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  1. Vespa

    Are Workshops even worth it? (Response to pottery nerf)

    This right here, i'm sure that they're just setting up the baseline framework currently before they activate the level system on it. If you have a level 1 shop putting out 600-1500 denars/day just imagine how much you would get from a higher level shop.

    I know, right? I'm excited to see what direction the devs take this in. I'm okay with profits being capped per level (via percentages, etc.) and having to invest more (money, materials, etc.) to raise shops to a new level (but be rewarded for it).

    It'd be a nice bonus if the physical shops are upgraded to go along with it - or at least have the possibility there for others to add. I'll be happy just having this (and many other areas) more fully fleshed out. Granted, we always want more... because we like the game.
  2. Vespa

    Are Workshops even worth it? (Response to pottery nerf)

    Oh god the meme returns with a new face. My clan will live on with my grandchildrens grandkids they will see my character bio in the family tree and know that I am a cruel lord.

    Hahaha. I wasn't aware of this meme...
  3. Vespa

    Are Workshops even worth it? (Response to pottery nerf)

    I've updated my original response due to playing my file for at least a 2-3 hours now and my pottery workshops now are giving me 42, 26, 22 denars. Talesworld really wants the pacing of Bannerlord to be slower than Warband for sure but this is just infuriating.

    I'm all for a slow burn, but it'd be nice if there were options for which a single playthrough (with the same character) isn't going to automatically be 100+ hours. I mean, over 82 real life hours (I know, right?), my character has only aged a few years. As is, if I wanted to experience an in-game dynasty, my future grandchildren would need to hand down the save games to their grandchildren. Ha.
  4. Vespa

    Enemy Armies Raise WAY too fast

    I recently got a mod to add village patrols which increases my relationship with settlements. All my settlements love me and I can very quickly replenish my armies with mid tier units now since I have such good relations with so many villages.

    I saw this mod, but haven't tried it yet. I know that companions you let lead parties and clans in your kingdom will do this (although you can't control them). The companion bit also ties into another thread I responded to about the severe companion cap - especially in light of their being used for parties, governors, caravans, and as actual companions.
  5. Vespa

    Enemy Armies Raise WAY too fast

    Huh... I destroyed many clans and kingdom (it was "destroyed" in encyclopedia). Afterwards some lunatics joined that kingdom and were talking about their late king as he was alive though X)
    And my war to conquer the world from snowballed Western Empire became so much better after I started to execute anyone.

    I tried. Via additional save games, I took a very dark path... but wasn't able to eliminate other clans/kingdoms. I know others have had this issue. Maybe it's a bug? I'll try again with a new game.
  6. Vespa

    Main quest epilogue

    I think it may be a little bit of a rough placeholder to give the alpha players an understanding of the main quest line structure. I suspect that pop up will at least be replaced with something a little more verbose, but perhaps no more than that. I do like a longer and richer main storyline and would totally be into it, but I'm not sure that's Mount and Blades' schtick. Hopefully?

    With what is present ATM, it appears the framework and ability to create rich stories is already present. You do get dialogs and even a voice over in the opening. I hope they pepper the entire play time with these - both for the story itself and as flavor... and then create endgame emergent content.

    On a related note, it'd also be nice if the devs included scenarios and other content you could play (scripted, procedurally generated and somewhere in between) that had definitive victory goals in order to complete them. These could even potentially be done in conjunction with the main quest(s), as your character(s) could gain experience from them. Perhaps these could also be used as "events" within the main game. Just thoughts. The possibilities are nigh endless.
  7. Vespa

    Break up the major factions

    I really wish they would code it so that Factions wouldn't declare war on another faction if they were already at war with someone. I also wish they would code it so that if someone declared war on them while they were at war with another faction, they would actually try to sue for piece with the faction they were at war with in the first place. I mean they might not always be successful, but they should try. Lastly, I really wish they would code it so that faction who didn't have a common border with each other wouldn't declare war on each other, I mean why the hell would the Khurzait declare war on Vlandia? There is no border tension, the have to move an army though like 3 other factions to get there and even if they conquered territory, they aren't going to likely be able to hold it all the way on the other side of the map. It is just stupid that the AI does this.

    To piggyback on these thoughts, you'd think that if a faction is going down the toilet, that factions they're allied with (well, if that were a thing - and it should be a thing) would either help or abandon them. Along the same lines, on the other side of the fence, if you have a faction already at war with someone - and they're not doing well - Hmm, well, other factions may jump on the bandwagon to take them down. Then perhaps the factions would war among themselves for the spoils. That'd be engaging and fun. I mean, it seems like the main allure of both this and the original title is emergent gameplay.
  8. Vespa

    Are Workshops even worth it? (Response to pottery nerf)

    It goes without saying that workshops need to be balanced vs loot vs troop upkeep vs taxes.

    Assuming above is balanced, if you make 100 denars, paid 15k then it takes 150 days to breakeven. The question is, is that too long?

