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  1. black_bulldog

    So how is version 1.2?

    Me i want resistence. Went it´s too easy i start a new game. Something should happen once the player reach a certain strenght. They join against the player, get higher tier troops or something. Thats what i loved about MTW2 when the mongols came and timurids.
    My opinion. Bannerlord difficulty is more very easy.
    Imo one of the best ways to slow down steamrolling without being too grindy would be to allow alliances. But unfortunately Taleworlds won't put them in because reasons... :unsure:

    It doesn't have to be grindy but each stage should have its own set of challenges where, for instance, late-game could involve dealing with more high level -perhaps political- issues instead of going into a besieging spree or running errands. One doesn't get to properly experience what being a monarch entails.
    You expect Taleworlds to come up with a set of challenges for each stage? This is a studio who still can't get the ai to function properly during sieges.
  2. black_bulldog

    So how is version 1.2?

    I experience exactly that. It´s just too easy once you recruit 5 clans.
    It was pretty much the same in Warband. It's this or make the late game so grindy the player loses interest. Personally I'd prefer that at some point I can steam roll the game instead of a slog the whole way through, just my 2 cents.
  3. black_bulldog

    "Bannerlord is a good game"...

    Answer to OP, this game is actually very enjoyable however because of the long EA period this sub has a large number of permanent lingerers who are rather embittered by TW's slow progress to develop the game, and have subsequently developed a culture of egging each other on about how bad the game is. This is a very common thing on gaming forums.

    Myself and all of my friends absolutely love the game, and take it as it is. There's nothing quite like it, and even though it could do with a bit more polish there are hundreds of hours of entertainment to be had, and the experience of commanding hundreds of troops assaulting realistically rendered castles which soldiers actually defend in formations and with siege equipment is frankly amazing. I also rather enjoy the RPG skill tree and how many possible build choices there are.

    Factional, troop and item variety is also fantastic, with each faction having a rich backstory and definable playstyle.

    The game is not perfect, but it is very good.
    My dude 10+ years isn't slow progress it's glacial, most studios could put out 2 games in that time frame.
  4. black_bulldog

    for fun

    I'd put him in my party.
    Iirc you like play Khuzait so he'll fit right in. (y)
  5. black_bulldog

    "Bannerlord is a good game"...

    You could have something like a 94% survival rate with 14 surgery and you could insta upgrade units with high training skill.
    Incorrect it was 81% - 4% per skill point 4x14=56% and add the 25% base. It was powerful and why most experienced players would try to max it out but it's not a guarantee of surfival.
  6. black_bulldog

    "Bannerlord is a good game"...

    The game isn't bad, but it isn't good either and it certainly isn't what people on these forums wanted. It lacks any depth or replay ability because the end game is endless wars with little to no downtime. There is so little player agency and it often feels like the game is just playing itself and the player is just watching from the sidelines. It also suffers from having so many game mechanics that are thrown in but really aren't integrated into the game and feels shallow or out of place. Unfortunately most of the problems aren't noticeable until you get 20+ hours into the game and on 1 play through probably are that big of an issue for many. But for many M&B veterans the more you play it the more the luster wears off.

    Fyi an 85% isn't great I typically won't touch a game unless it's 90% or better unless it's something I'm really into. If you look at the reviews themselves there are plenty of those positive reviews that are ea reviews saying the game has potential or it's buggy but they think it will get better etc. I don't hate the game but it's more frustrating for me than enjoyable and that's why I put it down and won't play it anymore. In the future if this game is ever actually done and there are good mods I might go try to play it. But if I want to be frustrated at a game I'll go back to Dark Souls at least when **** goes sideways it's because I did something wrong instead of the game mechanics frustrating me to no end. Just my 2 cents.
  7. black_bulldog

    Taleworlds appreciation thread

    Taleworlds has all the appreciation they could every want or need. It's called $$$$.
  8. black_bulldog

    "Baldur’s Gate 3 is Causing Some Developers to Panic"

    That was the biggest anti-rant rant Ive ever had the pleasure of witnessing

    tenor.gif
  9. black_bulldog

    About Companion Parties

    It never made sense to me that Taleworlds consistently wants to take control away from the player, at times it feels like the game will play itself with little to no input from the player. Not exactly engaging gameplay, this is one of the biggest beefs with the game.
  10. black_bulldog

    Beta Patch Notes v1.2.0-v1.2.4

    This should be introduced. Even some mods considered official. Certainly, modders would like to contribute to the game (by the way, small financial earnings)

    Co-op should be introduced to the campaign even as a paid add-on. People would certainly support such an idea.
    Time should be stopped with a limit of a minute or two where there is an automatic restart. Time should fly all the time in slow motion (acceleration only with the consent of the other player). The difficulty level is slightly higher, of course, because a possible alliance of 2 players would be stronger.
    When two players are in cities or inventory time automatically pauses indefinitely.

