Dev Blog 18/07/19

正在查看此主题的用户

[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_99_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Mount & Blade II: Bannerlord is a rags to riches adventure that encourages players to forge their own path through Calradia to climb to the top of the social ladder. How, or even if, they get there is completely down to their own choices and actions within the game. In previous Mount & Blade games, this rise to power revolves around a single character, but with the introduction of permanent death and clans in Bannerlord – two new features that work hand in hand to create a deeper, more immersive experience – some of the focus needed to shift slightly away from the exploits of an individual character. This is where the topic of this week’s blog steps to the fore: renown.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/119
 
Vermillion_Hawk 说:
We're now just looking at Clans with rotating faces which can be swayed with the application of the magic diplomatic currency.

You're mistaken. The Influence currency works alongside with some kind of relations system, which calculates the price to try and persuade lords to do your stuff. If you have bad relations or personality incompatibility, the Influence prices may get prohibitive.

Influence system doesn't replace the need to get the right relations.
 
Why is everyone talking like individual relationship mechanic is gone?

4Ye2m.png
 
Warband lacked mid-late game strategy for sure, and this clan stuff looks like an elegant way to go. However it may kill the RPG magic of MB, i dont want to do irrevelant quests and battles just in order to gain extra slot for a caravan or level up something. In Mb you mainly create your aims and go with the flow, which was pretty shallow and lacked many complex elements. O hope this clan design improves strategy to next level and still preserves RPG soul of Mount and Blade!  :smile:
 
clan renown is a new idea, thank you for this great blog,

we know Clan members can earn renown for their clan by performing a number of actions, such as completing quests, winning battles, or competing in tournaments. and let With each tier that the clan reaches, they are rewarded with an additional party slot, an increased companion limit, and additional caravans that can work under the clan’s tutelage. Additionally, the player will be treated differently depending on the renown of their clan, such as with the order of battle.

i have a few question

1)would renown can be difference type, as a result have difference award?
        if i completing quests of transport, would it be let me unlocked additional caravans?
        if i competing in tournaments, would it be let me unlocked the order of battle?
        if i build more farm for town, would it be let my farm unlocked additional yield?
        if i winning battles, would it be let me unlocked additional party slot?
        if i robbery a villager of difference factions, would it be unlocked the robber happy to join my team? [Edward Teach-Blackbeard]

2)would it be personal, clan, factions renown, as a result have difference award?
        if i born in business clan,
          they always completing quests of transportation,
          never battle and keep escape,
          employ mercenary for let them to be save.
        would it be unlocked all this clan member additional caravans?
         
        if i born in agriculture/animal husbandry faction,
            old king keep build farm/livestock,
            as result unlocked additional yield/breeding,
        would it be the eligible heir let their faction have additional yield/breeding? [factions skill]
 
An Idea for Taleworlds Coop mode. Iv read that coop might not be possible in the previous dev blogs due to game time... Something of the sort. If its possible players can be their own lord BUT when Engaging in battles or entering towns. Real time will be drastically slowed for the other players who are not in battle or in towns/interior scenes. Giving them a time to finish the battle or even wait for reinforcements. Also the real time gameplay might also be slower, when playing COOP for the players to make decisions since you cannot pause the game independently and if so it has to be like a poll. even the battle and other interior scene will be pause... 

It would really Give a good Harvesting Season For players if COOP is still in board...  :ohdear: :oops: :grin:
 
If we are banned from a server in warband, do we continue to be banned from that server in bannerlord as well ?
I think they recognise players via steam accounts because I cant enter even if I use vpn. So will they still recognise and ban me from their bannerlord servers ?
 
FBohler 说:
Vermillion_Hawk 说:
We're now just looking at Clans with rotating faces which can be swayed with the application of the magic diplomatic currency.

You're mistaken. The Influence currency works alongside with some kind of relations system, which calculates the price to try and persuade lords to do your stuff. If you have bad relations or personality incompatibility, the Influence prices may get prohibitive.

Influence system doesn't replace the need to get the right relations.

