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  1. SirMairaki

    Dev Blog 09/05/19

    BIGGER Kentucky James XXL 说:
    The main problem I have is that it seems to be a currency you can literally spend rather than a value which changes over time. A king should never have zero influence, but in this game it seems like that can happen if you spend points all in one go. It means every influential action has to be accompanied by grinding, no matter your social, political, or military status.

    The good thing about the honour system in warband was that it was your own honourable or dishonorable actions which changed it, so if you were honourable you would stay honourable until you did something dishonorable. If you could spend it like a currency and it fluctuated constantly, it would prevent there from being interesting passive benefits, such as other honourable lords liking you and people being less likely to refuse certain things.

    Warband implemented most of its features quite poorly and there was definitely a lot of room for improvement, but adding sidequest mana is not one of them.

    While I do share your concerns about the possible lack of depth of the influence system, and Rodrigo's point that a similar idea could be accomplished with the relationship system, I also think you're making an unfair assumption. Influence is not necessarily gained primarily through grinding for it, however likely that may be. It is entirely possible they've implemented believable and interesting ways of gaining it, and the gameplay value added by the influence system is simply choosing how much to focus on gaining it (hopefully without the grinding) and deciding on where and when to spend it (because, hopefully, you can't just grind for it and stockpile it).

    I personal think adding the system is dangerous territory as it's far too easy to take the lazy route, but if implemented well, it could turn out fine. I don't expect it to be perfect, but we'll just have to wait and see.
  2. SirMairaki

    Dev Blog 09/08/18

    Lord Engineer 说:
    Also the dev blog didn't say the symbols represent 'skill proficiencies', it said 'skill levels', and in the previous iterations of Mount & Blade we already have something called Skills.
    "The trees show the branches which each unit can take during a promotion as well as the skill levels of each individual unit. "

    I interpreted the "skill levels" being shown in the tree were in relation to the troop level, as in how far down the tree the troop type is, which they indicated with the arrows in the top right of the troop images. I could be entirely wrong though.

    The only thing I've come up with (and I highly doubt this) for the key is something like the non-weapon traits (i.e. ironflesh), but that doesn't make much sense; why the key symbol? The only thing I can imagine a key representing is intelligence, but that doesn't seem important for troops. Also, as you pointed out, what about the other weapons, such as throwing weapons? I'm just taking shots in the dark. :???:  Hopefully Callum can answer this for us.  :shifty:
  3. SirMairaki

    Unit veterancy/experience and continually increasing weapon proficiency.

    Sundeki 说:
    SirMairaki 说:
    Has there been anything suggesting either way here? I can't remember anything. Either way, persistent troops is both easy and inexpensive resource-wise to implement. Tbf though, I'm not sure how it would scale with so many Lord's and troops but I imagine that even if you decided not to make appearances persistent and only stats / names, it wouldn't consume many resources at all.

    Well given what we have learned (if things are as they seem), Heroes/companions are randomly generated, giving you access to a large pool of constantly scaling troops. I think that companions were this idea in the beginning, but of course it would become overpowered very quickly if you could have any/all your troops scaling constantly. So the companions are a compromise.

    That's a fair point about the companions. That said, I don't think it would be broken, give the proficiency gain a simple logarithmic curve and it ensures some troops won't turn into superhumans. All it does is gives lords who have lasted some time without being defeated a bit of an advantage.

    But, I not only wouldn't mind, but I also don't expect it to be in the game. Especially given your point that companions are already there to somewhat serve this purpose.
  4. SirMairaki

    Unit veterancy/experience and continually increasing weapon proficiency.

    NPC99 说:
    Everything suggests that BL troops are a template similar to Warband. That should preclude retention and tracking of such detail for more than one Lord (i.e. the player). TW have said that they are implementing the game to allow ai Lords to do everything the player can. So I consider it unlikely we will see this in the base game. However, someone might mod it to give the player an unfair advantage.

    Has there been anything suggesting either way here? I can't remember anything. Either way, persistent troops is both easy and inexpensive resource-wise to implement. Tbf though, I'm not sure how it would scale with so many Lord's and troops but I imagine that even if you decided not to make appearances persistent and only stats / names, it wouldn't consume many resources at all.
  5. SirMairaki

    Unit veterancy/experience and continually increasing weapon proficiency.