    (and this editor so that you can create an additional culture or possibly a wife or brother)
    This has been asked many many many times and the answer from Taleworlds is either no or we don't know how to do that properly. People can keep asking but Taleworlds is been very adamant about not adding this feature. Frankly I just think they don't know how to do it without causing a lot of issues ie they're concerned about causing a cluster****.
  11. black_bulldog

    Encyclopedia fog of war?

    It was truely the most insane implementation of anything in this game. I may not like everything in the game, but I can generally make sense of the decisions. FOW implementation was just stupid and lazy.
    Unfortunately Taleworlds ways to address players complaints are generally lazy and stupid. :iamamoron:
  12. black_bulldog

    Diplomacy simple question

    Why is it this way? Because Talewolds wants it this way. People have asked begged and pleaded for what you're asking for but here we are. Honestly I don't know if Taleworlds just doesn't know what they're doing, doesn't care or can't figure out how to do it properly without imbalancing the game. But it has been done very well by mods in Warband so I know it can be done.
  13. black_bulldog

    [1.2.x] Please revisit tournament prize brackets and item pools

    Imho tournament prizes in all M&B games have been :poop: and it's one of the reasons it's not worth doing them after you get to a certain point, even the xp you gain in tournaments is nerfed into the ground. There's just no reason to do them except early on to get some gear or a bit of money. Like most features in this game they're poorly thought out and poorly integrated into the game.
  14. black_bulldog

    Relation hit when an enemy takes one of my fiefs

    Your clan is angry that they took the fief, just like they get angry if they raid your village and you drop relation points all over the ground. What did you expect a say in how your clan feels? You want a little pop up and you pick a emote to get mad or let it go? I think it works as intended but it is kind of stupid that you have no say in it lol.
    I don't think you get what he's saying. He's saying that if he has a fief he owns taken by an enemy, then a clan from the same faction that took his holding has a relation drop with him even though he was the victim and not the aggressor.

    I get his point that having a relationship drop with the enemy in this cases doesn't make sense. I could see that if an ally in his own faction got upset because he failed to keep a holding that might make sense but not what he's describing. It's very counterintuitive.

    I'm just guessing but I think there's probably something else going on, maybe someone in his clan raided a settlement or a caravan of the clan and he wasn't aware of it, but maybe he's right. :unsure:🤷‍♂️
  15. black_bulldog

    A more fun way to gather Companions

    If the companion had either set stats like in Warband or were very low level so we could build them the way we wanted then I would say great. My problem with companions in this game is there so poorly integrated into the game and so poorly specked out that they're barely worth having.
    Most Warband companions you knew what you were getting and they were low enough that you really had diversity on how you could build them. One final thought is Taleworlds needs to either make companions immortal (except for old age) or make leveling them much faster because outside of a few combat skills they're painfully slow to level.
  16. black_bulldog

    Why is everyone dumb and superman in the native combat mode?

    It sounds about right that a person won't want to lose his horse. In the RBM mod cavalry seems to be more chill and smarter, staying away from pikes and spears and not necessarily rushing to ram infantry.

    However as a simulation game to me it is less of a concern what humans would do, and it's more important to have the physics aspect done right. I know of cases of car crashes where people hit a camal, yes an actual camal, and they died. It makes sense that people won't want to go on a suicide mission, but it is a simulation game where we as players want death and we want kills. Medieval battles weren't a pc game, so they didn't seek out death but we do. I think that at the very least it is agreeable that physics have to change in the native mode. And even if the behavior AI doesn't change, at least the physical aspect should match reality.
    Years ago I had a friend who hit a bull. The car was wrecked, didn't kill the bull but the bull was so hurt it had to be put down and I've know of people who hit moose and were killed when the antlers went through the windshield. I'm well aware a large animal can kill a human but that's not really simulating what a horse is suppose to be used for. If the game were to give a chance that the horse would be lost or injured and the rider was demoted down a tier or 2 I'd actually be ok with that. That way if the pc wanted to risk it they could.
  17. black_bulldog

    Why is everyone dumb and superman in the native combat mode?

