Dev Blog 31/05/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_42_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>When you set on your adventures in Calradia, it would be wise to remember the old proverb: there’s safety in numbers. The world of Bannerlord is an unforgiving place and whether peacefully trading or engaging in warfare, players will rely on troops to stand and fight by their side in order to achieve their goals. In this week’s blog, we take a look at how players will go about raising their own army in Bannerlord by discussing the game’s recruitment system.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/62
 
yeah it just my opinion, and to remind TW, what i think of that system, so if bannerlord actually use the same like warband, they can correct it or know the flaw in that system, or we can get their reasoning of that decision.
 
Iberian Wolf 说:
This seems to be an improvement. But I was hoping for something a bit more historical and elaborate; it would be awesome to mod something within these lines

the problem with this approach is that it doesnt actually reflect history, as the game is based on different regions of the world from the 6th to 12th century. Any one model of recruitment would only then apply to a certain region/period of time, and thus be as arcade and arbitrary as Warband system was. Unless  you want each faction to have its own rules, which could be great or just a balance mess  :mrgreen:

If you want a specific model than you need something like a smaller region and defined period of time like VC (not that the DLC had this system, I am talking about context). Historical based mods like 1257AD, Brytenwalda, etc, can implement this as they have a clear time period to take inspiration from.

Warband was gamified, arcade and simplified to allow for a simple recruitment system and lots of battles. Yes it didnt make much sense. Yes it was absurd at times (the upgrade system). But it worked for what it was trying to do.

I also want diversity and to see other mechanics being implemented on mods, the more the better. But Bannerlord can keep the Warband-base system for its fictional world as long it is balanced and results on fun battles.
 
SgtButters 说:
I'm asking my girlfriend of 3 and a half years to marry me tomorrow (wish me luck). I didnt know her when Bannerlord was announced. Like many others I frantically searched the web every week, nearly every day to see if their was anything more Bannerlord related that I hadn't already seen. When we started dating she'd always ask whats that your looking at (Bannerlord google search on my phone). Since then my love for the Mount and Blade Series has never died and my longing for Bannerlord has never gone. I have found another love now whom I spend all my time with. I enjoy these blogs, I understand good things take a while and I understand that TaleWorlds is a small team of devs compared to other companies that can produce games in half the time and what they're striving for is so so much more then just another Warband with better graphics. So stop making complaints about how long things are taking or how they told us it that it may come out in 2016 then 2017. I've known I wanted to marry this girl since early on. I've had this engagement rings for months and have been working on when and how I'm gonna propose for months now.

Dude, that's really cool. Congratulations! I'd love to know how it goes :smile:
In the time since Bannerlord released their first teaser way back in 2012 I met a girl, married her, had a baby boy, and now he'll be turning 3 next month! Sometimes life comes in a rush!
 
piconi 说:
We ( TaleWorlds especially) would be be very lucky if Bannerlords sales figures alone reaches 10 million coppies, because all the M&B games put together (total of 5 autonomus releases) until now has been sold in 6 million coppies.

10 mils was just a number to point out, that you do not create games/books/movies to satisfy everyone. You do that in order to satisfy small minority of people, who will like it. You can put 5 millions there, 4 millions or whatever that will be enough sales to return devs investment.

NPC99 说:
Getting to know an important NPC doesn’t just confer a recruitment bonus. Later in the game, your friends will offer extra services. “For example,” says Yavuz, “if you need to kidnap someone, that will be much easier if you have some friendly NPCs in the town. They open up opportunities for mischief.” The service is based on the type of NPC you befriend. “Merchant NPCs give you an advantage in trading. A gang leader can give you advantages in ‘special operations’,” Yavuz says.

