Constant Warfare : Did Taleworld adress that ?

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Biggest problem with the game that TW for some reason thinks is absolutely fine. Maybe they think their action is so riveting that the "fans" can't get enough of it.
There's a delicate balance between action and down time. The player needs time to do things such such as town/castle building, doing quests, or even rp but unfortunately there is so little to do outside of combat that's why people complain constantly that the game is so shallow. TW really shows their inexperience when they don't address something as fundamental as this. Any activity you have to do over and over and over, even something intially fun, just becomes another form of grinding.
 

ShakenSpeare

Sergeant at Arms
M&BWBWF&SNWVC
There's a delicate balance between action and down time. The player needs time to do things such such as town/castle building, doing quests, or even rp but unfortunately there is so little to do outside of combat that's why people complain constantly that the game is so shallow. TW really shows their inexperience when they don't address something as fundamental as this. Any activity you have to do over and over and over, even something intially fun, just becomes another form of grinding.
If the whole core of this issue was fixed honestly I would probably like this game twice as much as I do now. It really does make the game feel so shallow and lifeless. Life is as cheap as mosquitoes and there's an endless supply of life and equipment to throw into the meat grinder, something that you wouldn't think a Medieval society would be capable of. The lords need to get burned out from war too and be able to do other useful things.
 

Figulus

Regular
The biggest problem i have with Bannerlord SP at the moment, and one i've seen mentioned in multiple threads, is the fact that, compared to Warband, there is just way too much warfare going on in Bannerlord. Sieges are happening left and right, its constantly war throughout the realm and basicly if you dont want some faction to snowball, you need to be part of that 24/7 warfare yourself and as soon as possible.

It didnt feel like that in Warband. Being at War with another faction was not an event as recurring as it is in Bannerlord, there were long moments of peaceful times (feasts, tournaments, questing, working our relations, etc.). Bannerlord is just war war war war constantly. You just cant get any moment of peace, because while you are at war with faction A, faction B declares war on you right before you declare peace with faction A.

Castles are getting sieged constantly they change color like its a christmas light cord, which is goofy as heck.

This, right here, is one of the many reasons why Bannerlord, when compared to Warband, feels like it has no "soul".

What is Taleworlds opinion on this matter ? Does Taleworld feel "fine" with the constant warfare meta of their game ? If so, it is a big bummer for me, because im patiently waiting for the game to finally have a soul.
Agree with most of this , no feasts makes a big difference to me.
 
If the whole core of this issue was fixed honestly I would probably like this game twice as much as I do now. It really does make the game feel so shallow and lifeless. Life is as cheap as mosquitoes and there's an endless supply of life and equipment to throw into the meat grinder, something that you wouldn't think a Medieval society would be capable of. The lords need to get burned out from war too and be able to do other useful things.
I've been saying for months losing big battles should really sting and losing a couple of large battles should have an impact on a faction. It should make them become much more defensive and sue for peace. Factions should try not to be in 2 wars at once and should try to sue for immediate peace if they have 3 or more wars. But constantly throwing endless armies in the meat grinder makes any individual battle completely pointless. I know many people complain that it would make snowballing worse but there's an easy solution, and one TW refuses to do, alliances.

So what we have now is that it takes factions a while to start snowballing but the wars never end and it ultimately makes the whole game become a giant grind feast. Factions shouldn't just go to war for no reason in many cases there should be some kind of border skirmishes beforehand and at that point one faction should try to appease the other. Declaring war against another faction should put all other neighboring factions on alert against the aggressor which may make them raid that faction more or even go to war against them if they have a bad history. The issue of constant warfare isn't going to change until some modder comes along and changes the underlying reasons for war and peace because TW has decided that this is the way they want the game to go.
 

td00361969

Recruit
The whole map is at war with me & i have only 3vassel with 4cities & few castles. The problem is all my vassal disagree to vote any peace to any faction. i need to use 600-900 influence to make peace with 1 faction, & it won't keep long until auto declare war again. & no other clan seem to interested to join my faction now, I asked almost all the clan leaders & all saying the same thing "im happy with my current king" something like that.
 

ShakenSpeare

Sergeant at Arms
M&BWBWF&SNWVC
I've been saying for months losing big battles should really sting and losing a couple of large battles should have an impact on a faction. It should make them become much more defensive and sue for peace. Factions should try not to be in 2 wars at once and should try to sue for immediate peace if they have 3 or more wars. But constantly throwing endless armies in the meat grinder makes any individual battle completely pointless. I know many people complain that it would make snowballing worse but there's an easy solution, and one TW refuses to do, alliances.

So what we have now is that it takes factions a while to start snowballing but the wars never end and it ultimately makes the whole game become a giant grind feast. Factions shouldn't just go to war for no reason in many cases there should be some kind of border skirmishes beforehand and at that point one faction should try to appease the other. Declaring war against another faction should put all other neighboring factions on alert against the aggressor which may make them raid that faction more or even go to war against them if they have a bad history. The issue of constant warfare isn't going to change until some modder comes along and changes the underlying reasons for war and peace because TW has decided that this is the way they want the game to go.
Agreed. The whole grand strategic AI is nonexistent it seems, everything is literally decided by rolling a dice. There need to be reasons for things happening. Reasons for going to war or not going to war. Examples: Battania goes to war against Vlandia because they want a specific town with profitable trade resources. Southern Empire goes to war against Aserai because of old fiefs that Aserai conquered. Sturgia does NOT go to war against Northern Empire because of a defense pact they have with the Khuzaits. Maybe if the aggressor faction achieves its goals, they feel less inclined to continue the war further, rather than these constant wars of total annihilation going on. Is stuff like basic diplomacy and reasoning off of it just all that too complex? Brutal war shouldn't be completely discouraged, but if the Khuzaits start steamrolling everyone, why wouldn't the entire map unite against this common menace?
The whole map is at war with me & i have only 3vassel with 4cities & few castles. The problem is all my vassal disagree to vote any peace to any faction.
Lol, sounds like classic Bannerlord logic.
 
