masterhound3的最近内容

  1. Dev Blog 21/02/19

    NERDGASM!!! Is all i have to say.
  2. Dev Blog 14/02/18

    NPC99 说:
    Rabies 说:
    John.M 说:
    There's no suggestion that these troops are disorganized, or that a more elite infantry will be "more organized". The problem is that they have the right weapons for the job, they just don't know how to use them. As far as we know how MnB functions, a more elite troop doesn't use weapons any different, the AI is the same.
    So elite infantry using the same AI would be trampled all the same, they just wouldn't die as easily.

    Well, it depends what orders they've been given. I highly suspect that this encounter was deliberately set up as a spectacle to show off the power of heavy cavalry, and the physics and animations for big collisions. I don't think for a moment that it's meant to be a balanced encounter.

    To that end, it'd make sense if the infantry were not set properly by the commander to receive cavalry (it looks like they're poised to receive a volley of arrows the way the shields are pointing skywards). We don't yet know (at least, I don't!) much detail about different commands for giving groups of troops attacking or defensive stances - but I do expect these options to exist. It's also likely that commanders can tell groups which weapons to use or prioritise.

    I wouldn't be at all surprised if this group of infantry were given deliberately inappropriate orders, just to make the gif look impressive. That's what I meant by "poorly organised".

    I hope you’re right and it was imposed/hardcoded for the gif. If it was a game order, then that makes a nonsense of three layers of ai. At the individual level of ai there must be a basic level of self preservation that should override even the most idiotic of orders from higher command. What troops happily cut their own throats on command?

    you are being too nitpicky and overanalysing. you perceive the "3level AI" at an anthropomorphic level. lets just be happy with what we got. the game is too late already.
  3. Dev Blog 14/02/18

    John.M 说:
    This isnt a cry for realism and perfection or nitpicking. Its about balanced fun gameplay for everyone playing.
    Believe it or not, not everyone enjoys filling their army with swadian knights crushing every other army without a challenge. From what I see here, infantry focused armies and gameplay will suffer so butterlords can play a trampling simulator.

    A pleasant surprise would be that these troops are simply undrilled and therefore recieve a charge very poorly. And troops that are higher tier not only have better skills and equipment, but also better ai that can recieve a charge properly. Though that might be asking too much.

    Yup, too optimistic. AI level is already settled. dont expect any magical improvements.
  4. Dev Blog 07/02/19

    Kortze26 说:
    I'm a little disappointed that the crime score goes up as soon as the crime is committed.  If I were to design this system would require the points to be "activated by a witness, accuser(false or otherwise) and/or and investigative agent.  The automatic application of the points implies an omniscient judiciary.
    It would, in my opinion, be much more fun if stealth mechanics and avoiding witnesses or assassinating investigators played a key role in the mechanic. 
    I like that bribery is an option, but it should be up to spent influence to determine whether the bribed party rats you out.
    Also, are all kingdoms going to be on the same page for repercussions?  If I commit a crime against the Bland Ian's will the khuzaits hold me to it?
    then it would get metal gear, Thief, deus ex machina lord. a completely different game.
  5. Dev Blog 07/02/19

    Terco_Viejo 说:
    That's why I said we need to know what particular criminal acts we have. We know the consequences but not the eventual act that causes it. During this long process of development we have been able to read interesting things such as:


    Developer Blog 13 - Weekending

    When we wander into the backstreets, we are confronted by a group of thugs and the dialogue is automatically initiated by the gang leader. The main advantage of engaging in crime is to make money quickly. It is cheaper and provides a faster return than a legitimate business. However, engaging in criminal activity while rising up the ranks of a faction increasingly puts the player in a difficult position. Regardless, the player can still choose to take part in criminal activity, at any time, even as a King; there are always costs and benefits.
    […] If he doesn't have sufficient income to do so, he may decide to take action, which could be anything from raising taxes on his peasants to setting up a criminal enterprise.

    Dev Blog 08/11/18
    Slums and backstreet - Dangerous places where smugglers and bandits gather to make money by illegitimate means, diminishing the resources and taxes of the town.

    Developer Blog 15 - Valuable Relationships
    A crucial change, in the nature of the quests themselves, is that the majority of quests, in Bannerlord, have multiple potential outcomes. As an example, when a character in a town tasks you with clearing out some thugs, who are occupying a local alley, upon meeting the gang, you are presented with a counter offer: go back to the quest-giver, extort money out of them for questioning the gang's authority and keep the profits for yourself. You can even clear out the thugs, as requested but instead of handing control back to the townsfolk, install your own men in the alley and begin a new criminal operation.

