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  1. panem

    (temp) Dev Blog 14/02/20

    Lv40 : feint attacks > feint retreats > feint attacks > feint attacks > feint retreats > attacks :xf-eek:
  2. panem

    Dev Blog 08/11/19

    RkT 说:
    My reaction to seeing the blog, and finishing reading it.

    giphy.gif

    game engine using global illumination is excellence,
    This automatic baking process can be build umbra, penumbra , ambient shadow, mid-tone color, core shadow at the same time. And the good news is that this will also be available to modders and is as simple as the click of a button in the scene editor.
    :grin:
  3. panem

    Dev Blog 12/09/19

    LeChat 说:
    KhergitLancer99 说:
    JuanNieve 说:
    I feel that in general in the beta the battles were won by the better quality of player's troops against those of AI
    Personally I prefer to have greater control of the troops and I think that with an RTS camera it would be the best option.
    I would hate that sorry. It would turn the game into Total War/Age of Empires. Having less control, having to trust in your companions and other generals even if you dont want to were the realities of that time.
    Same here, I fear Bannerlord could become a Total War game.  :cry:

    Blead 说:
    If you join another lord on a campaign (as a follower, not a leader) are they the ones who decide the siege setup?
    It would be nice to give some of the controls to the AI and then the setup can be placed smartly or stupid depending on the lord.

    1) All solider follow one foolish leader or,
    2) Few solider follow number of leaders but just one leader are smart. 

    i would like to choice all solider follow one smart leader  :razz:

    They won't understand it until they experience it,
    these why we have common concepts and values,
    :oops: :oops: :oops:WE ARE CALRADIER :oops: :oops: :oops:
  4. panem

    Dev Blog 06/09/19

    Sundeki 说:
    Rackie 说:
    Younes123 说:
    Sundeki 说:
    I suppose sooner or later I'm going to get banned for spam, but since nobody is responding:

    What regions will you be providing servers for in the Beta, and specifically: will my region (Australia) have servers (both matchmaking and casual) servers? Will Australians even be involved in the beta at all?

    I'm not going to stop asking.

    If you get banned i would be upset. Freaking China gets servers but one or two servers in australia is too much asked
    China population: 1386 million
    Australia Population: 24 million

    for every 60 servers in China you should get one in Australia.

    Well that's not really how it works, and It's not like TaleWorlds has to choose or that anyone does/doesn't deserve servers but:
    1: Australia +New Zealand is 30 million, so it's not quite 60-1, more like <50-1.
    2: Per capita, A/NZ's have far more PC users, and hardcore gamers in general
    3: A/NZ's PCs are on average of higher quality, precipitating higher per capita purchases
    4: Being a foreign game, it will sell/perform slightly worse in china based on the potential market (that's based on the previous data I've seen from other titles, so it may not be the case here)
    and 5: A/NZ's on average have far more disposable income, which if TaleWorlds includes microtransactions in their game (they have made no statements on this at all, but my guess is that's what the "locked" tab on the far right of the multiplayer menu is going to be); means they will earn more money per player from us than China, even though the cost of servers in China would be cheaper.

    So really the 50-1, in terms of everything previously processed,  falls to more like 10-1 at the very most, in terms of providing servers/services on a practical level. But, at the end of the day; I'm not sure why we're discussing this. They can just give servers to most major regions with playerbases, they aren't really restricted by anything. If it's based on money, TaleWorlds has profited from just me personally enough to pay for a server for at least an entire month (1 Mount & Blade key, 7 Warband keys of which 4 were purchased at full launch price, 2 with Fire and Sword keys full price, and 1 Napoleonic wars key). And from the people I've met, that's not even that many keys. There's one guy in our community with over 30 Warband keys. It's not, by any metric whatsoever, too much to ask for some Australian servers. It's in TaleWorlds' best interests in the long run, and the short run, to satisfy this source of potential profit by not treating us like second class scum, not to mention it's obvious potential benefit to the health and longevity of the community as a whole. I cannot at all see any metric in which TaleWorlds loses out by giving us servers, both for the Beta, Early Access, and full release.

