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  1. Mount & Blade II: Bannerlord Developer Blog 12 - The Passage Of Time

    Vermillion_Hawk 说:
    Because it completely and unnecessarily invalidates or lessens the impact of one or more mechanics for a benefit that is of a dubious nature in one area (how it affects the player character) and of a lesser benefit in another area that already has its own workarounds (how it affects NPCs)...
    I don't know exactly how they're implementing it and how it's going to relate to the player so I'll reserve a more detailed critique of it for that time, unless they assuage my fears, but a Crusader Kings style of succession really does not lend itself well to Mount & Blade in its core form as an action-RPG. It works in Crusader Kings because your "character" is essentially a portrait and an amalgamation of various modifiers that only make the tasks you can do in-game easier or harder, which can be influenced to some degree (but not much) by inheritance and genetics and training and whatnot. Even with traits that change the "character" radically, like lunacy or possession, it doesn't really affect how you, the player, plays the game aside from unavoidable penalties in that specific case.

    In Mount & Blade, however, your character is something which you are expected to build up over the course of a campaign, and not something which you casually discard in the middle of the game. Your effort determines your character's strengths, as opposed to a semi-random toss of the dice. The potential for a character I have built up in an RPG to be killed off merely due to a gamey time system in a half-assed attempt to bring the game closer to Crusader Kings or Total War is just a dumb idea all-around.

    Now, I don't know what they have planned until they come out in the blog and say it, but suffice it to say I have decent reasons to not be excited about this feature and why I think it probably is going to sacrifice some aspect of the game or another in its implementation. I can only have faith that Taleworlds won't screw it up. And I wouldn't consider a feature good purely because it has potential to be modded. I prefer buying complete products and then later seeing what mods can do, as opposed to hoping for mods to complete the product. Look at what happened with Rome II when people were getting worked up over modding potential.

    Okay, try to see all the new features in this game working together instead of just one of them. I would agree with you if this feature were implemented in Warband because that game structure would not really support having heirs and successors. However, bannerlord has LOADS of differences which could make this feature really amazing.

    People die in battle, and that is the reason why real life generals very rarely actually engaged in real combat. Now that would destroy the game if one was too afraid to even use their brilliant combat system but I believe it's rather safe to assume that this is not the case.

    Another thing is that it's really easy to manage companions in bannerlord. If this is easy enough, it wouldn't even be a problem that companions dies from time to time. Now this would not work with other factors in Warband, like choosing the exact companions that share the same type of political views as (eachother) your character.  Although this would not be a problem if the companions had families and family names which could be easily attracted to your cause if their parents were slain by your enemies or some other cool feature. However, they have never spoken anything of something like that so the aging could be an entirely visual thing. Adding something like succession in a game like this would not in any way be a walk in the park. The game has so many factors affecting each other.

    Dying from old age should not be a very big issue, just get some children and spend money on training them from birth. They would inherit your money, your gear, your legacy and some of your reputation. Have you never played a really long game and thought to yourself "Ahh I wish I had chosen more combat skills/economic skills/whatever". Having heirs would make this entirely possible to simply "respecc" your play character.

    Also I do not believe that killing people in battle would never be implemented into the game in the same sense that soldiers can be killed, simply because that would add so much randomness to the outcome of the gameplay. If one factions' lords just happens to die from every single battle at the start while other factions have luck with the dice, that would cause the entire kingdom to fall simply because of bad luck. I don't think that TaleWorlds would allow that.

    Instead I believe killing vasalls/companions would be amazingly carried out by implementing public executions. If I hate a lord then I can execute him in my city if I manage to take him prisoner. However this will obviously cause other lords of the lands to both fear and hate me - increasing the possibility of them chopping my head off if they were to capture me. So either play it safe and treat other lords good and ensure you will have a long and epic life - or rule with power and fear and be prepared to face the consequences.



  2. Mount & Blade II: Bannerlord Developer Blog 12 - The Passage Of Time

    DanAngleland 说:
    The question marks were present in the Gamescom footage over some groups, they are replaced by digits once the player party gets

    close enough, so it will be like MadVader says, related to an observation skill (like 'spotting' in Warband).

    It was interesting to hear that ''Cavalry and ranged units in particular will have a harder time in rain or snow''. So this must

    be on the battlefield; presumably horses cannot gallop as quickly in snow or mud, and bows will have reduced power due to strings

    being sodden by rain. So fight the Khuzait in a downpour if you can!

    This was a really important factor in real life battles, not due to the fact that the "bow strings being sodden by rain", but the fact that the mongolian composite bows were glued together with glue made from animal bones. This glue happens to be very sensitive to moisture, the glue dissolved if it became wet - which destroyed the bow. They even had to keep their bows in special sheathes (like bags) to keep them dry and keep them protected from the water in the air.

    I hope this is concidered in the game - the real life mongolians conquered pretty much the entire world because they were over-powered. No other civilization stood a chance. I'm guessing that the mounted archers are already pretty nerfed in this game by using mountainous terrain in most of the world. Sucks to ride on rocks, strange with mainly rocky terrain then in a game named "Mount and Blade" hah. Anyway, the Khuzait could still be nerfed even more by rendering their bows useless during rainy weather. That makes it possible to attack them in their homeland.

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    And now to something completely different

    Multiplayer

    Something I believe you should concider is giving the player the option of inviting friends to assist during battles. I don't want to invite their armies to my aid, I want my friends to be able to control one of my generals (companions?) during a battle. This wouldn't really add numbers to my cause, but it would add players that can control my armies the same way that I can. They could even be assigned as generals over parts of my army - it can be hard to control an army that is too big. If I have five companions in my party - then I would be able to invite up to five friends to assist me in the battle.

    I'd also love to see the posibility of inviting players that doesn't even own the game. The marketing strength of this alone would make the effort of implementing the entire inviting system worth it. The invited players would then be able to download some sort of demo of the game that only allows playing battles if they are invited by a friend that owns the game. Obviously I wouldn't want to put a noob in charge of half my army, so how the armies are divided between the generals should (imo) be decided by the player that invited his friends.

    I know this is not really co-operative gameplay - but as many people has said before me - it's increadibly complicated to get a co-operative gameplay function going in the open world map.



  3. Mount & Blade II: Bannerlord Developer Blog 11 - Some Context

    So the big question is.. Will Tale Worlds (blessed be their name) give us a christmas present or a new years present? Yes, I'm speaking of blog nr. 12.

    I love this game, more than I thought was possible. Also, it's amazing that you have so few blog releases. It's really weird how people here can comment about how they disapprove of how few blogs it is - complaining about it at the same time as they are hooked by the tease and drooling at their screens.

    So.. where do we throw our money to make the release come later? I've had enough of games being released too soon. If that would happen to Mound & Blade - I would be sad. Sad in my eyes.

    Take your time and make this game just as great as it seems to be right now! I actually have no doubt that Tale Worlds would deliver exactly that, no matter what I say, but anyways. I've had this blog as my start page for almost a year, and I've read it since the start.

    Tale Worlds - no doubt the best game developers of today.
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