Dev Blog 30/08/18

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[parsehtml]<p><img src="https://www.taleworlds.com/Images/News/blog_post_55_taleworldswebsite.jpg" alt="" /></p> <p>Last week, we had the pleasure of attending Gamescom to present a hands-on demo of the singleplayer sandbox campaign of Mount & Blade II: Bannerlord for the first time. Attending this kind of event is a lot of work, but at the same time, we had a lot of fun! More than 500 journalists, YouTubers, streamers, and even fellow developers from other companies came to our booth in the 3 days that we were present at the event. It was great having the opportunity to show what we are doing and it was humbling to see everyone so excited about the game!</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/75
 
If you don't like Warband, not means as I will do same thing. I guess as you want as in Bannerlord will be mid/late-game interesting through a plenty of quests and interaction events, I want more strategy than more better writting
 
Arnulf Floyd 说:
If you don't like Warband, not means as I will do same thing. I guess as you want as in Bannerlord will be mid/late-game interesting through a plenty of quests and interaction events, I want more strategy than more better writting
Hey, I love warband, but we as conscious consumers have to recognize a product's flaws. It doesn't depends only on strategy, for shame, it's a long game and all type of interactions have to be interesting, not only on the combat side of the game.

There are games like AOE2 that focuses on the strategy side leaving the RPG aside. This an RPG game and that part of the game is as important as any other.
 
I thinks as in a long game interactions were important, I am accustomed to longer games(I was a Total War gamer before I begin play WB, there were same issues regarding mid/late game) A better writing is essential in this case
 
I tried to start PoP again last week, which was an awesome mod, much more interesting than Native Warband for sure.

I didn't even last for 2 hours. I kept thinking that I will do the following:

Early game: Kill bandits and trade - do repetitive quests - join repetitive tournaments.

Mid game: Be a repetitive mercenary - be a repetitive vassal - build repetitive businesses, the profits of which make absolutely no sense - Acquire fiefs and build repetitively.

Late game: Create my own kingdom, with the same (repetitive) ways to achieve total dominance.

The game is VERY linear. VERY. No matter what play style you choose, you end up doing 95% the same things. Nothing happens that will excite me and immerse me. It's almost like playing TETRIS, just throwing the pieces together to fit.

It was very cool 5-6 years ago, but having played games like Skyrim or the Witcher, I believe we deserve something more from our beloved Warband.

 
You would have a better chance of getting what you want, if you were to specify what you would like to see in Bannerlord rather than describe what was in Warband. :razz:

I.e. what alternative ways/options of play would you like to see to reduce repetition/linearity? What do you think would increase your immersion?
 
Lamias 说:
I tried to start PoP again last week, which was an awesome mod, much more interesting than Native Warband for sure.

I didn't even last for 2 hours. I kept thinking that I will do the following:

Early game: Kill bandits and trade - do repetitive quests - join repetitive tournaments.

Mid game: Be a repetitive mercenary - be a repetitive vassal - build repetitive businesses, the profits of which make absolutely no sense - Acquire fiefs and build repetitively.

Late game: Create my own kingdom, with the same (repetitive) ways to achieve total dominance.

The game is VERY linear. VERY. No matter what play style you choose, you end up doing 95% the same things. Nothing happens that will excite me and immerse me. It's almost like playing TETRIS, just throwing the pieces together to fit.

It was very cool 5-6 years ago, but having played games like Skyrim or the Witcher, I believe we deserve something more from our beloved Warband.

Agreed, even though Pop had many side things that were cool like those elves you could recruit if you worked your relationship with them, also the bandit groups that you had to defeat, also there were knighthoods and things to do aside. But yeah, the game, being a sandbox is pretty linear, it's Taleworlds work to see what they can do about it
 
People not like sandbox instead prefer story-driven RPGs, there not were repetitive things after two playthroughs I forgot as were non-linear :facepalm: :facepalm: :facepalm:

P.S: I am too late to party but Warband sadly lost huge fanbase because is a linear and „boring” game, true reason is age(same reason goes for TW games)
 
Arnulf Floyd 说:
People not like sandbox instead prefer story-driven RPGs, there not were repetitive things after two playthroughs I forgot as were non-linear :facepalm: :facepalm: :facepalm:

P.S: I am too late to party but Warband sadly lost huge fanbase because is a linear and „boring” game, true reason is age(same reason goes for TW games)

What? M&B is a sandbox and that's why I love it.
 
