Devs: "Needs Help with Brigands" quest badly needs rework

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The problems of this quest are multiple, not sure how this made through even basic playtesting.
  • The amount of brigand parties you got to hunt down quickly spirals out of control, starting at 2 then 4 then 7 and so on. It's literally impossible to find that many bandit parties on the map, especially in highly patrolled areas.
  • When you chasing brigands for the quest, they happily waltz away out of quest range and are no longer eligible to fulfill the quest. Happens all the time.
In general, its impossible to complete auto-skip quest.

My suggestions to improve this quest:
  • Instead of having player chase gazillion small bandit parties, spawn a quest stack army of brigands not far from he questgiver, and scale its size to player's army.
  • Can mix the brigand army up with all types of brigands to make the fight cooler - e.g. heavy frontline with sea raiders, looters with rocks ofc, ranged covered by forest bandits, alsosome mountain bandits etc.
This would make quest more attractive and more fun.
Thanks for reading.
 
The problems of this quest are multiple, not sure how this made through even basic playtesting.
  • The amount of brigand parties you got to hunt down quickly spirals out of control, starting at 2 then 4 then 7 and so on. It's literally impossible to find that many bandit parties on the map, especially in highly patrolled areas.
  • When you chasing brigands for the quest, they happily waltz away out of quest range and are no longer eligible to fulfill the quest. Happens all the time.

the ammount of briggands indeed get more irritating as time go's by at first ya can maybe compleet the quest then later in game its litterly a coin flip of 98% failure an 2% succes ratio.

hell even right now only way i found it doable to compleet the thing is when i know there is a hideout in the quest area then i need to make sure there is only a 20+man of looters in the area to slow there speed down. so a large army can wipe them of the map
My suggestions to improve this quest:
  • Instead of having player chase gazillion small bandit parties, spawn a quest stack army of brigands not far from he questgiver, and scale its size to player's army.
  • Can mix the brigand army up with all types of brigands to make the fight cooler - e.g. heavy frontline with sea raiders, looters with rocks ofc, ranged covered by forest bandits, alsosome mountain bandits etc.
This would make quest more attractive and more fun.
Thanks for reading.

spawning in a large band of briggands is 1 solution yeah. would be nice to fight a size of 200 bandits. with majority being looters and then the archers/javelin throwers.

what my suggestion is for this tho is to reset the changes they did to it with some added buffs to it.
1. stop bandits in the quest area from running away by the player party
2.slowly spawn in more and more bandit party's around the quest area
3. make all bandits that enter the quest area walk close to the city or village of quest giver
4.all lords will ignore the bandits.
5. more bandit party's will overtime gather at that area meaning the 28-30 day timer ya have for the quest gets harder the longer ya wait.


this allows people to have an option between doing the quest fast or have a harder and more funner timer later on if they wanna wait for it.
 
  • The amount of brigand parties you got to hunt down quickly spirals out of control, starting at 2 then 4 then 7 and so on. It's literally impossible to find that many bandit parties on the map, especially in highly patrolled areas.
  • When you chasing brigands for the quest, they happily waltz away out of quest range and are no longer eligible to fulfill the quest. Happens all the time.
I found myself chasing bandit parties towards the village, and not attacking until we got close enough for me to get credit for the quest. :facepalm: I was literally chasing bandits into their neighborhood. It felt rather odd, to say the least.

Something should probably be done about it... yeah.
 
I found myself chasing bandit parties towards the village, and not attacking until we got close enough for me to get credit for the quest. :facepalm: I was literally chasing bandits into their neighborhood. It felt rather odd, to say the least.

Something should probably be done about it... yeah.
This. This is the way to do this quest in the late game. You have to go and find bandits from somewhere else and chase them into the quest area making sure not to catch them until they get there. It's weird.
 
This. This is the way to do this quest in the late game. You have to go and find bandits from somewhere else and chase them into the quest area making sure not to catch them until they get there. It's weird.

LOL :grin:

A new "work around" for BL - "Bandit Herding". maybe that's what this quest should be called ?
 
