Woo Hoo! Hope they add lordly modifier back in too, but even if they don't this is an awesome step. As far as I am concerned as the insane value of items and the impact it had on economy and loot was one of the things I was most eager for them to fix so that is great news thank you for sharing!Guys, it looks like we have some good news regarding the prices, it seems likely that they will be lowered. We will see how they will have finally implemented it. (source)
TONIGHT WE FEAST!! (or once it's finally released)Guys, it looks like we have some good news regarding the prices, it seems likely that they will be lowered. We will see how they will have finally implemented it. (source)
I understand your concerns, perhaps it was my mistake to frame it as "end game" content. Of course, our game has much more to offer in the late game with complex systems. What I meant was not the end game per se but rather a late-mid game goal for our current weapons. Of course, there are legendary weapons armors that would make you feel like you obtained something powerful in the late game, this not to say obtaining powerful items is the core focus. It is something you do along with other challenges and rewards of the game.The notion that getting high end gear is a "end game" goal fills me with dread.
This game is a dynastic simulator and as such, the end game should be focused on that. Arranging marriages, alliances, trade etc. If it's to do with gear, then it'd be more along the lines of securing a good blacksmith or even establishing good workshops to produce said gear.
But what we have so far, is just sloppy mobile game crap. In lieu of complex systems, we have 30 second battles to farm loot.
High end gear should be obtained mid game, at around the same time we get our first fief.
This is not a mobile game. Give us complex systems.
Weapons? Maybe. But there is absolutely no feeling of having powerful armor, as even the most top tier armor in the game currently feels like tissue paper and necessitates the use of mods to bring it to reasonable feeling of protection.Of course, there are legendary weapons armors that would make you feel like you obtained something powerful in the late game,
I understand your concerns, perhaps it was my mistake to frame it as "end game" content. Of course, our game has much more to offer in the late game with complex systems. What I meant was not the end game per se but rather a late-mid game goal for our current weapons. Of course, there are legendary weapons armors that would make you feel like you obtained something powerful in the late game, this not to say obtaining powerful items is the core focus. It is something you do along with other challenges and rewards of the game.
As the end game gets more detailed, getting the good items will shift through to the earlier game (as the game gets more meaningful in the longer playthroughs)
It is an end game goal for some players. I mean, even if we buffed up the prices tenfold. We allow many different ways of gaining money and it wouldn't change much because the game allows you to come up with clever ways to make money(and no I am not talking about crafting exploits).
There has to be some grind to make your gameplay meaningful, mechanics with zero grind are considered exploits and cheats. Also, it is some amount of grind which feels good as a player, you're doing stuff(which is fun in its own way) and you're getting rewarded.
I personally believe the game has pacing issues regarding the amount of grind we put through for different play styles, (e.g. trading vs mercenary play style) but I can see that a lot of work being put into it and they're being addressed over time.
Regarding prices, it was not our intention to have 300K swords or 50K javelins, however, we want to make prices dynamic based on its usefulness instead of a person entering values 1-by-1. Therefore while fixing our formulae we require time to test the changes. Hopefully, with the new changes, there will be a relatively large price drop across all items, with items such as javelins will get significant price changes. I cannot give an exact date but it will be soon.
The next step will be the armors. For armors, the timetable is even more uncertain and but it is something we are working on.
As always thank you for your feedback.
Regarding prices, it was not our intention to have 300K swords or 50K javelins, however, we want to make prices dynamic based on its usefulness instead of a person entering values 1-by-1. Therefore while fixing our formulae we require time to test the changes. Hopefully, with the new changes, there will be a relatively large price drop across all items, with items such as javelins will get significant price changes. I cannot give an exact date but it will be soon.
The next step will be the armors. For armors, the timetable is even more uncertain and but it is something we are working on.
As always thank you for your feedback.
Weapons? Maybe. But there is absolutely no feeling of having powerful armor, as even the most top tier armor in the game currently feels like tissue paper and necessitates the use of mods to bring it to reasonable feeling of protection.
It does not matter if that armor costs 50k or 500k, it will still feel pretty underwhelming.
Also, if you want to drop prices of things, which is a good idea, you also need to do something about how much money players gain from post-battle loot. Players simply have way too much money in the mid to late game, and prices become pretty meaningless even when you do not abuse the smithing system.
