Agreed. Imo one of the biggest reasons it's difficult to have alliances is because there are so few factions. I feel like it would be much easier with 8+.
Talewords philosophy when it comes to problems, just ignore it and it will eventually go away in other words players will eventually give up complaining.
It was in PoP and a few other big mod conversions. But it wasn't in vanilla Warband. But most lords would patrol around their own towns/castles/village and curtail or at least reduce bandits and raiding. One of my biggest issues with this game is the lack of control that we have of our clan as a lord and our kingdom as ruler. It's not suppose to be a democracy. It's a feudal kingdom, so you do what your king or lord tells you or you're out of luck.
Honestly I think the management put in different ideas from different rpgs without any thought of how to properly integrate them more like a check list than actually adding features. Making an open world game is difficult. Adding a bunch of features so more than 1 play style is possible is even tougher. I think it can be done but it would take an experienced team who knows what they want their game to be. Warband was a combat simulator with a smattering or rpg elements to vary it up. It was simple but it worked.
I agree it's centered around battles but the name isn't battlelord and just because banner is in the name doesn't mean it can't have some kind of diplomacy. One of the biggest additions to Warband conversions was a more fleshed out diplomacy, it made the game feel much more complete. If Taleworlds had any sense they would've looked at what kinds of big mods were being added to Warband and tried to incorporate them into the game. But unfortunately we got crap like a perk system that no one asked for or a crafting system that literately destroys the balance of the game. Taleworlds logic is inscrutable.
True but who knows how long the modder(s) will keep it updated. If better controls are baked into the vanilla game then there's no need to worry about updates or conflicting with other mods either.
Iirc the Floris mod handled alliances pretty well. They were timed and couldn't be broken, except by the player, and it was a big penalty of pissing off everyone else even neutral rulers. I believe kingdoms could only be in an alliance with one other faction. It was fairly simple but it added a lot of complexity to the game.
Unless something has changed Taleworlds has said no to alliances. We've asked, begged and pleaded to have them added but for some reason they won't add them.
Apparently you're not understanding what I'm saying so I'll break it down in simpler terms so there's no misunderstanding. The use of the meme isn't about the game burning down around our ears. It's implying that ignoring issues isn't good. I never said it was a bad game. I'd rate BL a 5/10 not bad not good. The issue is the OP is implying that bad feedback is bad. I'm saying that open an honest feedback is what is needed not being a yes man.
So according to you:
Tbf they'd be better to base a new faction on Carthage and that empire because Taleworlds already modeled the empire in the game after the Roman empire.
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...
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.
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.
My dude 10+ years isn't slow progress it's glacial, most studios could put out 2 games in that time frame.
Iirc you like play Khuzait so he'll fit right in.
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.