Once you get to high levels and it scales to 8 bandit parties I send a companion to do it instead, it just isn't worth the time and money to complete it. If it isn't one of your villages it doesn't effect you that much for having a bound settlement issue anyway. Just take out the hideout if there is one.
 
This game ask you to play its own system, not the game.
Want to increase the medicine ? - Starve your troop
Want to increase companions combat skills ? Babysit them by following and blocking enemies attack so they can survive to land a hit
They create the system with so many things to exploit, no need to say more about the smithing. Bannerlord is not a bad game, but bad devs
 
The problems of this quest are multiple, not sure how this made through even basic playtesting.
  • The amount of brigand parties you got to hunt down quickly spirals out of control, starting at 2 then 4 then 7 and so on. It's literally impossible to find that many bandit parties on the map, especially in highly patrolled areas.
  • When you chasing brigands for the quest, they happily waltz away out of quest range and are no longer eligible to fulfill the quest. Happens all the time.
In general, its impossible to complete auto-skip quest.

My suggestions to improve this quest:
  • Instead of having player chase gazillion small bandit parties, spawn a quest stack army of brigands not far from he questgiver, and scale its size to player's army.
  • Can mix the brigand army up with all types of brigands to make the fight cooler - e.g. heavy frontline with sea raiders, looters with rocks ofc, ranged covered by forest bandits, alsosome mountain bandits etc.
This would make quest more attractive and more fun.
Thanks for reading.
In order for that quest to spawn, there needs to be a Hideout nearby. The Hideout can be outside of the quest range, so chasing bandits into range from that Hideout is how I do it, much like @SanyaBeli described. If the Hideout in inside the quest range, each group in the Hideout counts as a group you need to hunt down.
 
It's impossible to do yourself late game, as you'll have a large army travelling about 3 ish. You can never catch them, you rely on your companions.

I've always liked the idea of bandits ganging up to create a larger force but that's not the purpose of this quest - destroying many mobs.
 
The problems of this quest are multiple, not sure how this made through even basic playtesting.
  • The amount of brigand parties you got to hunt down quickly spirals out of control, starting at 2 then 4 then 7 and so on. It's literally impossible to find that many bandit parties on the map, especially in highly patrolled areas.
  • When you chasing brigands for the quest, they happily waltz away out of quest range and are no longer eligible to fulfill the quest. Happens all the time.
In general, its impossible to complete auto-skip quest.

My suggestions to improve this quest:
  • Instead of having player chase gazillion small bandit parties, spawn a quest stack army of brigands not far from he questgiver, and scale its size to player's army.
  • Can mix the brigand army up with all types of brigands to make the fight cooler - e.g. heavy frontline with sea raiders, looters with rocks ofc, ranged covered by forest bandits, alsosome mountain bandits etc.
This would make quest more attractive and more fun.
Thanks for reading.
It'd probably be better if they didn't have "scaling" quests in general. Like the Bandit one, they obviously don't scale well. Also does nobody test this stuff? Seriously...

Your really not going to be doing much quests past the early game anyways. And if you are, it's probably more so for relation improvement with the Notable(s). There's no need for Quests to scale up IMO - same with 100+ Looter armies. Not necessary, and not as good XP as some think it is.
 
It's impossible to do yourself late game, as you'll have a large army travelling about 3 ish. You can never catch them, you rely on your companions.

I've always liked the idea of bandits ganging up to create a larger force but that's not the purpose of this quest - destroying many mobs.
It's not impossible. The trick is to not run a 1000 man army if you're also doing that quest. Drop your troops in a garrison and use a small fast party.
 
It's not impossible. The trick is to not run a 1000 man army if you're also doing that quest. Drop your troops in a garrison and use a small fast party.
Then you have to also drop off items so you don't get herding issues .. in other words a complete MESS ! In reality , you would assign this mission to a sub-commander, which you have to do here - assign to companion.
 
The problem is that now we have a quest "Clear bandit hideout" with 2000 gold payoff, "Gang Leader's Associates Captured by Bounty Hunters", which is absolutely same as the first one, and now "Help with brigands" quest, which is now basically yet another "Clear bandit lair" quest, but with LESSER payoff than the first two...

Three absolutely same quests...
 
