搜索结果: *

  1. Niklas123321

    Resolved "Escort Merchant Caravan" Caravan can survive attack, effectively getting the player stuck in this mission

    Summary: If the player loses sight of the caravan it gets attacked 100% of the time by what appears to be a generically named "bandits" group. There is a decent chance though that the caravan survives this attack, and then roams around forever and never is attacked again. This is an issue...
  2. Niklas123321

    Resolved Escort Merchant Caravan, quest stuck

    I have made a thread about this too, I hopefully devs see it
    Basically, there seems to be a scripted encounter with a generically named "bandits" group (not looters, sea raiders or mountain bandits etc.) that 100% attacks the caravan every time, but its possible that the caravan survives this attack and then roams around forever and never gets attacked again, must be unintentional.

    You cant cancel quests or accept any other caravan quests either while the mission is active, really really annoying bug/odd mission design.
  3. Niklas123321

    "Escort Merchant Caravan" quest is badly designed and buggy - here is why and how to fix it

    Further, can we have an option to join the caravan, similar to joining a lord's army? It's pretty annoying when you can't keep up and fail the quest because the dudes you are protecting are running from you.
    This too, the Quest would probably be much less of a hassle if the caravan followed the player
  4. Niklas123321

    Caravan Escort quest breaking / Another issue making it impossible to accept quests

    After already making a thread about this I decided to try to make a more structured post to explain in detail why this quest in its current state is pretty bad. So, to begin, how is the Quest structured? The player is supposed to escort the Caravan to two towns, at which point he receives a...
  5. Niklas123321

    [BUGS] - A place to report bugs to prevent duplicate posts

    Posting here for visibility:

    The "Escort Merchant Caravan" quest is fairly easy to break, I explain below how and what the devs can do to fix it:


    So, to begin, how is the Quest structured?
    The player is supposed to escort the Caravan to two towns, at which point he receives a gold reward. Sounds simple enough. But what happens when the player doesn't stick to the caravan?

    The moment the player loses sight of the caravan, he receives this message:
    gMeyD2P.png


    This is followed by a garanteed attack on the caravan within a day. I tested this a lot of times and this attack happened every time, about a day afterwards. I assume this is a scripted encounter, because the group attacking the caravan isn't "looters" or "mountain bandits", just "bandits". The player is specifically informed about this attack on the world map too:
    602yAsw.png


    If the caravan is wiped, the player loses standing with the questgiver, nothing special yet.
    I don't particularely care that this seems scripted either, I'm not expecting every aspect of Bannerlord to be a perfectly emergent sandbox. This is where the issues I have with the Quest start though:
    The caravan is not garanteed to be wiped. There is a good chance that the caravan survives and just keeps wandering around the world map independent of the player.
    At this point, the quest runs endlessly until the player finds the caravan again, which is hilariously tedious. Not only that, but since the player can't accept any other mission of the same type he is literally LOCKED OUT from other caravan quests, until completing this one. It doesn't seem like any of the normal roaming bandit groups stand a chance at killing the caravan on their own either. Issues such as this are made even worse without the ability to cancel quests.

    KMDv0Ej.png


    To sum up the issues with the Quest up to this point:

    The caravan can survive the scripted attack
    The quest now runs endlessly in the background
    The player needs to find this specific caravan again to accept any other caravan escort quests

    Things don't get better here though.
    In the case that the player loses the caravan and it survives the scripted attack (which happens very often in my experience so far. This happening the very first time to me is why I playtested this further) the best course of action is to just camp the origin town. The mission scripting seems to only check whether the player is in proximity to the caravan when entering any town. just staying at the origin town is the best course of action to work around this, but a new player might not think of this when it happens to them. Besides, just resting at the origin town obviously has little to do with escorting the caravan

    mnN5oyz.png


    My impression is that the design intention here is that the scripted first attack isn't survived, and thus these problems with the quest design wouldn't happen or show themselves in the first place.

    What should the dev do?
    ---------------------------------
    A simple fix would be to make the quest failstate NOT dependent on the caravan being wiped, but the player not assisting in the fight, similair to the deserter extortion village quest. The player shouldn't have to dedicate the next few ingame months tosearching or camping trade routes just to continue taking quests. This would fix the issue of the quest endlessly running, and thus the situation where the player can also camp the origin town wouldn't arise in the first place. (Obviously, should the caravan be wiped during the fight the quest should also fail)
    ---------------------------------

    On an unrelated note: it seems like quests cancel when a town is captured by a different faction: BUT THIS ALSO LOCKS YOU OUT of taking the same mission type again, pretty gamebreaking aswell
    9T1NdpW.png
  6. Niklas123321

    "Escort Merchant Caravan" is a really badly designed and broken quest - here is why

    Also, another quest failstate should probably happen when the player gets too far away in general. Though if the attack on the caravan happens 100% of the time as I believe it does, just checking whether the player is there during the fight should probably be enough to eliminate all odd behaviours.
    The fact that the first attack happens within a day every time (when the player loses sight) but the quest running for months and months afterwards, if survived, makes me pretty certain that none of this is intentional.

