搜索结果: swing arc

  • 按相关性排序
  1. Qwezz

    1.1.4 multiplayer fixes

    TDM servers with team damage on would be a great start IMO; maybe in addition to the current ones we have so new players still have a place to learn
    Also siege servers, both tdm and siege turn into 2hander attack spaming moshpit without ff.

    Then again ff is really annoying with how easy it is to hit your teammates, but thats a swing arc problem not ff problem imo.
  2. Terco_Viejo

    Development Update #12: Weather System, Formation Targeting and Warehouses

    NEW BATTLE TERRAINS-NEW HIDEOUT SCENES​

    Very nice job overall with this new addition. On the other hand I must point out that there are still scenes without baking (plausible) or where the shadow has an unsightly shading, unreal and visually disturbing. Modding: I wish you would at least release the open field battle maps for editing... you will make the work easier for the sceners.

    NEW ARMOR PIECES [v1.1.0]​

    Sorry, they are ugly as hell...I had to say it. If they are Ali's concepts, which are unknown to me, the 3d application will not rank high in terms of beauty. :lol:

    CAMPAIGN MAP WEATHER & WEATHER EFFECTS [v1.2.0]​

    While it is true that I applaud the visual application of meteorology in the campaign map, in mission scenes... well... I think that Realisitc Weather by OrderWoPower overtook you from the right, certainly a proposal to be valued.



    NEW VOICEOVERS - SIEGE ENGINE SOUNDS​

    Although I have not tested it, but if the improvements are real; I applaud it.

    FOG OF WAR [v1.1.0]-FOG OF WAR IMPROVEMENTS [v1.2.0]​

    That is emphatically not fog of war; this is:


    And I am of the opinion that its application should be a difficulty option in the new game creation settings.

    SALLY OUT AMBUSH [v1.1.0]​

    From that video in 2016 to the release of 1.1.0, time flies, doesn't it? :lol:


    PUSHABLE SIEGE LADDERS [v1.2.0]​

    Nice addition, finally we see it working

    MELEE COMBAT AI [v1.2.0]​

    I commented in another thread. A step forward, but edges need to be rounded.

    RANGED COMBAT AI [v1.2.0]​

    A step forward, good work.

    TARGETING SYSTEM [v1.2.0]​

    The best in terms of combat mechanics. Thank you for finally considering this request which was demanded practically since the closed alpha-beta period of 2019.

    CAVALRY COMBAT AI [v1.2.0]​

    Bad, a step backwards. Some bug has slipped through... everything you talk about, in practice it does not resemble the reality.

    FORMATION TARGETING [v1.2.0]​

    I repeat, thank you for considering this request. You have expanded the tactical possibilities and improved the gameplay experience. Wonderful that you are going to implement it in the MP, @Ling* will be euphoric wherever he is.

    AUTO BATTLE CALCULATIONS [v1.2.0]​

    Untested, no comments

    KINGDOM DESTRUCTION [v1.2.0]​

    Step forward, this was requested. Just look at Warband.

    WAREHOUSES [v1.2.0]​

    Warband maybe? :lol:

    ALLEYS [v1.1.0]​

    I guess a step forward... but I guess a far cry from the more complex approach that Foruberie offers.

    MULTIPLAYER​

    TAUNTS [v1.2.0]​

    It is not that I am totally against it, in fact I commented about this at the time. But dang... that you put these animations before swing arcs//2 revision, which is a current problem of combat fundamentals... I don't know, debatable to say the least 😞.

    SCENE DOWNLOADER [v1.2.0]​

    Good!

    MODDING CHANGES​

    Good! Among other things, we now have a tag for crouching. Lucon is a happy man now.
  3. Life_Erikson

    Deleted the game and will not come back until at least something changes

    Just found a video testing damage, speed bonus and armor effectiveness(or the lack of it).

    Wow. This is worse than I expected. But one can see here clearly that this overcomplicated system isn't even working as intended when piercing and blunt weapons are less effective against armor than cutting weapons.

    It certainly shows that not only "The Vision™" is the reason why combat is horrible, TW clearly has lost the plot on what they are mixing together here.
    The values are all over the place!

    I guess the only way to salvage this mess is to drasticly reduce the effect the swing arc and the weapon speed have on damage in this game. Then buff thrusts, certainly armor and maybe armor penetration by blunt damage. Buffing the influence of weapon skill would be useful too to differenciate low from high skill troops more.

    The issue is that the way the game makes you fight looters and other low tier bandits just isnt fun at all for the first few hours. If the first impression most players get is of a thoroughly unenjoyable kiting cheese match with looters and hideouts for 2 hours, that's a problem.
    Mount&Blade always was lacking in the early game content. The thing is, up until Bannerlord you could be very quickly be done with the early game if you wanted to. Bannerlord instead added the clan system lol.
  4. Alyss

    Friendly Fire

    FF is needed for those gamemodes, especially with how swing arcs work.
  5. Terco_Viejo

    Why is the Khan's Guard so much stronger than the Vanguard Faris?