Exactly, it's an upfront "price" to get a Lord to do something, which is stupid. It's a Paradox Grand Strategy feature and not one I would have liked to have seen in this game.

Warband's Lords would sometimes just straight up refuse to do something for you. Not like that game didn't have its own unique problems, but in this instance I liked how it handled relations. It wasn't like a Lord who hated your guts suddenly decided he'd do what you wanted because you spent your diplomagic on him. The idea of spending it at all is stupid - why is it even a visible currency like this?

It just makes it more of an equation rather than something interesting. It's not "I can't influence Lord X because he hates my guts", it's more "I can't influence Lord X because my mana is low". I hate the latter.
 
Vermillion_Hawk 说:
FBohler 说:
Vermillion_Hawk 说:
We're now just looking at Clans with rotating faces which can be swayed with the application of the magic diplomatic currency.

You're mistaken. The Influence currency works alongside with some kind of relations system, which calculates the price to try and persuade lords to do your stuff. If you have bad relations or personality incompatibility, the Influence prices may get prohibitive.

Influence system doesn't replace the need to get the right relations.

Exactly, it's an upfront "price" to get a Lord to do something, which is stupid. It's a Paradox Grand Strategy feature and not one I would have liked to have seen in this game.

Warband's Lords would sometimes just straight up refuse to do something for you. Not like that game didn't have its own unique problems, but in this instance I liked how it handled relations. It wasn't like a Lord who hated your guts suddenly decided he'd do what you wanted because you spent your diplomagic on him. The idea of spending it at all is stupid - why is it even a visible currency like this?

It just makes it more of an equation rather than something interesting. It's not "I can't influence Lord X because he hates my guts", it's more "I can't influence Lord X because my mana is low". I hate the latter.

If it was only that, that would be disappointing, yes.

But we know that there are still personal relations (who knows? maybe very negative values negate the option to spend influence), there is a much more complex system for personality traits that affect personal relations, there is the persuasion system based on personality traits and your character's skill, and there is an event system tracking important occurrences between characters.

All of this will surely provide engaging roleplaying, even if it includes some abstraction in the form of influence points. 
 
I've always felt that influence is the equivalent to "calling in favors" or offering the chance to someone else. Basically, you do a quest for lord X, even though he doesn't like you, he owes you a bit. You do enough quests, he'll owe you enough to do what you ask him to do. As you grow more influential, you might even be able to say "I'll owe you one" rather than having to call in a favor of your own, but the point is it's entirely related to the way the real world works, not some "diplomagic".
 
KhergitLancer99 说:
If we are banned from a server in warband, do we continue to be banned from that server in bannerlord as well ?
I think they recognise players via steam accounts because I cant enter even if I use vpn. So will they still recognise and ban me from their bannerlord servers ?
That’s completely up to the server owners of each individual server. Also, it is dependent upon cd key, which isn’t completely linked to steam, you can change your cd key while still on the same account, but each steam account can only have one cd key on it. Ie. If you copied the cd key from a different steam account which owned warband.
 
Roccoflipside 说:
I've always felt that influence is the equivalent to "calling in favors" or offering the chance to someone else. Basically, you do a quest for lord X, even though he doesn't like you, he owes you a bit. You do enough quests, he'll owe you enough to do what you ask him to do. As you grow more influential, you might even be able to say "I'll owe you one" rather than having to call in a favor of your own, but the point is it's entirely related to the way the real world works, not some "diplomagic".
It can be seen like it, handwaved through to sound like it, but it isn't it. You could still make the favours and owing tied to personality, a lord with certain traits disregarding your work or searching every possibility to get even, no mana points involved. But permadeath would annoyingly void your work every now and then, so there was a band-aid required for when silly AI gets itself killed. Hence 'yeah, let's do that, but also deposit that stuff on magic bank account of diplomatic points, so that you can call on it anyway'.

And it still doesn't change the fact that it's a currency for your communication with other entities ruling other clans from behind the curtain. I dislike that, I may enjoy the game, but, as I said, for different reasons than why I liked the previous M&Bs.
 
