That's my experience with pretty much every game (even with "The Witcher" I, II, and of course III, which i consider as the best game developments the recent years). And one goes on the search for mods or if one can, starts to modify the game. Not without reason, Nexus etc. are extreme high frequented boards.
The commercial "mechanic" with so-called once independence games, from which M&B comes basicly: First, the game design is somehow new and unique. Made at first for usually not the casual gamer. The game becomes known and players (customers) increase vastly. Thus, the game developer has to change its course, a lot. For the casual gamer market. And usually, the financial frame rules aka the publisher and distributor, just then not anymore the game developer. I don't blame somebody, the game devs meant, it is just the way it is.
Back to the subtopic: Imo., a game developer can indeed avoid in-game exploits. It is just a game design decision, which probably can be set in early-mid game development stages. Of course, the chosen engine pre-defines quite something.
P.S. Indeed, i'm still on the search for a game or games, where i get not the point, that i must use mods or have to mod the game
Atm., only Medieval Total War 1 comes to my mind (released around 2002), which was "ready" as vanilla version.