    [...]

    Besides that, I can see an issue with this animation during rider vs rider combat. If the swing comes from below like that it's likely to hit the opponent's horse first, especially if it's really close, which is very likely thanks to the shorter range of the weapon.
    Maybe I didn't explain enough....

    If you have a moment, in-game when you are stationary on horseback with a glaive or any weapon you will have noticed there are certain axis points (hinge points) where depending on the angle at which it is framed it triggers one animation or another.

    Assuming that the enemy was on foot and we face him to the right of our mount, being a hit below the horizontal line between 270º and 360º the animation would be like the one in the gif. If, on the other hand, the enemy is on horseback, the blow is supposed to land above the horizontal line between 45º and 90º, so the native animation is still valid for this.

    In short, you would only have to add an animation for that action window (270º and 360º) to complement the existing ones (45º - 90º / 90º-180º / 180º-270º). Obviously, you would have to have a mirror animation for when the pose is on the other side.

    giphy.gif


    scDYT.jpg


    Also, when hitting, there is the vertical* alignment. These swing angles can be modified so that the rider is "allowed" to swing closer to the belly of the mount by modifying the degrees of inclination. Swinging to right side* at about 90º we would be hitting very close to the legs and at about 45º we would be hitting flat and almost horizontal. Note the swing angle diference:


    source


    An addition like the animation proposed for that particular window (very much along the lines of the one I commented on for 1h here) + a tweak of the swing arcs would be interesting...


    Sorry for the wild spamming 🙏😌

    ---
    (*) Edit
  6. Terco_Viejo

    Why is the Khan's Guard so much stronger than the Vanguard Faris?

    I have been reading all your comments regarding the glaive and I would like to comment on certain aspects.

    Personally I see the glaive khuzait as an exotic weapon which is part of that constructed "identity". Therefore, without going into historical considerations, my opinion is to go for the glaive as much as the panoply available.

    Terco_Viejo said: Also consider that the iconography and historical sources that the Khergit-Khuzait faction draws from are of Asian/Oriental origin, making the glaive an exotic weapon both in appearance and use (if we compare them with those of all other factions)... at least in my eyes and it's because of all this together that makes me give it "more plausibility" than other 2h/polearms wielded on horseback.

    That said:

    1. Weapon itself:

    As many of us have pointed out (Bluko88's latest examples being a case in point), there is an obvious problem with the damage that this type of weapon does, especially on horseback...a collateral effect of an inconsistenced aplication of damage/protection formula.​
    It is also notorious the excessive size of this type of weapon, highly disproportionate... that's why many players have it as a meta weapon (combination of considerable length + exorbitant damage).​

    2. The horseback attack animations:

    I've commented in both the MP and SP sections (both in comments and threads), the swing animations with this type of weapon are a real aberration of biomechanics. Taleworlds reused the swing animations with 2h/staff on foot by carrying them the same way in the horseback versions instead of creating a consistent set suitable for this type of action.​
    Swinging polearms the way it's implemented is a joke... neither swords at 2h nor axes at 2h should have that handling on horseback with both handling and speed penalties applied to them. Also surprising are the obtuse swing angles, which allow a totally disproportionate hit window.​

    In my opinion, Bannerlord should have this same kind of animation for the glaive and other types of swingable horse weapons within the lower hit action windows.

    giphy.gif

    Here is an old video test where the swing arcs and the length/aesthetics of the weapon were modified to look more realistic (imho). Sadly nothing can be done with animations back then.


    source


    Unfortunately and despite having tried it here...here...or here... if Taleworlds hasn't reacted yet it's either because they don't care or they don't see a problem with it; sadly for many of us... it's too late for native and it's final build.

    With rectified animations out of the equation (plausible) the only hope is to apply usage penalties for these types of weapons on horseback (less speed handling+ less damage + reduced swing polearms arcs + reduced shaft length) and deprive these KG types of units of so much armour advantage.
  7. Farticle

    Meanvlion is just bad

    Unqualified opinion: I see it as an infantry support weapon, the length and wide arc are good for clipping fleeing enemies. The overhead swing is great for hitting those engaged with teammates. I do agree it could use a Gladius or a dinky mace.
  8. Alyss

    cRPG has only a week and already killed Vanilla

    Even with its flaws, cRPG made bannerlord fun, something that TW never could do.