The way I understand it, all the various abstracted personality and reputation values (which Warband was full of as well, of course), apply to the whole Clan in Bannerlord. But that is to say, they apply to the leader of the Clan only - one person. The Clan leader is the one who makes all the decisions relevant to these "mana" values, owns all the fiefs and controls everything the Clan and it's other members do. And I'm assuming that the player is permanently the leader of his/her own Clan. That means you're still playing as one single person at a time, not a "family ghost": it's just that as the Clan leaders die, the player switches control of the next in line to take over the reins.
 
'You still play as single character until you don't anymore', is hardly elevating my concerns. The fact you're controlling one dude doesn't change that your main concern is whole clan now and its position in the realm.
 
Do not look here 说:
'You still play as single character until you don't anymore', is hardly elevating my concerns. The fact you're controlling one dude doesn't change that your main concern is whole clan now and its position in the realm.

Yes. But I think that's a big development from Warband. You're now playing as the head of a family. And when you die, your heir becomes head of the family and you play as them.
In warband, all you could do was get married and run a very limited household with your wife (host feasts, and that was about it). Bannerlord takes it a big step further by allowing you to create a family and a dynasty.
 
Do not look here 说:
Roccoflipside 说:
I've always felt that influence is the equivalent to "calling in favors" or offering the chance to someone else. Basically, you do a quest for lord X, even though he doesn't like you, he owes you a bit. You do enough quests, he'll owe you enough to do what you ask him to do. As you grow more influential, you might even be able to say "I'll owe you one" rather than having to call in a favor of your own, but the point is it's entirely related to the way the real world works, not some "diplomagic".
It can be seen like it, handwaved through to sound like it, but it isn't it. You could still make the favours and owing tied to personality, a lord with certain traits disregarding your work or searching every possibility to get even, no mana points involved. But permadeath would annoyingly void your work every now and then, so there was a band-aid required for when silly AI gets itself killed. Hence 'yeah, let's do that, but also deposit that stuff on magic bank account of diplomatic points, so that you can call on it anyway'.

And it still doesn't change the fact that it's a currency for your communication with other entities ruling other clans from behind the curtain. I dislike that, I may enjoy the game, but, as I said, for different reasons than why I liked the previous M&Bs.

Frequent Flyer Program, any alliance that the airline used to match status with belongs to, suitable for suitable for merger airline.
but what FFP for un-allianced airline?
 
Rabies 说:
Do not look here 说:
'You still play as single character until you don't anymore', is hardly elevating my concerns. The fact you're controlling one dude doesn't change that your main concern is whole clan now and its position in the realm.

Yes. But I think that's a big development from Warband. You're now playing as the head of a family. And when you die, your heir becomes head of the family and you play as them.
In warband, all you could do was get married and run a very limited household with your wife (host feasts, and that was about it). Bannerlord takes it a big step further by allowing you to create a family and a dynasty.

I don't think anyone is denying that - what I'm saying is that, for me, I really didn't want this and now that it's been added it is negatively affecting game systems I enjoy in Warband.
 
Roccoflipside 说:
I've always felt that influence is the equivalent to "calling in favors" or offering the chance to someone else. Basically, you do a quest for lord X, even though he doesn't like you, he owes you a bit. You do enough quests, he'll owe you enough to do what you ask him to do. As you grow more influential, you might even be able to say "I'll owe you one" rather than having to call in a favor of your own, but the point is it's entirely related to the way the real world works, not some "diplomagic".

In warband this was handled way better, though. If you asked a general to follow you he could outright refuse, but if he accepted he would only get angry if he got his army killed because of your suggestion. The idea of "favours" is also kind of silly in the context of a clan of feudal lords bound by loyalty and not just a group of college acquaintances or something. Lords are annoying as it is, I don't want yet another mana based game system to think about while sorting through all the generic lords in my head.
 
Do not look here 说:
'You still play as single character until you don't anymore', is hardly elevating my concerns. The fact you're controlling one dude doesn't change that your main concern is whole clan now and its position in the realm.
You can still disable player character death and play all by yourself.
 
后退
顶部 底部