    GDP per capita (current US$)

    Literacy

    Data told us Sundeki is correct.
  5. panem

    Dev Blog 22/08/19

    What a good work. :grin:
  6. panem

    Dev Blog 15/08/19

    Well done
  7. panem

    Dev Blog 09/08/19

    zhangwenda 说:
    Callum_TaleWorlds 说:
    Yes, we realise the lighting there isn't great and needs looking into... It is still a WIP. Thanks for pointing it out though.

    我是中国玩家,Mount&Blade在中国有成千上万的粉丝,请不要低估中国玩家的购买力,《Total War:Three Kingdoms》就是例子。

    我希望Taleworlds制作组不要沉浸在可怕、病态的完美主义中,请停止永无休止的添加新功能,这样做的后果是游戏难产,还有大批粉丝流失。我明白你们对游戏品质的追求,但这个世界上不存在至臻完美的游戏,许多优秀的游戏都在发售时遇到困难和批评,但他们很快就和玩家一起弥补了游戏的缺点,最后口碑销量双丰收。《Mount & Blade II: Bannerlord 》如果也这么做,那是最好的结果。

    我个人的游戏时间超过3000小时,正因如此,我极其担心骑砍2如果继续这么下去会遭遇的可怕后果。这款游戏已经做了那么多年,无论是玩家情感,还是商业角度,今年下半年或明年年初都是最佳也是最后的发售时间。如果Taleworlds要把游戏拖到明年中旬或是后年。到那时《Mount & Blade II: Bannerlord 》会非常危险,画面过时、玩法不再吸引别人、过晚发售会造成灾难,请相信我。

    请务必在科隆发布发售日期,跳票也可以,这是对苦等了7年的粉丝的一个交代,也是商业上的正确做法。

    ------------------------------------------------------------------------Software translation-------------------------------------------------------------------

    I'm a Chinese gamer and Mount&Blade have thousands of fans here. Don't underestimate the buying power of Chinese players, like Total War:Three Kingdoms. :party:

    I hope the Taleworlds teams don't indulge in horrible, morbid perfectionism, but stop adding new features endlessly, which can lead to difficult production and a massive fan base loss. I understand your pursuit of game quality, but there is no perfect game in this world. Many excellent games encountered difficulties and criticism when they were released, but they quickly made up for the shortcomings of the game together with players, and finally achieved double success in word of mouth and sales. It would be best if Mount & Blade II: Bannerlord did the same.

    I personally play more than 3,000 hours, and because of that, I am extremely concerned about the dire consequences of riding and slashing 2 if it continues like this. The game has been around for so many years that the second half of this year or the beginning of next year is the best and final time to release, both emotionally and commercially. If Taleworlds drags it on to the middle of next year or the year after. By then, Mount & Blade II: Bannerlord will be very dangerous, with outdated graphics, no longer appealing gameplay, and a disaster if it's released too late, trust me.

    Be sure to release the release date in cologne, and skip tickets will do, as a tribute to fans who have been waiting for seven years, as well as doing the right thing commercially. :ohdear:

    CaptainLee 说:
    Calradia is part of China since ancient times.
  8. panem

    Dev Blog 09/08/19

    Ra'Jiska 说:
    I do strongly agree with it.

    Having a lot of corpses adds a lot to the immersion.
    I'd even go further and say that it would be great if we could have interactions with corpses (like being able to hit them, having them to move upon hit, etc...).

    I'm sure our fellow necrophiles would love these features  :fruity:

    Iberian Wolf 说:
    This is shaping up rather nicely, thank you for the blog.

    I'd really like to know more details about the starvation option though, because it's not fit for purpose in Warband...hopefully that will be a viable option in Bannerlord.

    PS: Despite the weird lighting, I absolutely love the portraits - well done!

    thank you for the blog.

    how about infected corpses flung into the fortress by trebuchet?
    plague let defenders dead even they choose to hunker down.

    ---------------------------------------------------------------
    When siege, will the leader of defender launch a quests for:
    1) trebuchet / weapons?
    2) foods?
    3) drugs?

    --------------------------------------------------------------
    i want to ask few question:
    if i were business man, how can i get money and renown?