The whole map is at war with me & i have only 3vassel with 4cities & few castles. The problem is all my vassal disagree to vote any peace to any faction. i need to use 600-900 influence to make peace with 1 faction, & it won't keep long until auto declare war again. & no other clan seem to interested to join my faction now, I asked almost all the clan leaders & all saying the same thing "im happy with my current king" something like that.
Yeah this is the first game I've played where being a ruler feels like you have less power than as a vassal. :roll:
 

Lord Doom

Veteran
M&BWBWF&SVC
You're midway through a major war and you're clans all vote to start a fresh war with another faction. Then, when your enemy is on the ropes and down to their last couple of strongholds, your clans vote for peace. Some logic would be nice.
 

Apocal

Master Knight
I know many people complain that it would make snowballing worse but there's an easy solution, and one TW refuses to do, alliances.
Alliances cause snowballing too. There are only six factions and combining them really quickly creates a situation where there are two stable coalitions.
 

froggyluv

Grandmaster Knight
NW
Agreed. The whole grand strategic AI is nonexistent it seems, everything is literally decided by rolling a dice. There need to be reasons for things happening. Reasons for going to war or not going to war. Examples: Battania goes to war against Vlandia because they want a specific town with profitable trade resources. Southern Empire goes to war against Aserai because of old fiefs that Aserai conquered. Sturgia does NOT go to war against Northern Empire because of a defense pact they have with the Khuzaits. Maybe if the aggressor faction achieves its goals, they feel less inclined to continue the war further, rather than these constant wars of total annihilation going on. Is stuff like basic diplomacy and reasoning off of it just all that too complex? Brutal war shouldn't be completely discouraged, but if the Khuzaits start steamrolling everyone, why wouldn't the entire map unite against this common menace?

Lol, sounds like classic Bannerlord logic.

Wasnt this the case in Warband already?? I remember when asking "How the Wars Going" or "What are you and your men doing" -getting these sorts of responses
 

ShakenSpeare

Sergeant at Arms
M&BWBWF&SNWVC
Wasnt this the case in Warband already?? I remember when asking "How the Wars Going" or "What are you and your men doing" -getting these sorts of responses
Pretty much, although Warband was pretty simplistic with it and I'd rather have it more polished and slightly more complicated. Even then the basic idea was there and far better than Bannerlord's mess. It's not an overly ambitious idea since we've had the same rudimentary thing before.
Alliances cause snowballing too. There are only six factions and combining them really quickly creates a situation where there are two stable coalitions.
Perhaps a solution could be to have alliances not be particularly close or long-term, or to make them relatively rare for factions to acquire, or cap alliances at two factions only.
 

WeiKaiXuan

Recruit
Say for all you guys that are saying that Taleworlds refuses to fix this issue, did they officially say that somewhere? If they really feel this way, that is going to be a serious issue. I can only speak for myself, but it may cause me to stop playing. I like the game but man that excessive warfare declaration mechanic literally kills the game for me. I usually just re-roll once it gets to be too much because it sucks the fun out of the game. The war declaration cooldown at a minimum needs to be more than just a few days or whatever it is.

Waiting for modders to fix a core issue of the game is not a good precedence to make. Bethesda still to this day gets roasted about their similar issues.

I am happy companies like Taleworlds exist, because they are still willing to make a singleplayer game in the first place. This game is still amazing, but there are a few major things that really needs to be fixed before everyone else (especially whiny games journalists) tries it at official release, and then proceed to trash Talewords and also trash singleplayer games in general. When the only games any company makes is a battle royale or a MMO, we all lose.
 

TheShermanator

Sergeant
While on the one hand, I agree with everyone wishing for a better AI, I think that's not super likely. I mean, when was the last time you played a dedicated strategy game (and remember, Bannerlord is fundementally an RPG with some strategey elements on the side) and encountered a non-terrible AI? There must be some hidden law of the universe that limits video game AI strategy :smile: . Whatever the cause, I think it's probably a high dev time / low result ratio way to go. Not likely to happen.

However, they might have an easier time fixing the structural input/ouput system that keeps the war "meatgrinder" engine going. For example, they could slow the villager-recruit replacement cycle down. (Or they could reduce the number of recruits that AI party leaders pick up per village - lots of options to slow down party recruitment.) Simultaneously, they could make upgrading troops more expensive (I would only support this if the whole war cycle actually slowed - otherwise you would end up with even blander recruit stacks than you have now in AI parties.). At the same time, they could increase influence costs for army formation. Etc. Any combination of these things, applied to all factions, would slow down the meatgrinder.

That way, even if the AI makes incredibly dumb strategic choices, they could at least code an AI to seek peace (demand good terms for the faction if winning, accept bad terms if losing) when its relative strength bleeds down - an outcome that would be assured if the AIs couldn't reform armies so quickly. (Lots of reasonably simple ways to do this. Off the top of my head, you could have 2 conditions: 1) The losing faction has 50% [play with this #] or less of the military strength it had at the beginning of a war and 2) The ratio of the losing faction's strength to the wining faction's strength had changed from X at the beginning of the war to 0.5X [play with the factor] at the end of the war.

(Then, other factors could work to limit how eager factions were to start wars. E.g. Terms of peace might include long war cooldowns between specific factions. And the # of (troops + recruits) relative to the size of the faction (say, measured in fiefs controlled) might need to hit a certain floor before a faction sought after a war.)
 
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