Dev Blog 19/07/18

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[parsehtml]<p style="text-align: left;"><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_49_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Mount & Blade gameplay is centered around battles and it is of critical importance for the player to understand how things are progressing. Whether you are engaging a few bandits in a skirmish or taking part in an epic battle, you want to know how various troops perform and which enemies present the most danger. To address this and to give the player a detailed account of the battle, we have added a battle report overlay. In this week’s blog, we take a look at this feature and try to explain how it works.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/69
 
Interesting touch that I noticed from that screenshot is the four-"pronged" crosshair for the spear. In Warband and the other gameplay we've gotten ranged weapons have had three-pronged crosshairs, and melee had none. I'm wondering if this is specific to spears or melee weapons, or if this is something that's going to be changed for all weapons, or whether it will be in the final product in the first place?

Really minor detail, but I'm just curious lol.
 
KhergitLancer80 说:
Most important thing hasnt been discussed yet:

Why do none of the units ever break ?
47 killed 14 wounded 24 remaining but zero routed.
Why are people of Calradia so highly motivated ?

And it is even more hilarious since Calradia is an irreligious land !

Edit: Also I want to say, there is a thing called pitched battle, so not all battles necesarrily need an attacker and a defender.

Plus, I would like to learn about retreat system.

I want to harass my enemy with my horse archer army, I want to attack it, arrow them a bit then retreat then repeat until the enemy gets completely destroyed.

This is a tactic so I dont want to suffer from morale penalties while doing this tactic.
And I want this tactic to be used by AI as well.
It shouldnt fight to its last man it should know when to retreat and like I said Khuzait generals should use retreat&harass tactic oftenly.

I've noticed it too. And that's why I wanted to ask AI designer about routing. I do not preach for realistic battle casulties (5-15% meant loosing battle) but it would be nice to have opponents scramble in terror or lay down their weapons and surrender when odds are really bad.

Well, there are always mods. VC was an improvement to warband in that regard.
 
Do not look here 说:
I just want to add mine to the pile of concerns about morale. As I said previously, the fact that battles will be carried on until last man standing was pretty much confirmed, but it's still disappointing to see. If there's truly a complicated economy behind faction's ability to stand ground in a war, one could think that preserving own manpower would be among the priorities for the AI.

I had the same toughts.

I was hoping for some advanced morale+discipline system implemented. Separate basic moral and discipline attributes for units. (this basic morale could be affected by the champaign map factors)
A group of elite guards would have high discipline and high morale, a group of recruits would have low discipline but high morale, also a group of mercenaries would have high discipline but lower morale.
This way, in case of a cavalry charge (for example) the elit group would stay in formation, stand ground and fight last man standing/or repulse the attack. The recruits would lose formation scatter and after serious casualties occure, they would run for their life. The mercenaries would keep formation and fight properly, but in case of serious casualties, they would also route as they are fighting only for money, not for some 'common interest' like protecting their homeland...

Also I udnerstand a system like this would need serius balancing and would require good tactics and overall strategy, so for a casuale player, it could be frustrating. However it would add depth and the sense of real battles.
By the way routed units coulnd run to cities/settlements where the could be avialable to hire after a while in form of lower tier units...
So Claradia wouldn't need 1 billion man population be able to give the manpower needed for the constant bloodbaths.

Dreaming part is over...

Since the battle mechanics and morale system is still not fully explained to all of its details, I still hope for some serius improvements over M&B Warband.
 
Orion 说:
The fact that there are "Retreat!" buttons on both of the Bannerlord battle report screenshots leads me to believe that both of those battles are on-going. It's quite possible that the routed units counter only tallies up when a unit has left the field, not when their morale breaks and they start to run.
So it's actually a weeeee bit like Total War? You have both parties standing at each other with that pre battle overview thingy? If so, that's quite awesome.
 
PLEASE PLEASE PLEASE can we have a realism mode, so a player won't be told enemy army size before battle, you only get told rough info like Large, medium, small forces.


Marsha, a boy's wet dreams ... sighhh



.
 
archaicwarrior 说:
PLEASE PLEASE PLEASE can we have a realism mode, so a player won't be told what type of troops the enemy has, you only get told rough info like Large, medium, small forces.


Marsha, a boy's wet dreams ... sighhh



.
Yes, I would like to see a realism mode too. It would contain high chance of dying during battle not only for us but also for lords,kings. So that,in battles we would be more cautious and when we win,it would be more meaningful. It would be deadly serious when we fight against a lord.
 
archaicwarrior 说:
PLEASE PLEASE PLEASE can we have a realism mode, so a player won't be told enemy army size before battle, you only get told rough info like Large, medium, small forces.


Marsha, a boy's wet dreams ... sighhh

YES !