    1) May i sell trebuchet / weapons for higher price in war area?
    2) May i sell foods for higher price in starvation area?
    3) May i sell drugs for higher price in sick area?

    for me keep sent spy to let clans war each other, can i call it "INVESTMENT"?
  9. panem

    Dev Blog 01/08/19

    Good game
  10. panem

    25/07/19 Blog Delayed

    DanAngleland 说:
    @Panem: I don't get it- are you saying there is a similarity between the two screenshots or suggesting that we employ a spy from a computer game to infiltrate Taleworlds?
    CaptainLee 说:
    Also, Eren's boob armour looks a little... off. Doesn't seem practical and looks redundant.
    71239_LB_231_%5E_2013-01-13-13-00-55_b5e3f2ad1d3f06ea8d3d10edc57b7c47e649968a987ff4ee3fa9a878fe66f827.jpg


    may be that is spy type armour, spy let two clan fight each other in the same factions, spy can send/deploy by king, business man, criminal gang.... Or a village of spy(Ninja) build.

    Fotolia_140328500_Subscription_Monthly_M-e1527056277872.jpg


  11. panem

    25/07/19 Blog Delayed

    The Spy From The Sims Medieval
    the_spy_from_the_sims_medieval_by_davidsgirl2016_d5ohoyi-fullview.jpg

    blog_post_99_taleworldswebsite_02.jpg
  12. panem

    Dev Blog 18/07/19

    • Physiocracy
      Rabies 说:
      the more troops and food you supply to an army, the more Influence you get it of it
    • Mercantilism
      Roccoflipside 说:
      As the devblog pointed out, it's a balancing/gambling mechanic. Do I use the influence I've built up to get another lord to join me in this battle, or do I try to go it alone, get even more influence.

    :grin: :grin: :grin: :grin: :grin: :grin: :grin: :grin: :grin: :grin: :grin: :grin: :grin: :grin:
    would it be send spy to other factions to let clans fight each other? then let them weak?
    FBohler 说:
    Your rival would charge you a lot of Influence to do what you ask, making it really difficult to pay back the upfront price.
    Rabies 说:
    In the end there has to be some way of having clans compete for power with each other within the faction
    82be74a07f6c1455b86c82780e82aeb2.jpg
  13. panem

    Dev Blog 18/07/19

    Bjorn The Hound 说:
    https://www.taleworlds.com/en/Games/Bannerlord/Blog/15

    A new concept in Bannerlord is influence, which acts a bit like a currency, alongside gold and relation, but more directly affects our interactions with other characters in our faction. Influence is held for each lady and lord as a value to represent their contribution to their faction's war effort. Vassals can maintain their influence by joining military campaigns and the more troops they provide, the more influence they gain. What this does is form a system, where being part of a faction actually comes with a measurable level of responsibility. Keep your influence positive and the leader of your faction will be pleased, raising your chance of being awarded more fiefs; let your influence slip into the negative too far and you'll risk expulsion from the faction and your fiefs being seized.

    blog_post_60_taleworldswebsite_02.jpg
    Here, I think influence of the clans is a pool in which all the influence of lords of a clan is gathered. When a clan make a decision, it is spent from that pool, I guess, but other than that it is still individually earned and can be spent.

    https://www.taleworlds.com/en/Games/Bannerlord/Blog/28
    Influence acts as a kind of currency in the game and can be earned by serving your kingdom in various ways: destroying bandits or enemy parties, raiding, capturing enemy settlements etc.

    It sounds like a game in a game like Kentucky said. Before you make someone do something, first you gotta play the game of farming influence and that is true and could be boring, indeed. But the activities above, which also serve gaining influence, are what we always do while we play or doing quests for lords to increase your relationship with them. It can make the relation system less important but it depends on how much easy or hard to farm influence points but it could be other way around. For example, you make 5 lords your best friend forever by increasing your relation and then you can make them follow you by spending amount of influence which can be earned by destroying a few bandits and with them you destroy an enemy army or captured a city which makes you earn considerable amount of influence. So in this case, the relation system can make the influence system less important. End of the day, it all depends on TW to find a balance between them so you don't feel like playing a game in a game or making one of them less important.

    if i were solider in the battle, i willing to follow the high "influence" person,
      high "influence" General of the Army, have high win/loss Ratio,
      when i follow him, i have higher chance to survive.

    would influence affect morale and size of troop?


    RhodokSargant99 说:
    Not like social credit card score in Chine.