This game ask you to play its own system, not the game.
Want to increase the medicine ? - Starve your troop
Want to increase companions combat skills ? Babysit them by following and blocking enemies attack so they can survive to land a hit
They create the system with so many things to exploit, no need to say more about the smithing. Bannerlord is not a bad game, but bad devs
If you know how the game development process works, it's not the dev make the decision, it's the "business requirement" guy makes the call

The "Business requirement" guy gather all the requirements/bugs, hand it over to dev, then dev work on it, release a patch/fix
but our feedback doesn't get to the "business analyst" guy as business requirement. Of course the dev miss it.

we occasionally can see developer show up in forum, but I doubt their opinion really matters, because they are not the decision making guy.
 
The problem is that now we have a quest "Clear bandit hideout" with 2000 gold payoff, "Gang Leader's Associates Captured by Bounty Hunters", which is absolutely same as the first one, and now "Help with brigands" quest, which is now basically yet another "Clear bandit lair" quest, but with LESSER payoff than the first two...

Three absolutely same quests...
You forget the "buy stolen goods" quest... which again is essentialy the same thing lol. I love getting all 4... for the same hideout.
 
It's not impossible. The trick is to not run a 1000 man army if you're also doing that quest. Drop your troops in a garrison and use a small fast party.
Yet, the entire game is practically counter to you running a small party, from the moment you start the game.
With how garrisons work, there's no 'stationing' troops there since you're eating into the garrison growth/cap itself doing so (no separate group).
There's no 'middle' size enemies, it's your looters right to your 80+ AI enemies to your 500+ armies. It's missing that 'deserters' we had in WB, no group of 50+ taiga bandits, good luck chasing those Khuzait ones, and sea raiders/desert bandits also are only in specific 'spawn' areas; there's a huge swath of the map where there's none.
The only middle pack are caravans, but it's like attacking civilians.
 
Yet, the entire game is practically counter to you running a small party, from the moment you start the game.
With how garrisons work, there's no 'stationing' troops there since you're eating into the garrison growth/cap itself doing so (no separate group).
There's no 'middle' size enemies, it's your looters right to your 80+ AI enemies to your 500+ armies. It's missing that 'deserters' we had in WB, no group of 50+ taiga bandits, good luck chasing those Khuzait ones, and sea raiders/desert bandits also are only in specific 'spawn' areas; there's a huge swath of the map where there's none.
The only middle pack are caravans, but it's like attacking civilians.
What a bit works as a middle pack are the mounted bandits during a "caravan ambush/escort merchant caravan" quest. They are stronger than the looters, there is more of them, they don't run away but come to you and they supply you with a good amount of horses.

But yeah, I'd also prefer it if the deserters would return, because A) not sure if the mounted bandits would count for the "Needs Help"-quest and B) deserters could supply you with useful weapons and armor in a looter run, so you're not forced to fight high quality armies.
 
What a bit works as a middle pack are the mounted bandits during a "caravan ambush/escort merchant caravan" quest. They are stronger than the looters, there is more of them, they don't run away but come to you and they supply you with a good amount of horses.
But they only spawn from the RNG quests, and the variety of the enemy is just the 2 types, and you need a min party size anyways, and the quest scales (ie face 5 ambushes of 70+), and I'm sure the recent HA changes made the one troop type useless (low level looter HAs).
But yeah, I'd also prefer it if the deserters would return, because A) not sure if the mounted bandits would count for the "Needs Help"-quest and B) deserters could supply you with useful weapons and armor in a looter run, so you're not forced to fight high quality armies.
Why can't any of those enemies spawn naturally? Why can't those raiders (practically cousins of the looters) have RNG chance to spawn if looters are 10+ or something? Poachers? Deserters? Those are all decent types of varieties, but they are imprisoned by these 'radiant' quests.
Bandit bosses? Apparently the hideouts can have 6+ of them, but you only ever encounter them in that end sequence.

How much more fun it would be if bandit groups had a chance to merge too; say, if they collectively grouped up to attack something, chance they merge as one group instead of rescattering back into ten groups of 5-10 units. Or those late-game 100+ looters, at least sprinkle some of the raider ones in that mix to keep it interesting in an RNG sense.
 
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