In Mount and Blade games both the AI and the player receive every kind of information from the start. I want to place my light cavalry behind the hills and I want to drag the enemy to my trap while he chases my horse archers !

We should only have a rough estimate about the enemy size before going into a battle.

I noticed this in captain mode as well. On up it basically says where everyone is.
That is game breaking in my opinion. Why does the game spoil everyones place ?
 
archaicwarrior 说:
PLEASE PLEASE PLEASE can we have a realism mode, so a player won't be told enemy army size before battle, you only get told rough info like Large, medium, small forces.


Marsha, a boy's wet dreams ... sighhh



.

This is actually unbalanced and on a similar vein to "hardcore" for the players. In game the AI knows everything about you. The AI knows your exact troop numbers, how much money you have, how weak and strong you are, essentially everything.

This type of mode only exists to cripple the player more and hurt game balance when you are facing competant competitive AI.
 
Compare the interfaces please and tell me which one is better...

2016
captur11.png

captur12.png

2017
captur10.png

2018
blog_post_49_taleworldswebsite_03.jpg

It looks like Warbands multiplayer tab... comparison:
1489958864541.jpg

blog_post_49_taleworldswebsite_03.jpg

Healthbar comparison:
201761220926_1.jpg

health10.png

City interface comparison:
Mount-Blade-II-Bannerlord-Screenshot-5.jpg

blog_post_47_taleworldswebsite_02.png
 
Rainbow Dash 说:
This is actually unbalanced and on a similar vein to "hardcore" for the players. In game the AI knows everything about you. The AI knows your exact troop numbers, how much money you have, how weak and strong you are, essentially everything.

No, you're not playing against your physical computer and the game itself, you're playing against set of rules. It is entirely possible to make your enemy unaware of all those things. Freeman: Guerilla Warfare (in short M&B with guns, though since last couple of updates it is rather unfair to call it just that) gives you only vague info about where your enemies are and the units on the battlefield aren't omniscient either. It allows flanking and ambushes that are pretty damn satisfying.

As for concealing numbers of enemies you'll face, it is already in some way in Warband - tracking gives you only vague ideas about groups you're following, same could be done with spotting, although I'm not sure it would be beneficial for the gameplay.
 
Interesting little bit on the practical side of the gameplay. But I really want this game, just like everyone else on the forum. :sad:
 
Do not look here 说:
No, you're not playing against your physical computer and the game itself, you're playing against set of rules.

Freeman: Guerilla Warfare gives you only vague info about where your enemies are

You are missing the point.

I am not talking about just the Player, I am also talking about the AI. As we already know, Bannerlord will now put a more focus effort on making the AI as equal as the Player, and this feature, if implemented, will need to be balanced for the AI too.

Taleworlds are clearly trying to make Bannerlord a game where rules have to be followed by both the Player and AI, so adding this in is actually harmful to their ultimate vision for this game.

Which is why, I still believe this is bad. Hiding important information exclusively from the Player that the AI can see is cheating. We do not want that same situation where the AI cheats like in games Civilization right?


 
Teje1997 说:
Compare the interfaces please and tell me which one is better...

2016
captur11.png

captur12.png

2017
captur10.png

2018
blog_post_49_taleworldswebsite_03.jpg

It looks like Warbands multiplayer tab... comparison:
1489958864541.jpg

blog_post_49_taleworldswebsite_03.jpg

Healthbar comparison:
201761220926_1.jpg

health10.png

City interface comparison:
Mount-Blade-II-Bannerlord-Screenshot-5.jpg

blog_post_47_taleworldswebsite_02.png

2018 ones are better IMO. Way easier to read and more clear.
 
Rainbow Dash 说:
Which is why, I still believe this is bad. Hiding important information exclusively from the Player that the AI can see is cheating. We do not want that same situation where the AI cheats like in games Civilization right?

and where it is written that the AI must know our exact numbers? You can use stuff like random numbers and generic values for this. A example: instead of army composition (and strength), the AI could only see the approximate number (~100 troops).  There is nothing stopping they from applying the same set of rules to the AI and the player in this case.

Doubt they would change this now tho, as it is clearly not something that was part of their vision for Bannerlord. It would also include other mechanics like sending spies, new types of scouts, etc, that should add more info on the enemy party (with a risk x reward applied).

they have about 100 troops
they have 100 troops, with about 30 horses, 3 wagons for supplies
they have 100 troops, 30 horses, about 50 are peasants/militia (light armor and spears)
they have 100 troops, 30 horses, 10 knights, ...

as this is not part of M&B this will likely remain something for mods to implement, which is not a bad thingy. Mods should not look, feel and play like Bannerlord. Instead of clones, the more unique the mods are the better.
 
Arvenski 说:
A blog about the battle report screen. Seriously?  :lol:

Not sure whether this is better than the weapons blog or not. Nonetheless, just waiting for gamescom at this point.
 
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