    Imo some simple tweaks (and it seems most of them are coming which is even cooler) could make the mod even better:
    - Remove Menav and glaive from cav (the arc of the swings is just so broken)
    - Add cooldown to couch lance
    - Reduce horse speeds
    - Increase crossbow reloading speed
    - Add strength requirements to crossbow (and not 6, more like 12-15 for the good ones)
    - Reduce jareeds dmg
    - Remove board shield from cavs
    - Add flags to maps
    - Make teams based on a KD average (Cavs have highest K/D so this will spread them more evenly)
  9. Dejan

    Beta Patch Notes v1.2.0-v1.2.4

    Beta v1.2.0 Singleplayer Crashes Fixed a crash that occurred during training missions due to the mount AI not being set correctly. Fixed a crash that occurred during a mission due to a right-handed weapon not being set. Fixed a crash that occurred due to the combat camera not being set...
  10. xdj1nn

    Why is the Khan's Guard so much stronger than the Vanguard Faris?

    1: Callum has actually said TW aren't going to make massive changes to the armor system. The most we can hope for is alterations. Bear in mind the stage of development we are at. Duh has said there are people at TW who are receptive to the idea of reducing ranged damage, but something like making every single sword in the game useless? Do you think they will do that?
    2: Even with such a system, Glaive would still be the best combination of speed, length and damage of any cutting melee weapon. And cutting melee weapons are what most top tier troops use for melee combat.

    1: Removing the glaive would not kill the theme of the troop, because its theme is "best horse archer in the game". Having a glaive is a cherry on top, an unnecessary one at that.
    If the theme is "troop that can do literally everything well", then that's a bad theme which should be discarded.
    2: Khuzaits are meant to be Gokturks/Khazars/Kipchaks/Avars etc, first and foremost. Mongolians are only a part of the inspiration of the Khuzait faction, which is a broad pastiche of Central Asian peoples. They are certainly not meant to be Chinese or "Samurai". Mongols did not exist in Europe in the time period Bannerlord is aiming for (600-1100). They were still localized to the area of modern day Mongolia, quite a long way from Europe.
    3: Lances were more common among the Mongols than glaive-like weapons; so if Mongol inspiration was the goal, then they should lose the Glaive and get a lance instead!
    ae0494cf8fb92ded0efdb711798e1803.jpg

    4: I am certainly not asking for the culture to be removed. That is an absolutely ridiculous strawman.
    you know that Calradia isn't Europe right? Arguably aserai didn't exist in Europe neither even if that was the proper reference.
    1: Callum has actually said TW aren't going to make massive changes to the armor system. The most we can hope for is alterations. Bear in mind the stage of development we are at. Duh has said there are people at TW who are receptive to the idea of reducing ranged damage, but something like making every single sword in the game useless? Do you think they will do that?
    that's a bit childish (this passion over sharp sticks) and what annoys me isn't even that, it's this endless propagation of hollywoodian misinformation, but I can understand it, it's clear the game has strong rooted bias towards swords, look at how many crafting pieces there are for them! xD
    That's why I think that's not something easily corrected. I don't think TW would ever make a identical copy to more conservative and realistic approaching takes on dmg and armor, never did, but I had hoped they'd lean a bit more that direction with BL before EA was released, to my disappointment they went the opposite direction.

    Just wanted to give these 2 particular takes, and I'll highlight that, again, terco saves the day with proper ideas and more feasible solutions:
    I have been reading all your comments regarding the glaive and I would like to comment on certain aspects.

    Personally I see the glaive khuzait as an exotic weapon which is part of that constructed "identity". Therefore, without going into historical considerations, my opinion is to go for the glaive as much as the panoply available.



    That said:

    1. Weapon itself:

    As many of us have pointed out (Bluko88's latest examples being a case in point), there is an obvious problem with the damage that this type of weapon does, especially on horseback...a collateral effect of an inconsistenced aplication of damage/protection formula.​
    It is also notorious the excessive size of this type of weapon, highly disproportionate... that's why many players have it as a meta weapon (combination of considerable length + exorbitant damage).​

    2. The horseback attack animations:

    I've commented in both the MP and SP sections (both in comments and threads), the swing animations with this type of weapon are a real aberration of biomechanics. Taleworlds reused the swing animations with 2h/staff on foot by carrying them the same way in the horseback versions instead of creating a consistent set suitable for this type of action.​
    Swinging polearms the way it's implemented is a joke... neither swords at 2h nor axes at 2h should have that handling on horseback with both handling and speed penalties applied to them. Also surprising are the obtuse swing angles, which allow a totally disproportionate hit window.​

    In my opinion, Bannerlord should have this same kind of animation for the glaive and other types of swingable horse weapons within the lower hit action windows.

    giphy.gif

    Here is an old video test where the swing arcs and the length/aesthetics of the weapon were modified to look more realistic (imho). Sadly nothing can be done with animations back then.


    source


    Unfortunately and despite having tried it here...here...or here... if Taleworlds hasn't reacted yet it's either because they don't care or they don't see a problem with it; sadly for many of us... it's too late for native and it's final build.

