Detailed towns etc. "Useless"?

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3) And while I know this likely won't happen, I'd love to be able to ride around in town on a horse. Perhaps if we're a vassal of the realm, we can ride around in those towns on a horse, but not in towns owned by other factions? That'd reflect our status as a nobleman.
Technically you can. You can grab the horses from the merchants and ride them around town without any penalty
 
The towns are gorgeous and one of my favourite parts of the game.
I have loved exploring them, and without them I probably wouldn't have enjoyed the combat or 'mechanics' side of game as I have after exploring them. If they weren't there then, maybe no amount of 'time on mechanics' or etc would make me like the game the way I do from the towns, conversations and immersion work.

You can actually do a few things in towns currently, among them is defeating rival gangs and taking over that gang. And you can ONLY do this WITHIN Towns.

How do you take over gangs? I've only been doing jobs for gangs.
 
Details are all about immersion. Without them it is easier to realize: "Oh, I'm just playing a game.". It is nice to play as a character living in the "age" or in the "world" and not just living on the "battlefield". A reason to fight, to see what happens before and after the battle. Honestly I wish there were more details for more immersion. I don't like the "arcade" style of gaming. I want to become attached to something in the game, and the more immersion I have the easier that is to do. The moment I realize: "This is just a game.", that's the moment I can never be attached. It is the same way when watching a movie that doesn't pull you in and you realize: "Wait, there is no reason for me to be in suspense because this is just a movie and there is no way the main character is going die.".
Agreed details makes you feel like you are in a living game UNLESS they are just there for the decor.Which is the case for the current M&B game now.What is the use of having npc's that you can't interact,talk with(or kill)? what is the use of having houses that you can't go in or loot?Having citizens that don't obey to you when you are the king? Yeah details are great when they are filled with things to do in them.
 
I just wish you could have more possibilities in towns.. maybe buy land, build residential buildings for renting or building your workshop of choice, I don't know. I like how detailed and alive the towns feel, but there isn't much reason to visit them right now
 
Agreed details makes you feel like you are in a living game UNLESS they are just there for the decor.Which is the case for the current M&B game now.What is the use of having npc's that you can't interact,talk with(or kill)? what is the use of having houses that you can't go in or loot?Having citizens that don't obey to you when you are the king? Yeah details are great when they are filled with things to do in them.
The game is in early release, if you notice a lot of NPCs are just standing in line in town and not even at their workstation. These are things that are not implemented yet (like a lot of content including quests, etc.) When the game is officially released I expect the towns to be full of life and interaction, if not that's on TaleWorlds.
 
We can all enjoy the towns and villages and such much more if
1) We're given more incentives to go there
2) Loading screen times are reduced
3) And while I know this likely won't happen, I'd love to be able to ride around in town on a horse. Perhaps if we're a vassal of the realm, we can ride around in those towns on a horse, but not in towns owned by other factions? That'd reflect our status as a nobleman.

1. Fair, but we already have some.

2. They're not that bad, are they? I'm not even on SSD and my load times for towns are like 5 seconds tops.

3. I dunno. I'm pretty sure noblemen didn't habitually ride around town on horseback. There's a reason most noble residences included a stable.
 
So you don't know anything about it but you *do* know that someone shouldn't have spent so much time on some aspect of it, or that the entire thing could have been done much quicker. Okay, you've got your opinion and I'm not going to change it so why bother. However...

You have played it, right? But back again at the "I don't know anything about... BUT..."; look, fine, you think it shouldn't have taken years to achieve.

Define mechanics. I mean there's even a blog post about how they changed the combat damage so it's not just random but uses physics to determine the damages (velocity, mass, rotational forces etc? Been a while since I read it). So do you just mean "the fight feels the same so nothing else has obviously changed". Refer you back to the blogs.

If you're honestly of the belief that work is only worthwhile if you see some massive difference, then would question why you ever bought it in the first place. The method of fighting wasn't going to change... the style of game play wasn't (overall) going to change.

If you *honestly* think it is no different, and you've played, then .. well that's where you're at. Fair enough.

So everyone have to be game developer to criticize game and to have opinion how much time it's ok to develop game?. Why it doesn't matter how i feel and experience as a user and customer that game and all what comes from that?

