Constructive Criticisms

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The trial by combat one, it's just talking with the npcs and an arena duel
 
Rainbow Dash 说:
Notables' faces are randomly generated in every playthrough. They shouldn't be. Ransom brookers, tavern keepers, judges etc may but not named ones. We should be able to remember their faces to use then in memes it decreases their unique personality which is important for roleplaying. If you don't want to waste time creating 4-6 unique faces per village (there are more than 200 villages) then just randomize them with that button but please keep them constant.

https://forums.taleworlds.com/index.php/topic,378556.0.html

You are alone on this argument
Your thread about the existence of randomly generated companions is hardly evidence for your claim that it's universally in demand.

John C 说:
Another thing, in the current troop tree the Vlandians seem to have crossbowmen only and no archers. That would be a shame. Surely it wouldn't hurt to give them both?
Duh's video from Gamescom shows a Vlandian minor faction's three-tier archer line. I'll grab a still from the video for you. Here's the video at the time stamp 17:20 showing that it's in the Vlandian unit encyclopedia page.
DJZQZom.png
 
Thank you for the thread KhergitLancer80. And all of you, please continue to give us this kind of constructive criticism and know that we are reading these kinds of topics and take notes.
 
People misunderstanding all from OP, theme is constructive criticism not criticizes Bannerlord, also many want realism in videogames, a thing almost impossible because them were for our entertainment
 
Perhaps it would make sense to rename the thread to something like "Constructive criticism" to avoid anyone thinking that we're bashing on the developers here. During this GS we received more information than ever before and there are quite a few of things that got me really excited. I noticed a few things that should be looked into though:

1) Too dark in taverns (to the point of not recognizing textures etc.) but you've already explained that in the other thread.

2) I noticed a problem with clicking on a party that is close to a settlement (on the world map). That should most certainly be addressed. Source: https://youtu.be/98gxehJeYAI?t=43m12s

3) I also feel that we as players should be given more options when speaking to NPC's. The major part of this game is being able to jump in and do whatever you want to do but face the consequences of your actions. Every conversation should be filled with additional options that might be or not be to the liking of the NPC you're speaking with. For example, you ask an NPC for a task and he provides you with one. There should be multiple options here - accepting the task, producing a counter-offer (success based on your charm skill), insulting the NPC, denying the offer, etc. Further down in the task you should also be able to take additional decisions based on the progress of the task such as siding with the NPC that gave you the task, siding with the enemy or simply caring about yourself and taking advantage of both parties.

4) The throwing animation is also in my opinion too slow. It doesn't really match the speed of the projectile.

And some other minor things but I am sure you'll polish that before release.
 
I have a problem with the deflecting arrows mechanic.

I do not have a problem with the idea itself, but the random chance aspect sits wrong with me, and the idea that it is locked behind a perk.

So I have an idea on how to make it skill based.

The animation during the transition to block would be a great time to deflect an arrow.

For example, I am holding left block. Then I switch to right block.

In the small amount of time that my player switches between blocks is the time in which the arrow can be deflected.

It cannot be anything else, as that would be making it overpowered.



Examples of how I think it should be:

Top block(block overhead swings)->transition animation( deflect arrow )->bottom block(block stabs from spears and swords)

Neutral stance (when player is doing nothing and is vunerable to all attacks ->transition animation (deflect arrow property) -> right block (protect from swings from opponent left)

Holding bottom attack to stab opponent -> transition animation to block (Do not add deflect property here) -> top block.

Also make sure that the deflect can only block 1 arrow at a time as to not make Archers useless against two handers.

In addition, the player must recieve feedback for deflecting the arrow, so when the arrow is deflected the player can do a brief diagonal sword stance, like this

image0.jpg


Accompanied with a satisfying sword cling sound.




Please remove the perk limitation, and make it a hidden feature that is standard with all 2 handed weapons like Chambering in Warband

 
I hope as many of them will be polished

Graphical downgrade, all depends on video settings
Recruitment is a bit weird but sounds good
I am interested if some will says as faces not were medieval, for me not is a problem, but if them were good, we will get one or two facemods
 
I didn't like the bombastic approach for some cities. They seem overly complex and Mordor-like, with the Sturgian capital being a prime example. A few rocks here and there, and maybe some unique placement of a couple of towns in the mountains might be a good idea, but I would hate it if it were to be the norm. Cities need to be placed in live-able spaces and have logical layouts.

Also, I would be really disappointed if the towns suffered from the same issue they have in Warband, and that is: being incomplete mock-ups.

Battanian troops also seem a bit surreal, with many unnecessary straps and hides all around them.