Makes me sad again there is no mention of religion in the game :/
Imagine 4 of those NPCs are preists of different religions. They ask you to help them with performing miracles so they can sway the minds of one city population. Due to your actions this particular cult manages to gain power. They make it illegal to sell chickens (bird killing is forbidden for them). You can recruit their high lvl zealots, but local lord who owned chicken farm is royally pissed with you :wink:

Well, I guess there are always modders.
 
kalarhan 说:
Iberian Wolf 说:
This seems to be an improvement. But I was hoping for something a bit more historical and elaborate; it would be awesome to mod something within these lines

the problem with this approach is that it doesnt actually reflect history, as the game is based on different regions of the world from the 6th to 12th century. Any one model of recruitment would only then apply to a certain region/period of time, and thus be as arcade and arbitrary as Warband system was. Unless  you want each faction to have its own rules, which could be great or just a balance mess  :mrgreen:

If you want a specific model than you need something like a smaller region and defined period of time like VC (not that the DLC had this system, I am talking about context). Historical based mods like 1257AD, Brytenwalda, etc, can implement this as they have a clear time period to take inspiration from.

Warband was gamified, arcade and simplified to allow for a simple recruitment system and lots of battles. Yes it didnt make much sense. Yes it was absurd at times (the upgrade system). But it worked for what it was trying to do.

I also want diversity and to see other mechanics being implemented on mods, the more the better. But Bannerlord can keep the Warband-base system for its fictional world as long it is balanced and results on fun battles.

Yeah, I agree with you.  I wrote it would be nice to mod something like that. In this case, it would suit most western european factions.

But regardless, I was expecting a bit more complexity other than getting horsemen from the chicken fancier because you've got him some organic corn. I know they are placeholders, but the logic behind it makes a bit hard to immerse. But as long as it is moddable, I'm fine with it.
 
Iberian Wolf 说:
kalarhan 说:
Iberian Wolf 说:
This seems to be an improvement. But I was hoping for something a bit more historical and elaborate; it would be awesome to mod something within these lines

the problem with this approach is that it doesnt actually reflect history, as the game is based on different regions of the world from the 6th to 12th century. Any one model of recruitment would only then apply to a certain region/period of time, and thus be as arcade and arbitrary as Warband system was. Unless  you want each faction to have its own rules, which could be great or just a balance mess  :mrgreen:

If you want a specific model than you need something like a smaller region and defined period of time like VC (not that the DLC had this system, I am talking about context). Historical based mods like 1257AD, Brytenwalda, etc, can implement this as they have a clear time period to take inspiration from.

Warband was gamified, arcade and simplified to allow for a simple recruitment system and lots of battles. Yes it didnt make much sense. Yes it was absurd at times (the upgrade system). But it worked for what it was trying to do.

I also want diversity and to see other mechanics being implemented on mods, the more the better. But Bannerlord can keep the Warband-base system for its fictional world as long it is balanced and results on fun battles.

Yeah, I agree with you.  I wrote it would be nice to mod something like that. In this case, it would suit most western european factions.

But regardless, I was expecting a bit more complexity other than getting horsemen from the chicken fancier because you've got him some organic corn. I know they are placeholders, but the logic behind it makes a bit hard to immerse. But as long as it is moddable, I'm fine with it.

Whoever you recruit from the chicken fancier, they won’t be horsemen unless they are mounted.

On the campaign map, horses greatly improve the movement speed of your party. They also vastly increase your maximum carrying load, which should be of interest to any traders or looters out there. However, you won’t be buying additional horses just for these benefits anymore: when upgrading your troops to a cavalry class, you will need to provide them with their own mount (and if you read last week’s blog you will have a good idea of how to get a steady supply of these!)

Hopefully, you’ll have to cut a separate deal for horses, which might explain the horse head icon (if not the .3 of a horse).
 
I not like so much complexity how offer modern titles, both RPG and strategy in graphical and features departaments, resulting in demanding better PC system and make games confusing but I prefer simplicity of Warband and Bannerlord. I laughing of AOE2, because upgrade of militia is named man-at-arms, also an in-depth recruitment system make few battles for players and if implementing a improved AI they will be overhalmed by many enemies
 
I honestly would really appreciate an honest blog post plainly stating where exactly you guys are in development. After that you can go back to the regularly scheduled interviews and posts that are barely informative, but please tell us what is going on. We've waited 6 years and we'll happily wait 6 more if we have to, but please just be transparent about how much has been done and how much more needs to be done. Please.
 
