Dev Blog 01/08/19

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[parsehtml]<p><img class="frame" src="https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26623866/e53d23c5e531ebf90b2f551223dd8966916e3166.jpg" alt="" width="575" height="290" /></p> <p>As you know, Bannerlord’s closed beta is well underway! Throughout the beta, we have been introducing new content while working alongside our community to gather feedback, find and fix bugs, polish technical aspects of the game, etc.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/120
 
[SOTR] Roy 说:
You worked for 8 years and this is what you have to show for it? And you’re “proud” to show this? Lmao
Sure seems like you are proud yourself of something you've spent 8 years doing and can criticize the pride of other people. So what is it you have spent 8 years doing that you are proud enough to imply TaleWorlds shouldn't be proud of what they've done and achieved, since your pride is more praiseworthy than their pride?

Now I understand why Terco has be so "inactive" in the forums. Congrats on that, mi español guapo.

I will say: I haven't been able to watch the whole video, and the few 10 minutes I've watched were on a cellphone screen, so I can't say much about sound and graphics.

I honestly like the speed of combat and movement. Maybe players move a bit too fast, which is fine for large maps, but for close combat it looks like too much walk-dodging. The strike speed seem ok for me. I am also getting old, and I have a very high latency to get accustomed to.

The animations looked more fluid in previous videos, especially that long cape gif, which was by far one of the coolest things I've seen. I think it may have to do with multiplayer, and not so much with the animations per se, except for the static directional shield blocking. It seemed off for me.

Don't like, but don't care all that much about the projectile tracers, since they serve the purpose of facilitating for players to see where the ranged units are firing from. Maybe tone it a bit down, a bit more transparency could work better. Or maybe a darkish brown transparent tracer, to simulate the projectiles themselves instead of some strange air distortion...

More gore would be appreciated, yes. More blood, so long as it's toggleable like in previous games.

And lastly, I really loved the dust raising from hits to surfaces. People complained that it was a lot, and it is, but I like it! Though I know my opinions don't really matter all that much on this.
 
monoolho 说:
[SOTR] Roy 说:
You worked for 8 years and this is what you have to show for it? And you’re “proud” to show this? Lmao
Sure seems like you are proud yourself of something you've spent 8 years doing and can criticize the pride of other people. So what is it you have spent 8 years doing that you are proud enough to imply TaleWorlds shouldn't be proud of what they've done and achieved, since your pride is more praiseworthy than their pride?

Now I understand why Terco has be so "inactive" in the forums. Congrats on that, mi español guapo.

I will say: I haven't been able to watch the whole video, and the few 10 minutes I've watched were on a cellphone screen, so I can't say much about sound and graphics.

I honestly like the speed of combat and movement. Maybe players move a bit too fast, which is fine for large maps, but for close combat it looks like too much walk-dodging. The strike speed seem ok for me. I am also getting old, and I have a very high latency to get accustomed to.

The animations looked more fluid in previous videos, especially that long cape gif, which was by far one of the coolest things I've seen. I think it may have to do with multiplayer, and not so much with the animations per se, except for the static directional shield blocking. It seemed off for me.

Don't like, but don't care all that much about the projectile tracers, since they serve the purpose of facilitating for players to see where the ranged units are firing from. Maybe tone it a bit down, a bit more transparency could work better. Or maybe a darkish brown transparent tracer, to simulate the projectiles themselves instead of some strange air distortion...

More gore would be appreciated, yes. More blood, so long as it's toggleable like in previous games.

And lastly, I really loved the dust raising from hits to surfaces. People complained that it was a lot, and it is, but I like it! Though I know my opinions don't really matter all that much on this.

This is exactly what I think.
 
[SOTR] Roy 说:
You worked for 8 years and this is what you have to show for it? And you’re “proud” to show this? Lmao

You're looking at--and criticizing--a particular part of a much larger game. I would say that MOST people will be playing the single player, which involves far more than this one video can convey.

If you didn't like what you saw, feel free to let yourself out, we have no need for your unhelpful, insulting comments.
 
This hype train I've been riding for the past few years just picked up a ton of speed, and now I'm hanging on for dear life hoping I'll make it out alive

I've watched it 3 times now, I love the beginning so much, poor Callum ahaha

Can't wait to play! Let me know if you need a Mac tester, but I'm certain you are only focusing on Windows release, but I'd thought I'd throw it out there.

Keep going team!

- Ian
 
Skad 说:
[SOTR] Roy 说:
You worked for 8 years and this is what you have to show for it? And you’re “proud” to show this? Lmao

You're looking at--and criticizing--a particular part of a much larger game. I would say that MOST people will be playing the single player, which involves far more than this one video can convey.

If you didn't like what you saw, feel free to let yourself out, we have no need for your unhelpful, insulting comments.
Combat is literally the most important part of the game though. If the multiplayer combat looks off, the singleplayer will too.
 
Guys in my opinion projectile tracers are only some kind of option (btw i don't like it even in that way), beacause when Callum died and was spectacing someone else there was no more stupid tracers.
 
Cpt. Nemo 说:
Skad 说:
[SOTR] Roy 说:
You worked for 8 years and this is what you have to show for it? And you’re “proud” to show this? Lmao

You're looking at--and criticizing--a particular part of a much larger game. I would say that MOST people will be playing the single player, which involves far more than this one video can convey.