    Influence is a new concept in Bannerlord,
    your idea is good, would you mind to told us what would it like?
  14. panem

    Dev Blog 18/07/19

    Do not look here 说:
    Roccoflipside 说:
    I've always felt that influence is the equivalent to "calling in favors" or offering the chance to someone else. Basically, you do a quest for lord X, even though he doesn't like you, he owes you a bit. You do enough quests, he'll owe you enough to do what you ask him to do. As you grow more influential, you might even be able to say "I'll owe you one" rather than having to call in a favor of your own, but the point is it's entirely related to the way the real world works, not some "diplomagic".
    It can be seen like it, handwaved through to sound like it, but it isn't it. You could still make the favours and owing tied to personality, a lord with certain traits disregarding your work or searching every possibility to get even, no mana points involved. But permadeath would annoyingly void your work every now and then, so there was a band-aid required for when silly AI gets itself killed. Hence 'yeah, let's do that, but also deposit that stuff on magic bank account of diplomatic points, so that you can call on it anyway'.

    And it still doesn't change the fact that it's a currency for your communication with other entities ruling other clans from behind the curtain. I dislike that, I may enjoy the game, but, as I said, for different reasons than why I liked the previous M&Bs.

    Frequent Flyer Program, any alliance that the airline used to match status with belongs to, suitable for suitable for merger airline.
    but what FFP for un-allianced airline?
  15. panem

    Dev Blog 18/07/19

    clan renown is a new idea, thank you for this great blog,

    we know Clan members can earn renown for their clan by performing a number of actions, such as completing quests, winning battles, or competing in tournaments. and let With each tier that the clan reaches, they are rewarded with an additional party slot, an increased companion limit, and additional caravans that can work under the clan’s tutelage. Additionally, the player will be treated differently depending on the renown of their clan, such as with the order of battle.

    i have a few question

    1)would renown can be difference type, as a result have difference award?
            if i completing quests of transport, would it be let me unlocked additional caravans?
            if i competing in tournaments, would it be let me unlocked the order of battle?
            if i build more farm for town, would it be let my farm unlocked additional yield?
            if i winning battles, would it be let me unlocked additional party slot?
            if i robbery a villager of difference factions, would it be unlocked the robber happy to join my team? [Edward Teach-Blackbeard]

    2)would it be personal, clan, factions renown, as a result have difference award?
            if i born in business clan,
              they always completing quests of transportation,
              never battle and keep escape,
              employ mercenary for let them to be save.
            would it be unlocked all this clan member additional caravans?
             
            if i born in agriculture/animal husbandry faction,
                old king keep build farm/livestock,
                as result unlocked additional yield/breeding,
            would it be the eligible heir let their faction have additional yield/breeding? [factions skill]
  16. panem

    Dev Blog 11/07/19

    KucukEniste 说:
    Younes123 说:
    new approach on naked men running around in the battlefield will look so great.

    I'm sure lbgt community will love it :grin: :grin: :grin:

    how to identify our side in battle?
    cioioil-T1268-football-match-DIY-Painting-By-Numbers-Acrylic-Paint-On-Canvas-Modern-Wall-Art-Picture.jpg_q50.jpg

    1537960394-2812533161.png

    1535764158920o00r935p8p.jpg


    1857e639ec05d9c5d11a4455753bcc79.jpg
  17. panem

    Dev Blog 11/07/19

    RoadWarriror 说:
    Nice blog, nice job.

    RhodokSargant99 说:
    IDEA! Have animal husbandy, horse races, angricultural in multiplayer

    1. Harvest crabs, wolfs
    2. Sell hides
    3. Use for tailoring class
    3.5. Tailoring class skill can be used to make wolf hides, crab armor, yeti armor, you know!
    Interesting idea. :roll:

    That is really interesting idea in single play game,
    but 768 player have email will being tester do not need manufacturing skill but select their equipment for fight.
    each testing account may cost 1USD (768 USD),

    768 player / 6 region = Each 126 teams in the same region have three days for team up another player and equipment selection for battle with climate and wild(wolf, crab, bear, tiger, crocodile....),
    First region, 2 teams have right to select by their own, other select by system.

