Dev Blog 15/03/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_31_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>For many people, Mount & Blade: Warband is a singleplayer experience which lets them rise from the rank of a commoner up to the ruler of an entire kingdom, developing their character and fighting in epic sieges along the way. For others, it is an opportunity to run around naked with a two-handed sword and test their combat skills against players from all around the world. In this week’s blog, we talk with the person responsible for making these equally epic (and sometimes silly) experiences a reality in Bannerlord: Korneel Guns.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/51
 
The multiple lives but limited nonetheless is very confusing. In Warband fights are decided by numbers very quickly, as soon as a team gets one or two kills they quickly outnumber and crush the enemy. As such, all I can see happening with multiple lives is teams backing off as soon as they have lost a few team mates and waiting for respawns. This won't be exciting or decisive. I could see if you wanted to go with infinite respawns and focus on objectives, like Overwatch, as then there would be a tactical decision between backing off to wait to regroup or trying to hold the objective against bigger odds. Similarly, with one life only like in current battle, you have no choice but to keep fighting - your numbers are never going to get bigger. Both of these are exciting. With limited respawns, there will never be any reason not to back off and wait for respawns as going back in to fight is just a waste of a limited resource, until the very last part.

It's good to see the problems with Battle are being looked at but this seems like the wrong approach. It needs to be tested.
 
Gibby Jr 说:
Seems odd to abandon the in-depth economy system of warband in favour of whatever this is. I think it would be universally preferred to be able to select gear pieces individually, letting people play how they want with whatever weapon they want - this seems especially relevant if you are pushing for a more competitive multiplayer. Almost all existing competitive games have good economic systems, Overwatch is the only exception I can think of, and being able to choose your weapon or item build (CS, Dota, League etc.) is immensely important in keeping things interesting.

Weird use of preset troops seems like carryover from NW rather than intuitive decision

New mode seems horrifically undertested; are real problems with warband competitive battle that needed to be addressed, but complete switch away from the one-life system is a change from being a CS-type comp game to resembling Overwatch

Is mentioned in the blog that test sessions (matches) are done, why not record some of these and upload them. Can be plastered with alpha test or whatever but don't see the point of not including some community opinion when you have players that have been active for almost a decade


I agree 100% with this post, but Callum said it's only for Skirmish. If that is not the case please hear me out Callum:

I understand your multiplayer main developer has spent a lot of time on napoleonic wars as he said and while I fully respect that, Napoleonic wars never made it into any serious competitive scene or formed a competitive community. NW's hype comes from roleplaying and lined battles and is respectable. Reading 'competitive' next to 'skirmish' in the blog worries me because the article itself gives the impression that it is going to be 'the' competitive mode. This must not pass through, preset classes is a bad thing and does not suit mount and blade. Choosing not to respawn for the sake of economy takes away the 'fun' element of the game and I am not sure who the hell said 'yes' to this. Preset classes in general puts a lot more predictability in the game which goes against the vital warband competitive platform. Having to upgrade each piece of gear individually gives the player critical thinking and decision making as to what he will do next round based on the performance he had before. A spear upgrade might be a lot more useful to a main weapon upgrade if the enemy has cavalry or has a powerful, in general, faction in cavalry. It's these times the competitive nature of the game takes you a step further to communicate with the team, decide upon arsenal and who shares what with who. Preset classes ruin all of it, and the choice to totally ignore actual gameplay by not respawning is a very stupid idea. Remaining idle should never be a 'strategic' or 'economic' choice, all players should spawn and have fun. 1 death rounds are the main formula of crucial decision making, positioning and has always been in arcade like fast games. Despite the fact that there are many competitive games out there in the 'action' genre, all of them have a thing in common. CSGO, Call of duty, you name it, different games totally but the 1 death per round rule is always there because it is the ultimate reward for thinking platform. Multiple lives and preset gear is not a good choice, it might be for napoleonic wars but it will never be for the warband base game (which bannerlord builds upon). Please take this into thinking.
 
Efe Karacar 说:
Snowballing is a good thing to have, it rewards the better and means progression.

