Dev Blog 20/09/18

正在查看此主题的用户

[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_58_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Mount & Blade II: Bannerlord is a huge sandbox that allows you to approach the game and play it in the way that you want to. This means that there isn’t a linear storyline that you have to follow. However, the game does present you with quests that offer you a way to fill your purse while improving your relations with the various notables located around Calradia.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/78
 
Regarding quests, Ive go a bit off-topic because I not have interest in RPG part but I want as characters receive quests depending on their background and actions. I not care for sandbox style so much as I prefer a linear gameplay rather boring total freedom. I wait Bannerlord than playing Warband again
 
Kentucky James 说:
It's a fun video game, not military training. Warband is full to the brim with tedium and filler which could easily have been avoided, so anything that can alleviate some of that will only be good for the game.
A yellow exclamation point above the character's head is unrealistic. Why not do this: First, the hero must ask someone (for example, a tavernkeeper): 'Is there (in city) any work for me?' He tells the hero that someone can offer a task. Only then game should show exclamation point. Only then game should show exclamation point. But damn, initially showing (without any conditions) of exclamation point beside characters, about which main hero do not know, is casual, unrealistic and stupid. But I against exclamation points.

NPC99 说:
Towns are big scenes now - plenty of scope to get lost. We saw in the Gamescom demos how often players resorted to the alt key to find notables/locations when walking the streets. Adding an exclamation mark to the name just helps identify who's worth talking to.
Pressing on alt key to find the armorer or the weaponsmith on big scenes can still be understood.
 
Janycz 说:
Kentucky James 说:
It's a fun video game, not military training. Warband is full to the brim with tedium and filler which could easily have been avoided, so anything that can alleviate some of that will only be good for the game.
A yellow exclamation point above the character's head is unrealistic. Why not do this: First, the hero must ask someone (for example, a tavernkeeper): 'Is there (in city) any work for me?' He tells the hero that someone can offer a task. Only then game should show exclamation point.

What's the point of this extra step? What does it add to the game? There's nothing to lose from asking people a general question, no gameplay involved, no player choices, it's just busywork. I can accept that the exclamation mark is just an indicator that you've asked a few people offscreen about quests.
 
Kentucky James 说:
Janycz 说:
Kentucky James 说:
It's a fun video game, not military training. Warband is full to the brim with tedium and filler which could easily have been avoided, so anything that can alleviate some of that will only be good for the game.
A yellow exclamation point above the character's head is unrealistic. Why not do this: First, the hero must ask someone (for example, a tavernkeeper): 'Is there (in city) any work for me?' He tells the hero that someone can offer a task. Only then game should show exclamation point.

What's the point of this extra step? What does it add to the game? There's nothing to lose from asking people a general question, no gameplay involved, no player choices, it's just busywork. I can accept that the exclamation mark is just an indicator that you've asked a few people offscreen about quests.
Immersion, realism, for me it gains a lot. I'm not against the exclamation points but it's true that towards the years developers have started making more mechanics for the lazier players, now instead of acknowledging where you have to go in games, you have a literal arrow telling you where to go, and what to do, it makes the player lose independence and it screams out the fact that you're playing a videogame instead of living an experience (yes, it is a videgsme in the end but it's also an RPG). You don't have an enormous sign over characters in Dark Souls yet it makes people interact with the world and in the end they find out. No need for extensive tutorials, once you know the mechanics you're good to go. And talking to a bartender to look out for jobs doesn't seems like a serious hard job to me, knowing absolutely everything before my character does really draws me off, but whatever, I personally can live with it
 
now instead of acknowledging where you have to go in games, you have a literal arrow telling you where to go, and what to do, it makes the player lose independence

Purchasing a GPS for your car does not magically make you lose independence. (putting arrows over NPC heads) Cutting off roads and forcing people to take public transportation (removing player choices) removes indepedence.

Stop calling Quality of Life features names like baby pampering mechanics. Since when did having to force players to find ovscure clues and NPCs hidden in crowds make you a toughened veteran manly gamer? Are we seriously labeling players as pussies and babies and whimpers because they do not care to explore a massive map for 40 minutes to find a quest?
 
That's a stretch considering that someone just mentioned finding out which NPCs have quest for you could be done through simply asking someone who knows. I actually find this idea interesting, you don't just arrive to the place and mysteriously have all the knowledge about local politics, you go to the tavern, ask around and boom, UI reflects this newfound knowledge. Provided that they'd make taverns a place actually worth stopping by, it would be a nice, added functionality to them.

