I'm excited to see this kind of forward thinking from TaleWorlds. They are going the extra mile to proof-read their product before release. This tool improves the workflow of the company and will benefit the community, as well.
This is a win - win. I know we've been waiting for a long time, but I think we all want to play a stable, complete game, with tools, when it's released.
Campaign-map bombardment has been a confirmed feature for a long time now. It was originally brought into question over causing breaches in the enemies walls. This was considered too lengthy of a proccess to occur in an actual battle.
As for preset tactics. I do hope we still have the ability to select individual engines. Furthermore, I hope we can save our selections into a new tactic with the proper skill investments (e.g. 1 or more in tactics).
I appreciate the natural look of the first person view. It's definitely not Oblivion's zoom waaay up on my fat, ugly face.
Question more related to persuasion: Will we be able to barter our way out of a bandit holdup? e.g. Use the new barter system to pay the fee with wine and cheese.
No matter how you look at it, the system must at the very least be different for the player. You can't force a player to do anything in a sandbox game. This is very obvious, so I think if they can "use" the system, it will only be in the dialogue options and not include the percent chances or some invisible sliders as you say.
I think it'll be really cool to see AI friends trying to chase down the player to chat with them. That is, if they can initiate dialogue with the player like this at all. Might feel weird to be stopped like this, which is why it wouldn't surprise me at all if the AI can't do any of this stuff we mentioned to the player.
I think you misunderstood me. I didn't state my point very clearly.
The current setup, for persuasion, we are being shown in this blog uses several factors to determine outcome.
These include:
- Player and NPC reputation (character/moral attitude)
- Player and NPC skills (personality and applicable traits)
- World and character events
There is probably something I missed but it doesn't matter for this thought experiment. These are the elements I'm focusing on.
So, a normal situation. You approach an NPC with an offer of some sort to satisfy your own plans. You attempt to persuade the NPC against a series of die roll which are calculated upon both of your skills, moral characters, and current standings. Events relevant in the world are taken into an account as well.
Now, if this is going to be flipped then NPCs could approach the player if they saw room for the player (This could be for better or worse. Who knows how many deals they made and which they will honor.) in their plans to reach their goals. The player's response to the NPCs offer would determine whether or not the diplomacy fails or succeeds. The skill and character of both the player and the character involved could determine the dialogue options available (as is already present in player initiated diplomacy).
An example of this could be a lord who wants a town of a lord that you are loyal to. This lord sees opportunity in approaching you. You govern this town, and you have strained relations with your own lord. The NPC lord presents to you a possibly better deal with a simple justification of his actions. The player is presented with a list of dialogue options to respond. These could be drawn up by the player's skills and character. A barbarous charcter might say "**** off!/What's my cut?" where as a dweeb might say "I am not interested./Please, tell me more.". The players choice of response would be the driving factor in the conversation towards the next steps of diplomacy. This is opposed to the NPCs responses, to the player's advances, being the driving factor in player initiated diplomacy.
If you're not interested, or have other plans, then diplomacy will stall. On the other hand... some really cool opportunities could come your way.
Anyhow, I hope that cleared up what I was trying to say. I think the system they're building is really easily adaptable to different situations while only requiring several components. It's very modular. This blog has me more excited than any of the others.
Edit: Just to be clear. This is only mental masturbation. I'd bet Taleworlds has something of their own cooking up.
Interesting blog. Armagan stated TW’s objective to make ai Lords play Bannerlord the same way as the player (same options, same rules). I understand how ai Lords or NPCs can use the barter system to offer the player their deals, but I’m struggling to understand how an ai Lord can use his/her charm or other skills to persuade me as a player. Persuasion works on an npc by calculating the odds and matching them to a random die roll. As a player, how can I be constrained by such a calculation? Is the persuasion mechanic a one way street - available to the player only?
I guess, even if it is, it will deepen immersion and underpin roleplay.
I hope everyone at TW has a great holiday and a happy new year. I’m expecting great things of 2019 as we march ever closer to that elusive release date.
Edit - NPCs can obviously use this persuasion mechanic on each other, so it probably matches Armagan’s objective. It just seems as if the player will be immune.
