Dev Blog 17/08/17

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[parsehtml]<p><img class="frame" style="margin-bottom: 0cm;" lang="en-GB" src="http://www.taleworlds.com/Images/News/blog_post_03_taleworldswebsite.png" alt="" width="575" height="300" /></p> <p>Greetings warriors of Calradia! Gamescom is around the corner, and as you may have imagined, we will be there showcasing Mount & Blade II: Bannerlord. We can’t tell you exactly what we will show just yet, but we can at least confirm that it will be something slightly different from the demo that we took to E3.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/21
 
No.

I'd rather have a beta right now, and participate in the development by reporting bugs etc.
We're not stupid, we know what a beta means, the game is not finished and might have some bugs or features not working/fully implemented. Plus it will allow us to really see the progress of development. Because honestly I don't care about news etc... I'm tired of it
What exactly stops them from releasing a beta ?
 
Player bug reports are notoriously unreliable, but still take devs' time.
Write your testing work experience in a CV and send it to Taleworlds, maybe you'll get a chance. It's too easy to sit here and just *****.
 
MadVader said:
Player bug reports are notoriously unreliable, but still take devs' time.
Write your testing work experience in a CV and send it to Taleworlds, maybe you'll get a chance. It's too easy to sit here and just *****.
BURNNN!!!!!

Taleworlds rock, all the extra time is worth it
 
cherac said:
MadVader said:
Player bug reports are notoriously unreliable, but still take devs' time.
Write your testing work experience in a CV and send it to Taleworlds, maybe you'll get a chance. It's too easy to sit here and just *****.
BURNNN!!!!!
Also some players may be in a process of developing a yet-undiagnosed mental illness (typically happens in adolescence and the early 20s, a fairly sizable gamer group) further adding to the stress and workload of the unlucky devs that have to deal with them.
In conclusion, no public beta for you little crazy ****s.
Kind regards, Taleworlds
 
produno said:
Wow, some people are just impossible.



Cheers for the communication, it is appreciated.


To everyone else - Diablo 3 was in development for 11 years. If we go by that then TW have another 6 years to perfect Bannerlord  :lol:

It had also sold 30million copies after 3 years of its release and was still the 10th most popular game. So that's what 11 years of hype does for you... Cant wait to play Bannerlord in 2023  :wink:

D3 might not be a good example here imo lol... The initial release version was quite different from what shown in some early development footages and lots of people were not happy about the change they made. And blizz has been trying to fix their game all the time after the release. (BTW I did spent lots of time on D3)

So I guess my point is the longer development might not necessary mean the better game, and you will always have time to fix it after the release since you now can really know how people feel about the game after they played.
 
> such as the new engine we built from scratch

Working in a company that also decided to develop from scratch what others had been developed already 20 years, I can not refrain from asking personal questions:
What were main reasons for that decision?
Are these reasons still valid since 5 years?
Are there any advantages of that new engine (assuming that it will be available) for an external developer over rivals?

 
Good questions, perhaps you need a custom engine to optimize it for a large number of actors, their animations, AI and pathfinding, and it's not merely a vanity project. Although the engine setbacks they had and probably caused the delays should make them question their approach.
Also good luck with getting Taleworlds to answer those highly relevant questions.

Callum, can you answer Rongar's questions for the sake of the modding community?
 
MadVader said:
Good questions, perhaps you need a custom engine to optimize it for a large number of actors, their animations, AI and pathfinding, and it's not merely a vanity project. Although the engine setbacks they had and probably caused the delays should make them question their approach.
Also good luck with getting Taleworlds to answer those highly relevant questions.

What, you think there is a better engine that would suit all their goals? I'd be interested in seeing it, and also hearing why on earth nobody else is making games with anything remotely near M&B's NPC and real player numbers if that is the case- and player/NPC count is just one facet of M&B. Surely the most suitable engine in existence for an M&B game was M&B and Warband's (which was created by Armagan), which they clearly didn't feel was good enough for Bannerlord.
 
I think the main question from engineering viewpoint is whether to heavily customize a stable licensed engine or make a new one from scratch, with all the risks it entails. Not an easy question.
 
Thing is Armagan had already done it once for M&B in the first place, as far as I am aware, so that would have given him confidence. I've read a number of blogs over the years by games developers explaining why they had to give up on a game entirely or change to another engine or make their own after initially using one third party engine and extensively modifying it before eventually running into brick walls.
 
Rongar said:
> such as the new engine we built from scratch

Working in a company that also decided to develop from scratch what others had been developed already 20 years, I can not refrain from asking personal questions:
What were main reasons for that decision?
Are these reasons still valid since 5 years?
Are there any advantages of that new engine (assuming that it will be available) for an external developer over rivals?

A custom engine, created for the needs of a specific game, can provide better performance. But the most important part of having a custom engine is that there are no limits to what you can do with it when developing your game. I completely support their decision to build it, because I feel it will benefit the game and community in the long run.
 
Osvaldon said:
A custom engine, created for the needs of a specific game, can provide better performance. But the most important part of having a custom engine is that there are no limits ...

that is the ideal case, where everything goes well. But as we don't live in a anime, things usually don't work as we expected in projects  :razz:

custom tech is a huge risk. You can spend years, a good portion of your budget and end up with a sub-par solution. That depends highly on the skill level of the team, the management decisions, and all that boring business stuff. The reward can also be huge, as you may end up with a tech that allows for things noone can do (making you product shiny), you may be able to sell it (license), and you avoid paying and depending on another company (the engine creator).

which is better? Again that would be a boring business discussion, not something for a reply on a blog discussion.

Bannerlord so far looks like is going well ... so we can be somewhat confident they did a good decision and it will help bring us a good game.
 
I respect that.

I'd love a release tomorrow, but I totally respect and accept that it could be two years. If I get the perfect game in two years, I'll be happy then. Still a win.
 
In the future it would be great to see other game companies use Bannerlord engine, like Carribean did for M&B. Bannerlord is a very specific game as Warband, that's why they did their own engine for Warband ( right) ? but there was less developers and it was pretty good for a little team (Armagan did it himself ?), imagine what they have done with10-15 talented developers, and with their experience on Warband.
 
I appreciate that the developers want to release the game when it's ready.  It's too often that highly anticipated games get released before it is considered optimal and therefore have a lot of bugs or things that should of been done were not and takes away from the overall experience.  With that said, I am curious if we will have this game by mid to late 2018.  I understand that they want to make sure it's ready.  What helps me with the wait is comparing to ordering in a restaurant, you know when you order something, and it's been an hour, but when the food arrives and it's absolutely perfect and delicious then you tell yourself it's worth the wait.  That is basically how I look at this upcoming game, high expectations and very excited. 
 
I wonder if the gore in the game will be any different. I loved the decapitation factor of the Viking Conquest expansion. It was a little buggy with the heads for some reason rolling back and forth on the ground but cool nonetheless!
 
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