I just don't get TW priorities.

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Imma look into those tests.

Still, plate armour is simply not a thing in Bannerlord, so I have no idea why its been brought up.

I have a bad habit of treating forum topics like IRL face-to-face conversations. Somewhere along the line, you end up 500 years later than the original topic talking about the birds. If railroads were like the internet, most passengers would die.
 
No i have been playing this game since early access release. So what does that have to do with you insulting people ? What have Armagan done to you to deserve this ?
It has to do with the fact that very minimal progress is being made and the big promises Taleworlds made are looking less likely to be achieved every day, since even basic features which were in warband have not been implemented after 7 months of EA(and 8 ish years of normal developement). As far as I know Armagan is the head of Taleworlds, therefore he is the guy responsible as far as I can see.

Also, I did not insult Armagan. Perhaps you need to read my original post again.
 
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It doesn't contradict, it supports what I said. The rounded breastplate, thicker in the least rounded center, deflected arrows with minor damage when said arrows hit the angled areas and left dents in the flatter area, the first arrow missed the plate and penetrated the chainmail underneath.

The armorer that made the plate said the center was thicker because the angle was flatter then the rest of the plate. If that plate was totally flat, there would be less deflections with scratches and more dents, like the ones that hit it around the center.

There are no plates like that in game, only mails, scales and lamellar.

I did read what you say.

Lamellar and scale armor was designed specifically to protect against enemy archery fire.

They may not be as strong as plate, but the chest piece of any armor is going to be the strongest point of any armor. Any openings are a weak point, as are joints. The only other option of course is if it misses or hits the shield.

Yes, this is exactly what I said. And as I said previously, if TW went and increased effectiveness against cutting damage you would see a riot from people claiming swords were useless against armor (which they should.).



I agree that swords should be not very effective against armor. They weren't historically.

To be fair, daggers and half swording was used for trying to penetrate weak points, but only if you could pin the target down.


This is as much a solution as placing something underneath the leg of a table that is shorter than the others. Sure, it would prevent the table from rocking with weight shifts, but it is in no way a definite solution to the problem. The combat AI needs to be reworked not to be suicidal so there is actually a difference in skill rather than armor and weapon.

That doesn't make sense. Higher tier units need to justify their cost..

There are 2 separate problems:

  1. Armor is not working as well as it should
  2. The battle AI is making some questionable choices

They are 2 different problems, although they do compound each other.




It is not just about penetration, the game has no internal injury system, the game has no armor penetration mechanics, the best it can do is provide damage reduction with calculations based on armor values and assumed secondary protections, like how thick is the padding underneath and what it is composed of. There can be no penetration but enough force to cause internal injuries, broken bones.

I don't really see how those two videos you linked were any better, if anything they were less strict in material usage (carbon fiber shafts, modern arrow tips, packing blanket) and in target quality (loose mail hanging from hog, or hard mannequin with no leeway to move back and absorb impact, which was considered for the testing in the Arrow vs Armour video) and there was a disparity in results when comparing the man shaped target he used previously versus the hog.


The problem with having an internal injury system is that it would quickly make the game hard to work with.

THe player would suffer injuries for the rest of that character's life.

There would have to be fairly rapid healing mechanism for this to work.







Yep, this is correct. The army that broke and retreated were cut down in vast numbers. That is why the Roman armies had such strict policies for soldiers disobeying orders, cowardice, mutiny, desertion etc. They did not mess around.


There is the expression that the Romans believed that a solider should fear more from his officers than the enemy.

One that note, I think one other issue that I think needs to be looked at is morale - how big is the gap between say, a tier 1 vs tier 5/6 units? THe higher tier units should have a lot more discipline than say, a recruit (really an equal to a peasant levy).



The problem is that the game doesn't really allow this. Archers historically would spend hours, days or in some cases weeks firing upwards of a million arrows at an enemy. The typical use of archers (from what I've read, mainly the Crusades, the Mongols and imperial Roman era battles) was to slow down an enemy and harrass them, not just to kill them. Being hit by arrows, even if you know they can't kill you, would prevent a portion of an army from resting or reorganising, and in the case of the crusades when one side (the Ayyubids and other Seljuk successor states) has a massive ranged advantage, they can dictate the flow of battle and the course of a campaign much better. However in those same wars we have sources where infantrymen and knights were literally covered in arrows but kept fighting. It's similar to how in modern warfare the main effect of gunfire is to suppress an enemy, not to kill him.


Yep - archers were an area weapon. Not Legolas.

To be fair, a lucky hit (ex: shot through the eye hole) or a weak spot might kill or injury.

Early gunfire could actually be resisted by firearms. It was only until later in the 16th century that armor started to go away because well, firearms got better and armor was not able to keep up. Not until modern materials anyways, like kevlar.



I hope people slowly come to realise that realism should not be the goal for this game like I have. I think whatever we have right now is awful, but let's not pretend that taking the literal 'realistic' approach won't result in something just as bad.