Love this idea that developers is somehow so much smarter that they know what i like and i want. They know what's best for me and game i like to play. Not me or other users.
 
I would like to have an option to talk with bandits and npcs from map level.

Right now it works like this.
1) you are on map screen and chase bandits
2) you catch up and game loads the 3d environment for you to have a conversation
3) you say surrender or die, they wanna die, back to the map screen
4) you choose to start battle, back to the 3d environment

Every switch takes like 5 seconds even with ssd.

Would be nice if anything up to battle could be done from map screen.
There is actually mod that does that
 
Yeah, currently there isn't any reason to go into town. In fact I dread it because it means more loading, and there is too much of that already. It is unnecessary to load up the entire town just so I can talk to some guy.

I'd say they should add gang hideouts or other secrets you can only get from walking around. And you should have a new clan role for bodyguards you can assign to 4 companions who follow you around everywhere.
There are sort of gang hideouts that you need to go to cities for, allows you to change reputations with other gangs so you can hire more people. And some damn good loot. Best way to get thamaskene steel so far. When you go in to a town your companions are all scattered and you can tell one to round up the rest. Handy if you want back up for the gangs
 
There are sort of gang hideouts that you need to go to cities for, allows you to change reputations with other gangs so you can hire more people. And some damn good loot. Best way to get thamaskene steel so far. When you go in to a town your companions are all scattered and you can tell one to round up the rest. Handy if you want back up for the gangs
See, thats awesome but I didn't know about it. Hopefully when they add more gang mechanics wandering around the city will be more rewarding.

Also, I wish you could assign 4 companions to be your bodyguard from the start.
 
3) And while I know this likely won't happen, I'd love to be able to ride around in town on a horse. Perhaps if we're a vassal of the realm, we can ride around in those towns on a horse, but not in towns owned by other factions? That'd reflect our status as a nobleman.
You already can?
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Grand Theft Equine.

Virtually all towns have a stables/horse dealer area either just inside or just outside of the primary gate. Just hop on a horse and go.

We should spawn in on the horse in the civilian outfit (if we've equipped one there) - that feels like an oversight.
 
Is there an Engine limitation that prevents fights from happening in real time as you're just walking around a Town scene?
 
Is there an Engine limitation that prevents fights from happening in real time as you're just walking around a Town scene?
You already can get in to fights in the town too?

Go to the waterfront or back alley POI in the town and look for some thugs, speak to them and one of the dialogue options leads to a fight right there and then (its a good idea to first round up your companions and have them help you, and give them some decent civilian weapons) then once its over you can wait till midnight and after a load screen a bunch more thugs appear to fight you. I stumbled on to this by accident the other day.

I think its the beginnings of the "Rouge/Criminal" part of the game that will get implemented down the line. (hence why we have a second load out for civilian areas that also comes with a weapon - and why we can sneak in to towns that are hostile to us)

There's also a kidnapped daughter quest that leads to a city, you can draw your weapon and kill her lover right then-and-there to force her home (then strip her naked and sell her clothes for extra cash if you're poor lol)
 
I also just found there's a special message if you kill yourself in the town.
You can go to Dunglanys keep and its got a massive staircase which you can jump off of (easily 100+m drop)
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I wanted to see if this would perma-kill me and let me play as my 1 year old heir lol.
 
I only walk around towns to buy enterprises and it annoys me every time I do so. It isn't as bad as playing "find the guildmaster" in Warband native though.
 
The game is in early release, if you notice a lot of NPCs are just standing in line in town and not even at their workstation. These are things that are not implemented yet (like a lot of content including quests, etc.) When the game is officially released I expect the towns to be full of life and interaction, if not that's on TaleWorlds.
So true i remember seeing an interview .It was about new elements in the tournament . The interview included things like jousting and archery etc(couldn't find it ) . Do you see them anywhere in the game now . . I think we just have to wait and once they fixed the game we'll see what it's all about?.. ..Cheers .. .LikenedLightSmah
 
Yeah, right now this is all pretty "useless", as you spend themost time and gameplay-related stuff on the campaign map and the rest in combat. However, you can see that there are a lot of hints what they are going to do with the interiors with the criminal questlines etc.. I am pretty sure that you will have a few more things to do there further down the road, so fleshing out individual villages and cities makes sense then.
 
