Do you think that Bannerlord will come out of early access in seven months?

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Well, I'm impressed by their pace even including the refactoring, especially taking in the account fact that TaleWords fairly small team. A lot of people expected some miracle stuff from them, but I think it is a miracle that we have strong communication with some guys from the team and some people even helping them with some stuff. Because it helps the game to improve at faster rates and actually makes the forum a better place after that "rEfAcToRiNg BaD" whine a few months ago.

TLDR - Yes.
 
I´m almost certain they can release a game in a playable state in 7 month. Will it be a game I can enjoy to play for several hours? Probably not. I still have a dwindling hope for it to be more then just a game of grind, but we will see. In any case I wouldnt mind waiting more time if they release something really good. The content that is already in the game is mostly fun and maybe there will be more.
 
Someone posted the Staff numbers, and only about 8/70 staff are actually programmers. The rest are Admin, Art Design, and other "fluff" positions like community manager.

I think when people hear "Taleworlds has 70 employees!" they think that its a decently sized company with many programmers. I was shocked to find they have less than 10 (12 at most) which explains why the coding itself can be slow. Not to mention the fact they stopped at some point to build a new engine, then had to redevelop everything for said engine.

I think people need to reign in their expectations a bit, to more realistic goals. This is not a company like rockstar that has 100+ Programmers, and can just hire on 100+ more for a couple crunch months.

I'm not at all saying the game shouldn't improve or anything of the sort, just that perhaps people aren't fully aware of the actual team logistics. I certainly wasn't.
Wow, I thought they had more developers than that. Isn't 1/3 of staff a 'typical' portion of developers in this industry?
 
I think as long as they keep putting out good up dates they should take as long as they need. I would prefer a product that's not rushed....
 
But at least, they value our feedback :grin: .

They don´t...they don´t even read their own forum.
Its disheartening. Such a great concept wasted on a company which no longer appears to care about the outcome (minus maybe one dev)

Wow, I thought they had more developers than that. Isn't 1/3 of staff a 'typical' portion of developers in this industry?

I cant say for video games dev, but regardless it seems to be insufficient considering both the state of the game and the rate of change from release.

OP -

It will finish when this forum becomes toxic enough from frustrated fans, but not in a state anyone cares for (shallow combat based) requiring heavy mods to give it any flavour.
 
I said this in an earlier post: What has the guy or gal in charge of the smithy feature been doing for the last 5 months?
 
I said this in an earlier post: What has the guy or gal in charge of the smithy feature been doing for the last 5 months?
It appears they have been keeping departments separate (from mexxico statements)

Smithing is pointless, but it doesnt seem they want to get more people in to flesh out sections like this, just treading water fixing new and exciting bugs.
 
It appears they have been keeping departments separate (from mexxico statements)

Smithing is pointless, but it doesnt seem they want to get more people in to flesh out sections like this, just treading water fixing new and exciting bugs.
Of course you are the taleworlds intern right that knows everything apparently like dude you really could shut up and nothing would change
 
Someone posted the Staff numbers, and only about 8/70 staff are actually programmers. The rest are Admin, Art Design, and other "fluff" positions like community manager.

I think when people hear "Taleworlds has 70 employees!" they think that its a decently sized company with many programmers. I was shocked to find they have less than 10 (12 at most) which explains why the coding itself can be slow. Not to mention the fact they stopped at some point to build a new engine, then had to redevelop everything for said engine.

I think people need to reign in their expectations a bit, to more realistic goals. This is not a company like rockstar that has 100+ Programmers, and can just hire on 100+ more for a couple crunch months.

I'm not at all saying the game shouldn't improve or anything of the sort, just that perhaps people aren't fully aware of the actual team logistics. I certainly wasn't.

That can't be true... really? I mean... it depends on what you call a programmer. All of them are supposed to be programmers.
 
That can't be true... really? I mean... it depends on what you call a programmer. All of them are supposed to be programmers.
Not really though most of them are indeed artists which is why some bugs need a long time to fix and of course we have people like mexxico who in his thread said he needed 3 weeks of work to complete the originial post 3 weeks is quite a bit and then the top are armagan who im pretty sure is both a programmer and an artist
 
Someone posted the Staff numbers, and only about 8/70 staff are actually programmers. The rest are Admin, Art Design, and other "fluff" positions like community manager.

