Dev Blog 09/08/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_52_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>When it comes to strategy, information is key to success. It is important to know as much as possible about the current state of affairs in the game world to make the most of any opportunities that arise or prepare yourself for any impending threats. In this week’s blog, we take a look at one of the ways that we present information to players in Bannerlord: the encyclopaedia.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/72
 
Rainbow Dash 说:
In other words, people even in modern times today have what you call a "stupid name".

yeah, that is the point. You shouldnt expect things to conform to your notion of normal when talking about others cultures, which includes people names. Otherwise TW would also need to create a version of each character name for each supported language, because that cool English name sounds silly in Spanish, or that in German name is "stupid".

when I go to the desert I dont want to feel like I am visiting a Empire city with Empire names. And so on. Even clans inside a faction will have their own unique subculture and name conventions that make sense to their origin story.
 
I not care if I meet two guys in Aserai named Taanari and Asvenda, immersion regarding naming convention is silly
 
kalarhan 说:
Rainbow Dash 说:
In other words, people even in modern times today have what you call a "stupid name".

yeah, that is the point. You shouldnt expect things to conform to your notion of normal when talking about others cultures, which includes people names. Otherwise TW would also need to create a version of each character name for each supported language, because that cool English name sounds silly in Spanish, or that in German name is "stupid".

when I go to the desert I dont want to feel like I am visiting a Empire city with Empire names. And so on. Even clans inside a faction will have their own unique subculture and name conventions that make sense to their origin story.

True. When I go to the desert I expect everyone to be called Sands, Dunes or Camelhump.  :grin:
 
FBohler 说:
Will the player be able to receive a title just like Kela did?
I hope we do, can wait to be Harlaus the Butterkeeper
 
Reading throught the reasoning of not-explorers helped me to reach an enlightened state of my mind. It's leaded me to the ultimate conclusion that only a [Win] and an [Exit]  button would be more than enough. It could be further streamlined to one [Win and exit] button, not to waste the precious time of veteran players. But something should be left for modders.
 
I prefer to build characters for to be good warriors and charismatic leaders rather exploring every silly village and obscure town. I am for option to speak with guildmaster through town menu than waste time exploring settlement for meet guildmaster everytime for get quests. I actually prefer as BL will be challenging and fun as AWOIAF and Perisno than one easy and beginner-friendly
 
Rainbow Dash 说:
That is a nice idea in theory, I can already see creating problems for the people that hate exploration.

For example, if I were to uninstall Bannerlord and reinstall, do I need to find a 100% save file on the internet? Then now players who do not care for exploration must go on websites that are hidding behind referral links and virus ads to find a file for their Bannerlord copy to unlock a feature.

If it is not save as a save file then it means they modify the game files itself and now players if they reinstall Bannerlord on say a new gaming PC or on a laptop to travel must go online and ask other players for game files to replace with their own. This presents issues with legality of the law as copying and pasting the game and giving it to other people, is Piracy.


In addition, why are you so intent on forcing players to explore? How can you make exploration more fun than it is already is? As I said before, players who explore will explore, and players who do not explore, will choose not to explore, and forcing players who do not like to explore only serves to hurt the playerbase. So how will shoving exploration down throats make the game fun?
The underlined stuff I completely see what you're saying, and that would be a major hassle. I guess the way around that would be to have some kind of in-game account attached to a server TW's monitors to keep track of all that, but that's way more in-depth than I ever meant my suggestion to be. I just thought it would be cool if the first time through you actually had to go meet the people to get info on them, but after that I would definitely prefer to talk through the menu for the most part.
 
DtheHun 说:
Or someone should reinvent floppy disk to store game saves before reinstalling.

floppy disk drivers are only found on museums and rare collections, thus the cost of buying one would likely excess the price of the game itself by several times.

it would be much easier to create a coded system where you need to write down a password and re-enter it on a new game, like we use to do in the dark ages (80-90s) for consoles.

for this a 128-bit password should be plenty, right?



I like the idea of fog of war applying to the game information as well. However that implies a bunch of new systems to support it. The simple solution is to use Warband-style and keep things open and arcade, as the focus is to move to the next cool battle. Mods that focus more on kingdom management, spy works, diplomacy, and all that could benefit more of such a complex system.
 
I don't know. I would not encourage people to steal pen and paper from the prehistoric exhibition.
 
