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
 
I am a tad dissapointed that all quests are supposed to be short. I was hoping for some branching tasks every now and than. Something like inital merchant quest from warband, only random and availible at all stages of the game.
 
Do not look here said:
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.

Agreed, but Rainbow Dash was correct in disputing the previous claim that all common quests were dynamic.


Personally, I’m more interested in how easy/difficult it will be to add new quests. The modding blog said quests can be added without any further details. Hopefully, there is some template rather than coding each one from scratch in C#.
 
Well I guess this clears up any misunderstandings regarding dynamic quests.

Can't say Im not dissapponted however.
 
Do not look here said:
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.

And it's a better idea to have spontaneous battles pop up on a map only after you've talked to an NPC and accepted a quest? The battle should start and continue regardless or not if the player takes the quest, and it actually does progress if the player never runs to help, it just doesn't start without the quest. No one is suggesting it be put on pause.
 
I guess that appearance of this quest itself can depend on bandit activity in the area. Resolving this particular quest may still affect the world as well, a decisive strike against massed bandits can impact the spawn rate in the area, on the other hand failure can lead to creation of the hideout, because that fat loot has to be stashed somewhere. Just guessing here, but I feel like 'dynamic' may refer here to a level above what some parties are actually doing on the map at the moment, because on that level everything is happening really fast in-game.
 
I guess as will be quest mods and these will be activating/deactivating through mod manager(most briliant idea ever)
 
THIS WEEK ON GET YOUR HOPES UP ONLY TO BE DISAPPOINTED:

We take a look at quests which have no major changes from the game we made 10 years ago! Come back next week where we milk an entire blog out of another feature you all already know about.
Please leave any questions you want us to answer in next weeks blog -  And we will ignore them and talk about something you don't actually care about!
 
Do not look here said:
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.

For sure you cant make all quests dynamic(dynamic to what extend anyway). But in this example if conditions met(low prosperity, i, hideout near etc.) a caravan gets raided pop out happens in the same way after quest given in previous example. Thus you can help/attack caravan without having to take quest which makes it feel like more dynamic? Similar to bandits attack to village type of quests, you can talk with villagers in tavern or just visit the village. The quest triggers after an event happens.
 
I think this is the first time I've been a bit disappointed by a blog since Callum took over.  Let me condense it a bit:

We have quests that are really similar to WB but presented a bit differently and some are dynamic; they are generated based on the state of the game world. :roll: 

edit: Sorry this is the second.  The first was the 12 month recap.

 
"dynamic quest" is an oxymoron. Quests in most other games are one-time deals with strong writing. You can't have a quest without some kind of mini-story to support it, and you can't change a prewritten story without hard branches like in the cyberpunk 2077 demo or the witcher.
Mount and blade has more emergent mechanics than just about any other RPG, so it should emphasise that rather than adding more quests which are never fun the second time. The "quests" the player creates are far better than anything the writers could hope to create.

Everybody has their own story about dismantling a kingdom or hunting down the lord who beat their army. The game would definitely benefit from either scaling down the number of NPCs or having better ways to differentiate all the repetitive entities which plagued warband, so that the player can have more coherent stories for themselves rather than just going through the motions with endless sieges and battles.

So say you mouse over a party and it says "they beat you 2 weeks ago" or "this lord tried to assassinate you" or "these bandits killed some of your villagers". These "organic quests" the player makes for themselves are at their best when the game is a "small world" where you meet the same people a lot, and don't have to interact with 300 NPCs across the entire world just to buy food. It sucks that they're trying to make bannerlord bigger when the scale of warband was already too large for the core mechanics.

Basically taleworlds is trying to spread the radiant quests from skyrim across the entire game, which is horrendous.
 
Honestly, the singleplayer experience in M&B: Bannerlord has to be overall better than in M&B: Warband.

How?

I tell you a very important factor: More kinds of sidequests and repeat events than there were in Warband !

 
while quests aren’t exactly considered to be a main feature of the game and can be safely ignored if they aren’t exactly your cup of tea,
Are you people out of your minds? In what RPG quest are not a main feature? I mean yes it's playable, but what the hell, if you read like 5 reviews about warband you will find them all saying  how boring quests are, and how it needs work in that side. It's really something to expect about this game guys, it has to be one of the main features. Someone said above, that people could write better quest that what you guys do an it's true, I'm Okey with having quest that repeats themselves over time, but single quests are totally important, having an event that only happens once in your game, and that it's rich and well written its important, it draws people into the lore and make you feel immersed
 
Nymeris said:
Someone said above, that people could write better quest that what you guys do

Not quite. I said that people make up stories about their characters due to the nature of the game and how events can very easily become stories. These are so much more engaging than the warband quests that they basically make them obsolete. The only reason people do them is to grind for relations, since the pay sucks and the exp is pitiful.
 
Kentucky James said:
...So say you mouse over a party and it says "they beat you 2 weeks ago" or "this lord tried to assassinate you" or "these bandits killed some of your villagers". These "organic quests" the player makes for themselves are at their best when the game is a "small world" where you meet the same people a lot...

This would be great. It might even work in Bannerlord’s larger world if such feuds were focused on individual enemy clans rather than specific individual ai Lords. Clan x raided your lands, killed your brother and kidnapped your wife.
 
A question here:
  In parts of history, there were certain cultures where soldiers would not fight for their lord for a paycheck but out of their loyalty to their ruler. This made me think of a question: Will Bannerlord have certain special/elite soldiers that can only be obtained through quests/ownership of specific fiefs? Perhaps those soldiers could cost influence points every week rather than gold. I am thinking of something like Norse Berserkers, Vlandian knights from a rejoined order, or even soldiers from the minor factions.
 
Honestly, I didn't have much use for quests in vanilla. Mods like Native Expansion and Prophecy of Pendor had quests that offered rewards and were difficult to accomplish. In vanilla, I would complete quests for my villages because I wanted access to slightly better recruits in larger numbers, and I liked the idea of burning neighboring villages to the ground to solve the problems of my own.
 
Hey guys my first post here :grin:
Even though i have been reading about every post in the forums for the last 2 years.
I have a Question for Emre Özdemir is the Engine Have a built-in UI Editor?
will it be accessible by the modders  and will the UI be hard-coded?
 
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