    PCGamer April 06, 2017 (link)
    Getting to know an important NPC doesn’t just confer a recruitment bonus. Later in the game, your friends will offer extra services. “For example,” says Yavuz, “if you need to kidnap someone, that will be much easier if you have some friendly NPCs in the town. They open up opportunities for mischief.” The service is based on the type of NPC you befriend. “Merchant NPCs give you an advantage in trading. A gang leader can give you advantages in ‘special operations’,” Yavuz says.


    If you have more relevant information please share it with all of us because if so I will add it together with all the information we have in What else remains to be explained?.
    But of course...as you well say many questions remain...The one that makes the difference is undoubtedly to establish a palpable difference between an act of war and criminality. 

    Fbohler 说:
    Nice feature, looks like there's at least 10 fresh playthroughs available in BL.

    Would you argue that?
    ---
    Because of the crime issue, I wonder if there is a figure of a bounty hunter in Bannerlord. It would be another interesting way to advance in the game to accept contracts for the search and capture (alive or dead) of wanted criminals.

    i doubt there is a true bounty hunter system.
  6. Dev Blog 07/02/19

    fudachet 说:
    So no bandit roleplay or illegial merchant? Boring
    we cant ask for too much. lets not get completely off rails with these ornamental extras.
  7. Dev Blog 20/12/18

    Blead 说:
    Life_Erikson 说:
    I completely agree with you on the boring grind in WB and M&B. But I think most of the reasons why it has been boring and unimmersive seem to have been fixed in Bannerlord (at least from what I expect having read the devblogs).

    Mount&Blade felt cold and unimersive because the characters didn't behave like humans. There were in theory some lords which wanted to rebell, or switched sides, but as a player you hardly noticed and I could never get advantages out of it, at least when playing as a vasal. The way factions made and ceased war against each other didn't follow a logical pattern but a purely game balance based one. Was a faction too successfull in its conquest it would start war with a second one and the other way round. Lords would leave their marshals at random and go on feasts and the AI wasn't up to the task of defending its own villages. Things like that threw a giant spanner in the gears of the strategical aspect of the game. As a player this left you fighting against windmills or be it the braindead AI of your own faction/lords. I think this in combination with a lack of immersiveness made the game grindy.

    This seems (hopefully) to be fixed. Lords have teir own goals. You can further your position by creating a reputation (in more ways then in WB) and by choosing which lords you could ally with to reach your goal. I think this gives an entirely new dimension to the game. The feeling I get from this is that you can influence other lords and your faction much more and in more meaningfull ways even if you are not the faction leader. 

    All of this existed, at least in theory, in WB already. But As a player you weren't initiating it. You could go on a quest to start or end a war if you found one. I hope in Bannerlord it is the other way round. As long as you can gather enough support from other lords you should always be able to influence the direction in which the game is going.
    I hope the campaign is a little bit faster passed and that the lords are more useful. Playing a lord or king in Warband basically meant that you had to solo pretty much all the lords of the factions you are at war with, you took over castles and towns alone unless you could convince 1 - 2 lords to join you for longer than 3 minutes.

    There were points in the game where I would join as a lord and casually play the game, not really going in the offense, just defending my own fiefs (not even taking out that many lords) after 150 days of war really nothing had changed at all.

    I'm not saying all wars should be over by then or that something incredibly dramatic should have happened. Just a bit more proof that you are actually still at war.

    In the previous games the auto battle mode as well as the sending lords on campaigns features waas very weak. I hope this can be solved in this game. At least with lots of training and good gear.
  8. Dev Blog 20/12/18

    Great feature. But if they didnt waste time on kids, we would already have the game in our hands.
  9. Dev Blog 13/12/18

    Age of Empires II: The Densetsu 说:
    Those children look... terrible.


