Lost Notables again ...

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Probably why I see so many notables with very low power. Village raids and caravan being destroyed. When factions start to lose some fiefs and the fiefless lords just raid your villages along with all the merc factions they hire (which is all of them sometimes).
 
I personally like the concept of notables' power changing dynamically, but it still needs some additional balancing, polishing, and transparency (which will come with time).
Like so many other things in this game, the concept is cool but it "still needs a lot of work". Why even implement it yet unless they can polish it first? There are a million missing important features players have been begging to be added to the game and they're dicking around with dynamic notable power levels. Why waste development time balancing stupid features that nobody asked for in the first place?
 
Ugh, I made a post last week complaining about several things and the first thing on my list was losing notables. I didn't know all the variables of the power system until now, and the more I hear, honestly, the less I like it. I think the devs are trying to do too much with this and it's just overcomplicating things. Just leave the notables as they were before 1.5.1 and get on with balancing the rest of the game. Why do I have to be locked into doing quests for notables once their relation to me is raised? I have incentive enough to do quests to raise their relation in the first place; once that's done, I just want to get on with doing other stuff in the mid-late game: chiefly fighting and developing my fiefs. I don't want my character to have the bulk of the burden of keeping village and town notables happy enough to stay around; I have enough stuff to do!
 
Shouldn't governors be dealing with this sort of stuff. Isn't it their whole purpose, manage the settlements and their subjects.
 
Would be a good steward perk. "governor solves a random quest each day of your town/villages"
 
最后编辑:
There's a lot to it. I made a post about it here:
I really liked the idea you had about recruiting troops from a notable giving them the money or adding to their power. I'd really like the idea of it improving relationship as well. I've always thought that the recruiting of troops should count for something with the notable. Also, if recruiting troops helps the notable, then it will make it such that the notables you most commonly recruit from will stick around. Definitely would add some balance IMO.
 
Honestly I had a different meaning of the power of a notable at the beginning. If you have good relationship with a powerful notable the will support your doings via rebellions or vice versa.. Help your owned villages not to revolt. If you are a vassal the have influence on the lords so that they support you. But it seems it will be just a question of noble troops and if they stay put(not getting lost) .. a bit disappointing but OK.

At the moment I would say it's an bad idea pushing their powerlvl via recruitment, or give the gold. Yes it will help that they don't get lost, but as you have enough money it is just to easy that way. And money is definitely not a problem in bannerlord atm.
 
Honestly I had a different meaning of the power of a notable at the beginning. If you have good relationship with a powerful notable the will support your doings via rebellions or vice versa.. Help your owned villages not to revolt. If you are a vassal the have influence on the lords so that they support you. But it seems it will be just a question of noble troops and if they stay put(not getting lost) .. a bit disappointing but OK.

At the moment I would say it's an bad idea pushing their powerlvl via recruitment, or give the gold. Yes it will help that they don't get lost, but as you have enough money it is just to easy that way. And money is definitely not a problem in bannerlord atm.
It would be limited by the availability of troops to recruit. Money on hand has nothing to do with it. Whether you have 10k or 500k you are still only going to spend a few hundred tops on recruitment. Also, you have incentive to make the troops wait so that they reach a higher tier. So I don't really get what you are trying to say.
 
I was talking you could powerlvl a notable with this method. For every recruit let's say +1 in power and +1 in relationship. Just wait a in-game week in this village and recruit everyday what he has to offer. Release the tier 1 or all troops you just bought and do that over and over again. That's what I mean. Quests will become senseless after that. I think it's not the perfect solution for the long run.
 
I was talking you could powerlvl a notable with this method. For every recruit let's say +1 in power and +1 in relationship. Just wait a in-game week in this village and recruit everyday what he has to offer. Release the tier 1 or all troops you just bought and do that over and over again. That's what I mean. Quests will become senseless after that. I think it's not the perfect solution for the long run.
It will eventually decay over time though. So players will need to do it regularly to keep up power levels. If players want to waste time and their money to do it then that is up to them. I think 1 power per recruit is definitely op. Best to have the money from recruits added directly to the notables money like someone mentioned. Not like notables having high power makes a major difference anyway. So you get more noble troops, big whoop hardly a game changer.
 
If they're going to stick with this system, then they really ought to make it easier for companions to do the quests for us.

For one thing, they should shorten the amount of time they take. There's no reason it should take my companion 20 days to move some cattle to a nearby town when they only give the player 4 days to do it. I thought they were in a hurry.

And they should make the skill requirements much lower. I've seen quests that demand 140 Leadership and Tactics.. They'll let an unknown player character riding a sumpter horse and dressed in bandit rags do the job, but if its a companion, suddenly he has to be Napoleon? The requirements should be more like 10 or 20 tops.
 
I was talking you could powerlvl a notable with this method. For every recruit let's say +1 in power and +1 in relationship. Just wait a in-game week in this village and recruit everyday what he has to offer. Release the tier 1 or all troops you just bought and do that over and over again. That's what I mean. Quests will become senseless after that. I think it's not the perfect solution for the long run.

