Dev Blog 25/04/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_87_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Conducting trade runs between towns as a merchant has always been one of the most fun and profitable activities for players in our games. Bannerlord’s trade system improved on this aspect of the game in many ways, by displaying trade rumours on the inventory screen, tracking player profits, awarding trade XP accordingly to characters, etc. which makes playing as a merchant much more fun and rewarding.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/107
 
Noudelle said:
I'm hoping we can use this mechanic to our advantage. For example:
  • Buy high-quality weapons cheaply in a certain town
  • Sell said weapons in a town that you own, therefore reducing their price
  • Lower price means more accessibility, the town can now buy more weapons than it previously could
  • More weapons to "consume" improves the towns militia troops

Or maybe sneak into enemy's town and buy every single item from the shelf, creating massive local inflation and shortage  :twisted: :twisted: :twisted:
 
off topic, there is a server in warband native called TG arena.
Playing there is basically a nerve war. But regardless it is addictively fun.
I wonder if there is anyone from there in here.
 
KhergitLancer99 said:
off topic, there is a server in warband native called TG arena.
Playing there is basically a nerve war. But regardless it is addictively fun.
I wonder if there is anyone from there in here.

Play mercs.
 
nadhemayar said:
Mordhau is released! Hurry up Taleworlds ur game is getting outdated every minute and competitors are copying your game  :lol:

Mordhau isn't a copy of M&B, it's a solely multiplayer, medieval, directional combat game. Even then, the combat looks very different and as others have pointed out, doesn't have a campaign.
 
an ADVISE regarding the levitation of the price of the goods purchased:
phase 1:
single purchase: The price could be blocked at the value in which it is found by the merchant until the end of the day in which it is bought (100).
purchase in blocks: Moreover, if one takes the same object in blocks, therefore starting from a certain number fixed by the merchant, the price, from constant and fixed, starts to decrease with a downward trend up to a minimum threshold always fixed by the merchant (maybe 80% of the base price with a matematic function.)
100 (for 1 weapon) -> 95 (for 2-3) -> 90 (for 4-6) -> ....--> 100 * (%) (for N-1, N)
let's keep aside the same price increase already present in bannerlord, because nothing has to go to waste, so we'll use it for phase 2.
phase 2:
at the end of the day the purchased good is put on sale starting from the maximum value that would have been reached with the bannerlord variable price system in real time (100 -> 106 -> 113 we suppose).
In addition to the maximum price (113 we suppose) there is an increase in this base price equal to the% discount that they did last time.
so let's suppose that last time they gave us a 20% discount.
the price would be:
113 * (1 + 20/100) = 135.6, which is approximate 136

maybe 20% off is a lot, because the risk of a merchant would be to sell a little immediately but a lot and not sell in the future because the prices go up too much.

In this regard, if the economic system over time does not dispose the merchant of this good, a formula can be adopted that shows the price of the good at 113, without the 20% increase,after a certain time.

for example:

formula for decreasing the price increase:
F (t) = 1 / e ^ (t / (G-t))
G: maximum days for which the surcharge is greater than 0.
t: time (in days)

when G-t -> 0, 1 / (G-t) -> infinity and F (t) -> 0

With 0 <= t <= G

in general:

if P is the price of the weapon and 136 with a 20% increase, you have:

P * (1+ (X / 100) * F (t))
with P = 113, X = 20 and t = 0 we have the maximum price at the end of the day of the first transaction, ie 136.

if we set G at 10 days, the price is reduced over time up to 113 on the tenth day.
This without having taken into account the variation in the price of the weapon due to the basic system (ie the variation of P from 100 to 113 and vice versa).

if you want a softer descent than the percentage increase you can replace F (t) with
F (d) = 1 / log (e + (d / G-d))
with 0<=d<=G
in short, the mathematical functions to do this are not lacking, it is enough to choose the one that is considered most suitable for the purpose.

if the variation P is taken into account through the basic price increase system, then the prices will vary even more, but only at the beginning of the day after the transaction.
 
nadhemayar said:
Mordhau is released! Hurry up Taleworlds ur game is getting outdated every minute and competitors are copying your game  :lol:

Even if it was a copy (which it is not), rushing the launch of a game can cause a release full of bugs and defects, patience is needed, we have to give developers time, so they can bring us something better

