List of concerning things + Suggestions

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hansolo223

Regular
What are you concerned about the game so far, based on at least some evidence you saw from videos, images, interviews, etc? Do you have suggestions to improve it?

I have analysed some videos and identified a few potential things:

Party speed reduced from game difficulty?
It's fine to plus party speed for easier difficulties, but please do not make the AI cheat by reducing player party speed for higher difficulties. Nobody likes cheating AI with added bonuses. We've seen this kind of cheating AI to death for so many games for decades to give the illusion of "harder AI".
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Looter/bandit item and behaviour variation
Why do all all looters throw stones and stand in formation? Looters loot things, so they should have more varied items. You imagine these looters plan and sneak into villages and towns at night to steal whatever weapons and clothes. Please give them sticks, clubs, work hammers, harvesting sycthes, butcher knives, etc. Change their clothes a bit. Maybe one looter got lucky and scored a metal bra (one needs to do anything to survive). Same with bandits. Most looters and bandits are probably not disciplined trained soldiers so it's weird to see a line of looters throwing stones like trained archers. However, some of them might be ex-soldiers so it's a chance they may have a good formation or no formation.
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Boring merchant deliveries
Looks like a big part of merchant gameplay is using "trade rumours" to make profit by trading goods in different places. This means most of the merchant's time is spent delivering goods. This potentially can get very boring because it can be just an easy deliver/fetch quest grind especially if you have good spotting and pathfinding skills to avoid enemies. There needs to be some real danger of getting ambushed every time you deliver goods to another city. Raiders probably have plans. They watch and follow traders going in and out of cities and plan ambushes. Further, caravans can probably never outrun a small guerrilla raiding party when they have planned an ambush earlier. This means you may need to hire caravan guards or pay some other party to escort you. There should be well-traveled trade routes and riskier routes like routes with less patrols and heavy ambush spots. Riskier routes make more profit because less traders want to take the risk. So, at the end of the day, the merchant needs to balance security costs, goods value & weight, and risks to make a profit. Weather could add to the risk element such as heavy rain/snow slowing down caravan move speed, delaying goods so by the time you reach the city you may lose profit. Maybe you are forced to take a shorter, more risky route to avoid bad weather or a blocked path to make profit. Other merchants could get to the city faster than you, reducing values of the goods. So, you could also compete with other merchants.  I also know the merchant skill only increases if you make a profit. This would make it more fun as a merchant than an easy fetch/delivery quest grind.
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Better AI/control for companion tactics
It does not look like you can tell your companions how to fight. Just simple things like use up all throwing/ranged weapons then charge in, or prioritise horse archers first. In warband it was frustrating  to see companions just charge in with melee and never use their ranged first or ignoring the cavalry circling behind them.

Bonus idea: We could go crazy with scripting AI companion here like telling one crossbow companion to follow a shield companion all the time, like a small squad. If companions like each other enough, they would probably do this naturally anyway like IRL. If you fought with a friend for 100+ battles, do you want to see him die?
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Bad AI from gamescom (many people's concern)
The AI from gamescom 2018 were quite bad. They can't block or parry well from melee and arrows. You can throw a big rock from above and they don't look up and dodge the rock even after their allies died next to them from a previous rock. AI ignores someone attacking their back 10+ times. AI charging into horse archer in a straight line like the terminator...

AI not dodging rocks even seeing the last rock killed an ally next to them
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AI lets someone hit their back 10+ times (Who takes hits like that? They would turn and try to shield both enemies at once, or time quick shield switches to block both enemies.)
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Looters standing to get shot in the face (IRL people would run/dodge and throw rocks at the same time)
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Tournaments still look boring - Become world champion arena fighter (May help  BL esport)
To make tournaments more fun, could create a championship system where a character can become world champion arena fighter, starting with beating easier arena fighters to harder ones around Calradia. Any character can join the arena from a peasant to a companion or lord. Slowly increase the arena combat difficulty as the player beats each arena fighter. This will slowly increase player dueling skill, without being too easy or too frustrating. At the end, the player will feel very good, proud and accomplished after becoming Champion of Calradia (remember when you beat vega in street fighter 2 after 1000 tries?). This may also increase multiplayer population especially duels because people who avoid MP from bad skills become better from fighting increasingly-hard arena bots. I know hard 1v1 AI is possible because warband had bots that could beat 95% of the warband MP players. So, a championship system is both fun and serve as a duel tutorial without feeling like a tutorial that may increase bannerlord esport growth.