Your idea could work, but I feel like TWs won't go for it.

I think we are going to need a balance between realism and gameplay here - the game does claim some degree of historical accuracy here.
 
In this game, archers are as effective as if they would have an M4 riffle in their hands and I am not even kicking. They are able to fire with a pretty high precision and speed which is totally unrealistic and not necessary. I am ok with some kind of units acting different than they should in order to make the game more enjoyable but this is not the case for archers, they are just making the game worse in SP and not fun, to a point that I have stopped to play until it gets fixed (being fair, I am also waiting for 1.5.6, but I won’t play 1.5.6 either if archers remain broken).
 
If armour was behaving irl as it is in this game then noone would use it lol Drastic battle mod is a must unfortunately except if you like easy game mode with F1-F3 as Shinobi is such a big fun of 20s battles....

I haven't messed with mods in the game yet. What's the Drastic Battle do? :smile:
 
I hope people slowly come to realise that realism should not be the goal for this game like I have. I think whatever we have right now is awful, but let's not pretend that taking the literal 'realistic' approach won't result in something just as bad.

Your idea could work, but I feel like TWs won't go for it.

Personally I think battlefield roles should be something like this:

Archers/skirmishers excel at killing unshielded troops, damaging shields and softening up the enemy enough to make them easier to kill off. Especially if they can neutralise enemy archers. Skirmishers in particular will just be more expendable, especially when other troops start to gain throwing weapons of their own.

Shield infantry anchors everything together. Spear armed troops can fend off cavalry, while troops with swords/axes/maces fight better in a tight press.

Two hander infantry (pike, glaive, or twohanders) trade their shield for the ability to be harder counters against melee opponents, while suffering at a range.

Light cavalry can chase away skirmishers, attack flanks and chase down routed enemies.

Shock cavalry should be devastating on the charge. Only pikes and glaives should counter them hard- shield and spear troops can only hold them off at best. Anything else on foot gets run down. If used poorly, they should be difficult to replace.

Mounted archers are basically extremely mobile archers, albeit at the cost of accuracy and numbers. Heaps of tactical application, but they won't be your true killers.

This is all hardly realistic or accurate to the realities of historical combat, but the veneer of it is there. But more than that, it makes for an engaging gameplay dynamic where everything has a purpose.
That all sounds great but I can bet you it will never happen unless it's in a mod. I mean we still can't get decent ai pathing during sieges and that's been a problem for 8+ months.
 
In this game, archers are as effective as if they would have an M4 riffle in their hands and I am not even kicking. They are able to fire with a pretty high precision and speed which is totally unrealistic and not necessary. I am ok with some kind of units acting different than they should in order to make the game more enjoyable but this is not the case for archers, they are just making the game worse in SP and not fun, to a point that I have stopped to play until it gets fixed (being fair, I am also waiting for 1.5.6, but I won’t play 1.5.6 either if archers remain broken).
Yeah I feel like they need to really address the damage calculations from a goal orientated perspective, meaning what they think the damage should be from source to target for GOOD gameplay, not just tinkering with stat numbers. Does this amount of damage make the battle feel better or cheaper? Does this high tier unit feel more valuable or is it basically the same as a t3 unit? As far as accuracy I think they did little cut back(1.4.3?) that had no effect, then a bigger cut (1.5.4/5?)back that made them seem too crappy, then a big reversal that makes them too powerful powerful again.... they need to just go more in the middle, make them not useless but not easy mode AFK sandwich mode either.

I mean TBH the player will always have a big advantage with positioning ranged over the AI, even with the derpy nerf it was still very good, just slow and very micro managing to use effectively. More powerful inf and cav (and AI) would help but it's always the players advantage.

Edit: What I dislike the most though is that they seem to nerf the AI perfomance of archers and HA too. The accuracy and damage needed balancing, but making it so the AI charges archer into melee and that HA circle backwards into enemies is just bad.
 
They should overhaul the armor/damage system. Even huge battles are over very fast. They should last longer in my opinion. Not talking about 30 minutes, but a 500 vs 500 shouldn´t be over in 5 minutes and that´s often the case for me.
 
The problem isn't the armor or else, the problem is that when the units clash with others they don't defend themselves, look how much time they take in the tournament to defeat each other and the same units in the battlefield kill each other much faster. When two infantry lines colide, they made a blob or else and the battle line disappear. They were to maintain a defensive stance and localized attacks and as they attack at fast pace and the opponent don't defend him self, he die quickly. I didn't want ten-minute battles, but 50-second battles aren't very exciting, either.
 
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Yeah I feel like they need to really address the damage calculations from a goal orientated perspective, meaning what they think the damage should be from source to target for GOOD gameplay, not just tinkering with stat numbers.

I'm pretty sure they are. The problem is that one of their goals is keeping gameplay mostly similar between SP and MP.
 
I'm pretty sure they are. The problem is that one of their goals is keeping gameplay mostly similar between SP and MP.
And the problem is that you can't satisfy both SP and MP players. As someone that mainly plays SP i can agree that it's not fair to make archers OP just to satisfy MP players.
Best they could do is change them separately, which would be hard but needed
 
And the problem is that you can't satisfy both SP and MP players. As someone that mainly plays SP i can agree that it's not fair to make archers OP just to satisfy MP players.
Best they could do is change them separately, which would be hard but needed

It wouldn't be hard; they have things setup so you can balance things separately. They just don't want to do it, presumably because TW thinks the main issue with WB MP having terrible crossover numbers was because niggly little balance mechanics were different and not because 85% or 90% (or whatever) of players who bought WB/BL were looking for a fundamentally different gameplay experience than a 1st/3rd person slasher.
 
And the problem is that you can't satisfy both SP and MP players. As someone that mainly plays SP i can agree that it's not fair to make archers OP just to satisfy MP players.
Best they could do is change them separately, which would be hard but needed
Yes, I already adressed it. As a programmer I would always handle two different modes separately. If you think of it that any future SP mod for the ai makes it unable to play mp is just....
 
Many of you are correct. But in macro, all things tied to one thing, imo. "Battles are easy."

Why ?

I think, one of the main reason is the player generally does not engage battles, if odds are against her/him. Meaning, player generally does not engage more numerous or more elite armies. Unfortunately, knowing the enemy strenght too precise does effects the outcome. Players own intelligence, own effort should decide the outcome, not numbers.

If we knew too little about the enemy order of battle and enemy garrision structuring, it will be more challenging and then battles will take more time.

Maybe, enemy intel should be linked to scouting skill...
 
Many of you are correct. But in macro, all things tied to one thing, imo. "Battles are easy."

Why ?

I think, one of the main reason is the player generally does not engage battles, if odds are against her/him. Meaning, player generally does not engage more numerous or more elite armies. Unfortunately, knowing the enemy strenght too precise does effects the outcome. Players own intelligence, own effort should decide the outcome, not numbers.

If we knew too little about the enemy order of battle and enemy garrision structuring, it will be more challenging and then battles will take more time.

Maybe, enemy intel should be linked to scouting skill...

Hiding exact numbers of parties from player is discussed about 4-5 years ago. We tried something like ?-0..9 ??-10..99 ???-100..999 or something like this. For about 1 year development we go with that feature then it is removed. It created another problems I could not remember exactly what they were.

At least for example player started a siege after waiting outside 3-4 days and after building siege equipments and when he enters siege battle he sees there are much more garrison compared to he expected. At that point player will probably give up that siege and go another target. This is a time loss and it can be a repetative action not so fun to play that way however we are forcing player to play that way to be more succesfull. Its same on map, get closer to a party learn exact number and run away if you are 0.1 faster, player need to look tooltips compare speed all time. There can be some percentage of players want to play like this of course it can be optional but as a general game rule it does not suit well. There was another problems as I said which I can not remember and finally this feature is removed.

However in paper it seems a good idea but it does not suit well our M&B series. It can be used in another similar game design of course.
 

It is understandable that recieving less intel can cause angry retreats for player. But the other alternative decides who's probably going to win.

Most of the time player will not engage comparable or stronger foes. Then player will fight aggresively against weaker foe, because he/she having the upper hand. Then 5 min. quick battle. Other than comparable or more stronger foe, nobody can hold player's horse. Player will always beat the enemy swiftly with this precise intel (a.k.a. short battles).

Player must think more for battles. Numbers must correlate according to this way of thinking.

Going blindly to the enemy is neither realistic nor satisfactory. But also knowing enemy soldiers total teeth number too. This requires highly efficient spy network. That can be work with scouting skill pretty well, imo.
 
Player must think more for battles. Numbers must correlate according to this way of thinking.

Going blindly to the enemy is neither realistic nor satisfactory. But also knowing enemy soldiers total teeth number too. This requires highly efficient spy network. That can be work with scouting skill pretty well, imo.

There is absolutely no thought required to determine -- without numbers -- if you should engage an enemy party. Ranged-heavy party. Approach at regular time compression. If the enemy party pursues, you run. If they flee, you engage. Every fight you take will be easy

You'd need for second system of determining power levels because the actual system used in-game for determining party power is, to be completely frank, naive. It likes to pretend mounted units are only worth 20% more than units on foot, when it is probably more like 50% even in bad terrain and up to 500% in some circumstances, i.e. horse archers versus a small party with no ranged weapons.

Ultimately though, I don't even think it will be more fun. Most posters here complain about the process of re-building their party and occasionally how long it takes, how it adds to the grind of the game. Forcing players to do that more often is going to drag down their experience because they have to constantly do the worst part, again and again.
 
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