Edit: Judging by how the music sounds right now (except one track), I guess that the first thing I'll do is to dump the vanilla music for the Rome II/Attila soundtrack.
 
I post this here again since my original feedback post was moved to a dead topic.

1. My first and maybe biggest point are the Tournaments in Bannerlord, they have slightly improved UI but everything else looks like a copy from Warband. This should not be the state after so many time in developement, there was alot feedback to tournaments in Warband already and it is easy to improve them. You can add nice new gameplay mechanics and make Bannerlord the truly better Warband.
-1.1 The most obvius thing is: Give us a choice of weapon, let us select before the begining of each round what weapon we want to use.

-1.2 The tournament mode is the same like in Warband, thats not bad but it would be nice if there would be different categorys. For example beside the Buhurt (thats roughly what it is now) you could add a 1v1 Duell or a Archery (shooting at these round things and score points) competition. This would increase player choise and immersion. This would just benefit the immersion and player choice, improve RP potential and also we would not have to do the same things in the tournament.

-1.3 Return to wood weapons and uniform armor. No one wants shed so much blood and kill people in a sport competition, and it should be decided by AI vs player skill not gear.

-1.4 Maybe add more named traveling tournament NPC's that we can also talk to in the tavern (maybe not hire, they have their own life) and talk to for fluff text and to improve the feeling that the game has a story and living world.

-1.5 Some ideas for the Arena in general to make them more worth visiting again. You could add the Trainingcamp options from Warband to the Bannerlord Arena. So I could go to Arena Master and arrange me fighting against members of my company to train them or just use Arena to train my Bow Skill beside the normal Brawl System. Again more simple Options that make the Quality of the Game better.

2. A second thing I would like to see improvement on is the general dialogue options and interactions, you already have implemented some good NPC´s to each settelment but maybe give us more possibility to talk to lords and towns people. For Lords they could talk about their Hous/family and how their family is the most honoured.
For this I have no good ideas, but maybe someone else also thought about this. I would like more interaction options than, hello, bye, give quest, i attack you.

3. Overall I liked the visuals of the settlements with 2 exceptions. First one is the Strugian Town we saw, inside it looks Slav/Viking inspired, but the city walls look like they belong to west european culture in a later period. I hoped to see a more unique look for the Strugian Defence Buildings, the strugian castle for example looks very unique and new. Why not use Wood or a mic like in the castle also for the city? It fits the theme of Strugia better.
The Second one is Vlandia. Here its the same thing, inside it looks very middle european and the city wall is very early medival/east european like. For Vlandia theme the pure stone wall would fit so much better since the whole faction is more high medival inspired.

4. This one is again on Settlements, and maybe even more important than the tournament thing. Last year you guys still had a very nice concept, remove castles as single entities. This idea was very good, there was no stupid divde between the village Rybelet belonging to Lord X and the castle Rybelet belonging to Lord Y. Castles are there to defend something, the best thing you could do is give them something to protect (Village). You most likely wont add Streets and Chocke points where a castle can realy block the way so the option to let us have a castle defend the village was a nice strategic addition. This was such a nice improvement for the Gameplay and usefullnes of castles and you could´ve included so many cool options. I hope you reconsider this and try to add castles to village scenes again.
-4.1 You could make different defend/raid modes for villages. If there is a castle one can decide to raid the village and siege/ not raid and siege, the defender could decide to let the village be raided and stay inside castle or move out and try to help the village people escape to castle (if enough manage to escape the reconstruction would be faster) and many other posibilitys.

-4.2 Little thing to add, I hope we can get some Quests for helping our village to rebuild faster, like bring building material/ Grain/ Lifestock or recrut new farmers from other places to repopulate.

5. Some of the visuals could need adjustment. Vilage or townspeople sometimes wear very bright cloth, as bright as modern western sport cloth. As if they were dressing up for instagram gym picture, I know that medival times were not dark and grey but mayb more natural colour would be better. Inside Buildings however everything is very very dark, sometimes we could not see inside the Lords hall. Maybe light up the place a little so we can see the stuff inside the rooms.
 
Orion 说:
[...]

John C 说:
Another thing, in the current troop tree the Vlandians seem to have crossbowmen only and no archers. That would be a shame. Surely it wouldn't hurt to give them both?
Duh's video from Gamescom shows a Vlandian minor faction's three-tier archer line. I'll grab a still from the video for you. Here's the video at the time stamp 17:20 showing that it's in the Vlandian unit encyclopedia page.
DJZQZom.png

Thanks a lot for the info.

Being part of the brotherhood of the woods, it may well be possible to mix them with regular troops.
 
