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  1. You're not the king of your kingdom

    A king is not always an autocratic God-Kaiser of infinite power and wisdom.
    Kings in history have often been only puppets controlled by their council
    And if you're a lord with big power and a big army, why would you listen to a "king" that's actually weaker than you? Or if you don't like him and the lords are on your side?
    If push comes to shove you would say : F* you king, I'm in charge now. Move your butt from the throne.

    Some more interesting political options could be considered, for a more exiting and varied game.
    Yes but many regimes also consolidate power so that leaders have the final decision for better or worse. If a system was in place for mimicking political intrigue and choosing a dictatorship or democracy, these things would be acceptable. But since the game is now a de facto democracy, 1.4.1 is basically holding back an onslaught of poor AI decisions
  2. "Arrow deflection" for two-handers in 1.4.1e

    i don't buy the theory that a skilled swordmaster could stop an arrow on flight. all the bow's
    that i saw in the video were very light, low pound draw bows (biggest maybe 50? pounds). you can't see
    an arrow, much less react, to a proper warbow of f.e 130 pounds.

    You don't have to.There's already a physical basis for projectile interception. That is, we expect a physical object to be acted upon by other physical objects. Then if we reasonably interpret the skill description, it becomes irrelevant whether we observe modern swordsmen accomplish this since it requires both human timing and execution to reliably use it. And guess what? Most people suck at predicting high speed projectiles. Go in game and try timing your block switch with an arrow shot.

    If you truly believe it's unfeasible, then this skill implementation doesn't even deny that. Its just giving a physical basis for what we already observe. One may even conclude lacking this mechanic is unrealistic because arrows phase through swords.
  3. What are you Waiting for Before you Jump Back in for Another Playthrough?

    For me it’s the fact peace means nothing, and the how NPCs can do light speed swings with the new skill system. Before this I found everything tolerable, but going into a battle and seeing lords do anime level combat broke me. Haven’t touched it ever since 1.4.1 was released
  4. "Arrow deflection" for two-handers in 1.4.1e

    Again, it's only possible in controlled environment where 100% of your focus and concentration is dedicated to reacting to the projectile coming at you, when it's clearly visible and you know it's coming. This is not applicable at to battlefield circumstances at all.
    It's like saying that just because you can shoot bullseye with a rifle at 400 yards 10 times out of 10, that you should be able to do the same while sitting in a muddy trench with bullets and shrapnel flying around, while half starved and badly constipated. Ridiculous, isn't it?
    Maximum997 and darksoulshin cover relevant points quite nicely.

    Though to address your point, it seems the core of your argument is “battle is too hectic to perform optimally”. Yes this is true for most, hence why experience has been a relevant factor throughout human military history. Because when they gain experience, they learn how to perform under battle conditions.

    The primary determining factor in its realism is not its mental limitations, but physical. It’s been shown that some are able to split bullets with a sword. Do I expect that of all swordsman? Obviously not. But clearly there’s a world of difference between an arrow and a bullet, and that’s the evaluation of the physical mechanics.

    As I’ve highlighted to you, we have professional sports that deal with projectiles nearing or equal that level of reaction and projectile speed. Many enthusiasts are able to marginally perform deflections with less than a day of practice. It culminates in what the skill system is supposed to represent—proficiency and expertise. Hence why I stated in my initial point “To be fair”, as with current information and knowledge of its physical mechanics, there’s a fair possibility

    P.S. I realize there is a very simple rebuttal that I and others have mentioned. If we understand the skill description clearly, it requires switching the sword block to deflect the arrow. If you have a physical sword intercept an arrow in flight, does it act upon the arrow? Yes obviously
  5. "Arrow deflection" for two-handers in 1.4.1e

    Well to be fair, anytime you really get into any fast paced sports, you find out that pro athletes have some insane reaction times. Take for example table tennis or badminton, where balls can hit 70 mph in rallies on a shorter distance, or a shuttlecock that can hit similar speeds in its peak to arrows. Its like playing against lightning. Then physically speaking, of course its possible. Is it achievable with practice? Most say maybe.

    The fact most tests comes down to a "maybe" when it comes to real applications is evident that its not clearly disprovable. However, the game marks it at 150 in the skill tree. Should lords and tier 5 berserkers be able to do it? Sure. The skill states switching blocking positions as a precursor. By the writing, it basically just gives you the ability to be able to do it. You'd still have to time it, though AI would probably get it down to a t.
  6. Beta Patch Notes e1.4.1

    Out of curiosity, what are your rig’s specs?

