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
 
I'm excited to see this kind of forward thinking from TaleWorlds.  They are going the extra mile to proof-read their product before release.  This tool improves the workflow of the company and will benefit the community, as well.

This is a win - win.  I know we've been waiting for a long time, but I think we all want to play a stable, complete game, with tools, when it's released.
 
Everyone's so disappointed but I found this very encouraging. Balancing and refinement like this suggests that most of the core systems are complete.

Also this provides a fascinating insight into how a project this large starts to become a beast unto itself, requiring a sort of meta-analysis to be better comprehended.
 
Bonky! said:
I'm excited to see this kind of forward thinking from TaleWorlds.  They are going the extra mile to proof-read their product before release.  This tool improves the workflow of the company and will benefit the community, as well.

This is a win - win.  I know we've been waiting for a long time, but I think we all want to play a stable, complete game, with tools, when it's released.
I just want to play. After 6.5 years... Even with bugs. :???:
 
Release date pls.

Never thought I’d say that, but I was 16 back when I thought it would be ok to keep waiting a while.

I actually feel like that time has finally come.

I’m 23 now, a grown ass man with a job and probably a family in the next few years. Yet I’m still wondering if I’ll get to play the new Mount&Blade before I’m a father.

I really think it’s time to put the game out, at least for alpha-beta testing. Open Alphas aren’t necessarily a bad thing, and this game really should be late in alpha by now.
 
Rallix said:
Release date pls.

Never thought I’d say that, but I was 16 back when I thought it would be ok to keep waiting a while.

I actually feel like that time has finally come.

I’m 23 now, a grown ass man with a job and probably a family in the next few years. Yet I’m still wondering if I’ll get to play the new Mount&Blade before I’m a father.

I really think it’s time to put the game out, at least for alpha-beta testing. Open Alphas aren’t necessarily a bad thing, and this game really should be late in alpha by now.
Hah, man i know what you mean) I was 15, and now 22.
Very similar situation
 
Bonky! said:
I'm excited to see this kind of forward thinking from TaleWorlds.  They are going the extra mile to proof-read their product before release.  This tool improves the workflow of the company and will benefit the community, as well.

This is a win - win.  I know we've been waiting for a long time, but I think we all want to play a stable, complete game, with tools, when it's released.

Yes, it is nice and all.... BUT heatmaps is something used in every strategy game development that requires / involves the passing of time.  It is something to be expected. To be honest, learning that it seems to have been recently ''discovered'' or implemented after 6-7 years of development is NOT something that lifts my spirit or expectations for Bannerlords...quite the opposite actually.  :???:

I'm a huge M&B fan, but i stopped looking at Taleworlds through shades of pink.  It's nice from them to deliver weekly blogs, but IMHO they need to give their fanbase more indication of the development status of Bannerlords asap !  None of the latest blogs really hints at finishing stages, even if they have been using words like ''finishing touches'' for quite some times.
 
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!

I read this as saying "no release this year.".  Aren't the changes that may be brought about by this tool something that could be tweaked in post launch patches? 
 
Since it doesn't seem maps are even close to being finished I got to ask what has the level designers been doing the last 7 years ? I know there's been changing of engine and those sorts of things, but that doesn't mean scenes couldn't be made if there was a problem with the combat etc.
 
Biggest mehs:

blog_post_79_taleworldswebsite_02.jpg

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.

blog_post_79_taleworldswebsite_03.jpg

This is the same thing as warband: an invisible "spawn point" where bandit parties randomly appear in a set radius and run around uninhibited. They're running in front of cities and past castles and not straying far from their spawn points. This is pretty noticable in warband and makes bandits more like cattle to be hunted than actual renegades.

The sea raiders are probably the worst example seeing as they're easy to beat, slow, and drop good loot, meaning they're just early game grind bait rather than dangerous raiders. Seeing as there are so many settlements with so many potentially interesting variables, it's a huge waste to just have them spawn in the same location at the same rate for the entire game.
 
This blog is quite good, gives insigt about the game; a better idea about trade, and how parties adapt to their environment.  What are you talking about, this is exactly what a devlog is. They are not introducing the game or anything, they are sharing little hints and ideas behind the game development and shows they care for the community. Be humble people!
 
Morelen said:
Bonky! said:
I'm excited to see this kind of forward thinking from TaleWorlds.  They are going the extra mile to proof-read their product before release.  This tool improves the workflow of the company and will benefit the community, as well.

