Dev Blog 31/08/17

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[parsehtml]<p><img style="margin-bottom: 0cm;" lang="en-GB" src="http://www.taleworlds.com/Images/News/blog_post_05_taleworldswebsite_575.png" alt="" width="575" height="290" /></p> <p>Greetings warriors of Calradia! In this week's blog we would like to reflect on our experience at Gamescom 2017 and discuss our new multiplayer game mode, Captain Mode, which we invited visitors to play in a hands-on demo in Cologne. We are becoming quite the regulars at Gamescom, with this being our third time attending, however each visit has acted as a completely unique learning experience that has helped us to refine and improve both the game, and the way we go about approaching these kinds of events.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/23
 
Lord Brutus said:
Frankly, nearly all of your post above is unverifiable, pure speculation and such.  But a quick perusal of Warband mods shows the same names in the same mods, over and over again.  Not a hard and fast rule but pretty standard.

No it is not. Do you understand the meaning of the words you use? Firstly, my reply to adrakken was based on facts. All my points about the blog were talking about things that exist- facts!!!! The number of pages in a thread, the date of its creation, the time between creation of consecutive threads, these are all blatantly objective facts that are easily verifiable, meaning that someone else can look at them and see that what I have stated is true.. There is no speculation because I have looked at the threads and explained my reasoning it is very simple. The point I made about the blogs often containing topics outside of the blog topic, general Bannerlord comments, is also verifiable, though it takes longer to do so because it means searching through the threads a bit- unless you are one of the many people who kept up with the threads and got used to what was written in them. I am not even the first person to comment on this characteristic of the blog threads, a number of other forum users have also commented on it in those threads.

The ONLY subjective thing I said was about mods not being fundamental to the enjoyment and success of the game, and I never suggested that was anything other than an opinion. What I did say was that the developers have stated that a key aim with Bannelord is to expand existing features and add new ones and this should make the native experience more fulfilling. That it will be more fulfilling is not a certainty, of course.

"a quick perusal of Warband mods shows the same names in the same mods, over and over again" How does that support your point of view? Some players enjoy mods and stick with them? So what??? I never suggested that mods didn't have fans, or that people tried them and stopped playing! I said that I hadn't found such a mod apart from one from a decade ago and that not everyone preferred mods to native.

Rodrigo Ribaldo said:
As for your Nativist mod interest, I hope you are aware it's a minority. Recognizable minority, like the people you know who will never try different food, but still not many - bear in mind that most of the people have a few favorite complete conversion mods that they play exclusively.

Can you read? Telling me I have never tried any mods, when I have and have alluded to having done so- I just haven't found any whose advantages outweighed the disadvantages of unwanted changes to various things. And you end with an  statement that you CANNOT verify!!!

Rodrigo Ribaldo said:
What Brutus said - I've been reading random posts on popular mod boards for a long time, and people tend to get into a mod, like it enough to learn it, then play it a lot. There are sometimes people in the general sections that ask for something like Native, because getting into new stuff is a hassle for them, despite the glaringly superior gameplay and looks of finished conversion mods. I'd say this kind of mental laziness is not too common.
Only the explanation behind the Nativist motivation is a speculation here and it's a bit biased because I like offensive explanations.  :iamamoron:

Edit: I normally dislike mods because they tend to be unfinished and badly balanced, but you can be sure that popular active mods are worth your while and modders put in the hard work and listen to the community.

A lot of 'finished conversion mods' have a compilation of popular stuff lumped into the game (generally meaning lots of menus and text, never M&B's forte, admirable but misguided attempts to improve the game by expanding one of its weakest areas rather than coming up with something more radical) and a lot of inconsistent things added; they don't feel like games, they feel like a bunch of different ideas stuck together. I know from having played them; though some I am turned off from without even playing simply by having seen their glaringly inferior apperance to native.
 
Horse charging, deaths, and throwing of riders looks great.  The visuals are quite pleasing overall.  Mechanics still look familiar which is a welcome sign for me, with room for improvement and innovation of course.  Matching skill levels for multiplayer is good, as most people don't enjoy getting wrecked for hours straight or the majority of the time.  The accuracy of ranking a players skill is no small task however and it can't simply equate to the amount to time played.  So I hope there is more that goes into it than that one metric.  Captain mode is interesting to me as there are more tools than simply my one character to control.  I feel it will likely devolve into whatever troop happens to be overpowered at a given time, much like PvP in MMOs where a single class is always the best by simple math every attempt to balance just moves the best class to another.  Hopefully it would be more of a rock/paper/scissors situation like an RTS with different troops but we'll have to see how that turns out.  Appreciate all the footage that was released from this event and gives us a lot to pour over.
 
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