    Round  Team remain      player of each team  number of unlock region 
    1128 / 2 = 646+6 = 121
    264/ 2 =3212+12 = 241
    332 / 2 =1624+24 = 482
    4(16)/2 =8 48+48 = 96 3
    58/2 = 496+96 = 1924
    64/2 = 2 192+192 = 3845
    72/2 = 1384+384 = 7686

    one week for one cycle for final winner of tester,
    there are no draw game(win or lose only) and every tester take part inside every day,

    after one cycle complete,
    the winner team
    member have 5 USD award  = 30USD,
    solider have 1 USD award = 378USD,

    the loser team
    solider have 0.5 USD award = 192USD,
                                                --------- ,
                                                600USD,
                                                ======,

    Taleworlds gain 768USD - 600USD = 168USD each cycle,                             
    this test server close and start another test server.
  18. panem

    Dev Blog 11/07/19

    Skot the Sanguine 说:
    I can't make a true comment on the system until I have a chance to try it, but generally speaking restrictions are rarely a good idea and should be a last resort.  I understand the interest in trying to prevent a snowballing effect where a successful team gets better and better gear after each consecutive victory while the losers stay poor, but I am not sure this is the way.  Maybe there should be a server option for minimum and maximum money/points that players can have.  I know in Warband some servers would boost the starting money and that would help. 

    Getting rid of the ability to customize as you like and have ragtag armies just seems like a step backwards.

    Btw Roy, personally I think those ideas are horrible.  It would make more sense to allow players with pikes to somehow group up and create formations that would automatically follow a designated leader's movement (but allow the player to attack and block as they see fit) thereby creating formations that were so difficult in warband.  That would help in the anti-cav role they were meant for.

    PS, spears beat swords all the time my ass.  If that were the case swords would never have been invented...spears are far cheaper.


    Rick_Slick 说:
    DanAngleland 说:
    Rick_Slick 说:
    Add in feints, increase movement speed of infantry, give every faction pikes, remove the crazy debuff to movement speed from armor. Make it a balanced improved version of warband with better graphics.

    Making stronger armour as quick to move in as light armour would make it pretty much pointless to choose lighter armour, so its a gameplay issue. Plus, although in the short term a fully plated soldier could fight virtually as nimbly as an unarmoured one, he wouldn't be able to run as fast (you cannot carry 20kg extra in weight and still run as fast as without), and in the long term he would tire sooner and be more prone to overheating, so there can be realistic downsides to wearing more armour.

    Why increase the movement speed of infantry? Until the game has realistic combat movements, speed and body physics, making soldiers run faster doesn't sound like an obviously beneficial change to me. I imagine it would look peculiar and potentially ruin the combat.

    Why give every faction pikes? We know that the Empire is described as having them, though they aren't the renaissance era length of pike. I don't see the need for everyone to have them- what's more, if you mean the very long pike of the renaissance, they would need to fight with them in a totally different way. Even if such fighting would be fun (which I am far from convinced it would be, it sounds like a recipe for getting poked a lot while stuck in a tight formation), it would need a lot of clever work on animations etc. to look and feel real, plus all the AI would have to be reworked to fight against pikes (what are cavalry going to do? Stand at edge of map until all pikemen are dead? Or will it be hard for pikemen to quickly change direction?) and fight with them. Given that there is still serious concern about the AI even being able to use normal length spears effectively, what hope is there of them being able to fight with pikes?
    If muh realism is what you're after then 20 lbs of armor does pretty much nothing g to limit the mobility of a physically fit man.
    You increase the movement speed of inf because in the gameplay shown so far it's slow and sucks.
    You give every faction pikes to counter inevitable cav spam.

    devblog is very good, and more then what i expected.

    base on aforesaid concern, i have a few suggestion,
    REGION/CLIMATE > FACTIONS > EQUIPMENT > SKILL > TEAMWORK > SKILL > EQUIPMENT > FACTIONS

    First of all, we assuming 768 player have email will being tester,
    each 126 player enter same region,
    at the beginning each player unlock the 0 level equipment for 0 level skill player, can't 0 level skill player use 9 level equipment,
    - gain number of respawns by winning for unlock equipment and new region,
    - gain skill by damage HP from opponent,
    - cannot re-active the point after unlock.

    equipment for CLIMATE and REGION, sand region need unlock mask, cold region need unlock animal hair, no hill for cover need unlock horse...

