actual 10/10 right thereNo because they're looters, they're not warriors, they **** around and find out, just like looters IRL!
Edit: Removed image from quoted post that contains an inappropriate content
由板主最后编辑:
actual 10/10 right thereNo because they're looters, they're not warriors, they **** around and find out, just like looters IRL!
Kenshi had a pretty interesting system with how they treated the damages/calculations against armor if any of you are familiar with it; understand the core gameplay is quite different but I would assume something similar could be done?

When personal preference is the question (considering that's your whole argument), the most popular option is indeed the best one. Plus, popularity wasn't my only argument, I used game design and realism too.Ahhh the old Argumentum ad populum

When personal preference is the question (considering that's your whole argument), the most popular option is indeed the best one. Plus, popularity wasn't my only argument, I used game design and realism too. But I guess you either didn't read that part or chose to ignore it.

Realism isn't entirely subjective. We have plenty of modern and historical evidence showing us how effective armour was.I chose to ignore the other parts mainly because they didn't fit in with my quip, and because unlike the "all my friends agree with me" argument, realism and good game design are entirely subjective, so I considered them subservient to the popularity argument.
Easy.Either way.. I get you. I understand your perspective. It is entirely valid. I don't agree with it, but you have justification for holding it.

Realism isn't entirely subjective. We have plenty of modern and historical evidence showing us how effective armour was.

I didn't post all the evidence because it's been posted many times before including threads you were in, but here you go:But your only examples were that Richard the Lionheart survived a whole lot of battles because his armour was good, and that French knights made it to melee at Agincourt, which is an irrelevant comparison because we don't have a late medieval setting with plate. We have an early to mid medieval setting with mail and lamellar. Both of which can be pierced by arrows and crossbows under the right circumstances.
In realism world a small crowd of poo eating beggars, without pikes, actually getting an elite fighter in elite gear on an armoured horse (charging at 40km/h) to the ground, without getting impaled, trampled or having their outreaching arms cut open by a sword is highly unlikely.Neither of which would protect the wearer from a dozen looters boots if the super-lord was pulled form their horse and stomped - which is what would happen in realism world. But because our looters are stupid and can't puzzle out how to get a noble off horse, I'm happy with mega-stones being the trade-off.
I will gladly agree with you that you personally like armour being unrealistic and underpowered. But you keep coming to every Bannerlord thread about armour and saying other arguments/reasons too that are either wrong, self contradictory, or irrelevant compared to the many problems armour being so bad causes! That's why I keep replying, because you keep interjecting this other bad information into the discussions.But we've had this debate on this forum over and over, which is why I was resorting to quips and ultimately an agree-to-disagree approach.
Neither of which would protect the wearer from a dozen looters boots if the super-lord was pulled form their horse and stomped - which is what would happen in realism world. But because our looters are stupid and can't puzzle out how to get a noble off horse, I'm happy with mega-stones being the trade-off.
AMEN! 100% sync.To be fair, the same exact thing would happen in Warband (granted you were playing on the appropriate difficulty settings). If you found yourself surrounded by enemies -even if they were low-tier scrubs, there was the potential for them to quickly gank you. The only difference was Warband's game mechanics actually worked and gave you the chance to be successful in combat -provided you weren't stupid and were skilled enough to survive. You didn't have to worry about a T1 Swadian Recruit blasting you for 60% of your health because one of his haphazard swings hit you in the elbow in melee. Or three looters standing 20m away lasering rocks at you with pinpoint accuracy, taking you to 1/4 health in a matter of seconds.
In Bannerlord, no matter how skilled or careful you are, you get absolutely punished for trying to participate. Unless you're doing some horse archer cheese or simply sitting behind your troops doing nothing except waiting for the battle to finish, you get wrecked. 'Oh, a battle? I guess I'll go make some coffee...' The player participates the same amount as if they were playing TABS.
It may sound like I'm making a generalization here, but I take it most players do not want to play eating simulator/crafting simulator/recruitment simulator -which is what vanilla Bannerlord is. It's not Mount&Blade, that's for sure.
The early and mid-game stages of Warband were the parts where the player actively participated the most. Small-scale battles as an adventurer/mercenary/minor lord, bandit hunts, hideout raids, kidnapped girl quests, prison breaks, these were the most enjoyable parts of the game for me, and I'm sure I'm not the only one who shares that sentiment. A game like Mount&Blade is much more immersive and engrossing when you take an active role in it, as opposed to a passive one.
The way Bannerlord handles armor and damage calc encourages player passivity, and that's not a winning formula for an action-adventure RPG. Vanilla Warband functioned properly and was playable, and its mods simply added convenient UI changes and new content. In Bannerlord it's the opposite; mods are needed just to make it operate properly. Which is sad, because I'd like vanilla Bannerlord to be able to stand on its own. I don't want to have to use mods that drastically alter the base game of Bannerlord just to make it playable.