    I'm not an expert on medieval warfare but I have watched a fair few programs about it and read a few books. The whole idea of using a horse as a living battering ram sounds like a good idea until you realize how much training goes into making a horse, which is prey animal, obey commands when combat is raging all around them. Medieval knights formed a bond with horses which makes sense because of how much time they spent together.
    While a horse certainly could be used to knock down an opponent they're still flesh and blood and eventually they're going to take an injury too. Would you want to risk the life of an animal you've spent 1000's of hours working with and training just to knock down a few soldiers in hopes you'll take them out more easily? Think about it another way, I own a 100lb American Bulldog I believe he would and could disarm a few guys who had knifes. If I were put in such a situation there's no way in hell I would just send it after them so I could have an easier time. He's my friend and just wasting his life is not something I'm willing to do. I imagine that it would be something like that for a knight, probably even more so because of all the training it takes. Just my 2 cents.
  18. black_bulldog

    Melee Cavalry vs Spear Infantry

    Simply perfection, the pinnacle of combat ai. chef's kiss :ROFLMAO:
  19. black_bulldog

    Why was religion not added?

    There's no reason put another half baked mechanic in the game so Taleworlds can pad out the content more. This game already has too many mechanics that suffer because no thought was put how to integrate them in the first place.
  20. black_bulldog

    4 Must implementations

    1. Roads
    There should be an "imperial road" between some empire major towns. Persians and Romans had freaking highways that lasted for centuries irl
    There should be "Paved roads" between most cities
    There should be "roads" between cities on the edges of the map (like sturgia, khuzait and interior of aserai), the aserai coast could be paved but the links to the interior cities not
    There should be "path" between castles and villages

    Caravans obvisouly interact with roads
    Besides having a visual aid and something for caravans to move along do they do anything else? If it's just as you say then it makes no difference to the game balance and if Taleworlds wants to add then great but imo it's not a necessity.

    If pathing gets as screwed up by roads as it was in Warband then I would say it's a big no no because in Warband interaction with roads could severely screw a player up at times if they weren't careful.

    If they have an affect on party movement such as a small speed boost then that's something different and would require some real thought. But since you don't elaborate I have no idea of what you're really proposing.
    2. More map features
    Temples, Shrines - could be razed or pillaged by enemy armies and (re-build by the faction), could provide unique troops
    trade posts - (maybe spawn in roads with tons of trafic)
    Yes adding content in would be great if there's a reason for it. But if all Taleworlds is going to do is just throw a bunch of poorly thought out map features then I would say no thanks. Honestly I'd rather let Taleworlds fix the stuff that's in the game than add a bunch of new stuff just "cause".
    3. Marrying between factions
    Factions opinions should be set by marriage. Example:
    Sturgia Heir marries the 2nd daughter of the King of Battania.
    Battania and Sturgia can never atach each other untill one of them dies.
    New Diplomacy Screen where you can see this marriages and the likehood of war.
    This big events could give missions to assassinate or ambush those important NPC´s. You can be employed by "evil" nobles or do it for free
    Maybe the king of asserai stacks gold at peace and then wants to kill a noble of Vlandia that is married to a noble from western empire to increase the likelihood of war between them.
    I'd say this is a big pass for me. If you start messing with who can war with who based on marriages you're going to severely nerf the ai's ability to start wars. I would suspect in some playthroughs it would become virtually impossible to have a war unless the player starts it.
    4. The Mod that allows you to be a recruit in a lord´s army should be implemented in the game but nerfed
    I'm guessing you're talking about the Freelancer mod. Bt you want it nerfed, nerfed how? Please explain.
    And you should be able to have your own bandit lair
    Fine but is this just a place to store loot or does it serve some other purpose such as a way to attract bandits who will join you?

    Some of your ideas are interesting but just putting up a list of things and not explaining yourself really doesn't help.
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