Dev Blog 20/09/18

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[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
 
Eliminate Defector is a quest I haven’t seen in the Gamescom videos. Do you have to be a member of a clan to be offered that or will it only appear once there is a defector to eliminate?

For UI Programmer, Emre Özdemir - how much, if any, of Bannerlord’s user interface will be accessible to modders as opposed to being hardcoded?
 
I'm very interested in the "Elimante Defector" quest...

I hope it means assassinating a lord that has switched to a different kingdom and not the "hunt down criminal" quest from Warband with a slight twist.
 
RoboSenshi said:
I'm very interested in the "Elimante Defector" quest...

I hope it means assassinating a lord that has switched to a different kingdom and not the "hunt down criminal" quest from Warband with a slight twist.

Agreed. Hopefully we can either:

1. Defeat his army in battle and execute him
or
2. Attempt to infiltrate an enemy town for a sneak assassination.

Baadrick the Bald said:
Does anyone else find the quest page jarring? It went from third person to first person very quickly.

It needs to be consistent - I’d prefer it all in third person: He offered you...
 
Baadrick the Bald said:
Does anyone else find the quest page jarring? It went from third person to first person very quickly.

You ...... me


Yeah, a weird perspective switch. Simple but hopefully will be fixed eventually.


Overall, I wish the blog maybe focused on a new quest that wasn't shown at Gamescom...
 
NPC99 said:
RoboSenshi said:
I'm very interested in the "Elimante Defector" quest...

I hope it means assassinating a lord that has switched to a different kingdom and not the "hunt down criminal" quest from Warband with a slight twist.

Agreed. Hopefully we can either:

1. Defeat his army in battle and execute him
or
2. Attempt to infiltrate an enemy town for a sneak assassination.

This would be dope. I've been hoping for more stealth in M&B, perhaps this could lead to ai not knowing exactly where everyone is in a battle.
 
Callum, can you confirm if what Orion said here is true?

Rainbow Dash said:
Dynamic Quests System has been removed in the Bannerlord Gamescom Demo.

our common quests are dynamically created by the current state of the world. This means that we don’t just spawn in characters or create the conditions for a quest, but rather that the game looks to see what is currently happening and offers a mission based on what is available.

Evidence of this being false

Before accepting quests
1.PNG


Accepting the quests to defend a Caravan Attack
2.PNG


Caravan and Bandits spawn on map on bottom right
3.PNG


https://www.youtube.com/watch?v=IESqrnoLvYc

I am dissappointed.

Orion said:
It's also possible that the system they described is implemented but there just weren't any quest-worthy happenings around the village, so instead of saying "nope, sorry, all good here" they just spawned something so as not to waste the player's time.
 
NPC99 said:
RoboSenshi said:
I'm very interested in the "Elimante Defector" quest...

I hope it means assassinating a lord that has switched to a different kingdom and not the "hunt down criminal" quest from Warband with a slight twist.

Agreed. Hopefully we can either:

1. Defeat his army in battle and execute him
or
2. Attempt to infiltrate an enemy town for a sneak assassination.

Baadrick the Bald said:
Does anyone else find the quest page jarring? It went from third person to first person very quickly.

It needs to be consistent - I’d prefer it all in third person: He offered you...

Also provoke him to duel if he defected to a non hostile kingdom.
 
Rainbow Dash said:
Callum, can you confirm if what Orion said here is true?

Rainbow Dash said:
Dynamic Quests System has been removed in the Bannerlord Gamescom Demo.

our common quests are dynamically created by the current state of the world. This means that we don’t just spawn in characters or create the conditions for a quest, but rather that the game looks to see what is currently happening and offers a mission based on what is available.

Evidence of this being false

Before accepting quests
1.PNG


Accepting the quests to defend a Caravan Attack
2.PNG


Caravan and Bandits spawn on map on bottom right
3.PNG


https://www.youtube.com/watch?v=IESqrnoLvYc

I am dissappointed.

Orion said:
It's also possible that the system they described is implemented but there just weren't any quest-worthy happenings around the village, so instead of saying "nope, sorry, all good here" they just spawned something so as not to waste the player's time.

I suspect you were answered in the Dev blog: In fact, many of the quests you will be offered are generated as a direct response to a situation that is currently happening in the game.
is less comprehensive than previous wording: our common quests are dynamically created by the current state of the world



BTW it would have been nice if the Dev blog told us about the consequences of failing quests or letting them run out of time. Presumably, our ability to hire troops from a quest giving notable will decline significantly.
 
@NPC99

The answer is that they have Dynamic Quests in Bannerlord, yes, but I want a confirmation for Orion's statement specifically.

Is it true that Dynamic Quests System was removed in Bannerlord Gamescom because Orion said it was a method to not waste player's time?

Important note:

I am asking specifically about the Gamescom Demo.
 
I know a lot of people are like hey when will the game be out or demo?! but, now I am just at the point like ok will, I can just ask on things to improve the game since we still working on the game to have it at my likings so great.

1) remember in the first one on a quest like a hunt down the people we would have to walk around until it pops up and sometimes that be a 50/50 chance. I think we should have it where it is like today times when someone has seen something they tell the police, so I can get a notice heads up hey we got a notice they seem them over there or something does not seem right in this area check it out etc.

2) if the quest took more work then it should have we should be able to haggle for more when we confirm the quest is done like a surcharge. and if they refuse to pay then fight them in a duel but not to death just as a loss of reputation.

3) when finding the bandits camp we should be able to give them a chance to give up and be better people by working for the city and making it become a better place with more resources and networking.

 
Rainbow Dash said:
@NPC99

The answer is that they have Dynamic Quests in Bannerlord, yes, but I want a confirmation for Orion's statement specifically.

Is it true that Dynamic Quests System was removed in Bannerlord Gamescom because Orion said it was a method to not waste player's time?

Important note:

I am asking specifically about the Gamescom Demo.

They’re admitting (by using many as opposed to all) that some quests aren’t dynamic. Presumably, such as the one you identified.
 
NPC99 said:
I suspect you were answered in the Dev blog: In fact, many of the quests you will be offered are generated as a direct response to a situation that is currently happening in the game.
is less comprehensive than previous wording: our common quests are dynamically created by the current state of the world



BTW it would have been nice if the Dev blog told us about the consequences of failing quests or letting them run out of time. Presumably, our ability to hire troops from a quest giving notable will decline significantly.

I believe what he is trying to point out is that the battle between the villagers and the bandits did not appear on the map until the quest was given, which is counteractive to "quests are dynamically created by the current state of the world". This battle seems to have been generated by the acceptance of the quest, not the quest being generated by the happening of a battle.
 
NPC99 said:
They’re admitting (by using many as opposed to all) that some quests aren’t dynamic. Presumably, such as the one you identified.
I can't really see how this one could even be dynamic. It's a nice idea for a quest by itself, but having every fight in area be reported to every surrounding village with ability to rack some extra cash and NPC rep from helping in it... I can't really see it being a thing. I think it's more dynamic in a sense that is presented in a blog, something like 'bandits disturbing the trade in the area? Eradicate the bandits', 'area producing abundance of goods? Move the goods around', not every minuscule happening on the map being automatically turned into a quest that would need to wait god knows how long for player's reaction.
 
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