This is a win - win.  I know we've been waiting for a long time, but I think we all want to play a stable, complete game, with tools, when it's released.

Yes, it is nice and all.... BUT heatmaps is something used in every strategy game development that requires / involves the passing of time.  It is something to be expected. To be honest, learning that it seems to have been recently ''discovered'' or implemented after 6-7 years of development is NOT something that lifts my spirit or expectations for Bannerlords...quite the opposite actually.  :???:

I'm a huge M&B fan, but i stopped looking at Taleworlds through shades of pink.  It's nice from them to deliver weekly blogs, but IMHO they need to give their fanbase more indication of the development status of Bannerlords asap !  None of the latest blogs really hints at finishing stages, even if they have been using words like ''finishing touches'' for quite some times.

Callum has repeatedly said the goal of these dev blogs is to give little snippets of game features and mechanics while leaving enough for us to discover on our own. Its hard to pity those who set themselves up for disappointment.

Tbh this dev blogs does imply they are closing in on the finishing line. Major game balancing can only really make meaningful progress after most of the game mechanics are in place.
 
I guess people are dissapointed because there's no discussion of a gameplay feature. However, like few others, I found it a quite good blog. The heatmaps are interesting, and it shows that the devs are carefully mapping out how realistically the game flows. It also shed some light on how deep the economics of the game is. Sure, this should be done by now, but it doesn't surprise any of us at all.
 
Rungsted93 said:
Since it doesn't seem maps are even close to being finished I got to ask what has the level designers been doing the last 7 years ? I know there's been changing of engine and those sorts of things, but that doesn't mean scenes couldn't be made if there was a problem with the combat etc.

What seems to be getting clearer and clearer to me is that there is no veteran on the team. From the look of things, the team consist mostly of trainee/intern that are learning the ropes. They may be a pationnate lot, eager to learn but the fact that they think showing us blood splatters and heatmaps as main subject for blogs will get us excited, suggest a lack of working experience. I may be wrong and if that's the case I apologise to anyone that I may have insulted, but Taleworlds, please try to see things from our perspective ...
 
BayBear said:
Morelen said:
Bonky! said:
I'm excited to see this kind of forward thinking from TaleWorlds.  They are going the extra mile to proof-read their product before release.  This tool improves the workflow of the company and will benefit the community, as well.

This is a win - win.  I know we've been waiting for a long time, but I think we all want to play a stable, complete game, with tools, when it's released.

Yes, it is nice and all.... BUT heatmaps is something used in every strategy game development that requires / involves the passing of time.  It is something to be expected. To be honest, learning that it seems to have been recently ''discovered'' or implemented after 6-7 years of development is NOT something that lifts my spirit or expectations for Bannerlords...quite the opposite actually.  :???:

I'm a huge M&B fan, but i stopped looking at Taleworlds through shades of pink.  It's nice from them to deliver weekly blogs, but IMHO they need to give their fanbase more indication of the development status of Bannerlords asap !  None of the latest blogs really hints at finishing stages, even if they have been using words like ''finishing touches'' for quite some times.

Callum has repeatedly said the goal of these dev blogs is to give little snippets of game features and mechanics while leaving enough for us to discover on our own. Its hard to pity those who set themselves up for disappointment.

Tbh this dev blogs does imply they are closing in on the finishing line. Major game balancing can only really make meaningful progress after most of the game mechanics are in place.

Hey man, we can only hope you're right. What you're saying about the major game balancing being only really meaningful toward the end of development does make sense afterall.  :wink:
 
BayBear said:
Callum has repeatedly said the goal of these dev blogs is to give little snippets of game features and mechanics while leaving enough for us to discover on our own. Its hard to pity those who set themselves up for disappointment.

Tbh this dev blogs does imply they are closing in on the finishing line. Major game balancing can only really make meaningful progress after most of the game mechanics are in place.
If you think this implies they will release soon, you are setting yourself up for disappointment, just like the people you are mentioning :razz:



I do find this heatmap tool interesting, but there is a lot of room for discussion and questions which makes the blog boring when they won't be answered.
Questions like:
NPC99 said:
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?
should be answered in the blog imo. I get not going into huge detail for every game feature, but giving more information on the actual development side makes more communication but doesn't 'spoil' the game.
 
I would rather say that people are disappointed because they hoped for something special to be announced for an upcoming 100th dev blog.
By something special I mean things like official early access/public alpha or 'Less barbecue, more developing!' announcement.

Hope is the first step to disappointment I guess. Just take you time and finish the game guys.
 
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