    What I haven‘t tested is whether its possible for the player to somehow stick close enough to the caravan, but avoid being close enough to a town for it to count as 1 of 2 successful escorts.
    If this were possible it can‘t be ruled out that players could intentionally exploit this to get easy 6k gold from the quest running for long enough without the objectives being triggered.
  7. Niklas123321

    "Escort Merchant Caravan" quest is badly designed and buggy - here is why and how to fix it

    Reposting this thread as this seeems to be the appropiate forum, if mods dont approve double post feel free to delete So, to begin, how is the Quest structured? The player is supposed to escort the Caravan to two towns, at which point he receives a gold reward. Sounds simple enough. But what...
  8. Niklas123321

    "Escort Merchant Caravan" is a really badly designed and broken quest - here is why

    yeah, especially when you can't follow caravans automatically :/
    This would be a great addition too
  9. Niklas123321

    "Escort Merchant Caravan" is a really badly designed and broken quest - here is why

    It is a pretty big gold check, doesn‘t make the quest breaking any better though ?
  10. Niklas123321

    "Escort Merchant Caravan" is a really badly designed and broken quest - here is why

    After already making a thread about this I decided to try to make a more structured post to explain in detail why this quest in its current state is pretty bad. So, to begin, how is the Quest structured? The player is supposed to escort the Caravan to two towns, at which point he receives a...
  11. Niklas123321

    [BUGS] - A place to report bugs to prevent duplicate posts

    There is a really odd thing that can happen when you lose sight of a caravan during an escort mission.

    After some more testing, it seems like the game does the following:
    1. When the player loses sight of the caravan, he gets a message to find them again or else they will be in danger
    2. About a day after this there seems to be a garanteed encounter in which the caravan gets attacked, the player is again notified of this

    Now either one of two things happens:
    - the caravan is wiped out and the player loses relations with the caravan owner
    - the caravan is not wiped out and wanders around endlessly, but doesn't get attacked anymore. This must be unintentional as a first attack is always garanteed to happen about a day after the initial warning. But if the caravan survives, the player is never notified again and in months of waiting they never get wiped. If they do get in a fight, the player isn't notified of this unlike the first time (which I doubt, it seems like the quest scripting assumes the caravan dies without the players assistance, if this doesn't happen the Quest runs infinitely until the player can find the caravan again)

    I let the game run in the background for a while and they just don't seem to ever die, despite dying very, very often in the first attack, on the first day of the quest. This a really annoying and odd outcome for the quest, since it completely locks you out of accepting other caravan quests until you find this specific caravan again and escort it, which can be practically impossible on the world map. I am very sure this is a bug and if it isn't, its bad quest design.
  12. Niklas123321

    Please add another failstate to the Caravan Escort quest

    After some more testing, it seems like the game does the following:
    1. When the player loses sight of the caravan, he gets a message to find them again or else they will be in danger
    2. About a day after this there seems to be a garanteed encounter in which the caravan gets attacked, the player is again notified of this

    Now either one of two things happens:
    - the caravan is wiped out and the player loses relations with the caravan owner
    - the caravan is not wiped out and wanders around endlessly, but doesn't get attacked anymore. This must be unintentional as a first attack is always garanteed to happen about a day after the initial warning. But if the caravan survives, the player is never notified again and in months of waiting they never get wiped. If they do get in a fight, the player isn't notified either (which I doubt, it seems like the quest scripting assumes the caravan dies without the players assistance, if this doesn't happen the Quest runs infinitely until the player can find the caravan again. I let the game run in the background for a while and they just don't seem to ever die, despite dying very, very often in the first attack, on the first day of the Quest)
  13. Niklas123321

    Please add another failstate to the Caravan Escort quest

    Odd, the first few times I tried this months ingame passed and the Caravans were never wiped. Dunno if the hotfix changed something and it wasn't in the changelog, either way I hope devs see this, Quests in general seem to be oddly balanced with some giving really unproportional rewards for effort.
  14. Niklas123321

    Please add another failstate to the Caravan Escort quest

    Alright, after some more testing it seems like the Caravans aren't as indestructable to raiders as I thought.
    Regardless, if there is no timeout like in other Quest there NEEDS to be a failstate based on a big distance to the target or else you can get completely locked out of taking other caravan quests until you find this specific caravan, which is ridiculously hard and really confusing.

    The player is warned "The caravan you are protecting is under attack!", this only ever happened once right after I lost sight of them, so this makes me think that this attack might actually be scripted and maybe you are supposed to lose the caravan by default. Which would explain this as a bug rather, the caravan wandering around endlessly without player interaction can't be intentional design.

    Also some way to cancel Quests is a must.
  15. Niklas123321

    Please add another failstate to the Caravan Escort quest

    Bannerlord is a perfectly balanced game.

    *sips tea*
    Obviously ?

    It looks like the Caravan escort rewards caps out at 6k gold, but thats still absurdly a lot of money in the early game which you can easily gain passively. Maybe I was just lucky but the 4 times I tried this the caravan was never wiped out. That gold is three times as much you gain from maxing out your bet every round in a tournament.
  16. Niklas123321

    Please add another failstate to the Caravan Escort quest

    Right now if you lose a Caravan you are supposed to escort, they just wander around endlessly. The quest doesn't cancel automatically based on distance or time, it can't be cancelled either by the player, so you are locked out of taking a different Quest from that NPC giver, and all other...
后退
顶部 底部