I don't mind the damage so much, but AI projectile accuracy (specially looters and those damn rocks) is way off the charts. I have the same problem with low level mountain bandits and their javelins. Makes me avoid those bandits like the plague when I am farming bandits.To be fair, the same exact thing would happen in Warband (granted you were playing on the appropriate difficulty settings). If you found yourself surrounded by enemies -even if they were low-tier scrubs, there was the potential for them to quickly gank you. The only difference was Warband's game mechanics actually worked and gave you the chance to be successful in combat -provided you weren't stupid and were skilled enough to survive. You didn't have to worry about a T1 Swadian Recruit blasting you for 60% of your health because one of his haphazard swings hit you in the elbow in melee. Or three looters standing 20m away lasering rocks at you with pinpoint accuracy, taking you to 1/4 health in a matter of seconds.
In Bannerlord, no matter how skilled or careful you are, you get absolutely punished for trying to participate. Unless you're doing some horse archer cheese or simply sitting behind your troops doing nothing except waiting for the battle to finish, you get wrecked. 'Oh, a battle? I guess I'll go make some coffee...' The player participates the same amount as if they were playing TABS.
It may sound like I'm making a generalization here, but I take it most players do not want to play eating simulator/crafting simulator/recruitment simulator -which is what vanilla Bannerlord is. It's not Mount&Blade, that's for sure.
The early and mid-game stages of Warband were the parts where the player actively participated the most. Small-scale battles as an adventurer/mercenary/minor lord, bandit hunts, hideout raids, kidnapped girl quests, prison breaks, these were the most enjoyable parts of the game for me, and I'm sure I'm not the only one who shares that sentiment. A game like Mount&Blade is much more immersive and engrossing when you take an active role in it, as opposed to a passive one.
The way Bannerlord handles armor and damage calc encourages player passivity, and that's not a winning formula for an action-adventure RPG. Vanilla Warband functioned properly and was playable, and its mods simply added convenient UI changes and new content. In Bannerlord it's the opposite; mods are needed just to make it operate properly. Which is sad, because I'd like vanilla Bannerlord to be able to stand on its own. I don't want to have to use mods that drastically alter the base game of Bannerlord just to make it playable.

The man speaks truth.To be fair, the same exact thing would happen in Warband (granted you were playing on the appropriate difficulty settings). If you found yourself surrounded by enemies -even if they were low-tier scrubs, there was the potential for them to quickly gank you. The only difference was Warband's game mechanics actually worked and gave you the chance to be successful in combat -provided you weren't stupid and were skilled enough to survive. You didn't have to worry about a T1 Swadian Recruit blasting you for 60% of your health because one of his haphazard swings hit you in the elbow in melee. Or three looters standing 20m away lasering rocks at you with pinpoint accuracy, taking you to 1/4 health in a matter of seconds.
In Bannerlord, no matter how skilled or careful you are, you get absolutely punished for trying to participate. Unless you're doing some horse archer cheese or simply sitting behind your troops doing nothing except waiting for the battle to finish, you get wrecked. 'Oh, a battle? I guess I'll go make some coffee...' The player participates the same amount as if they were playing TABS.
It may sound like I'm making a generalization here, but I take it most players do not want to play eating simulator/crafting simulator/recruitment simulator -which is what vanilla Bannerlord is. It's not Mount&Blade, that's for sure.
The early and mid-game stages of Warband were the parts where the player actively participated the most. Small-scale battles as an adventurer/mercenary/minor lord, bandit hunts, hideout raids, kidnapped girl quests, prison breaks, these were the most enjoyable parts of the game for me, and I'm sure I'm not the only one who shares that sentiment. A game like Mount&Blade is much more immersive and engrossing when you take an active role in it, as opposed to a passive one.
The way Bannerlord handles armor and damage calc encourages player passivity, and that's not a winning formula for an action-adventure RPG. Vanilla Warband functioned properly and was playable, and its mods simply added convenient UI changes and new content. In Bannerlord it's the opposite; mods are needed just to make it operate properly. Which is sad, because I'd like vanilla Bannerlord to be able to stand on its own. I don't want to have to use mods that drastically alter the base game of Bannerlord just to make it playable.

