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  1. Gremper

    What's up with hideouts?

    I'd like to raise a skill balancing issue: Athletics, Two-Handed and Crossbow are most relevant for combat on foot, but for most battles, it makes more sense to fight on horseback.The existence of hideouts are one of the few occasions (along with sieges and arena fights) where being good at fighting on foot is essential. If hideouts were removed, would it still be worth it to pick these skills?
  2. Gremper

    Select what units to enter the field of battle...

    Great idea, this would also allow players to keep companions and relatives out of dangerous engagements. They die so easily...

    Perhaps this could be resolved by adding a "lock" box to units in the party screen like the one which you can use in the inventory for items you don't want to sell.
  3. Gremper

    Quests are for early game only so there should be less focus on it

    I think it's a bit of a chicken/egg-problem: At the moment, you do quests in early game, and in late game, you have constant wars and no time for quests. However, I think the constant wars in late game are a bit monotonous (there's a separate thread on that topic) and hope there'll be some interspersed periods of peace in the future, but this requires more stuff to do in peacetime, and this includes quests. Also, I appreciate some more quest variety - after doing lots of consecutive caravan ambush quests, I wondered why the bandits still fall for it.

    In the long run, as some others pointed out, it would be great if quests became more sophisticated. So far, they are pretty detached from what happens in the world. It would be great to have quests that appear in response to events in the game world (war/peace/raids, birth/marriage/death of a noble, kingom policies, economic conditions...). This would make the moving pieces of Calradia look more interconnected and increase immersion.
  4. Gremper

    Ruler election happened in my gameplay.

    Great to hear this, I always thought that kingship was static and ruling clans were virtually impossible to replace! I wonder which are the conditions for this election to happen. Did you check if the ruler dies childless? It would be cool if nobles could also vote for a new king if they dislike the current ruler, or consider someone else more suitable, or if someone bribed them.
  5. Gremper

    Give us a point to let the enemy troops flee

    I generally agree - hunting down fleeing enemies is a much easier way to get xp than killing them in a fight. However, I certainly don't want to go back to spending ages looking for the ransom broker! Less xp for hitting fleeing enemies sound like a good idea.
  6. Gremper

    Keeps in Sieges

    Now keep battles have been announced, but to be honest, I always found this feature a bit strange to say the least. Imagine 1000 soldiers storming a castle, the surviving defenders retreat to the keep. So for some reason the attackers can send only a handful of soldiers to storm it, even though they have hundreds of soldiers waiting outside. But what's worse, if this handful of guys doesn't succeed in taking the keep, these hundreds of soldiers just call it a day and go home instead of simply sending another group into the keep.

    I think this didn't make sense at all in Warband, and really hope the devs will find a satisfying solution to this.
  7. Gremper

    Too much wars in Calradia.

    I do agree with you, but the current lack of peacetime mechanics kind of necessitates warfare for the game to remain fun. But once those mechanics are implemented, longer truce timers would be a good idea.

    Very much agree - at the moment, I have pretty much at least 2 wars going on at any given moment, so I don't even have time to get my wife pregnant, and the AI lords probably have the same problem, so they should go a bit easier on the daclarations of war and allow at least for some short peacetime periods.

    However, I also realise that at the current state of the game it would be difficult to pull off extended period of peace because players would have to do quests in order to pay their troops until the next war (which is, by the way, a bit counterintuitive - you have lots of coin during wartime, but during peacetime, you barely make ends meet.) Personally, I wouldn't mind going back to questing every now and then, but as Apocal mentioned, I fear many players will find it boring or unrewarding.

    So, I would love to see the devs add more peacetime activity mechanics, and as they implement them, tweak the AI to gradually allow for longer periods of peace. Personally, my idea of a perfect late game flow would be about 1/3 war and 2/3 peace, but I doubt the devs will add this much peacetime content, so I hope for something like 1/3 peace and 2/3 war.
  8. Gremper

    Armies should have a defined objective upon forming, shouldn't be so random.

    Defined objectives for armies would be a good idea, but do you know what I'd like even more? Defined objectives for wars, like "take castle(s) X". Then, armies could still either pick the main war objective as their destination, or pick another goal to besiege. (There should be some flexibility in this system, I think, allowing armies to deviate from the planned course of action to defend a besieged holding, which happened all the time in my case.)