At most I can see it as a toggle in options ('Always mark NPCs with available quest when entering new area Y/N'), to turn off when you feel like roleplaying, not something in game by default, but M&B isn't necessarily kind of game that would gain much from it. Interesting idea nonetheless.
 
Please not judge game devs as they try make gameplay more easier. All depends on our playstyle, some as me enjoy to be more focused on strategy, others want to explore world for discover quests, but latter become boring when youre in second playthrough and already know all locations and places(for exemple spent 2 hours in Moria in a LOTR mod not is so enjoyable as I fought a decisive battles. I want a more accessible and more easier menu for access quests and interaction with NPCs.
 
Do not look here 说:
That's a stretch considering that someone just mentioned finding out which NPCs have quest for you could be done through simply asking someone who knows. I actually find this idea interesting, you don't just arrive to the place and mysteriously have all the knowledge about local politics, you go to the tavern, ask around and boom, UI reflects this newfound knowledge. Provided that they'd make taverns a place actually worth stopping by, it would be a nice, added functionality to them.

At most I can see it as a toggle in options ('Always mark NPCs with available quest when entering new area Y/N'), to turn off when you feel like roleplaying, not something in game by default, but M&B isn't necessarily kind of game that would gain much from it. Interesting idea nonetheless.
I remember that in the gamescom footage of one guy, the help tab told him to press "ALT" or something to highlight locations and characters.
 
That's a stretch considering that someone just mentioned finding out which NPCs have quest for you could be done through simply asking someone who knows. I actually find this idea interesting

In this context Nymeris was suggesting this idea while prompting Taleworlds to please remove helpful UI icons, which completely ignores the problem that the exclamation UI solved in the first place (fast easy way to find opportunities).

I don care if it takes 5 seconds to talk to an NPC in a town to find another NPC to take a job. I want it to be 0 seconds. I don't care about exploring for clues and secret treasure chests. Which is why i am glad a helpful UI exclamation point over NPCs are implemented in the game by Taleworlds and hope they never remove it.
 
Do not look here 说:
That's a stretch considering that someone just mentioned finding out which NPCs have quest for you could be done through simply asking someone who knows. I actually find this idea interesting, you don't just arrive to the place and mysteriously have all the knowledge about local politics, you go to the tavern, ask around and boom, UI reflects this newfound knowledge. Provided that they'd make taverns a place actually worth stopping by, it would be a nice, added functionality to them.

At most I can see it as a toggle in options ('Always mark NPCs with available quest when entering new area Y/N'), to turn off when you feel like roleplaying, not something in game by default, but M&B isn't necessarily kind of game that would gain much from it. Interesting idea nonetheless.

Better idea: I Arrive at a city, and I ask the GATE GUARD, as I'm ARRIVING, if any notable people are in need of any assistance. If anyone would know who's who in the city, it would probably be the gate guard. I wouldn't expect many notables to spend their day lounging around in a tavern gossiping about all their needs and exploits, they're busy people, in need of assistance. Would it be too much of a stretch to just imagine in your head that these people had asked the guard "Hey, if you see any tough adventurers come though, send them my way, I'm in need of assistance."

It's your imagination that's lacking. Instead of trying to come up with a new system, imagine how the current system is actually perfectly logical and reasonable.

Edit: ALSO, going to the tavern to seek out quests is literally the most cliche RPG tedium out there. The least imaginative system by far.
 
TehRalph 说:
It's your imagination that's lacking. Instead of trying to come up with a new system, imagine how the current system is actually perfectly logical and reasonable.
My imagination is strong enough to come up with mercenary captain with no time for idle chit-chat with gate guards :razz:

On a serious note, I just found the use for other poster idea that would help immerse the player character in the scene - yes, you could ask the gate guard, but that would be literally only reason for entrance to the city to exist in-game. The tavern, on the other hand, is probably still a hub for mercenaries, ransom brokers, troubadours and alike (well, and boardgames, I guess), which player will interact with quite frequently.

Of course the main problem is that we won't be just a leader of some rag-tag bunch of adventurers bouncing between three-four cities, so what would be an immersive experience otherwise, in M&B would quickly become tedious. That's why I came to conclusion that there's really no place for it in game and UI giving you shortcuts is better in the long run.
 
Rainbow Dash 说:
Stop calling Quality of Life features names like baby pampering mechanics. Since when did having to force players to find ovscure clues and NPCs hidden in crowds make you a toughened veteran manly gamer? Are we seriously labeling players as pussies and babies and whimpers because they do not care to explore a massive map for 40 minutes to find a quest?