A possible solution could be that NPCs would approach the player character with offers that were calculated from the perceived character of the player as well as their current/past standing. The finness of the npc could be determined by their own skills. The responses the player chooses, in the dialogue, would move the same bar (albeit invisible to the player. simply a calculation.) and determine the outcome of the conversation thus leading to new possibilities.
Maybe they have something else in mind. It's just a fun idea of a system that would use the pieces already in place.
It would be really cool if some of the more nefarious types brought you offers that they failed to hold up. That or they had another plan to mop you up somewhere in their act that they failed to disclose.
The kid holding the spear is already experiencing male-pattern baldness. It's a tough life... I do like how they made his cheeks and face chubby. It really helps with the look. The kid in the throne room seriously looks like a mannequin though. It's uncanny.
As to the 0 relations in the conversation... The environment was staged by the developers as a preview of sorts. It's not like they were playing the game and posted a screenshot. Seriously. Don't be an idiot.
On a serious note... I'm glad to see that Taleworlds is focusing on improving core features of the game. Warband has solid gameplay but many of the games' features almost feel like they stand alone. (Yes, I can raid a villages, but why am I not crippling my oponents economy?) The development of Butterlord seems to be focusing on interweaving current features into a single web. This essentially means that each action sends a movement that is felt throughout the whole. That's an amazing feat for gameplay if they manage to pull it off.
I understand that is only a metaphor so I will provide a hypothetical example (since the game isn't out yet). You are trading with Trader X in a town. You have a very good business/relations with Trader X. Life is good. Trader X dies and you are left with Trader Y. Trader Y is a little *****. He's upset because you did all your business with Trader X. Trader Y refuses to give you good deals because of his resentment (thanks to the new barter system). You can trade to another town or kiss up to Trader Y. You may even be able to put him out of business by making his shop to costly to run (buying up the essentials to run his business or placing gangs in the streets?) This is a very simple scenario but I think it makes my point plenty clear. All of our little interactions will add into a sum of greater consequences. Furthermore, it applies beyond our actions alone.
That's a serious improvement to Warband. Don't be Trader Y.
A question for Burak.
What were some of your proudest moments in consolidating and refining the engine? What did this proccess entail?
Thank you for the input, Armagan. I'm glad to know what we will be seeing at GC.
Early access is a good route to take for this game. A dedicated company, loyal fanbase, and modern patching techniques come together for a good combination. I was hoping you would take this route.
“Khuzait: they offer the most of what is unique about Mount & Blade.
Aesthetically they have a great contrast to the other factions, with wide open maps, sparse landscapes, stunted horses, and eastern clothing. They play their part of invaders from a faraway land really well.
Historically, Lords didn't move in the same social circles as the peasants who died for them in battle. If they wanted to recruit say Welsh longbowmen, they used an intermediary - someone local who potential recruits trusted. There wasn't a line outside a job centre - people had to be convinced/conned by someone into risking their lives fighting someone else's battles. Hopefully, Bannerlord's notables won't all be shifty flesh brokers. I'd like to see some guild notables who can always be relied upon to recommend a few apprentices/troublemakers who'll never buckle down to a civilian trade, clan elders with the inside track on clan members with itchy feet or an eye for glory, a local law enforcer offering jail inmates, a tenant farmer with an extended family and wide circle of friends who always knows those ready to sign up with a Lord whose reputation promises loot etc.
I doubt Armagan cares for your impatience. He is building his game in his company. Bannerlord will be finished when it is complete. I bet it will be a good game and you will buy it.
In other things. It would be really cool if notables were also sorted by status. e.g. Some would only sell to people of renown or other traits.
Lower value workers could also produce lower value items at a greater rate. The oposite would apply to high paid workers. I really like the idea of skilled workers being less wastful and the manager companion; he could also deliver your funds.
Reputation should also be a factor in the market. I know I don't have any say over that, but it would be cool.
The shops, the village overhaul, and the barter system will make playing as a merchant much more interesting. It'll sure beat going to the same town, buying the same product, and taking it to that one town. Warband's economy did fluctuate and I think this will be a big improvement.
I'm betting that crime will play into the economy somehow. Why else would the local lord hate you?
Even a few seemingly simple changes is a big leap, from warband, for what the platform can do. I enjoy playing a merchant and I'm seeing a more involved game this time around.