    With rectified animations out of the equation (plausible) the only hope is to apply usage penalties for these types of weapons on horseback (less speed handling+ less damage + reduced swing polearms arcs + reduced shaft length) and deprive these KG types of units of so much armour advantage.

    This reminds me of a gripe I have with the other side of the horse. Infantry can't do a diagonal swing like this to efficiently take down a rider. You generally attack from a little bit to the side to avoid getting tackled by the horse. In that scenario, a vertical swing needs a high degree of accuracy to land a hit on a moving rider, while a horizontal swing will likely hit the horse instead unless you're swinging a really long weapon. One of the reasons why a long spear is great at taking down riders is because it allows you to aim straight at the rider. However, I can't think of a good control scheme to facilitate diagonal swings while still keeping both the vertical and horizontal ones. If we use mouse movement alone, it feels like the movement range for each swing will be too narrow.

    Besides that, I can see an issue with this animation during rider vs rider combat. If the swing comes from below like that it's likely to hit the opponent's horse first, especially if it's really close, which is very likely thanks to the shorter range of the weapon.
    I agree with you, see? I don't need to be disingenuously annoying just because my insecurities got intensified
  11. kinngrimm

    cRPG has only a week and already killed Vanilla

    Even with its flaws, cRPG made bannerlord fun, something that TW never could do.

    Imo some simple tweaks (and it seems most of them are coming which is even cooler) could make the mod even better:
    - Remove Menav and glaive from cav (the arc of the swings is just so broken)
    - Add cooldown to couch lance
    - Reduce horse speeds
    - Increase crossbow reloading speed
    - Add strength requirements to crossbow (and not 6, more like 12-15 for the good ones)
    - Reduce jareeds dmg
    - Remove board shield from cavs
    - Add flags to maps
    - Make teams based on a KD average (Cavs have highest K/D so this will spread them more evenly)
    last patch they reduced the relaod speed on xbows
    this patch flags were added
    i would suggest you put your suggestion on the crpg discord so devs could read them and maybe they therefor get implemented
  12. Terco_Viejo

    What's the plan for multiplayer?

    @Klausolus Good to have you back!

    While it is true that it is undeniable to attribute some progress to Taleworlds, basically and as everyone knows a defining phrase would be one step forward two steps back™. Because of that stubborn closed-mindedness in certain aspects of design we still have the same problems we had during the closed alpha-beta, the first months post EA and now... how much more could have been done? how much more could have been done to squeeze that wonderful testing platform that was the master server of Mister out of time with that overflowing and fluid synergy dev-fan seasoned? It hurts my soul to think about it...

    As for the balance problems... what can I say that hasn't been said in the tons of feedback from the community... and to this day there are still the same problems with the combat system (swing arcs... horse weapon hitting inaccuracies...etc) - It's a pity that NIN3 took the reins so late... now (with all due respect to the new dev in charge) there is nothing more to harvest in this wasteland.

    As for the class system... what to say... they didn't even try to look for hybrid/other solutions approaching the warband system... they just stick to their guns. And as you rightly say...

    And I feel like at times this customization system goes pretty much against what Taleworlds envisioned when they introduced and defended the class system we have, one of the supposedly strong points of this troop class system was that we should be able to very quickly what we are up against by just having a look at the appearance of an enemy [...]

    ...this is where I also put my foot down... the implementation of their customization system goes against what was intended to be the goodness of that system before... it's something which is beyond any sensible comprehension.

    The passive perks were the final nail in the coffin... hated and warned about since before its gestation I dare say... but them, went to the end.

    If the combat system is going to stay as it is and everything else too, the only thing left for Taleworlds to do is to fix the crashing servers issue once and for all and provide a stable and quality platform; the community will do the rest (again) because there is nothing more to do here with what the native has to offer... they didn't want to do it for more than three years (pre launch alpha beta period + post EA) I don't think that's going to change overnight.

    A decimated and fragmented MP community is the result of this long and tiresome journey.
  13. If you could change or replace the Tactics skill tree, how would you do it?

    I'd like to have stamina in game. To make sense of running around calradia chasing looters and having an impact on my character eventually over-enduring everyone on battlefield.

    I want breakable lance for my character, so he can, after a hundred of charges, learn not to break it in first one anymore and use it for two or three more charges.

    I want my character to learn reading and then read books during waiting for his smithing stamina to come back to him again so he can use that useless waiting time to increase his peasant brain capacity on different matters like medicine, engineering, economics...

    I want my character to learn tactics from more experienced commanders by joining them in fight. As he continues to understand more and more how one should command his troops, he would unlock more and more useful formations to execute those tactics.

    I want strength back. I want to see my fresh character with strenght 10 not being able to swing two handed norse battle axe. I want to see him collapse after few steps under the weight of full set of cataphract armor.

    I want to see my character doing ripostes and deadly combos...see believable increase in combat skill. Not just that he can swing in ridiculous arcs +2% faster.

