Dev Blog 13/06/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_94_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>During battles, hierarchies are of key importance: keeping the chain of command intact and knowing exactly who is in charge is vital… especially if that someone is you! That rang especially true in medieval times when the chain of command was also a reflection of how society was ordered as a whole.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/114
 
Davic said:
... I'm assuming Bannerlord still has battles where one lord encounters another lord and they fight using their own troops with each side being commanded by a single lord.

That should indeed be the case. Also, allied lords within range might still join a fight, so there could still be battles like in Warband where each lord commands his own party, when they are not formally organized into an army.
 
Loving this blog!
I like how I have the option to just be a single soldier with no responsibility. One of my playthrough will definitely be the combat stats only Achilles type character.
 
I wonder if this System is connected to the reinforcement mechanics. In other words: do all the lords in an Army have to start on the battlefield. Personally i think it would be cool to asign a lord or maybe even the Player to command the reinforcements.

If reinforcements are handled like in warband that would mean that every „command Group“ will only be reinforced by a few soldiers, right?

I think there has been some info about reinforcements (a blog?) in the past. So maybe my questions have been answered before.
 
I look forward to commanding the Battania assault troops with my berserker character (I hope the assault troops like the ulfhednar are separated from the rest of the "infantry" formation as are the archers) I was hoping they would implement a feature like this, as I am happy with the feature of the executions. Thanks  :grin:

ps:

1 Can a lord who disobeys orders be executed in certain cases?
2 Does the player who disobeys orders risk the death penalty?
3 If the player is a commander or a king can execute a lord who disobeys orders?
 
BIGGER Kentucky James XXL said:
Even if this just ends up being a mana farm essentially, I like the idea of being able to control a smaller part in a larger battle. It's a lot of fun to (occasionally) fight alongside the AI in total war or an RTS even when the AI itself sucks. Still, I have a couple of concerns:

1. If the AI can control your troops how do you disincentivise the player from just dropping off their soldiers off prior to the battle so they don't get wrecked by uncontrollable decisions?
2. Will the player ever be in a position where they can control the entire army, or at the very least more than one troop type?
3. Does this apply during sieges?

1. is not a problem (its quite realistic, the disincentive is, you lose the battle or find it harder, get a lower command pick etc)
2.Yes in the commander mode? if you are the main commander you can order all those below you, that is why they are grouped, nothing changes, however its more realistic now
3. I doubts its relevance in sieges , but sure why not?

jujumoooyee said:
You guys know that most of your potential customers are gone now right? Look at the steam charts, no one cares about your game anymore. Unless you release this game in a year then Bannerlord will become outdated, Look at Mordhau, satisfying combat and great graphics, eventually someone is going to make a better Mordhau and you are still going to develop and develop until you die of old age? How many years has it been?

I sense them going the SHENMUE 3 route, would be likely old fashioned when released, as it doesn't look like its even coming out next year, anyways waiting it has become fun in itself
 
jujumoooyee said:
You guys know that most of your potential customers are gone now right? Look at the steam charts, no one cares about your game anymore. Unless you release this game in a year then Bannerlord will become outdated, Look at Mordhau, satisfying combat and great graphics, eventually someone is going to make a better Mordhau and you are still going to develop and develop until you die of old age? How many years has it been?

Have to admit Mordhau does have really satisfying combat. Also really like how their bots actually duck and some times akinda backwards evasive spin around move. That kind of variety is important to keep fighting interesting after the long grindout of a campaign. But Mordhau will never have the whole world sandbox campaign thing going for it so safe to say -2 different genres.
 
What about friends, whose I gather during traveling? Will they stay with me in a batllefield?
What if I won't be a lord but a mercenary hired together with my band for a batlle? Will I lead my mercenaries toward enemy?
 
I'm sure it's been suggested already, but please give us great control over troop assignments. We need it!

Allowing us to create groups and then assign individual soldiers to those groups would be a huge boon for veteran strategists and tacticians. Forming groups, then assigning them to commanders... Oh, now we're talking.

I'm thinking, create two squadrons of cavalry, assign them to aggressive commanders and task them with flank guard. Handpicked units so that both commanders have a mixture of veterans and recruits.

In the top-down view, this would allow us to create groups of mixed skill of archers, spears, sword, cavalry, etc. Then further assign these groups to different commanders.