+William The Bear

Ok, I changed the topics name just to be sure devs wont think we are overall disappointed. Actually I tried to say that isnt the case in first post but they may miss it.


Okay one of my criticisms is about how we can see all the skill levels of any lord via the encyclopedia. I think they shouldn't be written on encyclopedia and they should remain secret.
 
I don't have much criticism for the demo personally, I liked most of what I saw and I know that its blatant issues will be gone in the full version. What I actually doubt that will be fixed though is the AI, which seems to be my only problem as of now. I absolutely hated Warband's AI making a line in front of you just waiting to be butchered, and the same seems to be happening in Bannerlord. I wish they could just attempt to surround you.

Edit: One thing I forgot to mention, I really don't like how close to each other the two sides spawn in a battle. It doesn't allow any form of tactics. Thanks to wormydowg for reminding me of this in another thread.
 
Gab-AG. 说:
I don't have much criticism for the demo personally, I liked most of what I saw and I know that its blatant issues will be gone in the full version. What I actually doubt that will be fixed though is the AI, which seems to be my only problem as of now. I absolutely hated Warband's AI making a line in front of you just waiting to be butchered, and the same seems to be happening in Bannerlord. I wish they could just attempt to surround you.
I really hope that the AI was set to very easy.
 
Most of what I wanted to say has already been said and I don't want to repeat what other people have said.

However there is one thing I like to address: the skill Strategy is a bit weird and appears to be an apparent substitute for leadership. The description of the Strategy skill is as follows:
"Your understanding of how armies operate. This allows you to move faster, to prevent delays and misunderstood orders, and to plan for logistical needs."
That sounds less like planning to achieve a goal, and more like personal management and commanding to me, although admittedly I find the last part about logistics perfectly fine and well suited. Maybe it's just me but I think the skill name and (most of) the description needs to be changed for the sake of clarification as they currently seem mismatched to me.
 
I think the game is already in a good condition.

There are only two things wich i hope will be changed bevor the release.

1. I liked the troop trees from 2016/2017 more with up to Tier 7 units. The elite units should be rought to get  and after you can have Tier 3 units in 20min, Fighting against some bandits, this will become a Problem in mid to late game where you have a good Trainer and most of your units will be Tier 5(highest Tier in the new troop trees) and so not further ubgradeable. Give the People something to do:wink:

2016/17 troop tree (siege Gameplay):
Empire recruit ->light infantrie ->infantrie ->trained infantrie -> veteran infantrie -> elite infantrie -> legionary
(i know troop trees are not finished)

2.I loved the idea of building a Castle in my own Village, in warband castles and villages where pretty boring. The more upgrade options the better especially for the mid game where you have only one Village and your small army.


Apart from these points I love what I've seen, keep up the good work.
 
I only have three minor things:

1. Lords + the player? Should have titles. Perhaps a vassal system with Emperor-Kings-Dukes-Counts-Barons-Lords-Landed knights, depending on the faction the names would be different of course. Could make some interesting scenarios where a Duke might even have more vassals and men under him than the King. Perhaps reaching a rank of Duke could even make it posible to marry into a royal family etc. But just having the titles without a vassal system like in Warband would also be okay since we have the clans  :smile:
2. The visuals looked a bit like some post-processing weren't tuned properly or something in comparrison to the 2015 siege video. I did read there's some rumours graphics were turned down for the demo, if that's the case 100% understandable and no problem  :grin:
3. Can't build castles in villages, I can understand it would be a pain to make 200+ scenes with upgradable castles for each village scene and would require an army of level designers. But just some palisade and a single keep would be quite cool as the "max" upgrade for a village.
 
Sincerely I will says as Bannerlord is still in development, I believe as for a veteran professional player game will be even easier. Regarding battles, I not will be unhappy if they not improve AI but idea of Captain Mode will be better than individual AI regarding because require only 12 bots will do better things than 800. But Taleworlds must considering fixing these issues even if they release a closed beta for our community, feedback and pleasure of customers for them were much important than money and fame
 
The banners in the campaign map are still too small and insignificant.

I don't like that the village and castle system has been reverted back to the Warband system. The village system shown at the 2016 PC weekender was so much better in my opinion.

Quests seem quite repetitive and need more variation.

Dialogue with NPCs need to me spiced up a bit. It's too similar to Warband.

 
RoboSenshi 说:
The banners in the campaign map are still too small and insignificant.

I don't like that the village and castle system has been reverted back to the Warband system. The village system shown at the 2016 PC weekender was so much better in my opinion.

Quests seem quite repetitive and need more variation.

Dialogue with NPCs need to me spiced up a bit. It's too similar to Warband.

Agreed 100%.
 
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