Hey can you do a blog on weapon costumization in detail please/Banner costumization?Also I defienedly like the better UI,Warband's UI is like a website made in 90s,great improvement,hope you atleast feed us with a another gameplay video or two on gamescom :razz:

 
OK, Rainbow Dash.

Rainbow Dash 说:
When normal people watch a movie they do not go on the internet and read the plot summary on Wikipedia to find who is the bad guy, who is the serial killer, and how the main hero of the story killed the bad guy, and why Amberson Jones killed himself to save the world. They go and watch the movie.

Similarly, when I first started playing Warband, I did not go on the notes section to read about the world, who each lord are and what vassals they control, and the concepts of how the game work, and I did not go on the Warband Wiki to read about Swadian troop tree.

I went and talk to random townsmen on the street, insulted vassals, and get into fights with bandits and caravans and lose battles, take quests from the town guildmaster to bring sheep across the mal.
You don't speak for all normal people, and you don't get to freely define normal to your liking. What is normal for you is not necessarily normal for anyone else, so you can forget about your anecdote just as I have. Also, I love posting these, so I do appreciate you giving me the opportunity to do so:
sVYHxWn.jpg
MhKnEr3.jpg

Notice how I did not need to be handed 5 dollars to explore the town of Wercheg and a personal letter from Callum for killing a forest bandit for the first time.
Oh, sweet. You're familiar with the term I'm about to throw out here.
q3yVIDh.jpg

One thing I want to ask you is, why do you want to hinder the experience of Veteran Players? We have already established that forcing players to revisit the same places over and over again is not fun, and adding in the option to skip the unfun, which is exactly what Taleworlds is doing, is a great way to increase replayability and reduce the ampunt of slow slogging mousehunt gameplay, so why exactly are so many people still intent on forcing players to revisit the same scenes and remeet te same people? The players who want to explore will explore and the players who do not like exploration, like me, will choose not to explore.
I don't want to hinder the experience of veteran players. I am a veteran player (side note: look, I can emphasize a word without using 36pt font). We did not establish anything about what is and isn't fun, you (there I go again!) keep making assertions about what is and isn't fun, and you keep verbally bludgeoning people with the term "fun," trying to coerce them into accepting your opinion as fact. You know what I would say to players who don't want to explore in an open-world RPG game? Go play something else. If what you want is a sandwich without bread, then you don't want a sandwich at all.

All of this is wasted effort on my part, though, because none of what you said is actually relevant to the argument I presented. I don't feel like repeating myself, so I'll kindly recommend that you go back and read it for the first time.
CmnE5c5.jpg



Now, like any good travelling circus, let's move on to something even more astounding and astonishing!

Rainbow Dash 说:
That is a nice idea in theory, I can already see creating problems for the people that hate exploration.

For example, if I were to uninstall Bannerlord and reinstall, do I need to find a 100% save file on the internet? Then now players who do not care for exploration must go on websites that are hidding behind referral links and virus ads to find a file for their Bannerlord copy to unlock a feature.
w6BTAvv.jpg
Again, sandwich with no bread != sandwich. If you don't want to explore in an open-world game, then you are not playing the right kind of game. Downloading save files is done at your own risk, and you can't push that onus onto TaleWorlds. It is not their responsibility to take into account your safety when downloading third-party files.

If it is not save as a save file then it means they modify the game files itself and now players if they reinstall Bannerlord on say a new gaming PC or on a laptop to travel must go online and ask other players for game files to replace with their own. This presents issues with legality of the law as copying and pasting the game and giving it to other people, is Piracy.
Uh oh, sounds like we have a lot of work to do! All of these people need to be banned for piracy if what you say is true. If my point is not clear, then allow me to present it directly: what you have described is not piracy, it is a mod. Downloading altered game files with the intent of tweaking, changing, removing, or adding content to a game you already own a license for is not piracy, it is modding. Do not demonize modders with your bull**** rhetoric.

In addition, why are you so intent on forcing players to explore? How can you make exploration more fun than it is already is? As I said before, players who explore will explore, and players who do not explore, will choose not to explore, and forcing players who do not like to explore only serves to hurt the playerbase. So how will shoving exploration down throats make the game fun?
Sandwich without bread != sandwich. Open world implies exploration. This cannot be made simpler. Don't make claims about what will and won't hurt the playerbase when you are so wildly off-base in your understanding of what the game fundamentally is.



