Dev Blog 23/08/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_54_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>As most of you will already know, we have been at Gamescom this week showcasing the singleplayer sandbox campaign of Mount & Blade II: Bannerlord. We have been reading comments and feedback and we noticed that quite a few people are interested in seeing some of the different screens and deeper parts of the game that are visible in the videos that are coming out from our guests at the booth. So with that in mind, for this week’s blog we thought we could show the character screen and explain the different elements of that and how character development works in Bannerlord.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/74
 
Ki-Ok Khan said:
Crowcorrector said:
Would it have killed ya to upload some decent gameplay from a dev?
This whole week is holiday in Turkey. I guess they could have pre-recorded.

Fair enough,  I'm assuming it's a working week for Callum  as part of the Gamescom entorauge.  I was hoping for an extended cut of the teaser they posted pre Gamescom.  Either way if they have anything prerecorded it's even less of an excuse not to post it on the dev blog
 
I'll ask this here as well since it's relevant.
Whatever makes you happy said:
the advent of the new skill/perk system has me wondering about the export/import feature from warband. Is it still possible to export characters files and edit attributes? Obviously editing characters is still possible but I wonder if it's still as simple as it was in Warband.

 
I can't really complain given all we learned at Gamescom, but I would really like some professional videos like were published on the Taleworlds youtube channel last GC, though I don't know how much more they could show us that we havent already seen.
 
Crowcorrector said:
Ki-Ok Khan said:
Crowcorrector said:
Would it have killed ya to upload some decent gameplay from a dev?
This whole week is holiday in Turkey. I guess they could have pre-recorded.

Fair enough,  I'm assuming it's a working week for Callum  as part of the Gamescom entorauge.  I was hoping for an extended cut of the teaser they posted pre Gamescom.  Either way if they have anything prerecorded it's even less of an excuse not to post it on the dev blog
These past few days were the equivalent of 20 dev blogs. I'm happy.
vicwiz007 said:
I can't really complain given all we learned at Gamescom, but I would really like some professional videos like were published on the Taleworlds youtube channel last GC, though I don't know how much more they could show us that we havent already seen.
I do have questions about how skills like surgery and tracking that aren't really skill based are upgraded.
 
I have a concern with this levelling system.

Callum_TaleWorlds said:
To improve these skills you need to perform the associated task or action.

For combat skills this works perfectly seeing as you'll be fighting most of the time, but for the management skills like Steward, charm, crafting, i'm not too sure.

It brings up memories of Elder Scrolls games which have a similar system, where certain skills fall behind in terms of my level because I don't need to use them often. I find myself spamming an ability not because i'm role-playing or even playing causally, but because i'm thinking of the system. (Think of constantly jumping around Morrowind just to level acrobatics.)

I don't want to play, realise my charm is too low, so I just go around randomly talking to any lord just to level, completely detached from any immersion.

My only hope is certain skills level much faster then others.
 
Whatever makes you happy said:
I'll ask this here as well since it's relevant.
Whatever makes you happy said:
the advent of the new skill/perk system has me wondering about the export/import feature from warband. Is it still possible to export characters files and edit attributes? Obviously editing characters is still possible but I wonder if it's still as simple as it was in Warband.

By changing XML files, it will be possible to modify or add/delete most types of game objects such as items, characters, factions etc. Of course it will also be possible to add new assets such as meshes or textures.

https://steamcommunity.com/games/261550/announcements/detail/1464090667824385857

Yurek said:
I have a concern with this levelling system.

Callum_TaleWorlds said:
To improve these skills you need to perform the associated task or action.

For combat skills this works perfectly seeing as you'll be fighting most of the time, but for the management skills like Steward, charm, crafting, i'm not too sure.

Maybe you can only skill up in charm when you get a favourable reaction to one of your poems.  :grin:
 
NPC99 said:
By changing XML files, it will be possible to modify or add/delete most types of game objects such as items, characters, factions etc. Of course it will also be possible to add new assets such as meshes or textures.

https://steamcommunity.com/games/261550/announcements/detail/1464090667824385857
I know character editing will be possible. I just wonder if player characters can be edited as easily as in warband.

Basically I want to know the fate of 1000 stat man

 
I hope it's easy to share the characters we make in the character editor. What about you release a demo of character editor like H-Games company's usually do for example "Illusion"?

Edit: The skill system is something similar to "Life is feudal: mmo" XD
 
Yurek said:
I have a concern with this levelling system.

Callum_TaleWorlds said:
To improve these skills you need to perform the associated task or action.

For combat skills this works perfectly seeing as you'll be fighting most of the time, but for the management skills like Steward, charm, crafting, i'm not too sure.

It brings up memories of Elder Scrolls games which have a similar system, where certain skills fall behind in terms of my level because I don't need to use them often. I find myself spamming an ability not because i'm role-playing or even playing causally, but because i'm thinking of the system. (Think of constantly jumping around Morrowind just to level acrobatics.)

I don't want to play, realise my charm is too low, so I just go around randomly talking to any lord just to level, completely detached from any immersion.

My only hope is certain skills level much faster then others.

They should then make it so that you aren't punished for not having specific noncombat skills. If you decide to replay as a charmer, you should level up naturally over time rather than having to put points into it (an immersion-breaking mechanic all on its own).

On top of that, combat focussed players could be encouraged to use companions for these things rather than just doing everything themselves.
 
You only need to put a single focus point into the skill to level it up (and i assume theres no cap, just goes slower) and theres plenty of focus points to put at least one in every skill, judging by the screenshot.
 