    All those "perks" seems to me like from some cheap "free-to-play" smartphone game. In fact this could be a pretty good smartphone game. It already is just a clickfest thru multiple menus for me 😁🤷🏻‍♂️
  14. Goyyyio

    [BL] Warbanner - Bringing Warband to Bannerlord

    Here are some of my suggestions for a Warband-style mod:

    Chambers
    I believe they worked in WB if you were in the beginning part of a readying animation as the enemy's weapon was hitting your body, and if you're facing towards them; it was simple but effective; BL changes this by making it based on weapon collision instead, which might sound logical on paper, but in practice the functionality is underwhelming, and it can ironically result in more unrealistic-looking lucky chambers happening at illogical angles

    Swing arcs
    Try to make it so that attacks don't get stuck behind you; just reimplementing Warband's animations straight-up would be a decent upgrade; holding a left swing and moving forward in BL looks awful in particular; the current swing arcs aren't suitable for a broader range of environments (especially closed areas), which might face further problems in future custom-made maps (but are a problem even in TW's maps)

    Stances
    This technically might involve skill, but only in the same way that juggling while riding a unicycle and balancing an umbrella on your nose is skilful; I think it's horrible for groupfighting; it feels like an unnecessary, inelegent feature; and it's funny that TW's defenders were once saying "yeah it's a bad idea but it has zero effect", yet various effects have since come to light

    Directional shields
    For melee it's okay, but the shield should more reliably protect at the front against projectiles (this is a "gameplay > realism" argument); if you've bought a shield, equipped it, held RMB, pointed the camera at the archer, the shield ought to work, otherwise what's the point? it's cheap and unfun if you can shoot around it easily, and there are other solid ways archers can get shots in instead; there may also be problems with hit detection in melee, I remember there could be weird moments where you'd hit someone's back yet their shield near the front magically/unfairly absorbed the hit; the same can happen with cavalry shields

    Kicks
    They're somewhat fine, but they should only connect if they hit your centre body (not your hand or shield), which right now can sometimes increase their range bizarrely; counter-kicking is good (it was possible in WB too); but in BL you can't jump over kicks, which was really fun and epic in WB; it's my impression that WB used something like an "isGrounded" check to see if you could be kicked; right now in BL you instead just "blob" in midair if you get kicked, and your momentum completely stops, which doesn't feel any more realistic or fun or polished

    Jumping
    In BL jumping is extremely lame, especially for a fully 3D game that has a lot of verticality in its maps (battlement walls, slopes, ramps, ladders, stairs, etc.), which will become even more prevalent with future custom-made maps; I liked how WB had Insurgency's approach for jumping, where it did what a jump is supposed to do (and didn't gimp it) yet you couldn't constantly do it (like CS's bunnyhopping) because of a cooldown timer, which it shared with kicking; BL's physics have an unrealistically weird floaty feel; this and other things (e.g. the ground touch after a short fall) unnecessarily make soldiers seem like 80-year-olds with arthritis rather than warriors

    Edges
    When you jump close to an edge, your jump is more than halved; I don't know whether this is a result of a rookie mistake relating to an "isGrounded" issue (like when beginners try to make a platformer) or a deliberate feature for the sake of supposed realism (because jumping while half off an edge might look weird), but for the sake of "gameplay > realism" (and for more WB-style gameplay) this should be reverted

    Foot movement
    Every single time I watch a stream of BL again after a while, the infantry movement strikes me as very poor quality, dinky and sluggish; even just for visual's sake I'd want to improve it, but for gameplay too it's like they tried making it more realistically "weighted" despite that overall it just makes characters seem strangely fat, gimped and rickety, as though moving around with molasses

    Rotation
    In WB's MP (not SP) the body would sharply follow the camera rotation when idle, but slow down when attacking or doing other things; in BL the rotation isn't as bad as WB's SP but a lot worse than WB's MP, since the character stupidly stands there for a second before turning (slightly); for a Warband-style mod I think the rotation should be copied directly; I can't think of anything right now that would improve upon that

    Weight
    WB opted for a more universal speed across all classes (possibly with very minor difference based on armour/equipment) because it was proven during tests more than 12 years ago that bigger differences of speed leads to trolling and annoying gameplay; kiting can become all too easy and people can delay rounds just by running around

    Horses
    BL's double-tapping feature for cavalry feels pretty good, but I'd hope something can be tweaked to make it less abusable; it might need a cooldown timer (especially the "yah" sound), so it can't be spammed constantly; I liked how horses in WB would more easily rear up when bumping into things (since it created a bigger need for awareness, so they can't just be treated like bumper cars); one of the worst aspects about BL is how cavalry can slide you around as if you're on ice; it severely messes up the gameplay and looks rubbish