    The reason why I'd like that is that once you've done a bit of conquering, the lords will just arbitrarily declare wars which don't make sense strategically, leading to a neverending sequence of exchangeable wars on several fronts. With defined wargoals, these wars would be more meaningful because they would be "The war for X Castle" instead of "just another war we declared because we could".
  9. Gremper

    Army leaders throwing catapults for weeks

    I encountered the same problem a few times, and I think the reason behind it is that if the attackers don't have a high enough numerical advantage, the besieging AI tries to decimate the defenders by bombardment first. Not a bad idea per se, but there are two problems: a) it takes so long that the besiegers always run out of food or cohesion before they can wear down the defenders, and b) since the attacking army typically has higher level soldiers than the defending garrison/militia, they can usually assault successfully even without massively outnumbering the defenders.

    In short, I think this problem could be fixed by making the AI less hesitant about siege assaults.
  10. Gremper

    Rebellion

    I suppose the rebellion feature was meant to be a quick and simple fix to make players care more about their settlements (and perhaps avoid snowballing), but it looks like it needs some rebalancing. Especially the huge penalty for having a different culture seems inappropriate to me, after all, this is the medieval age, not the 19th or 20th century.

    In my opinion, revolts generally make sense as a feature, but they should not be that common/easy to trigger. I just googled uprisings in the medieval age, and the vast majority of the hits was about late medieval age insurrections. Since Bannerlord is set in the early medieval age afaik, revolts should be more rare; instead, turmoil within a kingdom (which we clearly need more of) should arise from conflicts between king and nobles, between different clans, and between heirs and pretenders.
  11. Gremper

    Keep the GameWorld Moving While in Scenes

    But how quickly should the campaign progress while you are in a scene? If it's too fast, you'll be flooded with messages, and if it's too slow, you have to spend a long time in a scene (where there's not much to do) until something happens - this is hard to balance.

    Of course, it would be cool if the scenes were more alive, but we can't really expect KCD-like village atmosphere from a game where the real action happens on the campaign map. Other things should be higher up on the devs' to do list, I think.
  12. Gremper

    Access to keep after winning tournament

    +1
    Sounds like a great idea!
  13. Gremper

    Do ladders work better right now than siege towers?

    +1

    I had the same impression. Perhaps if the defender has a lot of archers, the siege tower can provide some cover for the infantry behind it, but most of the time, ladders just performed better, especially since the troops used only one ladder in the tower.
  14. Gremper

    Bannerlord's Gameplay Has Gone Backwards In Multiple Areas From Warband

    That sounds like a good idea, what sort of things arising would you have in mind? I think some really long-term goals for companions would be good for alleviating lategame boredom, for example: a companion's relative was killed by one of the faction leaders and they'd like you to get revenge, or another companion has a rare disease you have to eventually find a cure for.

    I see aging/death of companions as a non-issue because you can fix it in two ways. (1) The player can have the option to go on a slow timescale with 365 days in a year so that companions take a very long time to die; or a fast timescale so that they can experience the dynasty mechanics. (2) TW could still keep the random companion system around alongside the handcrafted one, so at the start of the game you have a crop of handcrafted companions with set personalities mixed in with the random ones, and then as they die off they get replaced by random ones. A little like how in Warband, the faction leaders/older lords were set, and the younger lords were subject to random variation. In this way you get the best of both worlds: Characters players can get more attached to with set personalities and more in-depth stories, plus the feeling of a "big world" with lots of people in it that comes from the random companions.

    Well "fighting your way out" could easily be balanced to not make roguery pointless. If fighting your way out only lets you escape the town but doesn't let you escape into the streets, then roguery would still be useful if you actually want to be able to sneak into the enemy's city. If your roguery isn't high enough, then you can fight your way out to escape on a failed infiltration attempt, but you'll fail at actually sneaking in.

    I like these late-game ideas - and the same things could work not only with companions, but also your clan members. All the ideas I have for late game activities apart from war and settlement quests are shamelessly stolen from Crusader Kings: For example, since you can assign clan roles to clan members, it would be neat if a king also appointed characters to certain positions such as chancellor, marshal, spymaster, steward or court physician, and occasionally give them diplomatic/military/sneaky/economic/medical quest-like missions. It would also be cool if your family ties could draw you into disputes, which would require a proper succession and claim system - this would also make conflict more meaningful, because right now, I always have the impression that all kings of Calradia meet up once a month and draw lots to decide who is going to be at war with whom :xf-grin: If there were wars of succession after a character dies, it wouldmake conflict more distinguishable.