Keep with the good work TW!  :grin:
 
Right, no game is going to release without bugs. But a rushed game will almost certainly have more bugs than one which takes time to play-test and bug-fix. Of course, you could also have a game that takes a long time to develop, but skips the playtest/bugfix phase and releases in a ****ty way, but we're talking about people asking TW's to skip this last phase (essentially) and "just release the game now".
 
darksoulshin said:
an ADVISE regarding the levitation of the price of the goods purchased:
phase 1:
single purchase: The price could be blocked at the value in which it is found by the merchant until the end of the day in which it is bought (100).
purchase in blocks: Moreover, if one takes the same object in blocks, therefore starting from a certain number fixed by the merchant, the price, from constant and fixed, starts to decrease with a downward trend up to a minimum threshold always fixed by the merchant (maybe 80% of the base price with a matematic function.)
100 (for 1 weapon) -> 95 (for 2-3) -> 90 (for 4-6) -> ....--> 100 * (%) (for N-1, N)
let's keep aside the same price increase already present in bannerlord, because nothing has to go to waste, so we'll use it for phase 2.
phase 2:
at the end of the day the purchased good is put on sale starting from the maximum value that would have been reached with the bannerlord variable price system in real time (100 -> 106 -> 113 we suppose).
In addition to the maximum price (113 we suppose) there is an increase in this base price equal to the% discount that they did last time.
so let's suppose that last time they gave us a 20% discount.
the price would be:
113 * (1 + 20/100) = 135.6, which is approximate 136

maybe 20% off is a lot, because the risk of a merchant would be to sell a little immediately but a lot and not sell in the future because the prices go up too much.

In this regard, if the economic system over time does not dispose the merchant of this good, a formula can be adopted that shows the price of the good at 113, without the 20% increase,after a certain time.

for example:

formula for decreasing the price increase:
F (t) = 1 / e ^ (t / (G-t))
G: maximum days for which the surcharge is greater than 0.
t: time (in days)

when G-t -> 0, 1 / (G-t) -> infinity and F (t) -> 0

With 0 <= t <= G

in general:

if P is the price of the weapon and 136 with a 20% increase, you have:

P * (1+ (X / 100) * F (t))
with P = 113, X = 20 and t = 0 we have the maximum price at the end of the day of the first transaction, ie 136.

if we set G at 10 days, the price is reduced over time up to 113 on the tenth day.
This without having taken into account the variation in the price of the weapon due to the basic system (ie the variation of P from 100 to 113 and vice versa).

if you want a softer descent than the percentage increase you can replace F (t) with
F (d) = 1 / log (e + (d / G-d))
with 0<=d<=G
in short, the mathematical functions to do this are not lacking, it is enough to choose the one that is considered most suitable for the purpose.

if the variation P is taken into account through the basic price increase system, then the prices will vary even more, but only at the beginning of the day after the transaction.

Good advice too.

But in this forum to much people think there will be many shops. devs don't just explain rise of prices like if there are many shops it's a metaphor. they just explain to us that system of buying will not change. it's sad.
When I was a merchant in Warband and I bought few stacks of iron for example, price became twice higher after 5 irons. It's not realistic and so frustrating because no benefice in fine.
 
Amarokhan said:
darksoulshin said:
an ADVISE regarding the levitation of the price of the goods purchased:
phase 1:
single purchase: The price could be blocked at the value in which it is found by the merchant until the end of the day in which it is bought (100).
purchase in blocks: Moreover, if one takes the same object in blocks, therefore starting from a certain number fixed by the merchant, the price, from constant and fixed, starts to decrease with a downward trend up to a minimum threshold always fixed by the merchant (maybe 80% of the base price with a matematic function.)
100 (for 1 weapon) -> 95 (for 2-3) -> 90 (for 4-6) -> ....--> 100 * (%) (for N-1, N)
let's keep aside the same price increase already present in bannerlord, because nothing has to go to waste, so we'll use it for phase 2.
phase 2:
at the end of the day the purchased good is put on sale starting from the maximum value that would have been reached with the bannerlord variable price system in real time (100 -> 106 -> 113 we suppose).
In addition to the maximum price (113 we suppose) there is an increase in this base price equal to the% discount that they did last time.
so let's suppose that last time they gave us a 20% discount.
the price would be:
113 * (1 + 20/100) = 135.6, which is approximate 136

maybe 20% off is a lot, because the risk of a merchant would be to sell a little immediately but a lot and not sell in the future because the prices go up too much.