First off, you shouldn't fight fire with fire on the internet. Makes you look a troll, especially considering your usual posts.

Secondly, he didn't say it makes us manly and tough, blah blah blah. He is saying that it wouldn't hurt and makes more sense. I think so, too, I don't want the game holding my hand. That's not very fun, nor realistic.

However, obviously, the solution would be to have the option in difficulty settings. If you want an easy game, set it so. For players like me who want more immersion than follow the arrows, we can set it so.

Easy.
 
He is saying that it wouldn't hurt and makes more sense.

Please read the thread, because I just explained exactly why it hurts players like me, literally 2 posts up your post
 
For me not matters if they make game more easier and more friendly than was in Warband exactly how happens with many sequels and prequels for famous franchises
 
Triune Impurity Rites 999 说:
obviously, the solution would be to have the option in difficulty settings. If you want an easy game, set it so. For players like me who want more immersion than follow the arrows, we can set it so.

This.

A simple menu option that says, "UI assistance finding notables: On/Off" or "Off/Low/Medium/High" or whatever.

Personally, I'd like it set so that I can't short-cut to a notable from the town/village screen until I've actually found that notable in the game scene first. Especially in the early game, I'd prefer not to be told who I'm looking for before I visit a place for the first time; I prefer to discover that by myself. Also, it'd add to the immersion of exploring a town or village scene if there were randomly generated - or perhaps dynamically generated, according to local conditions - NPCs that might come up to you unexpectedly, either friendly or hostile, a bit like the way you can get "belligerent drunks" in taverns in Warband. That's make the scenes feel more alive, and worthwhile visiting in person more often than just going through the menus to shortcut to the notables.
 
Quests regarding courtship will be cool because in WB marrying is even boring than explore same settlements. Also ladies are too static, they give us only two - sounds frustrating and annoying
 
Nymeris 说:
Kentucky James 说:
Janycz 说:
Kentucky James 说:
It's a fun video game, not military training. Warband is full to the brim with tedium and filler which could easily have been avoided, so anything that can alleviate some of that will only be good for the game.
A yellow exclamation point above the character's head is unrealistic. Why not do this: First, the hero must ask someone (for example, a tavernkeeper): 'Is there (in city) any work for me?' He tells the hero that someone can offer a task. Only then game should show exclamation point.

What's the point of this extra step? What does it add to the game? There's nothing to lose from asking people a general question, no gameplay involved, no player choices, it's just busywork. I can accept that the exclamation mark is just an indicator that you've asked a few people offscreen about quests.
Immersion, realism, for me it gains a lot. I'm not against the exclamation points but it's true that towards the years developers have started making more mechanics for the lazier players, now instead of acknowledging where you have to go in games, you have a literal arrow telling you where to go, and what to do, it makes the player lose independence and it screams out the fact that you're playing a videogame instead of living an experience (yes, it is a videgsme in the end but it's also an RPG). You don't have an enormous sign over characters in Dark Souls yet it makes people interact with the world and in the end they find out. No need for extensive tutorials, once you know the mechanics you're good to go. And talking to a bartender to look out for jobs doesn't seems like a serious hard job to me, knowing absolutely everything before my character does really draws me off, but whatever, I personally can live with it

I remember playing Morrowind. It bored me out of my mind. I abandoned it halfway. Wasn't challanging or anything. 95% of enemies went down with one cut due to extremly broken leveling mechanics. But it was just tedious...
Listen to vague directions, go to some forsaken desert and spend few hours of realtime looking for a certain cave... Of course you found several others on the way, but that wasn't it...Kill boss from cave (one shot kill), return to city, get money, get another cave quest, start looking again...

This is pretty much Morrowind experience.
When I was at school and had a lot of time to kill I didn't mind. But since I grew up (and avarage gamer's age got bigger as well) I am gratefull to devs that they spare me boring parts. I like challenging games, I usually look for insane / hardcore difficulties. But running around pointlesly? Naw, waste of precious free time.
 
Ive same experience with both Warcraft 3 and Warband, these involves RPG which I cant stand anymore and boring me so much. But with AOE and TW series, story was different because I enjoy still that games after maby years. I hope as Bannerlord keep me playing and enjoy so much than M&B WB - same experience, same path and same characters - this means loved sandbox style for me which make me leave WB forever
 
后退
顶部 底部