    Finally, family ties: I noticed there were discussions about whether the player should be able to decide about his children's skill point distribution. Perhaps this could be resolved if every time you meet your children, you get to assign 1 focus point to a skill of your choice (with cooldown). Not a time-consuming activity, of course, but it would provide a reason to go to a certain point every now and then, giving your character's life more structure.
  15. Gremper

    Bannerlord's Gameplay Has Gone Backwards In Multiple Areas From Warband

    Hi all. If we compare Bannerlord to Warband, which was made 10 years ago, we see Taleworlds has definitely improved the graphics and sieges and battle size and added a lot of depth to the game's simulation systems which is great. However, Bannerlord is missing many fun gameplay features from Warband, so it's actually gone backwards in those areas. These missing features include:

    Feasts.
    These big parties had benefits for gameplay and immersion. The player could hold a feast to gain popularity with lords, which involved a fun quest of gathering different food to serve your guests. Feasts made it easy to find lords/ladies to talk to by bringing them all to one place, created breaks between wars to give the player time to get things done, and made Calradia feel more like a real world and less like a 24/7 murderbowl. Feasts could be improved in Bannerlord by making factions who are losing a war not hold feasts, while powerful factions feast more often to celebrate their victories; this would assist in balancing powerful factions.
    Reactive Handcrafted Companions.
    While travelling, Warband's companions would sometimes tell you about the area, or ask you to make decisions, which made them really feel like companions, instead of silent mooks who only talk when you hire them. Also, people don't get attached to randomly generated wanderers like they did to personalities like Jeremus or Rolf who were the same in every playthrough. Keeping the random wanderer system, but also adding a handful of non-random companions with reaction dialogue and decisions to make, would give players stronger characters to identify with.
    Strategic command dialogue.
    You could suggest to allied lords that they should travel to and attack/defend a location while you went somewhere else. This allowed the player to make strategic decisions and feel more like a ruler. It could be balanced in Bannerlord by costing a small amount of influence to suggest an action.
    Deserters.
    In Warband they were roaming enemies on the map, providing more opponent variety than just looters or bandits, and being more challenging to fight due to their superior equipment. In Bannerlord they are only part of one quest.
    Manhunters.
    Bounty hunters that chased down bandits, and also had a unique troop tree you could hire to your army by rescuing them. This feature could be tweaked for Bannerlord: allow the player or AI lords to spend money to place a bounty in a fief with serious bandit troubles, and it will make Manhunters begin spawning in the area until a certain amount of bandits are defeated, allowing the player to go do more fun things instead of having to babysit their fief.
    Objective: Escape.
    When you failed to sneak into an enemy town, you had to fight your way out wearing only a civilian outfit, which was exciting and made sneaking feel risky.
    Prison Break quests.
    One of the coolest quests in the game, breaking a lord out of the center of an enemy stronghold by yourself and escaping before the guards killed you. This quest could use the Roguery perk tree. Edit: Taleworlds has stated that this feature will be returning.
    Intrigue/Denouncement quests.
    Political quests that allowed the player to roleplay as a scheming noble, and would be great for non-combat oriented builds in Bannerlord.
    In-depth Courtship.
    Warband's courting features created a more believable long-term relationship. Your love interest would sometimes send requests for you to come back and visit, you could talk to them to learn their interests and impress them, and even elope without approval from their family if they liked you enough. These elements could be added alongside the existing system.
    Lord Duels.
    If you insulted a lord's honor or competed with them for a lady's affections, they would challenge you to an arena duel.
    Books.
    These could be purchased and read over time to gain levels in a specific skill. This would be a good gold sink, as well as a way of leveling skills that the player doesn't often get a chance to use, such as Engineering.
    Noble background.
    In Warband you could choose to have a character born into a noble family, which made fitting in with the nobility easier and provided a roleplaying option. Since being from a noble family doesn't quite make sense with the tutorial clan, in Bannerlord a noble background could skip the tutorial quest but only be unlocked after completing your first playthrough.
    Miscellaneous
    "Ginger" hair colour was in Warband, but for some reason is missing in Bannerlord. Foods like Fruit, Chicken, Pork, Sausages, and even Bread are gone. Also gone are sexist lords who were hostile to and harder to impress as a female character.
    Sword Sisters
    Unique female troops that did not occur naturally in the game world, who you could add to your army by rescuing peasant women and training them into skilled fighters.
    Multi-stage sieges.
    The player or AI could choose to retreat to a town's streets, or castle's keep, if they lost the walls while defending a siege. This created an intense close-quarters battle in interesting environments.

