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.