NPC99 说:
Iberian Wolf 说:
kalarhan 说:
Iberian Wolf 说:
This seems to be an improvement. But I was hoping for something a bit more historical and elaborate; it would be awesome to mod something within these lines

the problem with this approach is that it doesnt actually reflect history, as the game is based on different regions of the world from the 6th to 12th century. Any one model of recruitment would only then apply to a certain region/period of time, and thus be as arcade and arbitrary as Warband system was. Unless  you want each faction to have its own rules, which could be great or just a balance mess  :mrgreen:

If you want a specific model than you need something like a smaller region and defined period of time like VC (not that the DLC had this system, I am talking about context). Historical based mods like 1257AD, Brytenwalda, etc, can implement this as they have a clear time period to take inspiration from.

Warband was gamified, arcade and simplified to allow for a simple recruitment system and lots of battles. Yes it didnt make much sense. Yes it was absurd at times (the upgrade system). But it worked for what it was trying to do.

I also want diversity and to see other mechanics being implemented on mods, the more the better. But Bannerlord can keep the Warband-base system for its fictional world as long it is balanced and results on fun battles.

Yeah, I agree with you.  I wrote it would be nice to mod something like that. In this case, it would suit most western european factions.

But regardless, I was expecting a bit more complexity other than getting horsemen from the chicken fancier because you've got him some organic corn. I know they are placeholders, but the logic behind it makes a bit hard to immerse. But as long as it is moddable, I'm fine with it.

Whoever you recruit from the chicken fancier, they won’t be horsemen unless they are mounted.

On the campaign map, horses greatly improve the movement speed of your party. They also vastly increase your maximum carrying load, which should be of interest to any traders or looters out there. However, you won’t be buying additional horses just for these benefits anymore: when upgrading your troops to a cavalry class, you will need to provide them with their own mount (and if you read last week’s blog you will have a good idea of how to get a steady supply of these!)

Hopefully, you’ll have to cut a separate deal for horses, which might explain the horse head icon (if not the .3 of a horse).

I'm aware of it, but my point was not about troop type, I just happened to type horsemen.  :mrgreen:
 
It seems I'm the only one here who's okay with their game design decisions.

The new recruiting system looks cool, that interview mentioned by NPC was really cool too, all the relations and influence thing is pretty exciting IMO, can't wait to make my own story inside BL!
 
SgtButters 说:
I'm asking my girlfriend of 3 and a half years to marry me tomorrow (wish me luck).
Congratz man! I met my girlfriend in the span of these years too, In fact, she is pregnant and our beautiful baby girl will be born in September. We are also planning to get married next year.

 
Gab-AG. 说:
FBohler 说:
It seems I'm the only one here who's okay with their game design decisions.

Nah, you're not.  :grin:
he’s not the only one or he’s not okay?

I also have faith in TW to make a great game. I’m a fan of their decisions so far and they’ve never let me down yet.
 
NPC99 说:
I doubt I’d like to see 16.3 horses in a final release - what’s 0.3 of a horse?  :grin:

I think the horses represent your party's current movement speed on the map.
 
NPC99 说:
I doubt I’d like to see 16.3 horses in a final release - what’s 0.3 of a horse?  :grin:

Day 37-
Group Inventory: 40 men, 70 pounds of food, 20 horses
The early snows have trapped us in the mountain pass... with no chance of escape for another three months and our supplies running low we have started eyeing our four-legged companions.


Day 42-
Group Inventory: 40 men, 0 pounds of food, 16.3 horses
...
 
Maybe devs can add that when you pass the cursor over the unit icon you can see its stats like attack, HP, etc.

Also, when we are be lord's maybe can we have a similar UI for recruitment, but instead of notable our vassals would appear. Maybe for be more realistic we can wait some days to our vassals come to our castle with the troops.
 
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