Yes they should add it as an option. Like add some subtile variation in attack animation.. but i am dreaming here.I did like the option to switch between 2handed and 1handed with the bastard sword, it would look cool and occasionally throw someone off when they're focused on the specific animations. It wasn't totally useful but wouldn't the better option be to simply default to 2handed mode and leave this in as an added option?
We used to be able to duck while slashing too, which was badass. It didn't sync properly though and had issues so I understand why they removed it, but I hope they bring it back.
The game in singleplayer is already too easy ... sorry but follow this demand is going to the wrong direction.Because the "change stance button" doesn't work half the time and trying to two-hand your bastard sword after unequipping your shield often ends with you getting killed by even the worst classes in the game.
Whatever is giving you freedom and immersion is usefull. This is exactly what this game is laking of. Jesus, multiplayer crowd should focus on better thing to improve the multiplayer circusIt was asked by many people, especially from the multiplayer crowd, because it's useless. If you take your shield out you want two handed anyway, wasting the time to press the button only gets you kil
+1So it is official, we are nearing the end, with only balance, improvents and "minor" features on the horizon.
On one side, I am disapointed that the TW gave up on any meaningful roleplaying quality of the game.
On the other side, this means release is much closer than I hoped, which means modders can finally take over...
- No real quests outside of the main questline
- No enhancements to dialogs to add more player variation
- No Trait influencing dialog options for players
- No enhacements to Persuasion (which currently is stupid from a RP standpoint, because you pick ALL the options, only the order in which you pick them is up to the player)
- No improvements to marriage, which is just so terrible from a RP standpoint
- No feasts, or any events of any kind. All there is is Combat (oh, and Board Games).
- No dialog support for game features (as a second method to using the menu)
- No dialogs to give immersion for Kingdom Decisions and Diplomacy
- No support for Scenes. (Please give me a REASON to visit these scenes!)
- No interesting companios
- No gang-related features, making Roguery only meaningful (you guessed it!) in Combat, in the form of Raiding and Loot
- No further point to Minor Factions, except as extra parties for warfare.
- I could go in...
and it will bring a deeper strategy systeme. Castles also need to be relocated ..I think a Total War style area of control would do the trick, where if you're at war, you can't go within so-close of a castle without directly engaging it.
This would allow castles to do their job by blocking choke points in the geography, like valleys, rivers etc.
Thx for all this and your dedication to the game. I have a Few question : is there something plan to improve the use of castle ? Why Some npc party dont refuge in friendly town or castle when they are chased by hostile party? Will militia and garrison be able To Get out and help owner or friendly party when there is a fight near by?About critisisms :
Yes it is late for deciding adding that big features. Sometimes I think how we can add alliances feature and I realize different problems. Thats why I cannot join discussions for now. I need to think all problems all together. For example : what will be side effects or costs of announcing a new alliance, what will happen if one alliance is ended - suddenly war peace calculation scores will change and this will trigger new wars to start, so there will be more war peace declerations (which is not good for stability of game / bad for gameplay). How will be diplomacy screen ui for allied factions? What will happen when alliance is declared if there are existing wars or tribute payments including factions which declared alliance. There are tons of different problems and we need to find answers to them before start coding. Also if we can not solve these problems in a good way we cannot add this feature thats why I cannot give 100% guarentee for adding alliances feature for now.
I wish we had all game design 8 years ago (when we start this project) and we follow that design document. Probably we could finish game sooner if that kind of development is followed. If this was the case all these problems would be already solved. We are trying to add features one by one and this is not best way to create a detailed game like Bannerlord because all different features are connected each other and we should think all together not one by one. Adding features one by one is dangerous (can broke existing mechanics). However Warband is also developed that way too and be a great game. But even Warband example I think this is hard way to develop a game.
Actually I am not diplomacy guy also, my responsible areas are generally campaign ai, army and party ai, economy / trade, recruit systems, food / money management of parties / clans. I did not worked at diplomacy features for Warband also. It was obvious diplomacy side of Bannerlord was very weak and players want developments at diplomacy so I wanted to help development at August started examining these parts. However I am not real owner of these parts. Critisisms are right but they are not helping our current situation.
+1I prefer current system much more. You are just exchanging one limitation (need to release button before blocking in to another direction) for another one (having to limit your movement by the direction you're blocking). Frankly later is much worst in my opinion as it limits what you can do in combat while the current mechanics does not.
Of course if it was only an optional feature that you can turn on or off like current autoblocking, why not. How it would work in a MP, to have two different blocking mechanics that could potentially lead in to exploits, I don't know.
That said I would much more prefer if devs improve combat AI instead of adding more mechanics to the combat that can potentially make AI even less competent. Right now AI does not block much at all and is very easy to exploit once you have bit of experience. I would prefer if AI was capable of blocking more consistently and fighting AI with equal skill to mine would be more equal match.
I cant remember if they implement once this superbe ai or not. It seems to me they never did.The video was pre-change, the change made sense as they had no way to turn down the melee skill of archers without also impacting their archer skill. They just need to adjust this new system so that the jump in skill lvl is representative of the previous difficulty levels.