Duh said:
Lamias said:
1) How should hunting work? Just a worldmap dice roll? Or a deep simulation that ends up being a game of its own right? The latter would be a significant amount of work - if it's meant to be done well rather than Dynasty Warrior style. What sets the bounty system apart from hunting down bandit parties? (Fight->Money->Rinse&Repeat) What do you mean by "working in enterprises"? Simulating full production procedures and synching scene time with worldmap time (i.e. entirely redesigning the game) and letting the player "craft" goods step by step? How would that ever be anything but a gimmick in SP?
2) What should it do beyond impacting the funds of the AI? And where are you getting 5000 denar cheats for the AI from?
3) Hard to judge what is and isn't there atm. I do think early and mid game could benefit from some Quests in this regard, though we cant be sure whether or not it could be fitted in the larger simulation in any notable way. Late game, it needs to be abstracted away from direct player action (sneak into/shadow/steal) to avoid tedious micro management as you manage your kingdom.
4)Could you elaborate on this? Do you just mean that Quests in general should have a variety of meaningful outcomes? Or do you want pop-up events that force the player to make decisions? (Could become quite annoying/repetitive even with a hundred events.) What should NPCs decide and based on what logic?
1) These features don't need to be a game of their own, for God's sake. There is the concept of mini-games as well. They could implement them as follows:
Hunting could work as Brytenwalda did it: On the world map there were packs of boars, wolves and deer, that were represented like parties that wander around in the woods or on mountains. The player could attack them and go on the battlefield, where he could kill some of them and take their food and furs etc. Then he could sell them for profit, or keep the food to feed his party with 0 expenses. It's not a game-breaking change, it just adds variety and a role-playing aspect.
Bounty system could work if there were bounty hunters everywhere and there were ranks that you earn as you complete missions. Higher ranks = chase more difficult enemies that are harder to find than the nervous man behind the barn. Also enemy NPCs could offer a bounty on your head and you would encounter bounty hunters from time to time.
Working on jobs = Right now, the only jobs you can do (aside from quests) is Goods Transporter and Caravan Bodyguard. Imagine if you could hunt in the wilds on behalf of your lord, or if you could be a guard in a city and deal with criminal scum, or be a part of a Lord's party, like in the Freelancer Mod. You won't do these for a long time ofc, but they would add some immersion.
Enterprises = Right now, enterprises are VERY faceless and null. You open an enterprise and disappear in the other end of the world, and the enterprise makes you money. Zero interaction, Zero gameplay on this. They could offer much more to players who want to be traders and not warlords, like daily routines, production problems, problems with the workers, robberies that lower production etc. Of course it could all be set to automatic, and just make money every week for the guys that want to go to war. But if someone wants to be a trader, he pretty much has to wander around and trade and make enterprises that work forever alone.
Automatic trade routes (like in Blood and Gold: Caribbean): Not all towns can produce everything. If the economic aspect of the game was overhauled, you could set up automatic trade routes and earn much money as a trader. Let's face it, a trader gameplay will earn you 10% money of what a Warlord gameplay will. Looting a single village is like having 15 enterprises. So it's kind of a single path for everyone: Be a warlord. No other gameplay choice is encouraged. So this is not really a sandbox, because I feel silly earning 200 gold in every trade trip, where I could just loot a village and earn 10.000.
2) For the economy, I mean that protecting the caravans should have an impact in the city's prosperity. Destroying caravans too. Right now you can't target all the caravans that go to a city because you will be at war with every faction of the game. You need to be able to do this stealthily, so the caravans won't know who attacked them. Robbers always covered their characteristics in order not to be recognized. Also, I didn't like that the lord was replenishing his armies so easily even though I looted all his villages and left him with a castle. It meant that the AI was cheating.
3) Espionage would work in early and mid game. Later you could hire some assassins-spies to do the work for you. If they have good stats, they will do the job correctly, if not they would die or get captured and reveal who paid them. Imagine killing a gifted lord with your blade in his room because his party has 800 soldiers and you can't hope to defeat them in battle. His soldiers would be captained by another man, less able.
Also, the option to steal from NPCs would be good, it's another way to make money that would add to the immersion and variety.
4) I mean everything.
Random events like pop-ups where you have to choose what to do.
Hearing a rumor and going to investigate (interesting rumors, not this garbage we had at Warband: "I heard that two lords are enemies now" SO WHAT? I can't do anything about it.
A conspiracy system: Assassination attempts, attempts to dethrone, to take fiefs, to accuse lords of false things, intrigues in general (it's a medieval world dammit)
Quests that have many outcomes. That may be happening in Bannerlord, we will wait and see. But the results need to be more than -2 relation with one party or +2 relation with other party. They need to have bigger impact on the world so you cannot take these decisions lightly.
Things that happen in life around you:
You encounter a woman that is about to be raped, do you save her, ignore her or join the rapers?
You encounter slaves that escaped, do you return them, sell them or free them?
You hear about a princess that is being held hostage, what do you do?
You hear about a shop that was robbed, do you offer to find the robbers?
You hear about a caravan that transports very valuable objects, what do you do?
These are just things that I thought about 10 minutes ago. Imagine what TW could do if they allowed people here to send them ideas for quests and events.
And something more: I don't understand why all this would make MB a different game. You are completely free to ignore everything I said and just play your regular hack and slash. But if someone wants something deeper and with roleplaying elements, why can't this stuff be present? Like in Skyrim there was a college of Wizards. You could be a master wizard, or you could ignore the college completely. It didn't break the game. That's the spirit TW should follow in my opinion. Offer much content, so it will be truly a sandbox game.
Right now it's not sandbox. It has a pre-determined path: Become mercenary - become vassal - become king, everything through wars. No separate path for Master Traders, Master Assassins, Religious Berserkers, Mayors-Guildsmen etc.
The game world needs to evolve and shape itself regardless of what you do. That's the feature of an open world gameplay. The world doesn't wait for you to shape it. If it stays like Warband, I am afraid that, besides castles changing hands nothing else will happen. It's like Calradia is standing still.