    I would absolutely love this. Gives the soldiers who have lasted a long time an advantage.
  6. SirMairaki

    Dev Blog 09/08/18

    vicwiz007 说:
    What most interests me, for whatever reason, is the "Heroes" tab. I have to assume its a subcategory under "Characters" so what types of characters are these? Would be really neat if they were adventurers like the player. And based off their names (i.e "Islena of the steps" and "Islena the she-wolf"), they seem generated rather than preset.

    Pretty sure "heroes" is "characters" as it is right inside the "home" menu. Notice how "troops" is also renamed to "units." My best guess at least.
  7. SirMairaki

    Small features I'd like

    Rainbow Dash 说:
    To get war loot you&your party needs to spend time(some hours) to find & pick up the items.

    This is the only thing I disagree with from your list.

    If this is an option in the game, then everyone would be doing this because it gives good gear with no drawbacks other than having to stare at the screen for more hours. This encourages passive play rather than actively engaging with the game. This makes the game slog and slow into a grind fest of looting the battlefield for weapons.

    In other words: This makes the game more of a repetitive grind, something we should be looking to reduce in Bannerlord.

    I took it more as meaning it takes hours of in-game time to collect the loot, but it's simulated instantaneously in real time. (Well, not actually simulated, but you get the idea).

    I would love this sort of system of you could choose different lengths of time to search, where the longer you search the more of the loot you get, up to 100% of the loot. Something like: few (almost no time spent), some, most, all (takes several hours). Something like that. Not that is be devastated if this never made it

    If you were on a campaign or trying to defend against a campaign would be times you may choose to loot less, so you could get moving quickly. Implementing the chance to be attacked that NPC99 mentioned would be cool too.
  8. SirMairaki

    Weapons and combat balance

    Bladerider 说:
    Can you provide a link to the perk system and Overwatch class system information?

    The first 30 seconds of this video shows the perk/class system he's referring to. AFAIK, it only applies to the captain mode.


    As for your suggestions, I think some of it could be interesting (i.e. the two arrow types), but I disagree that archers are over powered; they're good but not to the point of being unbalanced, especially if you work to maneuver around their line of fire. I also don't recall them causing extensive amounts of damage, although 90% of my hours were in M&B, so it could be different in Warband.

    I also agree throwing weapons could be buffed a bit (they were good in VC), but they don't need much IMO. I don't think they should be one-shotting shields.
  9. SirMairaki

    Dev Blog 26/07/18

    Akesh the Cursed 说:
    I read it as he was responsible for making all the wacky customization options for character creation which would be a large range of features to cover. And maybe someone else handled the female characters? I can't imagine female characters being any easier to design or maybe he was in fact referring to one specific male character. I am guessing here.

    Oh I can see that now. Sounds reasonable to me.
  10. SirMairaki

    Dev Blog 26/07/18

    WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
    “Creating the design for the male character in the game.

    What does he mean by "the male character"? Unless it's a typo, what one character would he be referring to?
  11. SirMairaki

    The new UI

    Teje1997 说:
    Of course it won't stop us from playing it, but the old ones match better with Mount and Blade, I mean, they are not good, they needed more work but matched better than the new ones, I don't know if you understand me, maybe I'm not explaining myself correctly, sorry for my english.  :lol:

    I can understand you fine, man. I completely agree with you too. I like the feel of the old UI better for the health and town menus. Differences in the report screen are pretty negligible to me though. Either way, I'll be fine with it.
  12. SirMairaki

    Dev Blog 19/07/18

    I understand all the other symbols, but what does the double up arrows mean?
  13. SirMairaki

    Dev Blog 12/07/18

    Awesome thanks guys. :lol:  There's a couple of good ones, wouldn't be surprised if there were a couple more somewhere.

    Even so, I still put a little more weight on their recent comments as there have been devs directly stating they're fixing bugs or working on civilian clothing, etc.
  14. SirMairaki

    Dev Blog 12/07/18

    Sundeki 说:
    Yeah bro, they've been "putting the finishing touches on" for over two years now, since the first time we heard that crap. It doesn't mean anything. I'm not saying they're liars, I'm saying they have no idea what the finished product should look like and change directions more often than I get haircuts. The game could come out this year, assuming Callum was intentionally misdirecting us when he said we won't get a release date at Gamescom, OR he was telling the truth and they're wrong, OR the game is technically done but they aren't satisfied and won't be for years and we won't see it until 2021. You and I have no idea and sadly the group of people with the least idea is TaleWorlds themselves.