In this regard, if the economic system over time does not dispose the merchant of this good, a formula can be adopted that shows the price of the good at 113, without the 20% increase,after a certain time.

for example:

formula for decreasing the price increase:
F (t) = 1 / e ^ (t / (G-t))
G: maximum days for which the surcharge is greater than 0.
t: time (in days)

when G-t -> 0, 1 / (G-t) -> infinity and F (t) -> 0

With 0 <= t <= G

in general:

if P is the price of the weapon and 136 with a 20% increase, you have:

P * (1+ (X / 100) * F (t))
with P = 113, X = 20 and t = 0 we have the maximum price at the end of the day of the first transaction, ie 136.

if we set G at 10 days, the price is reduced over time up to 113 on the tenth day.
This without having taken into account the variation in the price of the weapon due to the basic system (ie the variation of P from 100 to 113 and vice versa).

if you want a softer descent than the percentage increase you can replace F (t) with
F (d) = 1 / log (e + (d / G-d))
with 0<=d<=G
in short, the mathematical functions to do this are not lacking, it is enough to choose the one that is considered most suitable for the purpose.

if the variation P is taken into account through the basic price increase system, then the prices will vary even more, but only at the beginning of the day after the transaction.

Good advice too.

But in this forum to much people think there will be many shops. devs don't just explain rise of prices like if there are many shops it's a metaphor. they just explain to us that system of buying will not change. it's sad.
When I was a merchant in Warband and I bought few stacks of iron for example, price became twice higher after 5 irons. It's not realistic and so frustrating because no benefice in fine.

I hope that the developers will read and maybe, if the implementation is not difficult or the tests do not give negative results, that they can benefit, and consequently, we too.
 
Roccoflipside said:
Right, no game is going to release without bugs. But a rushed game will almost certainly have more bugs than one which takes time to play-test and bug-fix. Of course, you could also have a game that takes a long time to develop, but skips the playtest/bugfix phase and releases in a ****ty way, but we're talking about people asking TW's to skip this last phase (essentially) and "just release the game now".
Unfortunately, you are assuming that enough time will be spent in balancing, testing and general polish. I think they will be coding to the last day, never mind the consequences. The horrible delays tell us it's a poorly managed project, and that doesn't bode well for Bannerlord's state on release.
 
Well, we have been in the polishing phase for three years now :iamamoron:

But I do agree with you on that I'm hoping they spend enough time on polishing/etc. weird, you'd think I'd be all out of hope by now, but it keeps showing back up.
 
darksoulshin said:
an ADVISE regarding the levitation of the price of the goods purchased:
phase 1:
single purchase: The price could be blocked at the value in which it is found by the merchant until the end of the day in which it is bought (100).
purchase in blocks: Moreover, if one takes the same object in blocks, therefore starting from a certain number fixed by the merchant, the price, from constant and fixed, starts to decrease with a downward trend up to a minimum threshold always fixed by the merchant (maybe 80% of the base price with a matematic function.)
100 (for 1 weapon) -> 95 (for 2-3) -> 90 (for 4-6) -> ....--> 100 * (%) (for N-1, N)
let's keep aside the same price increase already present in bannerlord, because nothing has to go to waste, so we'll use it for phase 2.
phase 2:
at the end of the day the purchased good is put on sale starting from the maximum value that would have been reached with the bannerlord variable price system in real time (100 -> 106 -> 113 we suppose).
In addition to the maximum price (113 we suppose) there is an increase in this base price equal to the% discount that they did last time.
so let's suppose that last time they gave us a 20% discount.
the price would be:
113 * (1 + 20/100) = 135.6, which is approximate 136

maybe 20% off is a lot, because the risk of a merchant would be to sell a little immediately but a lot and not sell in the future because the prices go up too much.

