Constructive Criticisms

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Neutral small places may be added. In warband, training fields.  In VC farmlands, mines(where slaves work), historical places(roman wall), monastiries. Cemetries, caves and maybe calradic stuff(?).(your world tw!) Basically to do quests and look around.

And i did not forget zendar. :smile:
 
HawkyX 说:
fedeita 说:
HawkyX 说:
Blog 8 - Engine Power

Watched that video again and what the hell happened to the shadows? they were so much better defined and precise than now, far from what we have seen in the gamescom videos that are closer to warband ones.
Oh, they added some technologies here and here.

EDIT grammar
Oh I forgot that but that's not what i'm seeing in gamescom videos and honestly first one is some sort of ambient occlusion and second one global illumination, nothing to do with the quality of the shadows.
 
Dynamic Quests System has been removed in the Bannerlord Gamescom Demo.

our common quests are dynamically created by the current state of the world. This means that we don’t just spawn in characters or create the conditions for a quest, but rather that the game looks to see what is currently happening and offers a mission based on what is available.

Evidence of this being false

Before accepting quests
1.PNG


Accepting the quests to defend a Caravan Attack
2.PNG


Caravan and Bandits spawn on map on bottom right
3.PNG


https://www.youtube.com/watch?v=IESqrnoLvYc

I am dissappointed.
 
There's a possibility that the parties were outside LOS range but were revealed once the player took the quest, but that's a stretch. I agree those screenshots are pretty damning (but should be in spoilers, they're big :razz:).

It's also possible that the system they described is implemented but there just weren't any quest-worthy happenings around the village, so instead of saying "nope, sorry, all good here" they just spawned something so as not to waste the player's time.
 
Theres hope yes, like how Taleworlds has dumbed the AI for the demo, but still worth reporting on the current state of the game to keep things in check and make sure that Taleworlds is keeping on track.
 
Orion 说:
It's also possible that the system they described is implemented but there just weren't any quest-worthy happenings around the village, so instead of saying "nope, sorry, all good here" they just spawned something so as not to waste the player's time.
That's what I'm thinking too. Or maybe this system is just not implemented yet in the build that was used for Gamescom?
 
KhergitLancer80 说:
This topic shall be about our disappointments from what we have seen in gamescom this year.
Now, dont get me wrong I am not disappointed, in fact the opposite I am more than happy with what I have seen, good job TW the game looks very beautiful and great.
But of course for the sake of being constructive this topic is needed.
Now I will order my complaints/disappointments from most disappointing to most nitpicky.

1- Early game missions being repetitive.
Yes, this is probably my biggest disappointment by far. It was a huge problem in Warband and unfortunately from what I have seen it is still a huge problem in bannerlord. Of course things will change if TW say they didnt include every mission for the demo. What have we seen ? A mission about killing 3 looter parties / A mission about aiding a caravan / A mission about trial by combat / troop training
and maybe 1 or 2 more that I dont remember, probably attacking hideout or bounty hunting.
When they said there will be narrative stories, plot twists etc. tbh I expected more. The only mission I found interesting was the trial by combat mission.

2-AI
Now, I liked the new AI, it is certainly a lot better than Warband, I actually even wowed when an npc grabbed a weapon from the ground but there were still some things that irritated me. For example in one guys video he attacked to a desert bandit party and slaughtered all their infantry, his troops were also infantry and there was only one mounted bandit left. Why didnt he just rout ? He went back and forth and tried to go through the infantry until he got killed.
Some disappointments about routing troops as well, they should have fought back when we reached them, especially when we are cavalry and they are infantry.
Or at least they should have begged for mercy and drop their weapon or sth.
3- Arrow Damages I did not like how Alijin wasnt able to kill some bandits/looters even though she shot them from naked body more than once and even one survived after a headshot.
4- Generic Bandit Line:
I did not like how bandits/looters always say you wont capture us alive. That should only be the case when we are obviously superior to them. Alijin and one troop with her attack to a numerically a way superior bandit/looter party they say ''you wont capture us alive'', they should be greedy, maybe sth like ''haha you fool you walked to your own doom/death'' Maybe even some sexual assaults if the character is female like we will rape you etc. Game takes place in medieval times it doesnt have to be lovely.

5-Blood and Real Weapons in Tournaments
The title already speaks for itself. Even Warband had wooden weapons in tournaments what happened to those ? Also please lower or in fact disable the blood in tournaments.
Also why do stones make blood when they hit ? A stone wont make you bleed unless it is sharp, which isnt the case for bannerlord stones/rocks. They may leave bruises but no bleeding, pls fix.
6-More Scenes For Bandit Hideouts
This can also be because of the demo limitations, a player attacked desert bandit hideouts twice or sth and both were the same scenes.
came here seeking some cement and bricks, but instead I've found inter-dimensional realism being spread!

