I'm hoping™ alongside you Terco, I do think they might get it right as TaleWorlds have done it right in older versions of the game:[...] I hope™ Taleworlds manages to find the key... this effect should either disappear completely or be so extremely unnoticeable that it doesn't cause dizziness in first person or third person.
Exactly! And I can't wait to see what other cutscenes we get to see, great stuff!I like the new campaign video.
You gave me a good chuckle !BUT NO FUKING DIVORCE.
This is a really good thread, hope some dev picks it up.I wrote this in August 5th. It still stands today.
I couldn't with you more. Let's hope they'll improve on this.I voted 'bad' mostly because :
1) poor design choices, even when a big part of the community is against those choices.
2) i haven't seen any (cant recall anyway) attempts by TW Were they consult their fanbase about upcoming direction of the game that could be taken.
3) there have been numerous threads with great suggestions, and i feel like there are at best only a few developers who take the time to react and sometimes bother to insert the ideas into the dev team. Theyre Sticking their necks out to make the fanbase feel like they're listened to.
Where are the decision makers? Wheres the "active" part of community management here?
I used to feel like: its their game, they can do whatever they want and it will be fine. For a while now, ive been doubting that assumption. Don't get me wrong, i play bannerlord a couple of times per month and enjoy it (to some extent) but the way TW is handling this is not making me feel like they're listening to the community. I hope they realise that they CAN turn this for the better.
I think this is a brilliant idea, and I'd love to see this come to life!I'd rather have different stages for the game, so yes, that means more quests. The problem with quests is a lack of proper structure. They should be locked behind renown/clan tiers just like workshops are. (right now you can still ask a lord to do a quest for him but he says you are too low renown. I'd like if the quest wouldn't show at all in the first place).
So with different requirements, there would have to be more quests. You can make the exclamation mark different colors, too. (Orange! = legendary quests for clan tier 5-6, purple! = difficult/epic quests for clan tiers 3-4, green! = medium quests, can do them beginning at clan tier 1-2, and blue! = beginner quests and can do them at clan tier 0, so from the very beginning). Their rewards and difficulty would of course increase based on the tier they are at, there would be different types of quests for each tier.
The game should in my opinion have more rpg features. Better polished mini-games as well. The more things to do in the game = the better, but we just need a better structure for them overall like I mentioned here, because if you just create more and more quests then the sentiment can be like yours: "don't need more of them". If they actually had a better and more clear purpose at every stage of the game, they would be a lot more enjoyable.
Tournaments should also present difficulties based on clan tier just like the quests, because they present the same problem. Why do tournaments in mid/late game? If we had at least 3 tiers of tournament difficulties, there would be a different story. Tier 1-2 = easy combatants (blue color), tier 3-4 = medium (green), and tier 5-6 = challenging (orange or red). Again, more challenging (both armor-wise and skills), more fun, better rewards. I thought of not including the possibility of entering tournaments at tier 0 because then people just jump on farming tournaments, and I think a slower/more immersive/peasant start would make more sense. Like, at least be known a little before being accepted in a tournament. Reworking the arena, or making the arena "a tournament" in itself (so basically removing it from the game), would put it at clan tier 0 and I'd be happy with that. Right now there is literally no purpose for the arena - you make no money, you train skills way too slowly, it's useless... Make it like a tournament in itself where people come and watch you like you're gladiators killing each other, and increase exp gain and also monetary gain (500 for winning, then 1000 for tier 1-2, 2000 for the tier 3-4 tournament, and 4000 for the challenging 5-6 tier, this is just an example and can be adjusted as developers wish.
Absolutely, this targeting issue shows problematic with all unit types. Archers shooting at a shield wall while an exposed infantry unit (recruit, shock) is right next to it. Horse archers running into clusters of units while circling around another. Cavalry charging into a units with spears rather than any other exposed unit. This list goes on and on. I've never really jumped into multiplayer since the beta has ended, but I don't think it has improved by alot. But this problem does persists in singleplayer as well.Truly a shame, I remember making a thread about it in beta. Captain mode has zero value for me as long as I cannot do something as basic as choosing which unit to attack.
Absolutely agree, I played many games with him and he teached me alot! His feedback was insanely good. But much like him, I just lurk the forums nowadays as opposed to making suggestions.The lad knows he has my respect, both as a player and as a member of the community. He practically single-handedly tweaked the combat parameters (and thanks to Mister out of time for creating the prototype custom server client platform), many of which were replicated almost 100% by the devs and thus improving the playable experience in MP. And among other notable members of the community he gave invaluable feedback throughout the closed alpha beta period (June 2019 - March 2020).
Unfortunately, he gave up some time ago seeing that certain walls don't respond to whatever questions you ask them.
A pity, honestly.
I've always wondered how many of Silen's brilliant suggestions came through