We now know what went wrong with Duke Nukem Forever, though. The root cause was lack of a clear vision as well as redoing everything over and over again because technology kept advancing and other good FPS games came out in the meantime. The demos they made and presented to the press or at events always garnered a lot of praise but it was never enough. They wanted to make the best game ever but weren't able to lock down what exactly that meant.Knez said:
If we're talking realism, pretty much nothing could penetrate mail armor except daggers that were specifically designed to be thin enough to go through the gaps between every link. If we're talking gameplay, it makes sense that crossbows fulfill the sniper role because they're slow to reload. The same with thrown weapons, they're inaccurate and their overeall dps is low, so they should be able to burst down enemies. If you were to have realistic combat, anyone wearing at least chain mail would be pretty much unkillable through normal means except with blunt weapons because the impact generates enough force so that armor doesn't matter that much.Wyzilla said:
You make the assumption that they're developing the game in a way that makes it a linear, continuous process. As in, such and such amount of hours of work will get us closer to finishing the game. I'm arguing that since they're co-developing the engine of the game at the same time this doesn't need to be the case because changing the engine can make a lot of work null and void, forcing you to spend a considerable amount of time redoing the stuff that was already finished prior. I'm pretty sure their refusal to give a release date isn't about not wanting to disappoint people but rather because they want to still have the option to further tweak the engine if they feel it would be the right thing to do. They're not willing to burn that bridge which is concerning because it might ultimately lead to the demise of the game and the studio, if we're talking worst case here.Kniggit said:
Don't know if sarcasm or not.Ragratt said:
I know, but even if you argue that way it's more appropiate to say that Mount&Blade was in development from 2004 to 2010 because development for M&B started 2004 and Warband was released in 2010. Bannerlord's development started around 2011 and is still ongoing 2018 with no end in sight. And when (or if) Bannerlord releases you don't know how many years of patching they'll need to fully flesh out the game.Kentucky James said:
DnF being a much more simple game is reason to worry even more, the ping-pong was the consequence of being stuck in development hell. I don't want to compare the games or even the companies, I just draw parallels between the two development processes.Kentucky James said:
3D Realms also never admitted they were in development hell because it's usually only after everything is said and done that you can identify whether the game was stuck in it or not. They didn't start the project with the intention to fail and every rework, update and delay was done in good faith that it will end up being a better game for it. A lot of the rhetoric and language that Taleworlds now uses to justify the lengthy development process was also used by 3D Realms back then. It's all about trying to make the 'perfect game' and the lack of necessity to push towards a tangible release date. Keep in mind they've been painintg and repainting the same picture over 7 years without any feedback whatsoever so it's entirely possible that their vision of how the game should be got distorted by spending so much time on it.Nymeris said:
It seems you don't. Left my quote in there so I don't have to type it out again. I don't know why looters should have military equipment because they're using stones and farming tools. Preddy gud bait overall, thoRainbow Dash said:
Jesus man, where do you store all those spaghetti?Rainbow Dash said:
No, because daggers in a medieval context are military greade weapons specifically designed for thrusting through gaps in armor and chainmail. They are not kitchen knives which are a household tool for cutting.
No, I said that daggers were used to finish off heavily armored opponents and if you'd use them to actually fight they were a good way to get you killed. The second post was how I would implement DAGGERS (not kitchen knives) into the game.
wew lad, I've never seen a single person spilling all that spaghetti at onceRainbow Dash said:
Daggers were probably the weapon that killed the most knights. Of course you don't win a fight with a dagger, you just finish it with one. Straight up fighting with a dagger is probably a good idea if you want to be killed, though.Rainbow Dash said:
You need to realise people have been thinking that since 2016. They'll DNF the game, just you wait. We will get another 10 minute gameplay video this year and that's it.Nordmann said:
nice ****post, have an upvote good sir :^)kalarhan said:
I don't play mobile games but my guess would be that they only resemble Mount&Blade on the surface, but not when you look behind the curtain. Mobile games get away with being shallow and casual because they're mobile games. If you want to have success on the consoles and the PC, you have to deliver something more (or hide behind a popular brand).Varrak said:
Well ,it was more of a ****post but I'd say that the Mount&Blade series qualifies as fantasy because it's a fictional setting with a fictional world and fictional characters. As opposed to, say, Kingdom Come: Deliverance that's about fictional characters in a historical setting in the real world.The Easy nine said: