Dev Blog 29/03/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_83_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>While Bannerlord’s singleplayer campaign offers great adventures to all, for many players, nothing quite matches the excitement of testing their skills against human opponents in Mount & Blade’s engaging multiplayer matches. In this week’s blog, we want to take a look at Skirmish mode, which is a brand new multiplayer game mode for the upcoming Bannerlord...</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/103
 
SenorZorros said:
Regarding people arguing higher-level players are better because they understand the mechanics and tactics. My point is that if one wants to test the average experience assuming this game wants to have a broad audience they are the single worst group to test on. Exactly because they aren't the average unskilled, idiotic and useless player button mashing their way through the game.
I don't think Taleworlds wants to make a game for the hardcore audience, the people who will pour in thousands of hours because that's too small a demographic to be commercially viable. You don't survive as a company by selling a thousand copies to the hardcore fans. You survive by selling a hundred thousand copies to the average gamer*. Of course high-level play is relevant but most people will never reach that because most players don't invest that time.
.
And you may be arguing I'm saying you should pander to the lowest common denominator but... yeah, I am. That's how you sell to a mass market.
So that's why I'm so puzzled why the forum keeps so strongly to a small, honestly not that important, part of the customer base. after all the hardcore fans will buy the game in any case. I don't think anyone who regularly visits this board is not planning on buying the game already. Even if we didn't there will always be hardcore fans of the concept. I think people should probably take that into perspective.

*or thrive by selling a couple million in Taleworld's case but that's besides the point.

We don't know what Taleworlds is looking to accomplish with the beta. Balancing and mechanic testing? Stability? Probably all three. I think it's safe to say Taleworlds doesn't intend it to be a marketing ploy like most AAA devs nowadays.
 
SenorZorros said:
Regarding people arguing higher-level players are better because they understand the mechanics and tactics. My point is that if one wants to test the average experience assuming this game wants to have a broad audience they are the single worst group to test on. Exactly because they aren't the average unskilled, idiotic and useless player button mashing their way through the game.
I don't think Taleworlds wants to make a game for the hardcore audience, the people who will pour in thousands of hours because that's too small a demographic to be commercially viable. You don't survive as a company by selling a thousand copies to the hardcore fans. You survive by selling a hundred thousand copies to the average gamer*. Of course high-level play is relevant but most people will never reach that because most players don't invest that time.
.
And you may be arguing I'm saying you should pander to the lowest common denominator but... yeah, I am. That's how you sell to a mass market.
So that's why I'm so puzzled why the forum keeps so strongly to a small, honestly not that important, part of the customer base. after all the hardcore fans will buy the game in any case. I don't think anyone who regularly visits this board is not planning on buying the game already. Even if we didn't there will always be hardcore fans of the concept. I think people should probably take that into perspective.

*or thrive by selling a couple million in Taleworld's case but that's besides the point.
This argument just doesn't hold up anymore. The market is saturated with successful games where a competitive format is applied as a standard, from the bottom to the top. Counter-Strike, Overwatch, League of Legends, Dota, etc. are all examples where the same format of play for casual games is also used for competitive matches. What these games also have in common is MMR or a system like it, where players are grouped together in matches by their skill levels. An "average, unskilled, idiotic and useless player" is teamed up with others just like them, against a similar team. The games I listed aren't popular because they have intense top-level competition, they're popular because they offer an accessible competitive format where you have a bit of insurance against getting curb-stomped by pros. Further, because the format is the same from the bottom up, low-tier players aren't totally clueless when they watch a stream of a high-tier match.

The problem with Warband's competitive scene is that it isn't so accessible. You need to join a team, but most teams are already set or are temporary teams for a particular tournament. Matches are played by a community standard, not one that the game itself imposes. Tournaments are typically organized through the forum, so if you don't check the forum you probably never learn about them in the first place. They're also typically on a fixed weekly schedule, so you can't just pop on and play a competitive match when you get the urge. Likewise, you shouldn't put off finishing your match because you don't feel like playing it at the time. The previously mentioned games can scratch the competitive itch without any of these difficulties, and since Bannerlord will also have a matchmaking system there's hope that it will scratch the itch, too.
 
SenorZorros said:
Regarding people arguing higher-level players are better because they understand the mechanics and tactics. My point is that if one wants to test the average experience assuming this game wants to have a broad audience they are the single worst group to test on. Exactly because they aren't the average unskilled, idiotic and useless player button mashing their way through the game.
I don't think Taleworlds wants to make a game for the hardcore audience, the people who will pour in thousands of hours because that's too small a demographic to be commercially viable. You don't survive as a company by selling a thousand copies to the hardcore fans. You survive by selling a hundred thousand copies to the average gamer*. Of course high-level play is relevant but most people will never reach that because most players don't invest that time.
.
And you may be arguing I'm saying you should pander to the lowest common denominator but... yeah, I am. That's how you sell to a mass market.
So that's why I'm so puzzled why the forum keeps so strongly to a small, honestly not that important, part of the customer base. after all the hardcore fans will buy the game in any case. I don't think anyone who regularly visits this board is not planning on buying the game already. Even if we didn't there will always be hardcore fans of the concept. I think people should probably take that into perspective.

*or thrive by selling a couple million in Taleworld's case but that's besides the point.