I'm sorry but I can't agree with that at all... Counter Strike has the same item and money system which we use in Warband, but in CS they recognise the issue with snowballing and give the losing team bonus gold after they lose a certain amount of rounds in a row. It makes for much more exciting and balanced matches.

Gibby Jr 说:
Seems odd to abandon the in-depth economy system of warband in favour of whatever this is. I think it would be universally preferred to be able to select gear pieces individually, letting people play how they want with whatever weapon they want - this seems especially relevant if you are pushing for a more competitive multiplayer. Almost all existing competitive games have good economic systems, Overwatch is the only exception I can think of, and being able to choose your weapon or item build (CS, Dota, League etc.) is immensely important in keeping things interesting.

Weird use of preset troops seems like carryover from NW rather than intuitive decision

New mode seems horrifically undertested; are real problems with warband competitive battle that needed to be addressed, but complete switch away from the one-life system is a change from being a CS-type comp game to resembling Overwatch

Is mentioned in the blog that test sessions (matches) are done, why not record some of these and upload them. Can be plastered with alpha test or whatever but don't see the point of not including some community opinion when you have players that have been active for almost a decade

Economy management will still very much be a thing, it will just play out slightly differently (with the respawns being a part of this) and we think it puts more of a focus on individual and team skill in combat rather than who has the best weapon or armour. Perks will allow players to change their loadout slightly and you can still drop/switch items between teammates.

We would rather just develop the game modes further and then let you play it before listening to detailed feedback (rather than listening to your thoughts based on some short videos on YouTube). After all, we are just a bunch of noobs and will never play the game to the sort of level that our current competitive players do and the other side of that coin is that you have no idea how the game mode will play out and what sort of meta will develop without actually playing it. :smile:

OurGloriousLeader 说:
The multiple lives but limited nonetheless is very confusing. In Warband fights are decided by numbers very quickly, as soon as a team gets one or two kills they quickly outnumber and crush the enemy. As such, all I can see happening with multiple lives is teams backing off as soon as they have lost a few team mates and waiting for respawns. This won't be exciting or decisive. I could see if you wanted to go with infinite respawns and focus on objectives, like Overwatch, as then there would be a tactical decision between backing off to wait to regroup or trying to hold the objective against bigger odds. Similarly, with one life only like in current battle, you have no choice but to keep fighting - your numbers are never going to get bigger. Both of these are exciting. With limited respawns, there will never be any reason not to back off and wait for respawns as going back in to fight is just a waste of a limited resource, until the very last part.

It's good to see the problems with Battle are being looked at but this seems like the wrong approach. It needs to be tested.

If a team backs off and decides to regroup that isn't necessarily a bad thing. There are control points on the map that will force their hand at some point and this is where tough decisions will have to be made about either committing to a fight or re-positioning to try and steady the boat.

Personally, I am a massive fan of Warband's battle mode and think it does a lot of things right. However, Skirmish certainly is growing on me and I think it deserves a chance. We want a game mode for matchmaking that is fast-paced, fun, competitive and accessible to a wider range of players, and Skirmish is currently ticking all these boxes.

And yes, I totally agree with your point that it needs to be tested. Everything is just speculation until people actually get their hands on it and we see how the game mode plays out.
 
The problem is that you went deep into battle mode by fixing the wrong things, based on what we read. Respawning  and gear choice were definitely NOT the wrongs of Battle. Unbalanced factions, cavalry and archery (the latter 2 only to some extent) were and how the objectives played on the maps. Preset classes are bad, no matter what you say. It limits freedom of choice and tactical upgrading. Battle could be fixed by simply making more dynamic objectives. Instead of holding 1 flag, you could make tweaks to it or even give 2 objectives in the form of activation (like in CSGO) to force group splitting instead of zerging and cause much less idle gameplay. This is simply an example, but I believe the priority of 'what is wrong with battle' arguement is balancing, maps and idle gameplay. The mode in its core was good.
 
It's just seems like an odd move to totaly reform the mode that has been keeping players together for 8 years.
 