I think hes saying that people think Warband is dying because it does not have a story and is linear in gameplay, but the real reason is the passing of time.
 
Duh 说:
You would have a better chance of getting what you want, if you were to specify what you would like to see in Bannerlord rather than describe what was in Warband. :razz:

I.e. what alternative ways/options of play would you like to see to reduce repetition/linearity? What do you think would increase your immersion?

I have said many times in many blogs what I think increases immersion and reduces linearity. Actually, I think I posted here 10-20 posts ago. :razz:

The game needs to be much more than hack and slash:

1) It needs to find much more ways to earn money in early levels, and not just kill bandits - trade loot - do quests - use the arena. (hunting, bounty system, jobs, working in enterprises etc). Variety is GREAT.

2) It needs to let us use economy as a BIG weapon (and not just reduce the income of an NPC lord that gets 5000 denars anyway from cheats to make up for the dumb AI)

3) Espionage, spy missions, discover information, sabotage stuff etc

4) Events that make you choose, and your decisions impact the game world. NPCs need to decide things too, to make each playthrough unique.

Just some thoughts that came to me in 3 minutes and would make the game feel more alive.

I think hes saying that people think Warband is dying because it does not have a story and is linear in gameplay, but the real reason is the passing of time.

Not really, I don't care about a story. I like sandbox games, but I like them deep and with variety. In MB no matter what role you want to play, you end up doing the same things.
 
Lamias 说:
Duh 说:
You would have a better chance of getting what you want, if you were to specify what you would like to see in Bannerlord rather than describe what was in Warband. :razz:

I.e. what alternative ways/options of play would you like to see to reduce repetition/linearity? What do you think would increase your immersion?

I have said many times in many blogs what I think increases immersion and reduces linearity. Actually, I think I posted here 10-20 posts ago. :razz:

The game needs to be much more than hack and slash:

1) It needs to find much more ways to earn money in early levels, and not just kill bandits - trade loot - do quests - use the arena. (hunting, bounty system, jobs, working in enterprises etc). Variety is GREAT.

2) It needs to let us use economy as a BIG weapon (and not just reduce the income of an NPC lord that gets 5000 denars anyway from cheats to make up for the dumb AI)

3) Espionage, spy missions, discover information, sabotage stuff etc

4) Events that make you choose, and your decisions impact the game world. NPCs need to decide things too, to make each playthrough unique.

Just some thoughts that came to me in 3 minutes and would make the game feel more alive.

I think hes saying that people think Warband is dying because it does not have a story and is linear in gameplay, but the real reason is the passing of time.

Not really, I don't care about a story. I like sandbox games, but I like them deep and with variety. In MB no matter what role you want to play, you end up doing the same things.

1:I believe that the back-alley/crime inclusion is meant to help out here. You can gather a few troops and take over a back alley, getting money and possibly different quests depending on the city/lord/etc.

2: Economy, if implemented as explained, is a very large weapon. Let me break it down this way:
    WB: Defeat an enemy lord, they disappear for a few turns, then pop back up in one of their cities/fiefs, where they get free troops until they leave. The level of these troops is based on % of overall army,
    BL: Defeat an enemy lord, the return to their fief (same as above). However, assuming you raided his fiefs, had some back-alley (criminal) dealings with his businesses, or hunt down all his peasants, he will have less money to spend on his troops (he recruits troops the same way the player does now). In this way, raiding and economics are incredibly more important, as you could possibly cripple an entire faction after one big battle if you play your cards right.

3: I'll agree on this one, it would be very cool if sneaking into the besieged enemy castle actually let you do things, like raise the gate or burn food. I wouldn't be surprised if this ended up in the game some way, but as of yet I can't remember hearing anything about it.

4: Assuming the faction blogs were more than just flavor text, and nothing's been pulled that was in there, I believe we will see some sort of events functionality. There was mention of keeping various Asserai lords under control, which could be done w/random events, or through the lord's own relationship factors. Additionally, Clans and Minor Factions seem perfectly poised to add some elements of civil wars and betrayals, as entire clans can switch sides or, it appears, overthrow their perspective respective rulers.

In other words, I think you're looking at all the info pessimistically, while there's a **** ton of potential hidden between the cracks. Am I possibly setting myself up for disappointment if I turn out to be wrong? Absolutely, but the way many of the features have been described I see much more there than there ever was in WB.

