Dev Blog 28/02/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_79_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Bannerlord has many dynamic systems for maintaining most gameplay mechanisms. Horses are a case in point. They are produced in certain villages so there is a steady supply being created each day. These are then purchased (or sometimes looted) by passing armies or carried to town markets to change hands. Horses are also regularly removed from the game when cavalry troops eventually die or desperate parties slaughter them for food.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/99
 
FlunderDunder said:
Can we get a general road map of where you are finished with the game?

What if it is revealed to be a road with no end? Would you want to know even then?

So heat maps are cool, but after collecting the data, Callum, what do the Devs do with this information? Are they making adjustments to correct the issue with bandit parties?
 
The blog is interesting, and I am glad to see these features in the game. It will probably, be moddable as well, since why not, more power to the modders.

However, Taleworlds, and Callum, I understand you want to show many things, even things we have seen before, for the newer players/fans, that follow this game, but please keep in mind:
New fans of the game will get more easily unsatisfied with this kind of thing. This is not really what most new fans want to see. And older fans appreciate this stuff more, but it's not something big anyway.
Everyone would rather be satisfied if you guys came out with a roadmap of how much left you had to do / say there is no release date this year and the next / specifically say you are stuck in development hell and you are having trouble. Being honest with your community is more appreciated than radio slience / ignoring this matter. Do something for your, and our own good.

I am not asking for a release date, I am asking for honesty, as developers, towards your community. Tell us how things are right now, this is how people bear waiting a lot. Please.
 
No no no.  Please pardon us.  This is among the more interesting entries so far. 

Preventing unwanted feedback loops in a game that, aside from the player, is populated entirely with commingling automata is crucial, to wit, "Lords A, B, C, X, Y & Z were indicted for treason" again.

This stuff compounds over time and is otherwise invisible (well, until day 300 when all of Calradia is upside down), so enter the heat map: a timewarp with a footprint.
 
Actually I liked what I saw, especially economic system was one of my biggest concern. Devs said before that the amount of money in Caldaria will fluctuate but will not chance so much, so as I see it will be similar for materials too.

As I saw there is big dissatisfaction about the blog, but I think they don't reveal all things they mentioned and we will get something better we except.

I hope these complexity will not be problem for modders. I see some very confident modders that I trust  :grin: So  I can't wait for a Sayazn mod for Bannerlord which my all time favourite for Warband

BIGGER Kentucky James XXL said:
The parties seem to be making bee-lines to each settlement and cutting round the side of lakes, so no roads, just simple shortest-distance pathfinding. A tad disappointing.
 
I liked this blog. I always found interesting heat maps. Looks like they can't share important gameplay features anymore and since they try to balance the map, they are on the late stages.
 
marxercise said:
No no no.  Please pardon us.  This is among the more interesting entries so far. 

Don't pardon me. I'm tired of these empty dev blogs that reveal nothing about how the development is going or if the game is still being developed at all.

I'm impatient, underwhelmed and am becoming a bit jaded. My profile is new but I've been lurking here for 4+ years and followed the game before that.

So please do not pardon or ignore these sentiments. Perhaps these feelings are completely exclusive to me and no other potential players, but that would come as a surprise.
 
Pretty interesting as a making off information. Far from me the will of being negative, but usually, we prefer in-game mechanics / pictures / videos...

But when you say that you will "develop and use this tool to..." we all understand that you are at the beginning of the design of the game and we all get suicide ! So, as it's more and more clear after each blog that the game won't be released this year (like each year since years...), please, just give us the demo, as said this summer after gamescom during interviews and in dev blog 76 !!!

https://www.taleworlds.com/en/Games/Bannerlord/Blog/76
[quote author=Blog76]
Will the game release in Early Access?
We feel that some form of Early Access would be beneficial for getting community feedback and balancing game elements. It would also allow dedicated fans to access the game sooner. Therefore our intention is to take this path at some point, however, we do not have a specific time frame for this.[/quote]

It's been 6 month now, and nothing came to us :sad:
 
That was a very exciting blog. This was a very good choice of tool and investment. Well done, Talesworld!
People here who complain this is uninteresting do not understand the power of data visualization.
Half you are being very unfair to Talesworld. This time it is actually a great blog except you don't get it. They go to these extra lengths to make a good game and you smack it down. Awful!

Companies have been using data visualization tools for a long time. They are very powerful tools to improve any kind of system.
This tool will help avoid any illogical, immersion-breaking exploits in the game as we have seen with the bandits.

I like how Talesworld has taken  some aspects from 4x games like Endless Space 2, or real-world tools used by companies to take Bannerlord to the next level.
This kind of thing is what sets apart a good game from a classic masterpiece.