    Spears
    Make anti-cavalry more fun to play; spears should be less floaty and more precise; make sure it's just as "easy" to rear horses as it was in WB; make it so you can rear horses while jumping (not necessarily realistic but it's fun, and it makes spears more versatile against cavalry); spears can end up a little OP in melee sometimes, so maybe something can be done about that, but the fun of anti-cavalry is the main priority; someone mentioned something about blocked stabs stunning you for a while, which might be important

    Overhead thrusts
    I think these are fine, and it's one of the nicer additions; it's not ideal that it can be harder to read whether it's an up or down stab in the heat of the moment, but it's not too bad either; I'm not that fussed about polearms having side swing attacks but it can be fun sometimes

    Weapon stun
    It's too excessive and annoying; it makes it feel like the game stopped working when it happens; maybe reduce it to just shield stunning with a held polearm overhead

    Horse archers
    Just don't include them (at least not for competitive); there've been discussions about how to possibly balance them going literally as far back as 2005 on these messageboards, but it's just a massive waste of time, since their entire concept is fundamentally broken for anything except a cheap SP power-fantasy where bots won't complain if you abuse it (and Captains too); maybe the Khuzait can still exist if balanced viably in other ways

    Archers
    I don't play this class often, but the last time I tried it in BL, it felt awful; so hopefully it can be improved to make it more fun, yet still make sure it's not easily annoying or overpowered; IG had to limit the class to 4 or 5 per team (with 50 people playing); make sure arrows don't penetrate shields, whether it's a bug or an intentional feature, it's not a good/fun feature for MP

    Camera problems
    Make it so releasing the tilde key makes the camera instantly go back to default view; BL's slower camera rotation adds nothing but maybe a smoother presentation for casual console gamers who argue "cinematic > gameplay"; any other functional improvements to how the camera interacts with obstacles would be good; WB's camera was pretty much ideal

    Item selection
    Either include an improved version of WB's gear shop (with balance and interesting variety) or vastly improve BL's system so that you're not forced to play as a pathetic peasant in baggy trousers with an elf hat choosing between either a shield or spear; provide a decent mid-build that you can always afford, and make upgrading feel satisfying yet not OP
    You basically sorted out every single problem with Bannerlord MP, worst designed multiplayers of the decade and we're only at the begging of it
  15. Shemaforash

    [BL] Warbanner - Bringing Warband to Bannerlord

    Here are some of my suggestions for a Warband-style mod:

    Chambers
    I believe they worked in WB if you were in the beginning part of a readying animation as the enemy's weapon was hitting your body, and if you're facing towards them; it was simple but effective; BL changes this by making it based on weapon collision instead, which might sound logical on paper, but in practice the functionality is underwhelming, and it can ironically result in more unrealistic-looking lucky chambers happening at illogical angles

    Swing arcs
    Try to make it so that attacks don't get stuck behind you; just reimplementing Warband's animations straight-up would be a decent upgrade; holding a left swing and moving forward in BL looks awful in particular; the current swing arcs aren't suitable for a broader range of environments (especially closed areas), which might face further problems in future custom-made maps (but are a problem even in TW's maps)

    Stances
    This technically might involve skill, but only in the same way that juggling while riding a unicycle and balancing an umbrella on your nose is skilful; I think it's horrible for groupfighting; it feels like an unnecessary, inelegent feature; and it's funny that TW's defenders were once saying "yeah it's a bad idea but it has zero effect", yet various effects have since come to light

    Directional shields
    For melee it's okay, but the shield should more reliably protect at the front against projectiles (this is a "gameplay > realism" argument); if you've bought a shield, equipped it, held RMB, pointed the camera at the archer, the shield ought to work, otherwise what's the point? it's cheap and unfun if you can shoot around it easily, and there are other solid ways archers can get shots in instead; there may also be problems with hit detection in melee, I remember there could be weird moments where you'd hit someone's back yet their shield near the front magically/unfairly absorbed the hit; the same can happen with cavalry shields

    Kicks
    They're somewhat fine, but they should only connect if they hit your centre body (not your hand or shield), which right now can sometimes increase their range bizarrely; counter-kicking is good (it was possible in WB too); but in BL you can't jump over kicks, which was really fun and epic in WB; it's my impression that WB used something like an "isGrounded" check to see if you could be kicked; right now in BL you instead just "blob" in midair if you get kicked, and your momentum completely stops, which doesn't feel any more realistic or fun or polished

    Jumping
    In BL jumping is extremely lame, especially for a fully 3D game that has a lot of verticality in its maps (battlement walls, slopes, ramps, ladders, stairs, etc.), which will become even more prevalent with future custom-made maps; I liked how WB had Insurgency's approach for jumping, where it did what a jump is supposed to do (and didn't gimp it) yet you couldn't constantly do it (like CS's bunnyhopping) because of a cooldown timer, which it shared with kicking; BL's physics have an unrealistically weird floaty feel; this and other things (e.g. the ground touch after a short fall) unnecessarily make soldiers seem like 80-year-olds with arthritis rather than warriors