If you didn't like what you saw, feel free to let yourself out, we have no need for your unhelpful, insulting comments.
Combat is literally the most important part of the game though. If the multiplayer combat looks off, the singleplayer will too.
I disagree, because I think the combat in Warband multiplayer looks absolutely terrible, but I have a ton of fun with it against AI. That's beside the point which was being made. Roy's comment makes it seem like they've poured 8 years into just the combat/this mp game mode, when the vast majority of the game including scenes, features, etc took up a lot of that time.
 
vicwiz007 说:
Cpt. Nemo 说:
Skad 说:
[SOTR] Roy 说:
You worked for 8 years and this is what you have to show for it? And you’re “proud” to show this? Lmao

You're looking at--and criticizing--a particular part of a much larger game. I would say that MOST people will be playing the single player, which involves far more than this one video can convey.

If you didn't like what you saw, feel free to let yourself out, we have no need for your unhelpful, insulting comments.
Combat is literally the most important part of the game though. If the multiplayer combat looks off, the singleplayer will too.
I disagree, because I think the combat in Warband multiplayer looks absolutely terrible, but I have a ton of fun with it against AI. That's beside the point which was being made. Roy's comment makes it seem like they've poured 8 years into just the combat/this mp game mode, when the vast majority of the game including scenes, features, etc took up a lot of that time.


Your point is rather bad for one reason, currently. In the video showcased in Skirmish nothing out-of-this-world happened. No crazy feints, no strange spinning, no spammable left swing. The video was as basic as it gets. What you see is very close to single player. And it does not look particularily good for 7 years of development.
 
@578 It's much different from Warband and I like the changes, but I'm not going to say that this is bad for 8 years of work because I know that's not what the 8 years went into. And yes it is quite different from singleplayer because, in case you didn't know, the battles are not 6v6 hold the flag, they're large scale. The way people play the battles is much different than AI do. If you're talking of animations and whatnot, then that's different and it doesn't apply to my point.
 
vicwiz007 说:
@578 It's much different from Warband and I like the changes, but I'm not going to say that this is bad for 8 years of work because I know that's not what the 8 years went into. And yes it is quite different from singleplayer because, in case you didn't know, the battles are not 6v6 hold the flag, they're large scale.

I am not talking about frequency, I am talking about weight, feel and satisfaction level of combat. It's just not there. Animations are weird and weightless, movement is extremely slow for most classes other than light-2 handers. There is a lot of animation desync aswell. These are all impressions from the video. Maybe it feels different when you play it. I want to get in the beta so I can test it myself because currently it feels like, for the first time ever, it seems it does not live up to the expectations for me.
 
Yes sorry, I edited those last two sentences in right before your comment. It only just occurred to me that the "combat" we may be referring to is not the same idea.
 
I edited my constructive criticism 2019 original post developers. 578 made some very fatal points and I edited them to my original post to keep them at one place. I am saying this here so that you do not miss it. Please note that most of these are not just my or 578's complains but I have been observing youtube comments too and road to true is one as they say. Again we are thankful for your efforts and we are here to give you feedback so you can improve your already incredible game !

Edit: I wish I didnt do this at this late. It deteriorates the chances of devs seeing this. It is 2:37 pm here in Istanbul atm. Anyway I can always post again morning :grin: :grin: :grin:
 
Why would you expect to see flashy combat in a closed beta when people are getting a feel for the game? I know these are supposed to be experienced players in warband, but it doesn’t mean they’ll be experts in Bannerlord straight away.
 
AmateurHetman 说:
Why would you expect to see flashy combat in a closed beta when people are getting a feel for the game? I know these are supposed to be experienced players in warband, but it doesn’t mean they’ll be experts in Bannerlord straight away.

I was talking about the visual feedback of the combat, not their skill nor judged them.
 
Something I noticed in the video: Apparently dead team members can still chat with live ones. Is this an intended change and would it apply to all game modes, including those with a lot more players?
 
I just noticed this now, why did that falxman seem to be on fast forward when he was walking on stairs? At first i tought my youtoube was catching up with the lag and sped up, but now i saw it again and again, always the same. As if he was 3 times faster goind up the stairway then on flat ground.
 
AmateurHetman 说:
Why would you expect to see flashy combat in a closed beta when people are getting a feel for the game? I know these are supposed to be experienced players in warband, but it doesn’t mean they’ll be experts in Bannerlord straight away.

I agree, couldn't have put it better.  :shifty:

FBohler 说:
Close combat looks really good for me.

Combat looks way better now, which is great for the longevity of the game.  Warband had some serious problems in its melee combat, feinting being one of the worst offenders.
Swinging around a 10 Kg greatsword like you're having a seizure and having your character break his spine in the process is painful to watch, most people didn't want that and so they stopped playing on servers where that kind of fighting shtyles were typical.  :shifty:

Another problem was inverse, players who chose inverse attack direction control could exploit the broken feinting mechanics ven further, this combined with the game's unrealisticaly fast combat speed broke animations in a way that you can't ven see the lightening fast attack before you're hit. Inverse user could literaly just spam normal user with no skill at all.  :shifty:
 
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