    I think it is too long. This is a game. If it takes an in-game year for a workshop to pay for itself, as YariAshigura suggests, it's not worth it. An in-game year could represent dozens of real life hours. Again, this is a game. If a workshop doesn't pay for itself before you're able to conquer the entire world or until late in the game when you have a lot of money anyways, then it isn't worth the investment.

    On a related note, much like companion limitations (which are severe), why have workshop limitations? It takes time to earn the money to purchase a workshop. If you decide to become a trade mogul, why not roll in riches?

    The devs should consider making the default values less restriction and put in additional gameplay options (some of which we already have via mods) for those who want an easier or more difficult experience. The more ways the user has to adjust the game to their liking, the better.
  9. Vespa

    Main quest epilogue

    I think they mean the small pop-up saying "Victory" after you complete the quest. I don't think there is anything more to it. I talked to the quest giver after uniting the empire and all she said was "You aren't supposed to see this" or something like that.

    Ha.
  10. Vespa

    More Companions Slots and More Effects of Governors

    I agree. Certain limitations are too severe. You can only have a few companions and there aren't enough, to say, use for parties, governors (which comes with it's own limitations - e.g., culture and perks) and caravans - Let alone actual companions in your party. Why have a limit?

    While on the subject of companions:
    • Don't you think they'd become your friends?
    • How about being able to level them up when they aren't directly in your party? If not, then when you're at the same location. BTW, this significantly impacts their performance as governor (who knew two-handed weapon skill would help run a town?).
    • This may be a stretch, but it could be interesting if they, and other NPCs, also had lives outside of you (such as marriage) either for flavor or that impacted gameplay.
  11. Vespa

    Are Workshops even worth it? (Response to pottery nerf)

    How did you manage that much? Max I can get with brewery is about 250.

    Luck and time. I've since learned, via the VART mod, that certain workshops in certain settlements give a double minus up through a double plus rating for certain goods. I may have lucked out and gotten a plus or double plus on my brewery, although it started low and took a long time (tens of hours) before reaching a thousand.

    Edit: The things you say about what the bound villages produce make sense. It's my hope that this is why certain workshops would have a plus or double plus rating. My brewery worked up to in the 230s after a few weeks, stayed there and then began to slowly raise again. Although it's possible the profit was impacted by a mod, I don't know that it was (as, after playing for about 10 hours, I used the same mods for the rest of my gameplay).
  12. Vespa

    Enemy Armies Raise WAY too fast

    You can definitely eliminate a clan, when everyone in the clan dies, the clan is notified by the game as destroyed. And as much as I agree with you on the whole execution doesn't really have any benefit vs a whole lot of downsides, it really is the only way to curb the massive AI whack a mole issue at the moment. Since imprisoning them does not keep them away for more than a few days before they escape and raises a huge army right away.

    Taleworlds need to fix the pacing of these enemy lords raising army, being super aggressive right away after defeat, and the whole imprisonment serving as a way to prevent continous non-stop aggressions, especially by a big faction.

    I haven't had this experience and, although I tried (including, I admit, a save-scummed execution spree), I was unable to eliminate a clan due to the fact that every time I killed someone, a new NPC was created to take their place. Other people have reported this, too. Maybe there's a common bug that does this (as opposed to it being deliberate)?

    I tried putting nobles into castle dungeons, as I thought that'd be the best way to keep them off the field and not be replaced by someone new, but they disappear. If they're bartered off (ransomed) in the background, I was never made aware of it. I didn't want them to be released, that's for sure.

    I'd like to know how you've eliminated a clan in it's entirety. The best I could do was whittle it down to a power of, say, 7 (whatever that represents) - perhaps literally one person left in it. I then make peace with it so I'm not bothered, only to see it's power is back up to over a thousand a while later (at least with the empire clans - the poor Sturgians remained at less than 10 for the duration of the game).
  13. Vespa

    Are Workshops even worth it? (Response to pottery nerf)

    Yes. I get close to a 1,000 for my brewery. Caravans and workshops are necessary to offset all the expense you incur (without having to exist off of the spoils of battle). This typed, I'd guess that only the barest framework has been put in place, as even with my highly lucrative brewery (well, it's my most lucrative workshop), it'd sell for less than I bought it for (I've never had a workshop sell price be profitable) and there are levels listed, but they don't seem to be functional ATM.
  14. Vespa

    What Content Do You Want First?

    Just curious what actual new content people would like to see added to the game in the short term. Since we have no roadmap, I figured it would be cool to speculate and make a wish list essentially.

    Not bug fixes, crash fixes, optimization, polish, balancing, etc... Those will come in time.

    But what new features or additions that aren't currently implemented/working 100% do you want first?

    Personally, I want four things.