Oh you just made me a happy puppy! thanks for stopping byI understand your concerns, perhaps it was my mistake to frame it as "end game" content. Of course, our game has much more to offer in the late game with complex systems. What I meant was not the end game per se but rather a late-mid game goal for our current weapons. Of course, there are legendary weapons armors that would make you feel like you obtained something powerful in the late game, this not to say obtaining powerful items is the core focus. It is something you do along with other challenges and rewards of the game.
As the end game gets more detailed, getting the good items will shift through to the earlier game (as the game gets more meaningful in the longer playthroughs)
It is an end game goal for some players. I mean, even if we buffed up the prices tenfold. We allow many different ways of gaining money and it wouldn't change much because the game allows you to come up with clever ways to make money(and no I am not talking about crafting exploits).
There has to be some grind to make your gameplay meaningful, mechanics with zero grind are considered exploits and cheats. Also, it is some amount of grind which feels good as a player, you're doing stuff(which is fun in its own way) and you're getting rewarded.
I personally believe the game has pacing issues regarding the amount of grind we put through for different play styles, (e.g. trading vs mercenary play style) but I can see that a lot of work being put into it and they're being addressed over time.
Regarding prices, it was not our intention to have 300K swords or 50K javelins, however, we want to make prices dynamic based on its usefulness instead of a person entering values 1-by-1. Therefore while fixing our formulae we require time to test the changes. Hopefully, with the new changes, there will be a relatively large price drop across all items, with items such as javelins will get significant price changes. I cannot give an exact date but it will be soon.
The next step will be the armors. For armors, the timetable is even more uncertain and but it is something we are working on.
As always thank you for your feedback.
Preach it, armor ratings need a revamp badly, they need to protect more specially high-end armor that currently feels like made of wet paper or something like that.I think that the next big issue is that armor does not feel protective enough - especially given the effort involved in obtaining it.
Lords and tier 6 units should be hard to kill with heavy armor, except where it hits weak spots in the armor or areas unprotected.
Honestly, I think extremely high prices are a good idea. I agree with the notion that the highest-level equipment in the game should be an end-game goal. The core of the issue in my opinion was always simply the fact that these items almost never spawn.
Haha, no, not really. The mount & blade games have never been about "dynastic simulation", it's just some random fancy that struck Taleworlds while developing Bannerlord, which they obviously failed miserably at.This is supposed to be a dynastic simulator.
I think the dynasty system is very poorly thought out. You can easily unite Calradia with one character on realistic difficulty, so you can basically ignore this system entirely. Sure you can play slow and keep the generations going, but what is waiting for you is just the same package for every character. Trying for another character build you say? Why not start over, the game really stops being challenging after several in-game years anyway. More years only equals more grinding. And god forbid if they try to balance the game pace in consideration with the dynasty system. That would only be painfully slow and more grindy.Haha, no, not really. The mount & blade games have never been about "dynastic simulation", it's just some random fancy that struck Taleworlds while developing Bannerlord, which they obviously failed miserably at.
Your observation is correct, the generational gameplay is completely unecessary and outside of the traditional scope of the M&B games. In my opinion they should just remove it, it serves no purpose and is not fun.I think the dynasty system is very poorly thought out. You can easily unite Calradia with one character on realistic difficulty, so you can basically ignore this system entirely. Sure you can play slow and keep the generations going, but what is waiting for you is just the same package for every character. Trying for another character build you say? Why not start over, the game really stops being challenging after several in-game years anyway. More years only equals more grinding. And god forbid if they try to balance the game pace in consideration with the dynasty system. That would only be painfully slow and more grindy.
This system is really non-existent for me. My playthrough never lasts beyond 1000 in-game days. This game is essentially just a battle simulator as of now, and you can only fight so many battles before getting bored.
I get it because it is cool to look cool. Call it Fashionlord if you will but I often go for items that look cooler on my characters than offer the best protection but a lot of this is because as you say, having an extra 10 armor on an item does virtually nothing for you.Well i dont even understand why ppl want the best gear in vanilla since its only cosmetic,it does absolutely nothing to maybe protect you? haha
I only hope they will fix those darn sieges and release full moding tools,nothing else i could expect from these guys honestly.