In this regard, if the economic system over time does not dispose the merchant of this good, a formula can be adopted that shows the price of the good at 113, without the 20% increase,after a certain time.

for example:

formula for decreasing the price increase:
F (t) = 1 / e ^ (t / (G-t))
G: maximum days for which the surcharge is greater than 0.
t: time (in days)

when G-t -> 0, 1 / (G-t) -> infinity and F (t) -> 0

With 0 <= t <= G

in general:

if P is the price of the weapon and 136 with a 20% increase, you have:

P * (1+ (X / 100) * F (t))
with P = 113, X = 20 and t = 0 we have the maximum price at the end of the day of the first transaction, ie 136.

if we set G at 10 days, the price is reduced over time up to 113 on the tenth day.
This without having taken into account the variation in the price of the weapon due to the basic system (ie the variation of P from 100 to 113 and vice versa).

if you want a softer descent than the percentage increase you can replace F (t) with
F (d) = 1 / log (e + (d / G-d))
with 0<=d<=G
in short, the mathematical functions to do this are not lacking, it is enough to choose the one that is considered most suitable for the purpose.

if the variation P is taken into account through the basic price increase system, then the prices will vary even more, but only at the beginning of the day after the transaction.
Economies of scale are a 19th century concept based on manufacturing lines and large production batches. In the medieval times it was pretty much all custom-handmade goods. Most items were of them even made on commission and most large-scale trade goods were either resources or intermediate goods or specific regional specialties. Fixed costs were relatively low and production capacity was small so there is no reason large orders would get a discount. In the case of necessary and urgent goods like weapons and armour the local guild might even ask inflated prices because they can and it's a cartel's job to get as much money as possible.
I understand why we won't force players to wait a week before they can pick up their armour, fit it, request changes, wait another week, get another set of refinements done and finally pick it up. But batch pricing just doesn't make sense in a medieval setting.
After all, why is a large batch cheaper to produce then a small one when every item is hand-made?
 
Rodrigo Ribaldo said:
Roccoflipside said:
Right, no game is going to release without bugs. But a rushed game will almost certainly have more bugs than one which takes time to play-test and bug-fix. Of course, you could also have a game that takes a long time to develop, but skips the playtest/bugfix phase and releases in a ****ty way, but we're talking about people asking TW's to skip this last phase (essentially) and "just release the game now".
Unfortunately, you are assuming that enough time will be spent in balancing, testing and general polish. I think they will be coding to the last day, never mind the consequences. The horrible delays tell us it's a poorly managed project, and that doesn't bode well for Bannerlord's state on release.

That is one assumption you can make. However, You could also say that because TWs left Paradox, they are no longer bound by publisher deadlines. TWs want to ensure they release a game they are happier with, which is why it is delayed.
 
forum hearsay is the bottleneck is not the code but the assets and scenes. If that were true then the coding team would have enough time to at least make sure the mechanics are proper. then again we've also heard a lot about indecisive management and a lot of scrapped implementations and feature redoing so I wouldn't bet on it.
 
AmateurHetman said:
Rodrigo Ribaldo said:
Roccoflipside said:
Right, no game is going to release without bugs. But a rushed game will almost certainly have more bugs than one which takes time to play-test and bug-fix. Of course, you could also have a game that takes a long time to develop, but skips the playtest/bugfix phase and releases in a ****ty way, but we're talking about people asking TW's to skip this last phase (essentially) and "just release the game now".
Unfortunately, you are assuming that enough time will be spent in balancing, testing and general polish. I think they will be coding to the last day, never mind the consequences. The horrible delays tell us it's a poorly managed project, and that doesn't bode well for Bannerlord's state on release.

That is one assumption you can make. However, You could also say that because TWs left Paradox, they are no longer bound by publisher deadlines. TWs want to ensure they release a game they are happier with, which is why it is delayed.
Or, in other words, they are not supervised, a mixed blessing. If they are not careful, their bank might set the release date. Loans have deadlines.
Even if you account for their reported two engine rewrites, they are still taking much too long, especially with their large team. Why?
We don't know, but we can guess with some certainty:
- no release date means lack of proper planning and tracking; possibly caused by constant feature creep
- the team is underused and/or collectively underperforming, possibly because it lacks direction and supervision
These are common project management problems and have common solutions.

Just don't assume that more time means better Bannerlord. Time also makes art assets and even gameplay features obsolete, in addition to a shrinking fan base. It's harder to sell a dated game to the next generation of players and the competition doesn't stand still.
Assume they are in trouble until they commit to a release target.
 
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