    1.) Enable death by old age, and flesh out the heir system.
    2.) Feasts - Bring back feasts so lords attend parties instead of constantly warring. Let me talk to people for some free Relation boost. :smile:
    3.) Make spouse a quest giver (when in a keep) that gives you quests to repair relations between two lords, like in Warband.
    4.) Add to the main quest that your brother returns with your two younger siblings, so you have a small Clan from the get-go.

    Well, despite your pointing it out, I want the bug fixes and core mechanics to evolve before any new content is added. If the core mechanics aren't developed, any new content will have to be changed to accommodate the updates. That's a sink hole. If you add too much content, then the core mechanics won't be changed.

    That said, it was my understanding that death by old age is already a thing - and then you play as one of your children, which is like New Game +. That also said, I've played an embarrassing amount of hours, completed the main storyline (such as it isn't) and have only aged like 3 years, maybe? Currently, it seems like it would take about 10,000 hours of playtime to reach old age (that's hyperbole - maybe).

    The friendship system basically doesn't exist as such at this point. I'd like to see this develop, too. All but two of my friends are enemies I let go after battle.

    I like the spouse note. I think I may go play Warband.

    Yes. Spoiler. The brother, despite what he says at the beginning of the game, disappears and never shows up again. I just assumed that this is something the devs didn't finish and that they threw together the main "storyline" (which absolutely isn't a storyline - it's a single almost impossible quest) just to put something there when they decided to release the game.

    Hmm. I didn't add anything new here. Something I mentioned in more detail in another thread is that it'd be nice for dynamic placeholders (areas allowing for random objects) to be put in towns as regional, seasonal, cultural, and owner specific flavor (e.g., banners, décor, etc.). That'd be immersive. Typing of settlements, something to actually do in them would be nice. They're pretty. More interaction with all settlement types and NPCs would be nice. I'm down for the relationship system becoming incredibly deep. I'd like that. How about throwing a variation on the "nemesis" system? Things to do outside of fighting would be nice.
  15. Vespa

    Enemy Armies Raise WAY too fast

    No, I don't believe that the AI plays by the same rules. I've defeated many clan in battle only to see the same person a few minutes later with a large group of soldiers - Not an army - Their party. Outside of my spouse's father who became my friend when I got married (which I had hoped would've had a cinematic or at least warranted a dialog box and picture), all of my many friends (barring one companion) are enemies that I let go after battle.

    Executing your enemies isn't a good idea. It lowers your reputation, negatively impacts relationships, makes new enemies... and serves no purpose (other than perhaps a personal feeling of relief for having eliminated a pain in your noble arse). As soon as you kill someone, a magic relative will pop into existence, taking their place. On a related note, as far as I can tell, it's impossible to eliminate a clan (and all clans are set - they don't merge or otherwise change - nada).
  16. Vespa

    YOU RUINED THE STYLE

    I believed they tweaked NPC looks several patches ago after a bunch of feedback. I imagine they'll tweak it again.
  17. Vespa

    Gone--Crossbows are gone....

    As I progressed in the game, I saw crossbows after every battle as loot. After a skirmish, before TABbing out, use the ALT key. You can find them laying on the ground and pick one up. My entire playthrough, I only saw crossbows for sale in a handful settlements (granted, I wasn't looking). That said, it's my understanding that crossbow stats and perks are presently not working, so...
  18. Vespa

    Main quest epilogue

    Note: This post contains spoilers. Don't continue if you're not okay with that. Also, yes, I understand this is an early access release and most likely most comparable sentiments. In the most recent patch notes (e1.1.0), the following is noted: Prevented the main storyline epilogue pop-up from...
  19. Vespa

    Break up the major factions

    I don't mind there being large factions - What I would like is for the factions to actually be dynamic. If the system is created, then you could set options to control how each game begins - For example, 5 large random factions and 15 smaller ones. Over the course of the game, the factions could grow larger or smaller (becoming minor factions). Several levels, along with appropriate criteria and functionality (e.g., there are pros and cons for being a larger or smaller faction (things they can and cannot do, bonuses, etc.) - and the behavior of other agents in the game changes according to this (and other) factors), could exist (so that there are faction levels - not just minor and major factions).

    As it stands, it seems like everything is predetermined. Even when you whittle down a faction to have a "power" of 7 (whatever that represents), as far as I can tell, it's still considered a major faction. In addition, it's impossible to eliminate factions. They also bounce back magically.

    On a related tangent, the "friend" system doesn't exist as such. Outside of my spouse's father who became my friend and my first companion (I've no idea why or how they became my friend), all of my friends are enemies that I let go after battles.

    I hope all of this is addressed.
  20. Vespa

    10 years pass...

    You don't miss out on anything.

    As of the latest beta build, the brother disappears, never to appear again (he's listed at a city, but you can't see him there) despite the opening of the game. I assume this will be addressed later. The main quest, such as it is, appears to be a placeholder. Upon finishing it, which is a monumental task, nothing happens. You just get a notification that the quest has been completed. It's my hope that events are spruced up with more fanfare - such as getting married, having children, etc. - Let alone completing the main quest.
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