Lots of other games tried some form of this (e.g. kingdom come deliverance, oblivion, divinity original sin 2, dragonage origins, witcher 3 fistfights, even old school gems like Quest for Glory V: Dragonfire 20 years ago. I remember fighting interesting characters like a calm minotaur and a german-like amazonian woman). Remember the colosseum and The Gladiator movie? Gladiatorial combat was huge back in ancient Rome, let's make a sport out of it in Calradia.
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**UPDATED 10/2/2019**
So, to distract myself from the BL wait, I got into a small, niche and weird medieval combat game called Exanima.
I noticed it has a decent Arena mode. Even for a small, early access game made by 1 programmer + 5 other artists, this game has a fun and varied arena mode that lasts hundreds of hours. I'm hoping by the time I finish Exanima BL is out  :party: :cool:
This is the kind of thing I wanted to emphasis for Bannerlord's arena and tournament. With little effort, the arena and tournament could be a lot more interesting with lots of replayability.
You can recruit people to fight in the arena, customise them as they progress through the arena wins. They can perma-die if they lose a fight. There is a deeper arena progression here, like a game in itself.
This sense of progression was why I suggested a championship arena mode. There is a goal to winning arena tournaments across Calradia instead of just "hey, there is a tournament let's fight and then it's over".

It is best to demo with a video.


Boring loots, little variation
Warband loot was uninspiring. BL now has weapon customiser, so could randomise the loot with auto-generated customised weapons. Does not have to be all weapons in the loot pile, just 1-2 is enough. It makes sense in a land of war and trade where artifacts get looted/traded from party to party across the world. Some weird trinket would inevitably end up somewhere far away. Games like path of exile and diablo does this well where the player gets excited each time they find loot. It seems like an easy-ish thing to do that adds a lot of fun.

Weird gravity
People falling off like a feather. This makes sense if calradia has moon-like gravity, but it is not consistent with the rest of the world. If calradia had moon-like gravity, then arrows would also fall slowly and other stuff too. Seems like a simple thing, but just makes the world unbelievable, unless you say some weird black magic did it. Thanks Terco_Viejo for the gif.
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Glitchy immersion-breaking armour
Steel armor that stretches like the whole thing is painted on a t-shirt.
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I will be brief on this matter:
The most concerning for me is everything related to the three levels of AI in battle (Individual + Formations + Tactics).  :ohdear:
 
The most concerning thing for me is the conversation camera, right after the camels.
Just kidding. Bannerlord is for sieges.
 
The most concerning thing for me is that the game will never be released or by the time it is, I'll be too bitter to care.

*weeps*
 
I agree with all OP worries, but my only main one is AI. Holy shiznip they looked terrible in Gamescom demo footage. I would have let it go if it weren't for the fact that it was never addressed by TW afterward even though it was discussed a lot in the communiry. Was it on easy difficulty, was there a bug, is it still a very big WIP? Not knowing is painful.
 
Terco_Viejo 说:
I will be brief on this matter:
The most concerning for me is everything related to the three levels of AI in battle (Individual + Formations + Tactics).  :ohdear:
How do you mean?
 
there are some features I hope will be expanded upon and improved in Bannerlord, which in Warband are imho examples of what may be called a missed opportunity

- tournaments: very limited and basic, absolutely no player choices or options. If I remember correctly it is windyplain who developped the excellent tournaments system incorporated in floris, that's an example of what could have been provided in native
- looting: the random generation of things you don't need most of the time except for early game other than for selling them just accentuates the repetitive nature of the game: Please add a greater variety of items, more variants of them, possibly unique ones, bigger equipment differentiation of parties, esp. bandits, so you don't get just dozens of the same caps after battle. Making this feature more interesting and keeping it interesting throughout the game would be a great plus.
- merchants: In warband you have dozens of merchants in towns selling more or less the same things throughout the game, again, and in my over 2000 hours of Warband (native and mods) I've almost never bought anything from them, they just function as dump for the ever same things I loot (other than buying food which is a painfully repetitive and boring task anyway), so again, please, make them so they have an interesting gameplay role in the game, give the player a reason to visit them and actually check what they have to sell

btw ... another thought: I'm not sure about this, but I suppose a skill which limits what your party can carry (inventory management) is implemented in Bannerlord, too. In my view such kind of limitation does not make sense in this type of game. It makes sense in traditional RPGs where you manage a small party of mostly up to 6 people, but in a game where your goal is to field a party of more than hundred people, it does not. Just add something like (virtual) horse carts, if you really want to implement some kind of inventory limitation, but please not as a personal skill.
 