5-Blood and Real Weapons in Tournaments
The title already speaks for itself. Even Warband had wooden weapons in tournaments what happened to those ? Also please lower or in fact disable the blood in tournaments.
Also why do stones make blood when they hit ? A stone wont make you bleed unless it is sharp, which isnt the case for bannerlord stones/rocks. They may leave bruises but no bleeding, pls fix.
Errrmmmm....
A stone wont make you bleed unless it is sharp, which isnt the case for bannerlord stones/rocks. They may leave bruises but no bleeding, pls fix.
Please, be my guest at taking some stone to the face, when you start bleeding from it, you'll see that in this universe that's how it rolls
 
Rainbow Dash 说:
Dynamic Quests System has been removed in the Bannerlord Gamescom Demo.

our common quests are dynamically created by the current state of the world. This means that we don’t just spawn in characters or create the conditions for a quest, but rather that the game looks to see what is currently happening and offers a mission based on what is available.

Evidence of this being false

Before accepting quests
1.PNG


Accepting the quests to defend a Caravan Attack
2.PNG


Caravan and Bandits spawn on map on bottom right
3.PNG


https://www.youtube.com/watch?v=IESqrnoLvYc

I am dissappointed.

I don't think a dynamic quest system has to mean that events are already ongoing before you accept the quest. Rather it would check for conditions in the region, and generate quests based on those. In this case, conditions might be that nobody has cleared bandit parties and their hideouts for some time, while trade volume is high. Thus an attack on a caravan becomes likely and the appropriate quest is generated. Characters (named NPCs) aren't spawned just for the quest, but generic parties, like bandits and caravans, still might be.

If so, the sentence "...the game looks to see what is currently happening..." could have been phrased better, but one can hardly expect a video game company to describe their game with scientific precision at all times.
 
I don't think a dynamic quest system has to mean that events are already ongoing before you accept the quest. Rather it would check for conditions in the region, and generate quests based on those. In this case, conditions might be that nobody has cleared bandit parties and their hideouts for some time, while trade volume is high. Thus an attack on a caravan becomes likely and the appropriate quest is generated. Characters (named NPCs) aren't spawned just for the quest, but generic parties, like bandits and caravans, still might be.

If thats the case, Taleworlds has some very deceptive marketing. I am surprised.
 
Rainbow Dash 说:
I don't think a dynamic quest system has to mean that events are already ongoing before you accept the quest. Rather it would check for conditions in the region, and generate quests based on those. In this case, conditions might be that nobody has cleared bandit parties and their hideouts for some time, while trade volume is high. Thus an attack on a caravan becomes likely and the appropriate quest is generated. Characters (named NPCs) aren't spawned just for the quest, but generic parties, like bandits and caravans, still might be.

If thats the case, Taleworlds has some very deceptive marketing. I am surprised.

:lol:
It is very funny when you think about it, since they dont even care if there are bugs on the 2 minutes of gameplay videos they make.
 
KhergitLancer80 说:
Rainbow Dash 说:
I don't think a dynamic quest system has to mean that events are already ongoing before you accept the quest. Rather it would check for conditions in the region, and generate quests based on those. In this case, conditions might be that nobody has cleared bandit parties and their hideouts for some time, while trade volume is high. Thus an attack on a caravan becomes likely and the appropriate quest is generated. Characters (named NPCs) aren't spawned just for the quest, but generic parties, like bandits and caravans, still might be.

If thats the case, Taleworlds has some very deceptive marketing. I am surprised.

:lol:
It is very funny when you think about it, since they dont even care if there are bugs on the 2 minutes of gameplay videos they make.
btw, I'd not recommend testing if stones make you bleed, it'd be painful and dangerous to your health
 
So far from the demo videos, the biggest criticism I have is that Taleworlds has not addressed the lack of "inertia" of the NPCs.  The player can slow down or speed up fairly rapidly, but the NPCs can do a nearly instantaneous about face from a run in one direction to a run the opposite way.  There is no slowdown or pause while they burn off momentum, turn, and then accelerate.  First, it's hard to hit a target at any distance that can change direction without any warning.  Second, when an NPC that's at a complete stop, standing right in front of you, can suddenly rush forward past you through the narrow gap between you and the building or tree next to you, spin around, and attack you from behind while you're still turning to face them, it's too jarringly unrealistic.

That lack of momentum is clearly visible in the video between axeman and spearman, as they abruptly change direction back and forth without any slowdown in the process.  The "turret legs" syndrome is merely an obvious visible symptom, not the cause of the problem.
 
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