    Some of these things seem small on their own, but combined, they create a major improvement in variety and immersion.

    Now, I know Bannerlord is in Early Access and obviously won't be feature complete yet. The problem is that we are halfway to the Early Access Release target, and Taleworlds still hasn't said anything about these features. If Taleworlds is genuinely committed to making Bannerlord to the community's expectations, then based on various threads on these forums and elsewhere, the community clearly expects Bannerlord should have all the good features of Warband. So in that case, can we please have a confirmation that Bannerlord will be a proper sequel to Warband?



    Now that we've discussed the handcrafted maps, I'd like to give my 2 cents about some other points:

    Feast/Courtship/Duels: I agree these would be great. At the moment, the status quo is that in early game, you do quests, then you join/form a kingdom, then you fight wars pretty much constantly. Since constant back-to-back campaigns get kind of monotonous after a while, it would be great if TW introduced a third type of activities apart from city/village quests and wars: Stuff that arises dynamically from our relations and interactions with other characters, such as the examples you mentioned. This would also make other characters more relevant and increase immersion.

    Handcrafted companions: I guess the reason why this is not in Bannerlord (yet?) is because since characters can age and die, the game needs a method to replace dead wanderers with new ones. However, it would actually be cool if they sometimes voiced their opinion about something.

    Escape/prison break/Intrigue/denouncement: I think the possibility to fight your way out if a sneaky operation failed could be a problem in terms of balancing - there's no reason to level rougery if you can approach situations that require stealth by use of force. I think non-combat quest success should rather depend on skill checks in the non-combat skills - this way, they would be great things to do in the peace periods of mid and late game (see first point).
  16. Gremper

    Life, marriage and death

    +1 for the first and the last point, and LOL for the second! ?

    It would indeed be cool if it mattered more which clan you marry into: you could improve relations with people by making them your in-laws, but also be drawn into their conflicts. This would also provide an incentive to choose a bride wisely, instead of just marrying the woman with the biggest stats.
  17. Gremper

    We need a light crossbow that can be used on horseback without perks.

    I agree that the crossbow is less attractive than the bow with current balancing, but perhaps it would be possible to make it more attractive by tweaking its range, accuracy or damage: Although mounted crossbowmen were apparently a thing in history, shooting a crossbow from horseback still looks somewhat weird to me. My main concern about crossbow on horseback is that it would blur the differences between bow and crossbow and make them less distinct and unique.
  18. Gremper

    Introduce internal conflict within a kingdom with Claimants. Also Ambush mechanic.

    +1 for Claimants. Right now, the ruling clan of a kingdom is pretty much glued to the throne. It would make everything feel more dynamic if upon a king's death, some familly members or in-laws could contest the succession.
  19. Gremper

    Civil War / Faction Splitting / Faction Resurgence

    I like this idea a lot! Here's why:

    Some players mentioned the issue of snowballing kingdoms, and while I think TW balanced it quite well to keep this dynamic under control, you will probably end up in a situation were one or two kingdoms dominate Calradia. I hope Bannerlord won't fall into the common linear game design trap where there is a certain endpoint you have to reach in a playthrough; a dynamic, organic, infinite campaign sounds much better to me!

    It would not only make sense gameplaywise, but also in terms of "historical" plausibility and immersion. If a kingdom is small and under threat of invasion, its lords will be loyal to their king because unity is the best protection against outside threats. When a kingdom grows so big that it has no external enemies to fear any more, internal conflicts (e.g. succession crises) should pop up because the lords don't worry about outside interference any more.

    Here are some ways how this could be represented in game:
    • Lords/ladies could start voting for decentralisation policies (e.g. repeal sacred majesty)
    • Disgruntled nobles could form factions that secede under a new monarch
    • If a king dies, his family members who don't inherit the kingship could become pretenders, gather support and potentially start a civil war. (ok, full disclosure: I would actually like to see the entire feudalism&succession system from Crusader Kings implemented in Bannerlord, with primogeniture, gavelkind et cetera. But this is perhaps too much to ask :smile: )
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