Biggest issue that causes me to not play right now is "relation"

正在查看此主题的用户

lomo

Recruit
I decide to go with being the king of calradia and have my own empire. So obviously I would have vassals and as castles and settlements are taken over and I distribute the lands to my vassals everything is going smoothly so far. Until the kingdom that we are at war with decide to take over my vassals castle/settlement and that cause me to lose relation with my vassals. I find it hard to increase relation with any vassals and lords already, but if I have to lose relation because my vassals lost their land which I am unable to save from the enemy kingdom all the time, then it is nearly impossible to play the game. I can't progress any further since I have to worry about my vassals constantly betraying me and head back to their original kingdom with the remaining lands that they own. Please resolve this as it may be one of the biggest issues that may cause any players to feel discouraged from the fact that ruling the entire calradia is nearly impossible.
 
If you have excess influence you can get vassal relation fairly easy by promoting their influence on the kingdom screen. Gives a pretty good relationship bonus
 
To piggy back on that...

If you don't have influence, you can get a lot of influence by donating troops to garrison and donating prisoners to a dungeon instead of cashing in on them in the tavern.
 
thks for the tips, but my main issue with the game is with the relation dropping drastically due to their lands taken from them and causing me to lose relation with them
 
+1 this definitely needs balancing and I have the exact same issue. Relations just tank during war and the only reliable way we have to build it back up is by spending thousands of influence and dozens and dozens and dozens of clicks PER CLAN.
 
To piggy back on that...

If you don't have influence, you can get a lot of influence by donating troops to garrison and donating prisoners to a dungeon instead of cashing in on them in the tavern.
i tried donating troops, bartering, and minigame but none of them seems to work at all
 
As a vassal, you can donate troops to a garrison and prisoners to the dungeon. Go to the keep menu at a castle or town of your faction and select accordingly. This gives you influence. You can spend the influence to build relation by directly supporting clans in the kingdom menu as well as voting on realm issues and supporting clans.
 
You can spend the influence to build relation by directly supporting clans in the kingdom menu
I literally had to make a script to do this because it can take over 200 clicks to get even +1 relations with a clan (which will almost certainly go back to negative during war, so get ready to do more some clicking). Not to mention the annoying alert sound and banner that pops up for every single time you support them which can last like 5 minutes after you're done, depending how many times you supported clans.

as well as voting on realm issues
This, unfortunately, is broken.
 
Yea, the relation with vassals are broken. Even if i gif them fief, it shows " your relation with (lords) has improved" ... but when i check it is still -100... is there any other way to improve relation with those vassals other than keep spamming influence support? or is it bugged?
 
My experience is apparently different than yours guys. I am not having issues relations issues.

As of the last couple builds, I have always gained/lost relations on voting issues as a vassal. I am not sure if you are just hovering over the tool tip instead of going into the encyclopedia to see the relations.
 
My experience is apparently different than yours guys. I am not having issues relations issues.

As of the last couple builds, I have always gained/lost relations on voting issues as a vassal. I am not sure if you are just hovering over the tool tip instead of going into the encyclopedia to see the relations.
I think it might only be broken if you’re the king. (i.e. when relations matter the most)
 
I haven't tried making my own kingdom. I am waiting till later until there is a more definitive build, so it could be.
For now I've just installed this mod:

It works flawlessly. I wish it also affected relations when passing policies, though. It only works with fiefs. I love how modders always manage to put developers to shame, and they do it for free. ?
 
I love how modders always manage to put developers to shame, and they do it for free. ?

Developers have bosses they have to appease to and generally a bigger picture they have to adhere to. Modders have the luxury to change something simply to their liking and if someone doesn't like it- they don't use the mod.

I personally would think it would be a lot of busy work right now for someone to invest time into making a mod until there is a more stabilized build.
 
Developers have bosses they have to appease to and generally a bigger picture they have to adhere to.
The bigger picture right now is getting the game to work. This is that. The bosses's job is to make sure that happens. How is solving this issue in any way in conflict with that?

Modders have the luxury to change something simply to their liking and if someone doesn't like it- they don't use the mod.
This isn't "changing things to one's liking" - this is fixing a core part of the game which is completely broken.

I personally would think it would be a lot of busy work right now for someone to invest time into making a mod until there is a more stabilized build.
The mod works totally fine. I don't understand what you're getting at here.
 
Modders also can focus on whatever aspect of the game they wish to change. Their only constraint is how much time they can dedicate to their project. In addition to that, modders aren't paid employees and there could be hundreds or even thousands working on mods at any given time. That number could easily fluctuate based upon the popularity of the game and the ease and availability of modding resources.

Developers have to pick what issues they most need to fix that will affect the most players, appease their corporate overlords, and work on new content in what may be a limited work shift and with only so many people on the development team. In August of 2017 the development team for Bannerlord was reported at 60 people. That would include programmers, graphics design, model design, animation, writing, project management, concept artists, internal testing, etc. The entire team would not be dedicated to fixing issues.

I agree there are some major flaws with the game, but I also knew this when I bought it. They are still dealing with players who have situations that make the game quite literally unplayable. There are multiple issues that are causing the game to crash as well. Ideally, they would have a ranking system for these posts so that players could vote on issues that they would like to see implemented before others after game-breaking bugs are fixed.
 
Modders also can focus on whatever aspect of the game they wish to change. Their only constraint is how much time they can dedicate to their project. In addition to that, modders aren't paid employees and there could be hundreds or even thousands working on mods at any given time. That number could easily fluctuate based upon the popularity of the game and the ease and availability of modding resources.
There's only a small number of bug-fixing mods out there right now, which means there's probably only about a dozen or so modders working on them. Modders are also working with what they have, which is basically nothing, while TaleWorlds is literally a whole company with millions of dollars to throw at this game, who have also been developing it for years and should therefore, theoretically, be very familiar with how to develop it properly. Modders are only now just learning as they go.

I agree there are some major flaws with the game, but I also knew this when I bought it. They are still dealing with players who have situations that make the game quite literally unplayable. There are multiple issues that are causing the game to crash as well. Ideally, they would have a ranking system for these posts so that players could vote on issues that they would like to see implemented before others after game-breaking bugs are fixed.
Crash fixes are only a small minority of the patches that they are making to the game. I would imagine a simple issue like this one shouldn't bring an entire company to its knees to fix, and is certainly not an insignificant one that should be near the bottom of the pile.

I'm happy with the work that they're doing, but I don't understand why you find it necessary to make excuses for them for not having fixed this issue yet, which is easy to fix, and is core to the functionality of the game.
 
I'm not trying to make excuses, I am trying to illustrate that they have other priorities and cannot fix everything at once. I agree that the issue with relations should be pretty high on the list, but the game is playable without it. The few bugs/crashes may also be linked to other aspects of the came which may require rewriting whole sections of code.

To be honest, the thing that gets to me the most is when a modder fixes an issue like this and the developer doesn't even take the time to examine how they did it. They may acknowledge that the mod exists, and may even point people to it as a temporary fix, but many times that results in the developer pushing that issue further down their list since they see a resolution already available to the public. I have seen this done with numerous games.

Side note: I also wonder how affected they are by the current pandemic. Are they still working at full capacity, or have some of the dev team been let go? I want to believe that they are working from home, but who knows.
 
后退
顶部 底部