    Edges
    When you jump close to an edge, your jump is more than halved; I don't know whether this is a result of a rookie mistake relating to an "isGrounded" issue (like when beginners try to make a platformer) or a deliberate feature for the sake of supposed realism (because jumping while half off an edge might look weird), but for the sake of "gameplay > realism" (and for more WB-style gameplay) this should be reverted

    Foot movement
    Every single time I watch a stream of BL again after a while, the infantry movement strikes me as very poor quality, dinky and sluggish; even just for visual's sake I'd want to improve it, but for gameplay too it's like they tried making it more realistically "weighted" despite that overall it just makes characters seem strangely fat, gimped and rickety, as though moving around with molasses

    Rotation
    In WB's MP (not SP) the body would sharply follow the camera rotation when idle, but slow down when attacking or doing other things; in BL the rotation isn't as bad as WB's SP but a lot worse than WB's MP, since the character stupidly stands there for a second before turning (slightly); for a Warband-style mod I think the rotation should be copied directly; I can't think of anything right now that would improve upon that

    Weight
    WB opted for a more universal speed across all classes (possibly with very minor difference based on armour/equipment) because it was proven during tests more than 12 years ago that bigger differences of speed leads to trolling and annoying gameplay; kiting can become all too easy and people can delay rounds just by running around

    Horses
    BL's double-tapping feature for cavalry feels pretty good, but I'd hope something can be tweaked to make it less abusable; it might need a cooldown timer (especially the "yah" sound), so it can't be spammed constantly; I liked how horses in WB would more easily rear up when bumping into things (since it created a bigger need for awareness, so they can't just be treated like bumper cars); one of the worst aspects about BL is how cavalry can slide you around as if you're on ice; it severely messes up the gameplay and looks rubbish

    Spears
    Make anti-cavalry more fun to play; spears should be less floaty and more precise; make sure it's just as "easy" to rear horses as it was in WB; make it so you can rear horses while jumping (not necessarily realistic but it's fun, and it makes spears more versatile against cavalry); spears can end up a little OP in melee sometimes, so maybe something can be done about that, but the fun of anti-cavalry is the main priority; someone mentioned something about blocked stabs stunning you for a while, which might be important

    Overhead thrusts
    I think these are fine, and it's one of the nicer additions; it's not ideal that it can be harder to read whether it's an up or down stab in the heat of the moment, but it's not too bad either; I'm not that fussed about polearms having side swing attacks but it can be fun sometimes

    Weapon stun
    It's too excessive and annoying; it makes it feel like the game stopped working when it happens; maybe reduce it to just shield stunning with a held polearm overhead

    Horse archers
    Just don't include them (at least not for competitive); there've been discussions about how to possibly balance them going literally as far back as 2005 on these messageboards, but it's just a massive waste of time, since their entire concept is fundamentally broken for anything except a cheap SP power-fantasy where bots won't complain if you abuse it (and Captains too); maybe the Khuzait can still exist if balanced viably in other ways

    Archers
    I don't play this class often, but the last time I tried it in BL, it felt awful; so hopefully it can be improved to make it more fun, yet still make sure it's not easily annoying or overpowered; IG had to limit the class to 4 or 5 per team (with 50 people playing); make sure arrows don't penetrate shields, whether it's a bug or an intentional feature, it's not a good/fun feature for MP

    Camera problems
    Make it so releasing the tilde key makes the camera instantly go back to default view; BL's slower camera rotation adds nothing but maybe a smoother presentation for casual console gamers who argue "cinematic > gameplay"; any other functional improvements to how the camera interacts with obstacles would be good; WB's camera was pretty much ideal

    Item selection
    Either include an improved version of WB's gear shop (with balance and interesting variety) or vastly improve BL's system so that you're not forced to play as a pathetic peasant in baggy trousers with an elf hat choosing between either a shield or spear; provide a decent mid-build that you can always afford, and make upgrading feel satisfying yet not OP
    Agreed with basically all of it
  16. Swingable polearms need a new animation

    Ah ok, I stand corrected. Did they at least hire proper medieval martial arts advisor? From what I experience in game, they didn't. If real soldiers would swing their weapons in a way its represented in game, they would be out if stamina after few minutes of fight...or dead very quickly. Cold weapons combat is about conservation of energy. Minimalistic moves. Zero position thrust/stab. In the game it is just wild swinging from ridiculos angles and arcs. Actors are not able to "bash". Somehow only player has this advantege. For poor AI its just brainless exchange of I-hit-you-you-hit-me on the opposing trajectories. No action-reaction. No riposte...
  17. Goyyyio

    Question to the Devs - Why the swing arcs are so long?

