llamawalrus的最近内容

  1. ? Alpha & Beta Branches Feedback

    Your most highlighted issue (red and two exclamation points for being left alone) "AI blocking is still broken" seems debatable at this point, since while worse troops are worse that's also the intention of the changes that lead to low skill units blocking less.
  2. What do you want? balance or content

    It's really inefficient working on a buggy and janky base, both in terms of code and balancing. Since it's the most efficient, I'd want them to focus on that first just so things are faster in the long run. I can see how that could be an issue marketing/player excitement-wise tho
  3. ? Alpha & Beta Branches Feedback

    Would be interesting to hear from devs if they are even able to do the cherry picking you want from the beta branch with their current development process.
  4. BUG BETA Trade in 1.3 is borked.

    Bugged/unintentional nerf is bad for feedback, poorly communicated nerf is bad for feedback, regardless of my feelings on nerfing/buffing trade
  5. beta 1.3.0 , +60 mod crash hub (tell me which one)

    Anyone not able to load their save? I updated to 1.3 and when I press load, things freeze for a second and then nothing. Normally the little box pops up mentioning loading different modules. This even happens with no mods running.

    I know that can happen if your save is corrupted, as for instance Fixed Trade History used to do in earlier versions
  6. Co-op?

    I would have a lot of fun with proper coop
  7. ? Alpha & Beta Branches Feedback

    This is looking so much better than before! In an update or two if they continue to update the Combat AI it might get back to the level it was before the Beta, but with the weapon skill instead of the overall level.

    Yeah and the AI is even better if you turn up the scaling higher than on a usual lord (as is done in some mods). There's really no issue with blocking in the AI (assuming one opponent and no rotation), it can block so it feels like it's perfect from the front at max level, but I guess there's an issue of scaling so it performs as you want at each level. Looters not being master swordsmen, and troops not acting like they don't have a shield.

    I like their progress on this front.
  8. What do you want Bannerlord to be?

    I like the base they've built, so it would be nice to see that fixed up, and the very rough parts worked on, such as kingdom diplomacy being incredibly barebones. Since this kind of game is often all about mods, I'd like to see a really solid base of mechanics. As it stands now, some of the basic mechanics I'd like to see finished/polished to make it properly usable:

    Battles. I think the collision issues both in terms of weapons and unit size are problematic. Fighting in formation is problematic. Archer not firing in formations. Cavalry only really doing the damage of their weapon instead of really devastating lines. Etcetc. I think it should feel a lot closer to first person Total War than it does.

    Economy. I think they got it right by focusing on trade and production (caravans and workshops). That's really general and interacts well with the map, resources being tied to locations, the stuff on market being decided by marketplaces, etc. I'd like more interactions/control over caravans so that they are more interesting to set up well, and especially so that protecting them is more specific protect this route or area and not a global "don't be at war much, then dudes kill more caravans that roam randomly" thing.

    Land and ownership. It's great how it interacts with everything else, but I think again there should be more agency. For instance, set up a food caravan to provide lots of food. Set up food production for extra food if you need it, but it might not be enough in an infertile area or with raiding. Right now it's spam small upgrades, not much interaction. I like that gaining land can be about diplomacy and politics.

    Diplomacy/politics. This is extremely bare-bones and should be expanded so you can do the basics: Make deals around alliances, peace, war, trade and ownership.

    Relation system. I like the idea, but atm it's mostly frustrating or a grind. I think it's important that it integrates with the rest of the systems, such as battles and trade (it does a little now, but more). I think relations are best when they correspond to the player liking the person eg a character you like to fight with or a recruiter close to your main base that has good troops, or correspond to likelihood of benefitting one-another in the strategic sense, for instance if you were essential in capturing a city for another clan leader, or you aid an ally in defending their home.

    Lineage, family, characters. I think Crusader Kings 2 has a lot of inspiring things here. Making the game more character-driven adds a whole other source of appeal that interacts well with relation system, diplomacy, battle stories (rescuing a famous warrior and he becomes an ally!).

    I think you get the idea. They're touching on many small things that are quite general, and they've made the pieces for things to interact. This is wonderful. I don't envy them their balancing challenge, but everything interacting will for me be the heart and soul of Mount and Blade.

    Sidenote, I think the output of the smithing system is cool. Make the weapon you want both in terms of looks and functionality. Not sure the way the grind is set up is great atm.
  9. AI armies have serious issues with food

    Same goes for cities, though I notice there the effect on the garrison is not too bad. I bought out the food in a city and went to siege another kingdom that was almost gone (one of the very few chances you have to siege undisturbed). The siege started with the city at 0 food. I sieged until coherence in the army broke down, about a week, and the garrison only lost a few men.
  10. ? Alpha & Beta Branches Feedback

    Great news, thank you for testing! I'll put that in Blue then, a working feature, was it similar to pre-Beta?
    Also, did you noticed if the AI can block without a shield?

    Hero in tournament blocked alright with a one-handed sword, steppe bandits in bandit camp not much. All the tourney opponents blocked with shield.

    This is of course ignoring the issues with the pirouette strat, where the AI blocks little.
  11. Caravans should be safe income source or not?

    Personally I don't find a risky income source any more exciting than a safe income source, just more annoying. By "risk" here I mean exclusively that there's a high variability in how much you get. Sometimes it gets destroyed, sometimes it nets you lots.

    What I would find exciting is if I can play around the caravans more. If you're going to destroy them sometimes, it's no fun if it's almost entirely out of the player's reach. As the game is today, the player has very little influence on the safety of caravans apart from the global state of wars.

    If you let me interact with the caravan guard to make them stronger or cheaper, that might be interesting. If you let me interact with the trade routes, like change where the caravan will path, and change the safety of that area or the caravan (customize caravan guard, patrols, bandit clearing, removing enemy factions from the area), that might be interesting. As a baseline I think you need intel on why and when the caravan is safe/unsafe (ie it will always path through enemy territory) and then a way of interacting with it (change path, get peace with enemy in the area, beef caravan guard, clear bandits).

    Without a decent method for intel and safety/risk, I don't think there's much gameplay to be had, just a spectacle.
  12. Resolved Companion HOLDING Bug

    Encountered this issue on 1.2 beta with companion stuck on HOLDING in Ain Baliq
  13. ? Alpha & Beta Branches Feedback

    Great initiative. This sort of process should be in place, and I don't think it is in Talesworlds atm (even if they have it, it's not effective atm)
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