Yurek said:
I have a concern with this levelling system.

Callum_TaleWorlds said:
To improve these skills you need to perform the associated task or action.

For combat skills this works perfectly seeing as you'll be fighting most of the time, but for the management skills like Steward, charm, crafting, i'm not too sure.

It brings up memories of Elder Scrolls games which have a similar system, where certain skills fall behind in terms of my level because I don't need to use them often. I find myself spamming an ability not because i'm role-playing or even playing causally, but because i'm thinking of the system. (Think of constantly jumping around Morrowind just to level acrobatics.)

I don't want to play, realise my charm is too low, so I just go around randomly talking to any lord just to level, completely detached from any immersion.

My only hope is certain skills level much faster then others.

Well that's probably the point of Focus Points. It makes sense that TaleWorlds would scale to use. It's probably the case (as in Warband with Weapon Proficiencies) that the higher your skill, the slower it is to learn with use. So with Focus Points, perhaps them having skillbooks like in Warband, putting most requirements functions in lower levels of the Skill (not putting common functions behind skill walls), etc. I presume it would be easy enough to balance and make learning much needed low level skills easier to learn.
 
Yurek said:
I have a concern with this levelling system.

Callum_TaleWorlds said:
To improve these skills you need to perform the associated task or action.

For combat skills this works perfectly seeing as you'll be fighting most of the time, but for the management skills like Steward, charm, crafting, i'm not too sure.

It brings up memories of Elder Scrolls games which have a similar system, where certain skills fall behind in terms of my level because I don't need to use them often. I find myself spamming an ability not because i'm role-playing or even playing causally, but because i'm thinking of the system. (Think of constantly jumping around Morrowind just to level acrobatics.)

I don't want to play, realise my charm is too low, so I just go around randomly talking to any lord just to level, completely detached from any immersion.

My only hope is certain skills level much faster then others.
If you were jumping around Morrowind (arguably the best TES game) then immersion wasn't your priority. If you want to be good at everything and not delegate roles then I don't think that's very immersive. Immersive is a character who spends all their time focused on combat knowing very little about the intricacies of management or crafting because they were too busy gaining martial prowess. Just saying.

If you want to be good at everything, work out which start will give you the most diverse skill set and then put focus points in every skill you don't have as you level up.
 
Lord Engineer said:
If you were jumping around Morrowind (arguably the best TES game) then immersion wasn't your priority. If you want to be good at everything and not delegate roles then I don't think that's very immersive. Immersive is a character who spends all their time focused on combat knowing very little about the intricacies of management or crafting because they were too busy gaining martial prowess. Just saying.

If you want to be good at everything work out which start will give you the most diverse skill set and then put focus points in every skill you don't have as you level up.

I didn't say that. My intention isn't to be good at everything, just a mix of a couple combat and non-combat skills like everyone else.

My argument is that an Elder Scroll-esq levelling system can be detrimental to immersion. I understand why people like it, realistically it makes more sense.

It works for combat skills since in the gameplay loop there is a constant flow of combat. However for very situational skills its different, since actually using them can be far and few between. How often will a player actually need to charm someone? Seducing a lady, convincing a lord, these things won't happen that often compared to the hours and hours of combat. I don't want to be using charm for experience points, I want to use it when the situation requires it. This is avoided with the old system.

I just think that if it's going this way, the speed certain skills level (even with focus points) needs to be very carefully balanced. 
 
Kentucky James said:
If you decide to replay as a charmer, you should level up naturally over time rather than having to put points into it (an immersion-breaking mechanic all on its own).
I don't think points are necessarily immersion breaking. Taleworld's system actually seems somewhat realistic in regards to how focus points are used. Natural learning is learning through doing. You get better at the skill even if you never intended to.

For instance: Cashiers become faster and more efficient naturally over time even if they don't take their job seriously enough to dedicate any time to practice.

Focused learning is dedication to the mastery of a particular skill. A basketball player, analyzing and adjusting the mechanics of his shot coupled with repeated drills and shooting sessions. In this case it isn't simply mindless repetition, but research and adjustments helping to increase the rate of improvement.



 
每一期的博客我都看了,你们做的很好!!!只是希望你们能够告知大家,Mount&Blade II大致的发行时间(不用太具体)比如:3年以内、5年以内或者8年以内。毕竟玩家们等待的时间实在是太漫长了……我会继续支持你们,希望你们越来越好!
 
canonprince said:
I have read every blog, you are doing very well! ! ! Just hope that you can tell everyone that Mount & Blade II is generally released (not too specific) such as: within 3 years, within 5 years or within 8 years. After all, the time the players are waiting is really too long... I will continue to support you, I hope you are getting better and better!
Ran it through google :lol:
 
Hey guys.

Am I the only one that heard the stream correctly?
When the interviewer asked what percentage they were done with?

He said they had completed polished the start and that now they needed to do that to the middle of the game, the end and multiplayer...

So does that mean they aren't even 50% completed?

I cant wait any longer for this game.i really thought I would get an announcement for release at gamescom.

I have waited 6 plus years from announcement.
 
jonnierainbow said:
Hey guys.

Am I the only one that heard the stream correctly?
When the interviewer asked what percentage they were done with?

He said they had completed polished the start and that now they needed to do that to the middle of the game, the end and multiplayer...

So does that mean they aren't even 50% completed?

I cant wait any longer for this game.i really thought I would get an announcement for release at gamescom.

I have waited 6 plus years from announcement.
That is not how it works. Polishing is something u do at the end.
 
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