    I’ve seen rulers award fiefs to people “despite the majority against”, but not yet denied a war. (Fresh start 1.4.1/no mods)

    To give a detailed account, basically if you have a faction declare war on you and you as the ruler think peace is the best course, your fellow vassals can overrule you should you sue for peace. Hence rulers being overruled on war/peace
  7. Beta Patch Notes e1.4.1

    Same issues as everyone else. Factions declaring lots of wars on weaker kingdoms, no ceasfire period, rulers being overruled by vassals on war/peace, and AI melee for lords in tournaments are noticeably fast (even imperial legionaries were like speedy Gonzales, but my perception might be wrong).

    Do rulers still get the final decision on policy?
  8. Patch Notes e1.3.1 & Beta Hotfix

    Does anyone else have a problem with the one-handed skills resetting themselves and not saving perks chosen?
  9. Patch Notes e1.2.1 & Beta Hotfix

    I think wages boils down to wanting a fun game. Wages is not realistic at all because that's not how feudalism worked with elite troops. The elite troops were your nobles and vassals. You paid them by granting their families fiefs, not in daily wages.
    The link you posted used wages to estimate armor pricing. That’s why I applied it to this situation
  10. Patch Notes e1.2.1 & Beta Hotfix

    But that's not unrealistic pricing you're complaining about, it's other aspects. Yeah, I completely agree that rocks from looters should do no damage if you're wearing the best armor. But, I'd want that aspect fixed, not the pricing of the armor.

    Yes, that’s why in the second paragraph I addressed pricing via materials. Then I appealed to both availability to imperial cataphracts and market capital. But instead of reiterating it, I’ll add more observations. The imperial elite cataphract is paid 21 denar as a daily wage (given the performance, sure). If we extend that to the some 100-ish day years in the game, it’s 2100-ish denars as an annual wage. The gear they wear is currently priced around 700k denars. If they went into debt with 0% interest to purchase the armor, thats about 333 years before they pay back the debt on the loan, and if you compound mortality risks... well let’s say whoever is paying for it is richer than faction leaders. Which means we must come to several conclusions—that the price charged for an imperial cataphract’s lamellar plate armor is either heavily subsidized, financed by multigenerational debt obligations (slavery with extra steps), or, more reasonably, our premise that the actual price of the armor set at 700k is false.

    But if the premise being false is unacceptable, there are other alternative explanations that don’t have to do with materials or wages yet make it available. Namely, imperial village leaders may be secret armor producers or are loaded and pay for their children’s armor. Or perhaps most battle loot is being claimed by our troops to repay loans. Or even merchants are artificially charging high prices to players (in which case, why can’t I send an npc to buy the armor for me from this secret supplier?). Looking at these factors, I can only conclude it is unrealistic pricing
  11. Patch Notes e1.2.1 & Beta Hotfix

    Though their pricing difference is probably a bit of a stretch in many places, it's not as unrealistic as you might think. The true elite armor in medieval times could cost 20-100 times as much as "good" armor. Doing a quick Google https://armstreet.com/news/the-cost-of-plate-armor-in-modern-money

    The comparison would be a good point if higher tier armor was similarly effective to compare apples. Plate armor was useful because it did it’s job and didn’t allow cuts in CQC when it’s up to par. Best armor in the game still gets you killed against 6+ looters. Purely in performance, they’re distinct. Evidently, price doesn’t reflect its effectiveness in our case, but its level of scarcity in materials/output relative to buying power.

    Obviously “steel” is present in the game, which means the lack of effectiveness means advancements in smithing are not comparable. If we consider the price of steel, it can hover around or likely below 100 denars. Thus, unless these are ridiculously tiny sticks of steel, the cost of materials relative to market value of these armors are low, meaning base materials are not particularly scarce. This makes sense since imperial cataphracts are decked out in lamellar plate and imperial scale armor. However, finding a settlement with denar reserves around 100k in my game is extraordinary, so “whoever” is selling this gear is artificially charging high prices to player entities.

    If I could charge 3 peasants and not be expertly impaled to death by a pitchfork or shrug off a looters wooden hammer, I can see the reason for the high price. But with such ease of availability to NPCs while being unavailable to players, combined with its ineffectiveness, I’d have to agree on its unrealistic pricing
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