As well as, reassignment of troops on the fly. A group of cavalry under the command of Baron Joe, may further be placed under command of Count Phillip and his swordsmen, as the battle progresses. While King Dave rampages with a section of cavalry. At any time, King Dave may break off from his sporting with the horses to come and personally lead the rabble of Swordsmen to victory.

That's my two cents.
 
cherac said:
I sense them going the SHENMUE 3 route, would be likely old fashioned when released, as it doesn't look like its even coming out next year, anyways waiting it has become fun in itself

Maybe waiting itself is one of the game feature
 
Ok, it seems as if we won't get answers to these questions here. I get it, theres a lot of questions, Callum is busy full steam ahead at TW, but they are simple yes/no or one-sentence questions many of them. I hope at least you guys at TW are taking notes, so that you may answer these with your gameplay demonstration at Gamescom. This goes for many of the little unanswered questions that come up from every blog.
 
vicwiz007 said:
Ok, it seems as if we won't get answers to these questions here. I get it, theres a lot of questions, Callum is busy full steam ahead at TW, but they are simple yes/no or one-sentence questions many of them. I hope at least you guys at TW are taking notes, so that you may answer these with your gameplay demonstration at Gamescom. This goes for many of the little unanswered questions that come up from every blog.

It doesn't matter very much. It's nice to know the fine details of such and such a feature, but it doesn't actually let you play with them any sooner.

If everything's explained fully, there's no room for speculation, and it won't generate so much forum discussion. That's why the blogs are always a bit vague.
 
[SOTR] Roy said:
We don’t really need answers. We’ll get them when we get the game, anything before is unnecessary.

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I respect your opinion mate, however I can not understand how a detailed explanation of a mechanic which is part of a sandbox game and not a story driven game can ruin/spoil your playable experience.
 
Yeah I don't need to know detailed quest chains or stuff like that, but there are definitely times where the blogs have raised more questions than answers, which is disappointing. I realize that understanding these features better won't let me play any earlier, but I can get a clearer idea of how the game is going to be when I do get to play it.
 
Hello everyone!​
i have an idea :ohdear: . What do you think about adding a possibility to fight with two knives or two daggers at once? i think it's very wonderful idea. it may diversify the gameplay and it would be interesting at all.

and also in my opinion it would be logic if you add an attractiveness scale for character which will have an influence on his relationship with ladies for example.
thank you for attention!
 
I’m simply saying that while more information at the moment is nice and certainly appreciated, at the end of the day, it won’t really change the gameplay experience whether we know it early or not.
 
[SOTR] Roy said:
I’m simply saying that while more information at the moment is nice and certainly appreciated, at the end of the day, it won’t really change the gameplay experience whether we know it early or not.

:oops: i just mean that this ideas are interesting, not very important but as all. it's pretty cool to have a choice choosing your fight style. sorry if you don't understand me, it's language barrier's fault and my English level
 
Sirra said:
:oops: i just mean that this ideas are interesting, not very important but as all. it's pretty cool to have a choice choosing your fight style. sorry if you don't understand me, it's language barrier's fault and my English level
He was replying to the other users' posts, not yours.
 
Terco_Viejo said:
I respect your opinion mate, however I can not understand how a detailed explanation of a mechanic which is part of a sandbox game and not a story driven game can ruin/spoil your playable experience.
Rabies said:
vicwiz007 said:
Ok, it seems as if we won't get answers to these questions here. I get it, theres a lot of questions, Callum is busy full steam ahead at TW, but they are simple yes/no or one-sentence questions many of them. I hope at least you guys at TW are taking notes, so that you may answer these with your gameplay demonstration at Gamescom. This goes for many of the little unanswered questions that come up from every blog.

It doesn't matter very much. It's nice to know the fine details of such and such a feature, but it doesn't actually let you play with them any sooner.

If everything's explained fully, there's no room for speculation, and it won't generate so much forum discussion. That's why the blogs are always a bit vague.
I don't see what "playing with them any sooner" has to do with this. I'm really tired of that excuse of leaving the blogs barebones so that they don't spoil anything, or we can speculate. See Terco's reason above^

What benefit will we truly have from waiting til playing to learn whether or not (for example) we create the formations ourselves when commander? Maybe two seconds of thinking "hm that's cool", but even then most people will not even think it's special. Just another feature to the game. So why are details like these not shared?  If you say "it doesn't matter whether we learn these details or not" then it must be true that the best option is to take two seconds to share these details and appease fans who want to know. Same with blogs, if you don't want the features "spoiled" don't read the blogs.
 
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