Wait...so will there still be a multiplayer mode where we can select our own gear?
It's important that we can still play as naked lunatics.
 
578 说:
Preset classes are bad, no matter what you say. It limits freedom of choice and tactical upgrading.
Classes force you to make tactical choices about who to be, because you have to be able to figure out what you need. It's not taking away choice, it's enforcing a system for making them. And hopefully, means there's less risk of someone being stuck in the shop not knowing what to buy.

Out of curiosity, why 6v6 for skirmish? I can't speak to the particular map size but without that context it sounds like a pretty small team for what sounds like a zone control mode with limited respawns.
 
Callum_TaleWorlds 说:
And yes, I totally agree with your point that it needs to be tested. Everything is just speculation until people actually get their hands on it and we see how the game mode plays out.

Will there be an opportunity to do so soon or at least well before release? If the game mode is released flawed it will fragment the community from the start which isn't good for anybody.
 
On paper these preset classes in multiplayer don't bother me at all, instead it seems a reasonable way to balance matches further. I think some people on the forums are getting a bit too worried about something they've never played. Being so afraid of change serves no purpose.

I never liked the equipment selection in Warband. It was useless (the items to choose weren't many after all...) and only favoured the winning team making the game more and more unbalanced as the latter won more rounds.

Better team wins ---> Gains more money ---> Becomes even stronger ---> Losing team has no chance

The only POTENTIAL "issue" I see with this is lack of customization (which as I pointed out above Warband didn't have much of it in the first place). Could there be some cosmetic items?
 
Will this class be available?
dresses.png
 
"Sometimes, I just open a custom battle, put the troop count into the many hundreds, give command over my troops to the AI, and just watch as the armies clash. There's something very special about seeing this many troops doing their thing."

This made me smile.  I love doing this in Arma.  :smile:
 
Might as well just take a massive dump on the community, which has been keeping the competitive scene alive for ages.
 
Razer' 说:
Might as well just take a massive dump on the community, which has been keeping the competitive scene alive for ages.

By developing a new game specifically with them in mind? Maybe you should reserve judgement until you get to play it and leave some constructive feedback then.
 
Its a big middle finger and you know it Callum. Respawn based mods are not competitive. I guess we wouldnt have a problem with a objective based mode without respawns, thats all we asking for.
 
Yaga won't quite approve the trees at the gif aren't moving at all, the treetops should in my opinion. First time I saw the environment screenshot I thought it was a reference photograph for whatever story, looking closely you see the trick but at first glance, oh my.
 
Firunien 说:
Its a big middle finger and you know it Callum. Respawn based mods are not competitive. I guess we wouldnt have a problem with a objective based mode without respawns, thats all we asking for.

Wait until you get to play it. Such haste to throw judgement around.
 
I don't play MP, but something for old timers to consider. TW is not looking to keep Warband level of success (number of MP players), they are likely hoping to expand it (from small to a big community). Old timers should still be able to enjoy the new game, but don't forget that in the end it is for the next (new) gen of bladers. Which means the game needs to adapt to new trends as well.

My 2 cents
 
A last team standing mode is what drew me into Warband multiplayer. This is something Counter Strike did right over 20 years ago, but Warband did it with swords! I would like to think this isn't being excluded from Bannerlord. That would probably turn the game into a single player experience for me.
 
I cant say anything before I see it but Callum isnt it the best thing to include both of the systems (both NW and the native one)

Why dont we just make all of it optional ?

Btw you mentioned the naked guys in devblog but wont we  be unable to go naked if it is like NW ?
 
Gab-AG. 说:
Firunien 说:
Its a big middle finger and you know it Callum. Respawn based mods are not competitive. I guess we wouldnt have a problem with a objective based mode without respawns, thats all we asking for.

Wait until you get to play it. Such haste to throw judgement around.

I agree, I don’t like the harsh criticism being thrown around. Especially because this system only applies to one game mode, it’s not replacing the customization system for siege, TDM, duel, etc.. and the main reason they think a class system fits is for competitive balance. If it doesn’t work out they will make adjustments.
 
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