    ...https://forums.taleworlds.com/index.php?threads/arcs-of-swings-compared-to-warband-exciting-visuals-inside.388168/ We all know how swing arcs work, there's no doubt some people have grievances with it, but I wanted to ask the devs directly what was the design choice for this, what was the...
  18. -Horris-

    List of balance and parameter changes the community will make within 3 days of having our own servers, so we might as well make them now.

    Maybe not within three days but I think these are some needed cav balancing acts that need to be implemented. This with the intention to get rid of the current way the class system is set up and move to a system in which there is no class that is inherently better than any others. Now e.g. cav is plain better in most circumstances hence why the cav classes are more expensive. I'd prefer to have all classes to have the same price and all be balanced on the whole. No OP classes anymore.

    - Get rid of 'drifty' cav movement. Atm cav can drift across the map, bumping players is inconsistent. Also remove the fact that friendly players get pushed aside when friendly cav runs into them.
    - Cav attacks get interrupted when a solid strike hits the horse and should also hit the player on top of said horse.
    - Slow down cav significantly. Light horses can have their roll, but most of them should either be fast OR maneuverable, not both.
    - Differentiate more between light, medium and heavy cavalry and their horses.
    - Significantly nerf or altogether remove the 'double tapping'. The idea is nice, but atm it makes cav movement too unpredictable. (Does anyone have a good idea to nerf it without removing?)
    - Change the swinging animation arc to that one handed cav can be viable. Currently, swinging is too inconsistent to really use against inf. It's only useful against other cav because the swing is so high off the ground.

    Cheers
  19. Klausolus

    What's the plan for multiplayer?

    I don't really play the Multiplayer because of everything it is turned into, but i'm really glad to see you back @Klausolus , your wall of text here reminds me on some pretty times of hope for MP, not so long ago.
    Welcome back !
    @Klausolus Good to have you back!
    Thank you, I'm glad to see some familiar faces from the beta, too many have given up on the game by now.

    While it is true that it is undeniable to attribute some progress to Taleworlds, basically and as everyone knows a defining phrase would be one step forward two steps back™. Because of that stubborn closed-mindedness in certain aspects of design we still have the same problems we had during the closed alpha-beta, the first months post EA and now... how much more could have been done? how much more could have been done to squeeze that wonderful testing platform that was the master server of Mister out of time with that overflowing and fluid synergy dev-fan seasoned? It hurts my soul to think about it...

    As for the balance problems... what can I say that hasn't been said in the tons of feedback from the community... and to this day there are still the same problems with the combat system (swing arcs... horse weapon hitting inaccuracies...etc) - It's a pity that NIN3 took the reins so late... now (with all due respect to the new dev in charge) there is nothing more to harvest in this wasteland.

    As for the class system... what to say... they didn't even try to look for hybrid/other solutions approaching the warband system... they just stick to their guns. And as you rightly say...



    ...this is where I also put my foot down... the implementation of their customization system goes against what was intended to be the goodness of that system before... it's something which is beyond any sensible comprehension.

    The passive perks were the final nail in the coffin... hated and warned about since before its gestation I dare say... but them, went to the end.

    If the combat system is going to stay as it is and everything else too, the only thing left for Taleworlds to do is to fix the crashing servers issue once and for all and provide a stable and quality platform; the community will do the rest (again) because there is nothing more to do here with what the native has to offer... they didn't want to do it for more than three years (pre launch alpha beta period + post EA) I don't think that's going to change overnight.

    A decimated and fragmented MP community is the result of this long and tiresome journey.
    I really believe that all of these problems could have been fixed or even avoided completely if they had actually listened to us at some point, they've definitely had more than enough time to fix everything that was wrong with multiplayer, they just refused to make an actual effort, either that or they are severely inefficient. I just see poor decision after poor decision with a half-arsed fix in between. Sad to see that NIN3 is no longer around, he was one of the few who interacted with the community and seemed to actually try to change some things.

    Like mentioned before, a dev at Gamescom mentioned that they are 'pretty happy with the state of multiplayer'.
    I've seen the video and even if they claim to be happy about the current state of multiplayer, I just don't believe it. It has to be a PR move because it'd be a really bad look to openly admit that the multiplayer is failing when the release date is so close. But there's absolutely no way they aren't aware of what's going on: matchmaking doesn't work, server stability is a nightmare, the player count for multiplayer is worryingly low, and most of those players are playing cRPG, a mod.
  20. Terco_Viejo

    Swingable polearms need a new animation

    Taleworlds is not in the slightest bit interested in "ironing out the rough edges" when it comes to animations (plausible). Recurring improvements such as swing arcs triming, feedback that has been brought to Taleworlds' attention for years... has been ignored/dismissed... and not because of time or resources (they have the mocap studio in-house).

    I myself have several threads referring to this problem of polearms... especially in mounted combat. Unfortunately the inaction of Taleworlds hand persists... and it's too late to see any change at this stage.
后退
顶部 底部