    They were completely unneeded and take development time for no reason. I'd like to conquer calradia with my initial character. i dont care for realism in thatregard not about choosing heirs.
  10. Dev Blog 22/11/18

    Children are unecessary. we want a strategy, war party manager, sieges inducing, diplomatic, and commerce practicing RPG. not a SIMS game.
  11. Dev Blog 08/11/18

    quicksilver67 说:
    It is unfortunate how little understanding has gone into the role of strongpoints and castles. OP is only partically correct. A strongpoint is designed to fulfill a tactical purpose, whether as a Vietnam-era firebase or the hastily-thrown-up-fort of an Alemani warlord. They are designed to "resist" an initial attack or threat, to "delay" an enemy while troops are rushed to the area. The forts built along Hadrian's wall by the Romans are yet other examples of these purely tactical structures. The term "castle" must be viewed very differently. By the medieval period (particularly in a period of nation-building), the role of a castles had evolved into that of a strategic and logistic center, not only acting a defensive salient, but also providing an administrative center and a permanent living place for a resident lord and his retinue, with all the necessities of home. This happened fairly early on, during a period of nation-building. By 1284, advanced, concentric castles frequently had towns built around them, established contemporaneously, for strategic and logistic rather than tactical reasons. As in the Holy Land, castles constructed in Europe (and particularly as seen in Edwards Welsh campaign) were designed to become centers of commerce and military might for a large surrounding area. The development of these castles did not happen by accident, nor was a single stone placed without the realization of the impact a castle and its town would have on the surrounding region in the future. Medieval castles were not designed to delay an enemy, they were designed to completely stymie one. They were intended to provide the logistical base for a permanent military force while the fortified town growing up around them completed the conquest of a region more effectively than any military force could. It was a feudal world, and would remain a largely rural one for hundreds of years to come.   

    The mention of cities as a center for civil matters is a complete misunderstanding of the period involved. Cities derive importance from the rise of the middle classes, and while that was certainly occuring in the 1200s, it had a long way to go. The English Magna Carta (which provides protections which eventually would apply to a growing middle class) was forced down the throat of an unpopular king by revolting barons, not peasants. All the civil functions that were executed by a town or city during the period, its offices and officers such as mayors, judges, courts, public works, policing, etc., all derived their power from appointment by, and approval of, the power of the lord of the castle. The truth of the matter is that cities growing up in the medieval period would never reach their full potential as centers of commerce, civilization, and importance until well after the castles and walls which protected them in their infancy were more of a hindrance than a necessity.

    Failure to recognize this concept has led to a devaluation of the castle in the game. There are conceptual misunderstandings regarding strongpoints and castles which should have been remedied prior to implementation. There is a saying in the military "amateurs talk about tactics; professionals talk about logistics." IMO, Modders who have implemented the ability for the player to place their own "fortifications" and have made new industry possible in castles understand this. Judging from everything I have read about this extended development process (6 years now?), the developers STILL do not. And that's too bad.

    Nerd! JK, thanks for the informative article.
  12. Dev Blog 04/10/18

    How is diplomacy performed in the world?
  13. Infantry movement in Bannerlord

    Rainbow Dash 说:
    We need to allow Players and NPCs to be able to climb, and go prone and crawl.

    We already have crouching, but what if we can go prone to hide in bushes/play dead?

    And if we can climb we can jump on small houses to be able to get high ground and rain arrows from above.

    that would make sense if they introduced a true and elaborate stealth system in order to enter cities etc. which is NOT going to happen unfortunately. but i guess they cant make 10 games into one. both stealth, sims, strategy, rpg and whatnot.
  14. Ladies having personalities

    Nymeris 说:
    Soo, marrying a lady is really easy. You just have to spam a few poems and spam his dad or brother so you can marry her. And that's it, the you stop interacting with her, so they should have personalities, you know, if you're a brute genocidal **** and she's a moralist then she shouldn't be giving you any attention, oor if you marriage her while you have a lot of honor and then later you become a genocidal **** that burns villages to the ground, your relationship with them should become lesser, obviously, if this was implemented you can always find a woman that matches your nacionalistic tendencies and support you all the way. This is only a minor suggestion, as I think the political implicance marrying a lady should give isn't big enough, and they should be functional too instead of just staying. Also, fighting ladies, you know in some places women fought too, having a lady join your party would be nice too.

    i've already made similar recommendations about adding immersion but i dont think they ever care.
  15. Taleworlds remembers what Mount and Blade is?

    It is 60% RPG, and 40% strategy. Yet we see it taking a lukewarm mediocre direction, a bit like becoming the cod of medieval games, watering down all the elements that once comprised it, and not really introducing any exciting depth to those aspects AFTER ALL THOSE YEARS. I really don't know if...
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