    I may very well be wrong, but I don't ever recall them talking about putting on the finishing touches before this year, at least not anywhere near as much as they have been saying (and showing) recently. They did say they were planning on releasing a couple years back, but I don't recall them ever mentioning "polishing" or "finishing touches."

    If I'm wrong, could anyone point me to where they said that?
  15. SirMairaki

    Dev Blog 12/07/18

    Balexander 说:
    why do we need a weight system ??? its realistic yeah but no Fun, even in KCD i use mods to extend the weight limit to 9999999 xD

    I think the idea of adding a weight system to money is to force the use of banks/hideouts to store that money. Which could in turn have some interesting implications on being able to hinder a player or NPC's wealth. It is an interesting idea.
  16. SirMairaki

    Dev Blog 12/07/18

    NPC99 说:
    Kortze26 说:
    Also, What does that number 2 mean above the soldier's head icon in the lower left?  Could that be the number of players in campaign?  Is that Co-op related?  Or is it the number of companions within the troop?
    That intrigued me too - looks suspiciously like you have 2 unread messages. Maybe orders/requests from the army commander.

    I feel like that would be above the fourth button for what I assume is the quests. I would say its troop upgrades but, again, I think that would be the third button. Could it be a button for the character sheet? Maybe signifying 2 upgrades for the character?
  17. SirMairaki

    Skill Advancement & Leveling Up

    Lord Brutus 说:
    Try holding your arms out in front of you and see how long before they fall to your sides.  Swinging an axe takes a lot more strength than that.

    I understand the point you're trying to convey, but that's muscle endurance you're describing, not muscle strength.

    I would like it if the game allowed you to still equip the weapon, but it would have exponentially scaling penalties for having inadequate skills. I.e., 8 STR for a 9 STR weapon has a minor damage reduction, whereas if you had 1 STR then you essentially deal no damage at all.
  18. SirMairaki

    Horse Agility & Dressage

    Akesh the Cursed 说:
    So we are the opposite, I have played Witcher 3 but not KCD. Not a big fan of games that don't release properly :mrgreen: but heard things are good now. I know release date is another pain point for a lot of people but I rather them take the time needed to avoid a shaky launch.

    And you are absolutely correct, I think people should all put their opinions here on horse riding. It's a very important topic to discuss so the more we talk about it the better.

    I didn't buy it right on release, but the shaky release was solely due to the quantity and impact of the bugs in the game, correct? Considering the scope of that game it would be very difficult to avoid that at launch; there's simply no way to play test a game of that scale effectively enough, especially for an indie company.

    But, I digress. I agree with you as well, bouncing ideas around and stating preferences here is important. Although it's likely too late for many of the suggestions being made to be implemented.
  19. SirMairaki

    Horse Agility & Dressage

    Rainbow Dash 说:
    But inthis particluar context (Horses), its not possible. Like I explained above, realistic horses have been tried already by hundreds of video games for realism, and it never ends well.

    I understand your point, but it's just your opinion. While I've never played Witcher 3 so I can't comment on that, I have played KCD which was also mentioned (though not by you I believe). The horse mechanics in that aren't perfect by any means, but I certainly enjoy them better than warband. Again though, it's just a matter of preference. Warband's horse mechanics aren't bad at all themselves, but I would enjoy some of the features mentioned in the OP.
  20. SirMairaki

    Dev Blog 21/06/18

    KhergitLancer80 说:
    1-By ''that part of the map'' does he mean like terrain wise ?
    8taGpb0.jpg

    For example in the 1 will I be able to see that tower in background ?
    Or in 2 will I be able to see the forest in background ?
    Or in 3 will I be able to see the river in background ?

    2-Will there be river crossing battles(with bridges etc)?
    3-Will there be naval battles(we know its a no battle wise but on the campaign map like in early total war games)?

    For the answer to your first question, it all depends on whether they gave tags to the maps. We know they have a "plains" tag if the tile is a plains. I would hope they also have an "adj forest" tag if there's a forest adjacent. But, alas, we don't know unless they tell us.
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