Agreed, though...
You can have a high skill ceiling game and still have a large target demographic. Take CSGO, ARMA or any MOBA. The Skirmish mode sounds exactly like this. Simple concept, big potential for many levels of competitive play.
 
In case you want to apply for a gap among those chosen for the closed beta, doing it here is not the most suitable place. Please new interested users, do it here in an orderly way: Closed Beta Application: Pick me

如果你想申请那些为封闭测试版选择的人之间的差距,那么在这里做这件事并不是最合适的地方。请新感兴趣的用户,有条不紊地在这里做:Closed Beta Application: Pick me
 
DtheHun said:
I think it's better to learn Chinese while it's optional.

que-esta-pasando.gif


Gradually we will be devoured by Chinese societies.
 
Taleworlds should be a patreon to the youtube channel Kings&Generals and tell them to make the battles of 11th century. Especially crusades !!!


Just a suggestion for them to attract more fans.
 
Admittedly, I don't do multiplayer--however, I am still very pleased to see this. This feels like the first step towards something substantial :party:

Side note: I've seen a couple Youtubers mentioned in this thread, but I haven't seen Simo or Koifish mentioned. They have decently sized fan bases and could be helpful for getting the word out.
 
Orion said:
SenorZorros said:
Regarding people arguing higher-level players are better because they understand the mechanics and tactics. My point is that if one wants to test the average experience assuming this game wants to have a broad audience they are the single worst group to test on. Exactly because they aren't the average unskilled, idiotic and useless player button mashing their way through the game.
I don't think Taleworlds wants to make a game for the hardcore audience, the people who will pour in thousands of hours because that's too small a demographic to be commercially viable. You don't survive as a company by selling a thousand copies to the hardcore fans. You survive by selling a hundred thousand copies to the average gamer*. Of course high-level play is relevant but most people will never reach that because most players don't invest that time.
.
And you may be arguing I'm saying you should pander to the lowest common denominator but... yeah, I am. That's how you sell to a mass market.
So that's why I'm so puzzled why the forum keeps so strongly to a small, honestly not that important, part of the customer base. after all the hardcore fans will buy the game in any case. I don't think anyone who regularly visits this board is not planning on buying the game already. Even if we didn't there will always be hardcore fans of the concept. I think people should probably take that into perspective.

*or thrive by selling a couple million in Taleworld's case but that's besides the point.
This argument just doesn't hold up anymore. The market is saturated with successful games where a competitive format is applied as a standard, from the bottom to the top. Counter-Strike, Overwatch, League of Legends, Dota, etc. are all examples where the same format of play for casual games is also used for competitive matches. What these games also have in common is MMR or a system like it, where players are grouped together in matches by their skill levels. An "average, unskilled, idiotic and useless player" is teamed up with others just like them, against a similar team. The games I listed aren't popular because they have intense top-level competition, they're popular because they offer an accessible competitive format where you have a bit of insurance against getting curb-stomped by pros. Further, because the format is the same from the bottom up, low-tier players aren't totally clueless when they watch a stream of a high-tier match.

The problem with Warband's competitive scene is that it isn't so accessible. You need to join a team, but most teams are already set or are temporary teams for a particular tournament. Matches are played by a community standard, not one that the game itself imposes. Tournaments are typically organized through the forum, so if you don't check the forum you probably never learn about them in the first place. They're also typically on a fixed weekly schedule, so you can't just pop on and play a competitive match when you get the urge. Likewise, you shouldn't put off finishing your match because you don't feel like playing it at the time. The previously mentioned games can scratch the competitive itch without any of these difficulties, and since Bannerlord will also have a matchmaking system there's hope that it will scratch the itch, too.
I think we mostly agree :wink:. I'm not arguing a competitive format is bad. I'm just saying that basing it on the experience of top-level players actually isn't a good idea. there is value in squashing exploits and veteran players can help with that. But regarding balance they are not that useful because what is balanced on the top-level might not be fun for the average player. Of course you want to have the best of both worlds but if you need to compromise it's best to pick the group which has the most (posibble) players.
.
I'm all for mmr and proper matchmaking, however I'm a bit worried on whether it will help. You need a significant playerbase for that to work and we can't know how large bannerlord's population will become. This isn't a triple A studio with a massive marketing budget, a free to play game with appeal to teens or the next game by one of the largest companies in the business. It's a relatively niche and obscure indie title with some word-of-mouth. If Bannerlord wants to succeed despite the higher budget they need to break out of this niche and cater to a wider audience. Something I feel this forum often overlooks.
 
But regarding balance they are not that useful because what is balanced on the top-level might not be fun for the average player.

Balancing the game around low level players stupid. If they are low level then they do not know all the basic game mechanics and usually end up saying stupid stuff, since they don't know what they are talking about in the first place. For example, look at all the players that complain about Cav and Archers in multiplayer. Everytime someone tells them to "bring a shield" or "use a spear to counter the Cav" they always go on a rage fit and say stupid crap.

This isn't a triple A studio with a massive marketing budget, a free to play game with appeal to teens or the next game by one of the largest companies in the business. It's a relatively niche and obscure indie title with some word-of-mouth.


Lol theres 400 comments on the blogs on Steam every week and we are still talking about a game that was announced 6 years ago. There is clearly still interest in it that will without any doubt skyrocket when the release date is announced.




 
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