Finally, we need a little coming to Jesus talk. Your constant misrepresentation, aggressive argumentation, straw-manning, and dismissive attitude in every thread you post in is getting quite old. I've been very patient with you thus far, because you're in my own back yard and I'm more inclined to talk to people than swing a hammer at them. That said, you've been nothing but a nuisance for weeks now, and it's finally starting to wear through. Check your attitude at the door, Rainbow Dash, because I don't want to post this one:
kNUXT9y.jpg
 
@Roccoflipside

I just thought it would be cool if the first time through you actually had to go meet the people to get info on them, but after that I would definitely prefer to talk through the menu for the most part.

There are lots of things that sound cool to implement, but in practice actually sucks and only clog the game. One example is ultra realistic permadeath system with food and hunger system. Which is why it is important to think of these questions before implementing a feature:

1) Does this feature fit with my game? For example, do I really want to add in an RPG stat leveling system with perks in my competitive FPS shooter game?

2) Is this feature fun? Back to the RPG leveling system example, this would on paper sound fun because the player has something to work for and feel overpowered when he finally reaches max level. In practice this would hurt many new players as the max level players stomp new players without any chance for them to level up.

Which brings me into my next argument

@Orion

You know what I would say to players who don't want to explore in an open-world RPG game? Go play something else.

If you don't want to explore in an open-world game, then you are not playing the right kind of game.

Open world implies exploration. This cannot be made simpler. Don't make claims about what will and won't hurt the playerbase when you are so wildly off-base in your understanding of what the game fundamentally is.

Open world does imply exploration sure, but you are intentionally ignoring the rest of the story, which is why players explore.

In my ancedote, which you were very haste to discard, I showed examples of why I explored the world of Warband, which is to try the new unknown mechanics and get into fights, or in other words, try out features because it is fun.

As for Bannerlord, you are defending blocking out information from the player because you want to force them to go outside and meet NPCs.

First, meeting NPCs are already a fun feature, but it is important to remember that there is a difference between encouragement and forcing the player, and forcing the player to meet NPCs to fill up the ingame encyclopaedia ruins the charm, and turns the reason players would explore from a fun experience you can have into a grinding slog to gather information before they can finally move onto the more fun task.

So why are you still insistent on keeping information blocked from the player? I already provided reasoning in this answer, and in multiple posts in the previous pages, but when I asked you why, you dump this:

I don't want to hinder the experience of veteran players. I am a veteran player (side note: look, I can emphasize a word without using 36pt font). We did not establish anything about what is and isn't fun, you (there I go again!) keep making assertions about what is and isn't fun, and you keep verbally bludgeoning people with the term "fun," trying to coerce them into accepting your opinion as fact. You know what I would say to players who don't want to explore in an open-world RPG game? Go play something else. If what you want is a sandwich without bread, then you don't want a sandwich at all.

None of this explains why you believe Taleworlds implementation of the encyclopaedia is unfun. Its just one giant paragraph of an ad hominem.

So I ask you again, Why do you believe in blocking information from the player in the encyclopaedia?

2) Is this feature fun?

Roccoflipside says that it should be in the game because "it would be cool", but I have told him that cool factor is not the only reasoning one should consider when thinking of new game ideas. Maybe you can consider expanding on his answer.

 
Rainbow Dash 说:
First, meeting NPCs are already a fun feature, but it is important to remember that there is a difference between encouragement and forcing the player, and forcing the player to meet NPCs to fill up the ingame encyclopaedia ruins the charm, and turns the reason players would explore from a fun experience you can have into a grinding slog to gather information before they can finally move onto the more fun task.
Er, correct me if I'm wrong but I don't think anyone ever suggested / said anything like that.  :???:
 
DtheHun 说:
As I said it is nice UI, but this amount of info should not be available at the start of the game. It would be better to achieve intelligence during your journey - socializing in feasts, taverns, walking the streets, sending spies, and not starting your career as a walking lexicon.
 
Rainbow Dash 说:
DtheHun 说:
As I said it is nice UI, but this amount of info should not be available at the start of the game. It would be better to achieve intelligence during your journey - socializing in feasts, taverns, walking the streets, sending spies, and not starting your career as a walking lexicon.
If you notice the parts in bold, I don't think they're suggesting that you have to literally find every bit of info from NPC's, just that you'd pick up certain things (e.g. lord traits, village production, anything else that changes from game to game) from actually playing the game instead of starting out knowing everything about every character or place.

(I could be wrong in my assumption, that's just what I took from it.)
 
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