I think when people hear "Taleworlds has 70 employees!" they think that its a decently sized company with many programmers. I was shocked to find they have less than 10 (12 at most) which explains why the coding itself can be slow. Not to mention the fact they stopped at some point to build a new engine, then had to redevelop everything for said engine.

I think people need to reign in their expectations a bit, to more realistic goals. This is not a company like rockstar that has 100+ Programmers, and can just hire on 100+ more for a couple crunch months.

I'm not at all saying the game shouldn't improve or anything of the sort, just that perhaps people aren't fully aware of the actual team logistics. I certainly wasn't.
I think they just made millions of the back of this release and can afford to expand, that they havent shows their (managements) priorities.
 
I think they just made millions of the back of this release and can afford to expand, that they havent shows their (managements) priorities.
Oh yeah its super easy to manage a 70 peopke already in a PANDEMIC let alone trying to get even more and no no company would ruin their own and franchises name if its the only one they have they spent to long on it or its their only source of income so you're argument is baseless and deals with you not know how to invest
 
I said this in an earlier post: What has the guy or gal in charge of the smithy feature been doing for the last 5 months?
Might be busy with the rework of the smithy feature (not for the full 5 months, but probably intermittently since June or so).
 
最后编辑:
It appears they have been keeping departments separate (from mexxico statements)

Smithing is pointless, but it doesnt seem they want to get more people in to flesh out sections like this, just treading water fixing new and exciting bugs.
Wrong
 
Its disheartening. Such a great concept wasted on a company which no longer appears to care about the outcome (minus maybe one dev)



I cant say for video games dev, but regardless it seems to be insufficient considering both the state of the game and the rate of change from release.

OP -

It will finish when this forum becomes toxic enough from frustrated fans, but not in a state anyone cares for (shallow combat based) requiring heavy mods to give it any flavour.
WRONG
 
That can't be true... really? I mean... it depends on what you call a programmer. All of them are supposed to be programmers.
Nope. If they were all programmers there would be no gameplay, no textures, no models, no sounds. There wouldn't even be work because nobody would tell the programmers what they should do.
 
That can't be true... really? I mean... it depends on what you call a programmer. All of them are supposed to be programmers.
30/80 are programmers, but only 8 of those are campaign related (which means they work on the sandbox aspect). Others work on things like the engine or missions (i.e. battles). Here's the actual quote:
mexxico 说:
I reply parts which I can fix. I do not reply when I see problems which I can not do anything about. By the way only 30 of 80 people are programmers and only 8 of them are campaign related. These numbers were 12 (total) / 5 (programmers) / 3 (campaign) in Warband :smile:

So even company has 7.5x people compared Warband days Campaign team only get about 2.5x.
 
30/80 are programmers, but only 8 of those are campaign related (which means they work on the sandbox aspect). Others work on things like the engine or missions (i.e. battles). Here's the actual quote:

Ahh, I misread it. Still thats a relatively small team when compared to many modern games, and even most Indie games with Tiny teams are pixel side scroller, or things that aren't as resource intensive. As much fun as Stardew Valley, Rimworld, and FTL are, they aren't remotely as detailed or engine intensive.

Thanks for the correction!



I think they just made millions of the back of this release and can afford to expand, that they havent shows their (managements) priorities.

And you understand the worst thing a company can do, is rapid, exponential growth, with out any kind of proper stability to back it.
Plenty of companies have gone belly up, after expanding tremendously after a small pay day (And yes, Millions is small when you consider paying 80+ Salaried staff annually).

Telltall games did this, and despite having massive success, they went bankrupt and ruined themselves.
EA Has wasted tons of money on failed games, Hell, The last of Us two, which should have been bullet proof off the back of the first one, was so bad that the company lost money producing the game.

The worst thing one can do when they come into money, is invest poorly and over spend.

I can almost guarantee you have zero idea how to actually run a business, and that's not an insult to you, as 80% of businesses will close within the first four years due to bankruptcy. It's one thing to get something to work on paper, it's another entirely logistically to deal with it in reality.

We also have zero ideas what their books look like. They spent 8 years on this project with zero income except the money they had from Warband and subsequent expansions. They literally could have been running negative money for years, for all we know or out of pocket expenses from the CEOs personal investment etc.
 
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