Additionally, keep in mind that many of the people playing the Gamescom demo were M&B newbies, or at least not very skilled, which can lead to their not seeming like much to do because they weren't sure what they were looking for. Remember the first time you opened a M&B game, and suddenly you were a character on a screen with no idea of where to go, who to talk to, or what you were even capable of doing in-game? I do, and I can't imagine having that feeling while knowing that I'm supposed to be recording my playthrough to show to all kinds of people online. Point is, I believe both TW's and most of the testers were "playing it safe" with what was shown in the demo, TW's so as not to confuse the new players.

Edit: changed wording because I'm an idiot
 
Lamias 说:
1) How should hunting work? Just a worldmap dice roll? Or a deep simulation that ends up being a game of its own right? The latter would be a significant amount of work - if it's meant to be done well rather than Dynasty Warrior style. What sets the bounty system apart from hunting down bandit parties? (Fight->Money->Rinse&Repeat) What do you mean by "working in enterprises"? Simulating full production procedures and synching scene time with worldmap time (i.e. entirely redesigning the game) and letting the player "craft" goods step by step? How would that ever be anything but a gimmick in SP?

2) What should it do beyond impacting the funds of the AI? And where are you getting 5000 denar cheats for the AI from?

3) Hard to judge what is and isn't there atm. I do think early and mid game could benefit from some Quests in this regard, though we cant be sure whether or not it could be fitted in the larger simulation in any notable way. Late game, it needs to be abstracted away from direct player action (sneak into/shadow/steal) to avoid tedious micro management as you manage your kingdom.

4)Could you elaborate on this? Do you just mean that Quests in general should have a variety of meaningful outcomes? Or do you want pop-up events that force the player to make decisions? (Could become quite annoying/repetitive even with a hundred events.) What should NPCs decide and based on what logic?
 
Lamias 说:
Duh 说:
You would have a better chance of getting what you want, if you were to specify what you would like to see in Bannerlord rather than describe what was in Warband. :razz:

I.e. what alternative ways/options of play would you like to see to reduce repetition/linearity? What do you think would increase your immersion?


4) Events that make you choose, and your decisions impact the game world. NPCs need to decide things too, to make each playthrough unique.

30 minute demos were too short to see this fully come into play, but it's in the game already. When the player takes a trial by combat quest from notable X he offends notable Y. He is then better able to recruit troops from notable X (improved relations) but less able to recruit troops from notable Y (reduced relations). Armagan has indicated that TW have laid out most options as double edged swords, which will gain us friends and enemies. On our second play through, I expect most of us will start thinking about which clans we want as friends before deciding who to take quests from.

If you join the Hidden Hand you'll get all three parts of the Empire as enemies - might be worth it for one play through at least.  :grin:
DsRf_.jpg
 
I thinks as doing same things not is so boring for me because all games were so, for exemple reason why I refuse to play shooters is because story-driven style, I see as BL need more strategy also Warband is dying as AOE2(that game exists still) I like game so much but I am pleased by him until BL comes out.
 
Callum_TaleWorlds, I would like to ask a question for the next developer blog. Will the Bannerlord be translated into Russian? Many people in Russia and other ex-USSR countries are worried about Russian localization. I am the administrator of a large community of fans, and see this question frequently.
 
NPC99 说:
Lamias 说:
Duh 说:
You would have a better chance of getting what you want, if you were to specify what you would like to see in Bannerlord rather than describe what was in Warband. :razz:

I.e. what alternative ways/options of play would you like to see to reduce repetition/linearity? What do you think would increase your immersion?


4) Events that make you choose, and your decisions impact the game world. NPCs need to decide things too, to make each playthrough unique.

30 minute demos were too short to see this fully come into play, but it's in the game already. When the player takes a trial by combat quest from notable X he offends notable Y. He is then better able to recruit troops from notable X (improved relations) but less able to recruit troops from notable Y (reduced relations). Armagan has indicated that TW have laid out most options as double edged swords, which will gain us friends and enemies. On our second play through, I expect most of us will start thinking about which clans we want as friends before deciding who to take quests from.

If you join the Hidden Hand you'll get all three parts of the Empire as enemies - might be worth it for one play through at least.  :grin:
DsRf_.jpg

:shock: :shock: Can't believe I missed that about the Hidden Hand. That changes everything about my first playthrough... As long as I remember it when we get the game  :iamamoron:
 
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