I quite like the armour how it is. I certainly don't want to lose the fear of being hit, even by looters. Although most of the time I feel like a tank in it around them. I only get taken down by looters when I'm doing stupid Rambo stuff.
Looters should be able to gang bash the best armed mounted warrior, if they isolate or catch them.
Although battles do still only last 5 minutes. But I prefer them that way. I'm only here because the game is exciting and I have a short attention span. And there are sooooo many battles that all function exactly the same. If we slowed them down I'd never get past day 50.

I'll be honest that's what bugs me the most. I don't expect to be able to lead the charge unscathed, but when you have the best high end gear (200K +) and still get taken down by a stray scythe swing or arrow - it's kind of frustrating to be that squishy. It's why I loathe playing on Realistic Damage for the player. You basically have to sit back and carry a shield at all times, so you can F1 + F3 appropriatelyI think the balance is fine for smaller battles. But there should be some elite tier heavy armor for the huge late game battles.
All you can do is sit back and order troops from a distance. Participating is sure death.
Have to agree with all this. Realism takes a back seat to certain gaming conventions and expecations. Armour was generally fine the way it worked in Warband and made high-end units to be feared (or at least respected). Killing enemies such as Elite Cataphracts is way too easy, you literally ride alongside them and swing any random half-decent two-handed sword, and they're dead in one or two hits. It's not like they're a threat anyway, since melee cav misses a lot of their attacks anyway, and your archers will mow them down if they charge you.Armour is broken
It isn't worth buying squillion dollar armor because it barely changes your level of hits to kill at all
Because it's so weak battles end in like 3 minutes on average, the first line of troops dies or breaks in less than a minute of fighting
Because it provides such poor protection against ranged attacks that makes ranged cavalry and ranged infantry overpowered compared to melee cav and inf, completely destroying troop type balance
These two things combined strip almost all tactical value out of the game, boiling all tactics down to "sit token force of infantry in front of body of archers on hill" or "just watch Khan's Guards kill every other unit in the game effortlessly"
It's blatantly unrealistic and immersion-destroying
It's not satisfying to see your elite cataphracts you ground your way up for die to a ****ty low tier unit using rocks and farming tools
It's not satisfying that enemy lords or elite troops who are supposed to be a threat to the player, die in a single mounted swing
It means that players cannot spend much time participating in the FUNDAMENTAL CORE OF THE GAME - mounted combat - in any medium or large field battle or siege, because just a few stray ranged attacks are enough to kill you
This definitely is a problem, and Bannerlord's bigger and more confusing battles only add to it. You're fighting and suddenly you get whacked by some random out-of-position enemy and that's your participation over with, as you now need to cower behind your units unless you want to risk getting knocked out and have the AI command your troops badly.In Bannerlord, no matter how skilled or careful you are, you get absolutely punished for trying to participate. Unless you're doing some horse archer cheese or simply sitting behind your troops doing nothing except waiting for the battle to finish, you get wrecked. 'Oh, a battle? I guess I'll go make some coffee...' The player participates the same amount as if they were playing TABS.
Still a sensible choice to upgrade as battle size is limited. Even early on you don't want recruits on a hideout raid. However, I agree that it could be better balanced.Now you can make the argument: 100 Legionaries will always beat 100 Recruits, and that's what you're paying extra for. But again when you consider the time, money, and experience to get a Legionary or any Tier 5+ troop; is this really reasonable?
In custom battle is where such failure becomes much more evident. A comparative video of Warband vs Bannerlord in a controlled custom battle environment showing the damage/protection ratio in the respective installation formulas. In my eyes it's a joke what we currently have in Bannerlord...
Despite tons of feedback from players both here and on other platforms throughout this EA period pointing out the problem; Taleworlds is unable to address the issue.