Noudelle 说:
Terco_Viejo 说:
I will be brief on this matter:
The most concerning for me is everything related to the three levels of AI in battle (Individual + Formations + Tactics).  :ohdear:
How do you mean?

The three paragraphs on Individual, Formation and Tactics are pure hype (
Dev Blog 25/10/18
). What I mean to say is that I am concerned that the final result of the Combat IA will not be what we have been advertised. Anyway, don't pay too much attention to me.... I've been a little skeptical lately.
 
This is a very good post, I mostly agree with the OP.

On merchant gameplay being dull, I think it is possible to set up trade routes and caravans apart from your main party, making it potentially more engaging later in the game. This doesn't address the boring start, so I kind of agree with your point.
 
Let's see...

-The apparent random generation of the notables/companions each time you start a new game. I've got 2 different footages from Gamescom 2018:


Seems like each time you start the game, some characters are randomly generated(eg Temyr the Supplier/Temyr the Miller); some have their physical appearance changed each time you start a new game - notice how Bloody Borabos looks completely different on each footage. Tora the Ironmonger seems to be the same though. This is gonna be a huge disappointment for modders if we're not able to keep the same characters precisely as designed...and the same for skills and relations between characters. I'm perfectly fine if there is an option to randomize, but there must be another one for static.


-Can't understand how come more than 50% of the Perks/Skill system is not done yet; this a key feature, and it seems like we won't have any attributes as well, which is a real shame

-Traders were simplified, there's only one selling all sorts of items. I'd rather have them at least like in Warband(armorsmith, weaponsmith, horse dealer...), with the option to have the merchants buying items relevant to their trade only...less confusing and more credible if you ask me...but hell, you could even have a perk in Trading where you'd be able to sell items from a different category the merchant would normally buy.

-Fief ownership has been discussed a lot, and it seems a lot of people are not happy with it. The excuse was excessive micromanagement, and the same excuse was given on some kingdom management aspects...so basically dumbing down one of the most interesting aspects of game for the sake of simplicity is quite concerning

- During tactical combat, the gravity seems to be a bit off...unless Calradia has its gravity somewhere in between the Earth and the moon. Bodies and stones should be faster while falling/thrown.
 
Terco_Viejo 说:
The three paragraphs on Individual, Formation and Tactics are pure hype (
Dev Blog 25/10/18
). What I mean to say is that I am concerned that the final result of the Combat IA will not be what we have been advertised. Anyway, don't pay too much attention to me.... I've been a little skeptical lately.

I agree, it sounds great on paper but then judging from the Gamescom videos... (although they were just mostly bandits, small scale battles etc.) Well, we shall see how it turns out.

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I have to agree on this, several gamescom videos showcased dumb AI, where the player went behind enemy lines with the horse and the NPCs kept firing to the army infront of them, ignoring the player totally as he went on a killing spree. The AI does not seem much different with the exception of npcs implementing kicks and shield bashes. I hope they fix the AI in general, it's very immersion breaking.
 
Iberian Wolf 说:
- During tactical combat, the gravity seems to be a bit off...unless Calradia has its gravity somewhere in between the Earth and the moon. Bodies and stones should be faster while falling/thrown.

I thought I was the only one who thought about gravity... I said it once but it had no repercussion. I recover the gif I made...honestly the parameters of force, mass and distance should be checked...

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This is weird

And another thing (much less of course) If the game is called Bannerlord why are there so few banner shapes?
It is understandable to opt for a simplification at the design level, giving each faction a color and within each different symbols with the common color of the faction itself.
Keep in mind that there is a editor so that we can design our banner.
It has been simplified in colors and symbols, agree. However, why have the shapes of the banner been simplified?

Banner shapes seen so far:
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I would personally add ensigns, emblems and different shapes of banner (historical inspiration-previous study) to each faction to extend the immersion in our playable experience.
Here's a choice:

 
Gravity seems a bit floaty, for sure. But I think this is more of a design choice than anything. The whole problem is that consistent physics may look and feel too harsh on a video game.
 
It's comically slow, in the literal sense that it does make me laugh sometimes. For this reason, I don't mind it. Is this what ye ole' Realism vs Fun debate is about?
 
FBohler 说:
Gravity seems a bit floaty, for sure. But I think this is more of a design choice than anything. The whole problem is that consistent physics may look and feel too harsh on a video game.
Realistic force and weight of ragdolls, in a game where both of these things are core gameplay mechanics, would look and feel too harsh for Bannerlord?
They purposefully made ragdoll physics to make soldiers look like they're full of helium?
I don't think so.
 
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