That's interesting regarding the event, but does it translate to the broader tournament scene? I.e. are duel events generally more common and/or significant than team events?Gibby Jr said:
Makes sense. I suppose it may also be more exciting for "outsiders" because it may seem easier to participate in duels than in team events. Similarly, I take it that part of the problem for roster recognition is that they aren't very consistent either?Gibby Jr said:
Do you have some thoughts on how that could be achieved? I.e. what kind of animations would you feel may be suitable? Really just an open question for anyone who cares and might have an idea.Lagstro said:
Dev Blog 15/03/18 did note on Duels being there. I think John may have just been remarking on the (potential) lack of competitive viability if feinting was removed (rather than staying as is/being slightly altered/nerfed).Blead said:
Is that a significant departure from Warband? My (albeit very limited) impression was that battle tournaments seem to have the most traction in the competitive community.John.M said:
Do you know of any good looking animation sets that could be compared to/be suitable for high-level warband feinting?Lagstro said:
Alternatively, do the unity coding tutorials. It will give you a basic grasp of C# (which will be the language for BL) and the editor is supposedly similar to the Bannerlord one.kalarhan said:
Personally, I feel the reasonable middle ground is with supporting the community in its efforts (Clans, Events, Guidance). I.e. I dont think the goal for E-Sports should necessarily be massive prize pools and millions of views - but a fun, community-driven experience.vicwiz007 said:
If M&B duels were fun to watch, I would think that there would be more duel tournaments, streams, videos, coverage and, most importantly, views than there were and areEladon said:
I worded that poorly. My intention wasn't to argue for more players but simply to note on the potential of the captain mode. A team fight rather than an individual duel can be more enjoyable for a casual audience. Not only because it can be easier to understand and/or communicate what is happening, but also because it adds extra layers of play to the match. In battle (which I believe is more popular amongst viewers) this means that coordination with others is suddenly a huge factor. In captain mode this (hopefully) means that commanding becomes another significant factor. Now, that doesn't mean Captain mode should be the primary competitive mode (afaik that's skirmish anywho), but I do believe that it might hold a fair bit of value. As you said, most succesful Esports have around 5 players, however, some have certainly also had a quite some success with the introduction of AI.Eladon said:
There may be similarities but I don't think it's the same. Captain Mode has character shifting but no real respawns in the sense of additional units coming. Then again I never really played any MOBA and there may be some like that.dragon idiot said:
Thanks for the flattery, but I suck at fightingTerco_Viejo said:
One of the big challenges for Esports is that the game in question needs to be both fun to play and fun to watch. I.e. while the feinting in Warband may very well enable an incredibly high skill ceiling, it may actually be a detriment to casual audiences, (which are the bulk of viewers,) because they have no idea about what is happening in a confrontation. A move towards tamer feints, larger teams (captain mode) and objectives (skirmish) may thus be beneficial in this regard (assuming the game remains fun to play - even if some aspects are "dumbed down" slightly.)NPC99 said:
Yeah. And development of a commercial product is, of course, also faced with a different set of challenges than modding in that it is supposed to deliver a largely enjoyable, balanced, polished, etc experience at release, which makes fundamental changes to the core game at a late stage of development quite unattractive. Imo that is especially true for a game like M&B that revolves so strongly around systemic design, long gameplay loops and emergent gameplay (i.e. that no playthrough is the same and the world lives and evolves with and without player input) because... it is really quite difficult to tell what will happen if you change things around. (When we introduced bandit heroes into floris, which is a fairly minor change in comparison, it came with an unforeseen chance of massive bandit or manhunters hoards in the late game - because individual bandit parties would follow and fight alongside the hero party, which led to larger encounters and then either increased their survivability, freed prisoners, etc or boosted the manhunters to a level they could have never reached otherwise. Barely noticable in early to mid game. Massive change to late game.)RoboSenshi said:
Maybe I do think the world will be more complex overall. With the clans and kingdom politics. But the current passage of time (from what we have seen/heard... maybe it was changed) somewhat speaks against CK 2 level dynamics. Because the majority of players won't play that long.RoboSenshi said: