This is going to ramble, because I just came out of yet another Bannerlord session that I did not enjoy at all. Rather than just quitting the MP forever like much of the original playerbase, I am going to try to outline exactly what made the experience frustrating from a players perspective. I am not going to talk about maps or the class system at all, because those things can be ignored during an early access period. Players understand that the game is a work in progress and player retention is highly dependent on core gameplay rather than other details for the time being.
The most important aspect of any PvP experience is how much control the individual players have over an interaction. The control a player has over an interaction is essentially a measurement of that players ability to stay alive. When players feel that they do not have control, they feel like they lost despite doing everything correctly. This is something that should be avoided at all costs because it is by far the easiest way to make players upset. When players are upset, they often simply elect to not do what is upsetting them. I am not going to bring Warband up a lot, because Bannerlord is its own game, but Warband was the master of making sure the players were in control. I'll elaborate below on how I feel players do not have control in Bannerlord and how these things can potentially be fixed.
Control Over Movement:
Speed
If I said "The infantry in Bannerlord moves too slow," there would be people in the thread below telling me Im absolutely wrong. I know this because I have said "The infantry in Bannerlord moves too slow," and people have told me "You are absolutely wrong." If I said "The infantry in Bannerlord moves too fast," once again, people would tell me Im absolutely wrong. I know this because well you get the idea. The thing is, both of these people are completely correct. Foot movement is not too slow, its not too fast, its too weird. When an archer is kiting from an infantry, spins around because he was somehow outrunning the infantry with his bow drawn and pops the infantry despite the infantry being within swinging distance, thats weird. When an infantry gets kicked and javelined in the face by a skirmisher running forward despite backing up with a shield, thats weird. In both of these situations, the dead player isnt thinking "wow, I got outplayed. Maybe if my movement was better that could have gone differently," no no, hes actually thinking "WTF just happened? That made no sense." Because of the way movement is currently tuned, infantry are often put in lose-lose situations that do nothing but frustrate them.
How do you go about fixing this? Id love to see infantry speed increased while their shields are raised. Im also a firm believer in sharper movement being better movement. Giving increased acceleration in all directions would go a long way in giving infantry players more control over their movement. When I first started playing in alpha the movement was the exact opposite of sharp and players would basically float around the screen like they were walking with a kid on their shoulders. This has incrementally gotten better as time has gone by, but I guarantee that a patch bringing large changes to infantry acceleration and change of direction speed would be very well liked by everyone who still plays Multiplayer.
Stuns
The stun mechanics in this game are extremely frustrating for anybody who is playing a non cav class. I am completely fine with infantry being on the ground for awhile after a cav bumps into them. If you want cavalry to be impactful when they crash an engagement that is your choice as developers and Im behind that decision. What I (and everyone else who wants to take this game seriously) am completely NOT okay with is how the game treats cav who get dismounted. Under no circumstances should a man who gets violently knocked off his horse be able to raise his shield and defend himself in .75 seconds. Not only does this completely destroy any attempts at realism that the game maintains, it is also absolutely abysmal for balance. I am BEGGING you, developers, to consider reworking this. The infantry players deserve to be able to bonk the cavalry they worked so hard to dismount before they stand up and become discount infantry. Im saying this as someone who plays predominantly cav as well. On the subject of cav, I would really like to see cavalry rear up when they smash into a wall at 50kph.
Control Over Protection:
Blocking
Following the back and forth between players and devs regarding block delay has been...interesting. To the devs credit, they have made great strides in increasing the players ability to block. I think at some point they realized that making the best and most unique thing about your game basically RNG was probably a bad idea. With that said, until players have complete input control over their blocking there will be people still complaining. At this point why not just go all in? Crank those parameters all the way up to 11 and see how absurdly precise and responsive the blocking can get. There is nothing to lose in doing so.
Shields
Im going to be very straight and to the point. Shields not functioning properly as shields is the #1 turnoff in terms of combat for myself and a lot of other players. Hancock had a pretty good post about it earlier and I dont want to steal his thunder, but archers and crossbows have free reign over the entire meta at the moment because infantry and cav are hapless to do anything about projectiles. The shields provided to the classes simply do not work the way they are intended. Infantry cannot approach an archer from the front without being footshot or headshot or shouldershot in some form or another. What makes matters worse is even if they do approach them and get up in the archers face, the archer can just turn around and run away. The infantry is forced to chase with his shield down in order to catch the kiting player, but the big problem in the interaction is that the archer can turn around and shoot faster than the infantry can re-raise his shield. This is an absolutely enormous problem in the infantry-archer meta and the kiting spam that has become prevalent is ruining the game for a lot of people. Shields absolutely, 100%, need to cover more and be raised faster.
I dearly hope that people take the time to read and discuss this. I have been defending Taleworlds and Bannerlord since alpha. Watching the community Ive been a part of for 6 years die because they cant deal with the issues above has been very painful. Unfortunately the bottom line is that without player control being addressed quickly and concisely, the numbers will continue to drop to the point of no return. I dont think anyone wants to see that but its just what we are going to have to deal with without some action being taken. Thank you for reading.
The most important aspect of any PvP experience is how much control the individual players have over an interaction. The control a player has over an interaction is essentially a measurement of that players ability to stay alive. When players feel that they do not have control, they feel like they lost despite doing everything correctly. This is something that should be avoided at all costs because it is by far the easiest way to make players upset. When players are upset, they often simply elect to not do what is upsetting them. I am not going to bring Warband up a lot, because Bannerlord is its own game, but Warband was the master of making sure the players were in control. I'll elaborate below on how I feel players do not have control in Bannerlord and how these things can potentially be fixed.
Control Over Movement:
Speed
If I said "The infantry in Bannerlord moves too slow," there would be people in the thread below telling me Im absolutely wrong. I know this because I have said "The infantry in Bannerlord moves too slow," and people have told me "You are absolutely wrong." If I said "The infantry in Bannerlord moves too fast," once again, people would tell me Im absolutely wrong. I know this because well you get the idea. The thing is, both of these people are completely correct. Foot movement is not too slow, its not too fast, its too weird. When an archer is kiting from an infantry, spins around because he was somehow outrunning the infantry with his bow drawn and pops the infantry despite the infantry being within swinging distance, thats weird. When an infantry gets kicked and javelined in the face by a skirmisher running forward despite backing up with a shield, thats weird. In both of these situations, the dead player isnt thinking "wow, I got outplayed. Maybe if my movement was better that could have gone differently," no no, hes actually thinking "WTF just happened? That made no sense." Because of the way movement is currently tuned, infantry are often put in lose-lose situations that do nothing but frustrate them.
How do you go about fixing this? Id love to see infantry speed increased while their shields are raised. Im also a firm believer in sharper movement being better movement. Giving increased acceleration in all directions would go a long way in giving infantry players more control over their movement. When I first started playing in alpha the movement was the exact opposite of sharp and players would basically float around the screen like they were walking with a kid on their shoulders. This has incrementally gotten better as time has gone by, but I guarantee that a patch bringing large changes to infantry acceleration and change of direction speed would be very well liked by everyone who still plays Multiplayer.
Stuns
The stun mechanics in this game are extremely frustrating for anybody who is playing a non cav class. I am completely fine with infantry being on the ground for awhile after a cav bumps into them. If you want cavalry to be impactful when they crash an engagement that is your choice as developers and Im behind that decision. What I (and everyone else who wants to take this game seriously) am completely NOT okay with is how the game treats cav who get dismounted. Under no circumstances should a man who gets violently knocked off his horse be able to raise his shield and defend himself in .75 seconds. Not only does this completely destroy any attempts at realism that the game maintains, it is also absolutely abysmal for balance. I am BEGGING you, developers, to consider reworking this. The infantry players deserve to be able to bonk the cavalry they worked so hard to dismount before they stand up and become discount infantry. Im saying this as someone who plays predominantly cav as well. On the subject of cav, I would really like to see cavalry rear up when they smash into a wall at 50kph.
Control Over Protection:
Blocking
Following the back and forth between players and devs regarding block delay has been...interesting. To the devs credit, they have made great strides in increasing the players ability to block. I think at some point they realized that making the best and most unique thing about your game basically RNG was probably a bad idea. With that said, until players have complete input control over their blocking there will be people still complaining. At this point why not just go all in? Crank those parameters all the way up to 11 and see how absurdly precise and responsive the blocking can get. There is nothing to lose in doing so.
Shields
Im going to be very straight and to the point. Shields not functioning properly as shields is the #1 turnoff in terms of combat for myself and a lot of other players. Hancock had a pretty good post about it earlier and I dont want to steal his thunder, but archers and crossbows have free reign over the entire meta at the moment because infantry and cav are hapless to do anything about projectiles. The shields provided to the classes simply do not work the way they are intended. Infantry cannot approach an archer from the front without being footshot or headshot or shouldershot in some form or another. What makes matters worse is even if they do approach them and get up in the archers face, the archer can just turn around and run away. The infantry is forced to chase with his shield down in order to catch the kiting player, but the big problem in the interaction is that the archer can turn around and shoot faster than the infantry can re-raise his shield. This is an absolutely enormous problem in the infantry-archer meta and the kiting spam that has become prevalent is ruining the game for a lot of people. Shields absolutely, 100%, need to cover more and be raised faster.
I dearly hope that people take the time to read and discuss this. I have been defending Taleworlds and Bannerlord since alpha. Watching the community Ive been a part of for 6 years die because they cant deal with the issues above has been very painful. Unfortunately the bottom line is that without player control being addressed quickly and concisely, the numbers will continue to drop to the point of no return. I dont think anyone wants to see that but its just what we are going to have to deal with without some action being taken. Thank you for reading.








