These guys better get an actual game designer for their next title, becuase Bannerlord being relased in this state reflects what a game looks like without a vision.
Battle formations and AI, diplomacy, settlement management, gang system and roguery, sally-outs, quests, late-game features, unique scenes for each location, things to do in scenes, feature integration and depth etc. I would have gladly accepted a delay of a year or two to sort this out and slowly integrate the features in the game. Instead, „look, we put everything together with some duct tape. Now play”. I'm very disappointed and equally confused about future development support for the game.
me, terco, and a bunch of other old-farts from Warband have made massive and throroughly descriptive posts over the years about exactly that list you mentioned. We'd stray here and there but that core list's basically the "everyone agrees" part of those "suggestions". None have made into the game, NONE. It's odd because the original M&B Armageddon was side-by-side with the community and kept changing and patching stuff which ultimately made it into a successful (although niche) game jewel. Warband's the culmination of that work with a important engine updated which allowed Multiplayer.
Than Multiplayer community for Warband was born, these guys are the guys who have created War of the Roses, Chivalry, Mordhau, etc. But TW just gave the concurrent multiplayers the middle-finger and also dropped the ball on balancing and how the entire combat system works by changing core systems from what we had in Warband.
The SP community (that'd be where I belong almost exclusively) got half-arsed responses to only a few suggestions and feedback we gave, and it seems to be culminating into zero progress towards the vision the community had for the game. So it seems that the game's being released without true features that would make it into a unique experience. As is it's very weird, lacks any UX tailoring and there's exactly what you said, no vision and no direction. The entire Game Design is all over the place and incomplete, one of the core reasons being that there's an absolute lack of meaning towards any actions you chose to do in game, everything's meaningless, and that makes setting up objectives a billion times harder than it should. Now, we do have campaign story, which culminates into either chosing to lock-up into mid-gameplay loops by being a vassal, or moving to late-gameloops by trying to forge a new kingdom, the odd part is that the entire meta (with their questionable balancing, of which I've been thoroughly trying to criticize and explain since I got BL) sums into murder-spree lords and pump the infinite spawning wanderers as vassals to mitigate management difficulties. Done, map painted, nothing else to do, start again. For leveling, it's about spam fighting outnumbered bandits and minor factions, while quests are even more meaningless than they were in Warband because they don't give any significant boosts, neither to your toon, nor to the fief (in Warband at least we'd manage to make super-villages that would result in incomes that could surpass castles and come close to towns, now it's just a Overtime grind, and villages are basically just numbers, they have absolutely no function what-so-ever compared to castles or towns - no upgrading, no investment, no interesting uniqueness, no meaningful interactions, it's just there for us and the AI to spam recruits and make passive income based on a number). I still find some core systems to be flawed because they are ultimately utopian, towns can't handle going over a certain prosperity threshold (which can be observed quite fast in castles) and with a astonishing lack of management choices, we're stuck into gamey behavior and a lock-out of both immersion and role-play. That isn't good, can't be, because it kills way too many options we should have in a sandbox of this theme. Warband suffered from that, and where did it got us? Nobody who played the game for years stuck to the vanilla because it's too shallow, the true beacon that kept WB alive were the amazing mods, which may or may not appear in Bannerlord (remember, different generations, too many games on the market). Vanilla needed to be at least on par with Warband mods to really be considered good, as is, it's mediocre and a disappointment for us old-farts from Warband.
The solutions to remove the in-game ceiling are either fief penalties (which could be achieved by simulating a plethora of interesting interactions, like rebels etc etc), or what truly happened when medieval places became too big: they'd become towns and the population would spread out and form new villages. We could have both, we have none. At first that was the plan, and it's likely that the entire system was thought with that in mind, since it was beheaded out of the game, I don't think the system can handle optimal gameplay, the same "all towns starving to death" loop will still happen like it did when EA first got out, it just takes longer now.
I just hope it's moddable, if I grow to care too much about the game, I might do it myself (super-towns sprawling more villages, and super-villages becoming towns through their castles). Current playthrough I have sanala skyrocketing above 11k prosperity (Sanala is the most OP town in the game in case nobody noticed because it has 4 villages with food sources and a nearby castle that holds a single silver mining village, it's the ultimate fief in the game), one of Sanala's villages' well above 1100 hearts, I mean, that thing would've become a town by now realistically speaking.
The only good thing's that the engine now supports way more complex mods, though at the same time they didn't make the base-game easily moddable by not adding XML sheets to their systems, which basically means no one can fine tune the game by themselves, you gotta be a coder to do it (that's 10 steps back on accessibility to modding, while they made 50 steps forward in compatibility and engine capabilities).
Summing up I'm exceptionally disappointed, I lost admiration for TW way back in 2016, it started growing back when EA was announced, lost it again in 2020, and now depending on the state of the game by this "rushed" release, there'll be no hope left. They have only 2 paths that I'd find personally acceptable, either they release with a massive road-map of features to come - or they release with at least half of the missing features as a "surprise". Not sure either are going to happen. The flawed balancing can be handled by mods without much difficulty, and the UX was terrible in WB, so it's not like it's going to kill me for not having it being good in bannerlord.
I honestly can't stop wondering... what exactly makes Bannerlord a game that needed 10yr+ in development, plus another two years in early access?
I know they restarted like twice, but that's alarming. More than a decade in development and two years in EA, and what do we actually have to account for it? AI that doesn't function right and still can't climb ladders? Constant balancing issues? Poorly implemented and largely useless features? Missing features that were promised or have been requested hundreds of times over the years? Multiplayer that still crashes all of the time? Multiplayer that no one really even enjoys because its disjointed? A lack of good modding tools?
At least with games like Star Citizen or Kingdom Come Deliverance, we can understand the enormous scope of the game and what is required. At least with that you can think "well, 10 years is understandable" even if you might think its ultimately impossible or a scam or the game wasn't your cup of tea. Because at least they are or were trying for something big, something that has never been done before. But Bannerlord? What groundbreaking things did it do? What features, or what part of this engine, needed 10+ years?
I've openly warned everyone about the danger of having a "no deadlines" policy. Pointed it out when the first engine callback happened, pointed it out yet again when the second happened, than we started asking for an EA so the community could help them, they've delayed that for years, opened EA and ignored us all... The question to me is why did they do it? To appease the community as some sort of PR maneuver? Because the EA was ultimately useless, all constructive feedback was ignored where they've stated to have their "vision" which doesn't seem very visionary if you ask me. The second question's why ignore the community who supported them all these years? Ego? Vanity? Difficulty to implement stuff?
One thing I can't get out of my mind, though, are the in-game issues with coding that can be fixed by a single person in less than a week still being present in 1.8. That's just impressive.