Well i don't know that much about game development but something took too much time time here. Some people even say it's like warband but with new graphics so i don't know then what was that taked so long. I can't see that much difference in mechanics. How about you?
Theres a significant change in the roleplay mechanics that have been implemented the combat AI is far superior when its working(again early access they still need to work out some kinks) what took them so long was having to rebuild the engine behind the game to work around fixing combat related problems mostly unique to the AI itself from the last game which means unlike most other companies when developing a sequel they couldn't simply copy pasta assets from the last game and expect them to work which asset re use cuts down on development time significantly most the time building a game from complete scratch take around 4 years for LARGE development companies and the game is not announced or hyped until about 2 years of development is already complete. a lot of small companies announce their games way to early into the project these days. anyways
if you take a little time to think about it they are pumping a patch a day constant fixes and focusing on the prime areas of trouble first (stability)
nothing actually took too much time theres just a disparity between what the public sees from a development cycle and how long the development cycle actually is. for example fallout 4 started development 4 months after the release of fallout 3 which means it took 5 years for them to create a game that legitimately copy pasted over half of the assets from one game to the other. (I know Bethesda is a bad example in the gaming community right now due to the state of release of a certain title I will refrain from discussing) but the point still stands none the less. the only mistake I feel the developers made was announcing that a new title was coming too early into development causing the hype train to lead to bitter disappointment from those who have no experience in the game development field.
 
So everyone have to be game developer to criticize game and to have opinion how much time it's ok to develop game?. Why it doesn't matter how i feel and experience as a user and customer that game and all what comes from that?

Love this idea that developers is somehow so much smarter that they know what i like and i want. They know what's best for me and game i like to play. Not me or other users.

You originally claimed someone took too much time. I pointed out that people making models aren't likely the ones programming the game engine, so "took too much time" and talking about model detail or scenic landscape isn't likely related to game mechanics (meaning didn't take too much time as independent of each other). That was about it. You then started carping on yet more. I've provided some fairly pertinent pointers. You still carp on more about *you*.

As I said, your opinion can be whatever you like. I just pointed out you *seem* (from your own post) to be making comments based on other people's opinions rather than any actual experience yourself; i.e. having played the game. Hence why I questioned it.
You criticised the game mechanics, I simply point out "define what the mechanics are you mean" and then linked you to the entire blog to let you know what they've done.

I don't get how you're banging on about yourself in all this still. The information you asked about is out there and available. Just read it ffs.
 
The towns and cities set the stage for role playing opportunity and future NPC and quest interaction. I think the opposite of you. I’d like to see a mod effort to add interiors to every building in Bannerlord. Then unique NPCs and quests.

On the subject of their work focus. Most of that has been on developing that battle simulation portion of the game I think that is very clear. The majority of the game is not yet functioning or feature complete. Battles are working beautifully.

I think your comments are offensive. How ungrateful are you for the awesome job TW has done of detailing these areas. Every town and fief will be a unique backdrop for battles and present opportunities for quest locations. Clearly you didn’t stop to consider the quality of battles improves by having more detailed, unique settings also. But it is evident to me that you don’t consider much if you think dropping a handful of NPCs into towns has set production back by years.

The character and dialogue is already required whether they are in town. The towns and fiefs are required as a location to do battle. So your solution is 1 scene of limited quality and scope for every siege and one more every village raid. Fortunately you aren’t a dev.

The Reason scenes aren’t yet worth going to is because adding enough content to all 100+ towns fiefs castles and towns takes years.
And they have been focusing their attention to battles and siege gameplay exactly as your post suggests. Developing a game engine takes years even for major studios. This is why Bethesda uses the same dated engine and tweaks it for every one of their games and even with dev team of hundreds their games take many years to populate with content.

TW has plans to add content to towns and develop NPCs more in future.If you had even basic understanding of game development or read TW statements regarding early access release, you’d understand this better. Not everyone can be coding. People have different job roles at a game studio. Some people all they do is build scenes for the game. So not doing that isn’t going to necessarily speed up other areas of production.
 
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