Bannerlord is shaping up to be awesome both on the visceral action level, and on the meditative strategic level. Good work on this one.

Question for 3D Artist, Gökhan Şahin.
In Warband, characters can attack through other dying characters (i.e. clipping through the model). Players often get hit or killed through this surprise model-clipping attack. Will Bannerlord address this issue?



 
Rodrigo Ribaldo said:
Meh, but wow

Happy are my eyes! Mr. Vader coming back from his retirement?  :party:

NPC99 said:
This is exactly why we will be expanding this tool to work with scenes too. And not only for singleplayer, but also to help us refine the design and balance of our multiplayer maps!

Will be suggests heat maps have only been used to diagnose ai behaviour on the campaign map to-date. Does that mean that campaign map behaviours are now balanced or in the process of being balanced, but other scenes aren't?

How will heat maps be used in scenes other than the campaign map? Battle scenes don't last for hundreds of days to build up a reliable long term heat map. Do TW run the same battle scene hundreds of times and combine their heat maps to identify dead areas or sticking points in sieges?

BTW Callum, will any diagnostic tools such as these heat maps be made available to the modding community?

+1
I would just like to support NPC99's comment. Since the blog contains very little information and is confusing and ambiguous, it is acceptable for a dev or responsible person to comment on it...I don't think we will be spoiled if we get this kind of information.  :cool:

---
Having said that, my first impression when reading the blog was a wtf, the second reading was perplexing because I don't honestly understand the company's communication strategy...
In the third reading, I began to see plausible indications between the lines of a topic that we recently commented on in What else remains to be explained?.
In a constructivist eagerness I made another "Tercosketch" of mine, talking about the possibility of having multiple parties and on my side about how interesting would be the implementation of a political map and how by means of icons in 2d and overlapping of elements I would present the information. That was my vision...
By looking at these heat maps, you can see different 2D icons representing the three types of settlements. That's when I ask myself the following question:

Is it possible to find in-game an informative map system based on this heat map tool?

Terco_Viejo said:
Obviously the action would not be in real time, nor would be necessary to send messengers. A UI tab like the existing ones where time is stopped, you do the action, close the tab and get the result of the option in a time lapse. Adapt the warband marshall window to a friendly user interface, making it connect to the world map in dashboard mode.

Anything like that?

YlL4s.jpg


In Bannerlord we will have quick conversation access to any character clicking on it. A political map with the option to activate and deactivate different captions (borders, cities, etc.) with drop down action options for the captain of your different parties...oh mama...it would be very interesting.  :party:
I would use the beautiful map that they have nowadays, taking only the orography and all the remaining information through 2D icons and overlaying graphic information.

Applying this tool within the game running in a player controlled UI


z9rAz.jpg

Map of natural resources and processed goods: wood, cotton, furs, horses, iron, clay, olives, grain, cattle, oil, beer, meat, linen, flour, ceramics, weapons, fabrics, etc ....
Map of prosperity in settlements: Demographic growth, rates, wealth, public order, developed projects/level walls...
Faction property map: Border borders and settlements belonging to each faction.
Clan property map: settlements belonging to each clan.
Map Hostilities- Attitude faction and minor factions: At war, allied, neutral.
Military force map: Garrison settlements, moral armies,...
Commercial routes map: visualization by factions of commercial routes/caravans.

Can any authorized dev or decision-maker provide information or definitively affirm that such a "system" is not implemented or is planned to be implemented? Transparency is welcome...bearing in mind that we currently live in hopelessness and darkness times.

It's been a year since we met Humphrey, many memories of that day I keep in my memory.

PKHDL.jpg

Me and Humphrey



 
ombror said:
But when you say that you will "develop and use this tool to..." we all understand that you are at the beginning of the design of the game and we all get suicide ! So, as it's more and more clear after each blog that the game won't be released this year (like each year since years...),
Something tells me the Bannerlord already done, only the developers use the existing developments to postpone the release as long as possible, pretending that the game is still being developed.
And the worst thing is that when i makes me paranoid i am right in 99% of cases..
 
Like someone posted earlier, this is evidence of an intricate system that we can see we have an effect on when we raid, blockade, and terrorize. I’m happy to see that there is a tangible effect from my raiding on the enemy kingdom. If I take out all the villages with stables in the Khuzait area that would cripple their ability to wage war. I for one am excited about this post.
 
I've become uninterested in the technical background and getting tired of the speculations around them. Are there any chance to signing up for a notification when it's finally available to buy and try?
 
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