
I agree absoultely that Taleworlds will never deal with issues that many people bring up. I just hate when people think that modders can or should save a game. That's ass backwards thinking modding should be there to enhance the game not to make it enjoyable.
That has been Bethesda's strategy since development of Skyrim begun, and it has been working well for them, they've even tried to pull-off a paid mods (and they partially did). It's a disgusting practice, but none the less not without precedence.If modders can and want to fix Bannerlord, that's awesome, but I'd feel really bad not only as a customer to be getting a broken/incomplete game, but as a person for thinking it should fall on people who aren't even being paid to do the work. Unfortunately, a lot of other people have come to depend on modders fixing things, so they need to lean more toward pushing the issues to them rather than to those who are actually responsible.

This is it, afaik there really aren't beta/ea releases for consoles (in most cases) so this is full release on the 25th.Will there be another beta before release or is this it ?
Taleworlds came to rely on modders to fix issues with it's previous titles. It's a bad habit to get into but as @xdj1nn said it's not unprecedented. But I pray to god it doesn't become the industry standard.If modders can and want to fix Bannerlord, that's awesome, but I'd feel really bad not only as a customer to be getting a broken/incomplete game, but as a person for thinking it should fall on people who aren't even being paid to do the work. Unfortunately, a lot of other people have come to depend on modders fixing things, so they need to lean more toward pushing the issues to them rather than to those who are actually responsible.
That has been Bethesda's strategy since development of Skyrim begun, and it has been working well for them, they've even tried to pull-off a paid mods (and they partially did). It's a disgusting practice, but none the less not without precedence.

There is one big difference between BL and WB modding. In WB you could have done complex mod by being self made because they had custom script language that made modding easier. In BL you need to know C# in order to do complex mods, AKA pool of potential modders is significantly reduced. Current official modding tools are primarely for making new textures and maps.Same with warband, modding was hard, but modders will find a way
Oh wow I didn't know that, so bannerlord is much harderThere is one big difference between BL and WB modding. In WB you could have done complex mod by being self made because they had custom script language that made modding easier. In BL you need to know C# in order to do complex mods, AKA pool of potential modders is significantly reduced. Current official modding tools are primarely for making new textures and maps.
Bannerlord is far more professional than Warband, which was quite rudimentary. Accordingly the entry/learning barriers for modders are far higher. Not just on coding, but across the board on asset creation and scening etc. However, I doubt that the pool of modders is smaller as C# is a popular language (a number of modders use it at work for business applications etc.) and Bannerlord has reached a wider audience. Most of the initial flush of mods were purely/substancially code based. Full conversion mods will take much longer as asset creation is a time sink. Even creating new cultures in xml is a slog.Oh wow I didn't know that, so bannerlord is much harder
Ahh that's interesting!Bannerlord is far more professional than Warband, which was quite rudimentary. Accordingly the entry/learning barriers for modders are far higher. Not just on coding, but across the board on asset creation and scening etc. However, I doubt that the pool of modders is smaller as C# is a popular language (a number of modders use it at work for business applications etc.) and Bannerlord has reached a wider audience. Most of the initial flush of mods were purely/substancially code based. Full conversion mods will take much longer as asset creation is a time sink. Even creating new cultures in xml is a slog.
If you want an example, watch Enpremi's handsrig tutorial https://forums.taleworlds.com/index...tool-and-tutorial-3ds-max-and-blender.444631/ By comparison gloves in Warband were simple meshes with three vertex frames, merely allowing open and closed fists. Even I could mod Warband gloves (with the help of mtarini's OpenBRF).
They also built thier own game engine from scratch. A big undertaking that consumed most Pre EA timeLiterally all I was hoping for was (1) Warband's feature base but with (2) better sieges, (3) better graphics, (4) better mod support, and (5) all features operational.
For a studio of 100 employees such a simple sequel should have taken 3 years tops.
Here we are 8 years of development and 2 years of early access later and not only have they still not completed (1) and (5), but the game is actually overall LESS functional than Warband and they're going to release this?

Building a game engine does NOT take 10 years. Or even four.They also built thier own game engine from scratch. A big undertaking that consumed most Pre EA time

If you say so lol?Building a game engine does NOT take 10 years. Or even four.
C# is easy to learn, reason why the entire Unity engine was built on it. The most complex older games were all made in C++. I still remember the workshops about Unity in University when it was in it's final stages of development, MS representants would come and give us some master-classes on it. The lesser engines would use other code languages other than C++ but C# was just being introduced as a viable alternative and it's golden to this date. Better libraries and much simpler than C++Bannerlord is far more professional than Warband, which was quite rudimentary. Accordingly the entry/learning barriers for modders are far higher. Not just on coding, but across the board on asset creation and scening etc. However, I doubt that the pool of modders is smaller as C# is a popular language (a number of modders use it at work for business applications etc.) and Bannerlord has reached a wider audience. Most of the initial flush of mods were purely/substancially code based. Full conversion mods will take much longer as asset creation is a time sink. Even creating new cultures in xml is a slog.
If you want an example, watch Enpremi's handsrig tutorial https://forums.taleworlds.com/index...tool-and-tutorial-3ds-max-and-blender.444631/ By comparison gloves in Warband were simple meshes with three vertex frames, merely allowing open and closed fists. Even I could mod Warband gloves (with the help of mtarini's OpenBRF).
Most modders are amateurs rather than professional 3d or 2d artists. If you watch the modding discord you'll see people struggling with importing assets, rigging, applying cloth physics etc. It can all be learnt, but takes patience.The asset creation's just blasphemy. The only difference is level of detail and poly-count, but for any true 3d artist or even 2d artist, it's but a simple detail.
Mable / Monty Python (or whatever other name one likes to use for Warband's custom scripting language) was easier by virtue of allowing less. Though its limitations certainly inspired innovative solutionsC# is easy to learn
Say that again, but slowlythere's no such a thing as "more professional" that's just laymen talk.
c'mon duh, you gonna say that Armagan wasn't professional while doing M&B and WB? The only thing is that it was full indie which makes things trickier/harder in some departments and easier on other departments... Now, he just called any Indie game made by small teams "amateur" and that's just unacceptable to me, really. Professionalism has nothing to do the scope of a project, nor it has to do with the scope of a company. It's comparable to calling Steve Jobs unprofessional before having a proper headquarters.Or any other startup / indie company. Professionalism has nothing to do with it, and arguably some of the handling of BL wasn't very professional, but that's not relevant to the point I'm making here.Mable / Monty Python (or whatever other name one likes to use for Warband's custom scripting language) was easier by virtue of allowing less. Though its limitations certainly inspired innovate solutions
Newcomers also benefited from being able to make minor changes without having to reimplement classes or use things like injection.
Say that again, but slowly![]()
it certainly does! There are tricks and plugins that might help, but than again I'm too unfamiliar with freeware for art, I only know professional software so I can't help pointing to said plugins. I mean, I know the freewares but I have no knowledge on their usage, still use adobe and autodeskMost modders are amateurs rather than professional 3d or 2d artists. If you watch the modding discord you'll see people struggling with importing assets, rigging, applying cloth physics etc. It can all be learnt, but takes patience.
I don't think Armagan or generic professionalism were the point of @NPC99 Rather he seemed to discuss the way that the game was built and how it compares to the current product that had greater experience and resources at its disposal. In this, Bannerlord enforces/follows certain standards more strictly (no module_scripts with its 50k+ lines, for one ).you gonna say that Armagan wasn't professional while doing M&B and WB?