    then there are 3 stages
    1) man vs wild (wolf),
        winner gain 1000 number of respawns, loser have a chance for try again next day if they didn't been chosen for man vs man,
        - when the first battle, just one player moving and killing all wolf, that player will gain 600 skill point for select tailoring class,
          other player is will no skill point for unlock tailoring class,

    2) man vs man in the same region,
        winner gain all number of respawns from opponent (1000 + 1000 = 2000),
        >>>>>LOSER TEAM WILL BE ACT AS SOLIDER<<<<< (still 6v6)

        a) second battle will be
          - player vs player ,  or
          - player with 1000 point of number of respawns VS player without number of respawns + wild[/b],
              + 6 AI wolf should be come out first
       
        b) the loser team still playing, but become a solider for winner team.
            - solider do not affect the number of respawns when they die,
            - No respawn,
            - next player in the fight sequence come out ,
            - just able select winner team unlocked equipment. 

        c) winner team can select the solider in the fight sequence or *** change the team member to be solider, vice versa ***
            - team member on the top of fight sequence, they may being target or easy to gain skill point ,
              (snow ball for 1 team member VS 1 team member :smile: )
            - good player survive longer and have more chance to gain more skill point,
            - bad player just for die and become resource for opponent,
     
        d) third battle will be 12 player {6 player is team member and 6 player is solider},
            team member cost number of respawns base on their level of tailoring class,

        e) fourth battle will be 24 player {6 player is team member and 18 player is solider}.
            each 24 times player winner team able to unlock new region, unlock all regions need to win 20 battles.
  19. panem

    Dev Blog 04/07/19

    Piconi 说:
    84Slashes 说:
    Piconi 说:
    Without the ambush system, and/or some kind of increased multiplier for number of recruits you can gather in Battanian villages and towns (say 1.5x-2.5x more men), Battanians are doomed with their inferior armor, unfavorable faction position and lesser number of holdings.

    I think this may be intentional. By the time of Warband the Battanians no longer exist as an independent faction, and unlike other Warband factions that clearly descend from Bannerlord ones -- Swadia and Rhodoks from Vlandia, Vaegirs from Sturgia, Khergits from Khuzaits, Sarranids from Aserai -- the places the Battanians used to occupy are now the towns of Swadia or the Nords. Perhaps the Forest Bandits are what's left of the original Battanians.

    Of course as a player maybe you can prevent this destiny from befalling the Battanians  :grin:
    As a TW forum member, veteran of the utmost loyal Taleworlds community proud owner of M&B Warband, skilled in-game archer and rider, having spent hundreds and hundreds of hours in both singleplayer and multiplayer, i pledge myself to the sacred goal of making developers of this beloved, not yet released game, to introduce the AMBUSH system to the game, i will not yield, i shall make it happen, from this day, until my last day ?

    Startiiiiiing now:

    Total war series have really interesting concept that make ambushes work quite well in their games.
    As for the grand map overview TW could prevent ambush spam by AI by doing next:
    Making the ambush "stance", or "make ambush" decision when you stop,same like "read a book" or "make camp" and others that already exist in WB, possible only in FORREST areas.

    That is easily achievable as there is already a "party slowing down" in forest areas in Warband. Same areas where you party slows down can be used to mark area where anybody is able to make an ambush.

    Next they can make a "pre battle troop placement" only for the ambushers, while the ambushees are caught off guard by making their troops spawn on the battlefield disorganised and all unit types mixed up as oposed to already placed ambush troops VERY close to them.

    As Battania is already my favourite faction, and for the reasons i mentioned in my previous post that i requoted just now, i believe they should have some sort of advantage in these scenarios, like dense forests all arround their faction and between their cities, their army NOT slowed down by forest areas and/or inability to ambush a party that is part of Battania faction.

    Creating a successful ambush by remaining invisible on the map should be related to path-finding skill, as should ability to see an ambush before you fall in their trap be related to spotting skill.

    It is maybe a dream, but a beautiful one and i will not yield ! ?
    Historical-intensity-map-for-Ecuador-and-uneven-distribution-of-intensity-reports.ppm


    you point of view is good, BUT

    in the starting, ambushers, [purple point] connet each other (1900 to 1962) before disorganiser [oranger point], call out " Follow Me, Roger",
    as a result, ambushers will be surrounded. (18th century)
  20. panem

    Dev Blog 04/07/19

    good blog and waiting for second part
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