Well consider that currently the game works where if the notable makes profit over a certain amount, that feeds back into their power. There are already situations in the game where certain notables can get ridiculous amounts of power while others are lost. The base level recruit is 20 gold. This amount of profit would not lead to a full power point. If you waited longer for the troops to rank up, then it would have more effect. The quests already have very minimal effort in gain with relationship and power. The way it is set up now in most cases it is actually impossible to get a notable to max relation. Also keep in mind that maxing relationship with a single or few notables in no way makes the character OP. The way it is set up now the quests already are setup to disappear and thus be irrelevant. This is because all the notables that actually get quests (some never do) will eventually disappear because it is impossible for the player to keep up. I fail to see how adding this mechanic will make the quests irrelevant. If anything, they would be more relevant. It can be setup in a way that balances and gives a gain that isn't easy to exploit but at the same time leaves it so that if the player puts the work in they can get high relation with that notable. Right now, you really can't, no matter how much time you put in. 100s of hours of playing isn't enough to get the max relation with even one notable. How is that better?
 
Well consider that currently the game works where if the notable makes profit over a certain amount, that feeds back into their power. There are already situations in the game where certain notables can get ridiculous amounts of power while others are lost. The base level recruit is 20 gold. This amount of profit would not lead to a full power point. If you waited longer for the troops to rank up, then it would have more effect. The quests already have very minimal effort in gain with relationship and power. The way it is set up now in most cases it is actually impossible to get a notable to max relation. Also keep in mind that maxing relationship with a single or few notables in no way makes the character OP. The way it is set up now the quests already are setup to disappear and thus be irrelevant. This is because all the notables that actually get quests (some never do) will eventually disappear because it is impossible for the player to keep up. I fail to see how adding this mechanic will make the quests irrelevant. If anything, they would be more relevant. It can be setup in a way that balances and gives a gain that isn't easy to exploit but at the same time leaves it so that if the player puts the work in they can get high relation with that notable. Right now, you really can't, no matter how much time you put in. 100s of hours of playing isn't enough to get the max relation with even one notable. How is that better?

OK got your point and seems fair. Regarding relationship it is still possible to get 100 with a notable, best quest for it landlord needs seed grain, with 150 charisma and the right perk you just have to do the quest twice of the same notable to get it to 100. Your townspeople? Just let the "security" solve the problem.
But I know what you mean, the game, actually, has more negative methods implemented for this matter as positive. But as I recall in warband it was no difference, except the power drop and the notable lost thing...
 
Personally, I have no problem in theory with punishing the player for failing to do quests. However, the way it works now exposes other limitations in the game pretty hard:

Small needed tweak: There should be a very slow notable-with-100-influence spawn rate that is tied to the total level of influence in any fief. That is to say, the spawn rate should be essentially zero when there are several notables in a fief with total of, say, 400-500 (play with the #) influence. But when the total influence in the fief is below, say, 200 (again, play with the #), there should be an exponentially increasing daily likelihood that a new notable (with 0 relations with the player) should spawn in.

Big picture: The problem is that the other parts of governing / civic management currently suck. That is to say, relations management, fief management, town/castle management, messengers, companions, governors, kingdom politics are all very underdeveloped and unrewarding in the current patch compared to, yah know, killing people with arrows and war razors. So, the game forces the player to farm quests simply to keep notables influence high - but in general, other aspects of being in your own kingdom are clunky and unrewarding compared to general war-making fun. (So, of course, most of us blow it off most of the time.)

If they had a robust messenger system, a more robust governor/companion/agent system so that you could more easily get other assets in your regime to complete these quests - and generally, if there were more interesting features to civic management, so that the player didn't mind hanging back from further conquests and taking care of business at home - the notable-quest-influence issue (plus the related notable-quest-prosperity issue) would add depth to the game. (Also, the AI would have to be able to do this to some extent for their fiefs across the map.) As of now, though, it's just a drag.

*Edit: When I say influence, I mean the 'power' #. Sorry bout that.

If they're going to stick with this system, then they really ought to make it easier for companions to do the quests for us.

For one thing, they should shorten the amount of time they take. There's no reason it should take my companion 20 days to move some cattle to a nearby town when they only give the player 4 days to do it. I thought they were in a hurry.

Yes - should have seen this earlier, but agree 100%.
 
最后编辑:
True, but for a working one :wink:
I'm going to play devils advocate and say this is what ea is for, working out the bugs. Don't get me wrong it's an issue and I really don't like that it's happening but this isn't full release and you have to expect issues like this to come up. It doesn't excuse TW from all the **** ups they've had along the way or missing features but I think you have to cut them some slack on stuff like this otherwise they have no room to test out stuff.
 
I'm going to play devils advocate and say this is what ea is for, working out the bugs. Don't get me wrong it's an issue and I really don't like that it's happening but this isn't full release and you have to expect issues like this to come up. It doesn't excuse TW from all the **** ups they've had along the way or missing features but I think you have to cut them some slack on stuff like this otherwise they have no room to test out stuff.

Also, I think - or at least I hope, in the rosiest reading, :smile: - that the gradual implementation of a more complex holistic fief management system explains it. As in, the need to cultivate your notables might make more sense if there were other tools for cutlivating those notables, and they implemented the notable power problem before the implemented the tools to fix it - but ultimately, when all of the inter-connected features are in the game, it will make sense. (Not ideal order, obviously, but again, that's at least a rosy reading).
 
I get that there are ways they could improve the system, but I still don't like it. I've got over 600 hours in this game and was so excited for 1.5.1 because of the diplomacy changes. It felt so fresh at first, until I found the later in the game I get the more this notable issue affects you. It's like the player is penalized for playing. And I'm doing quests, tons of them. Yet even for some of them, doing the quest has a penalty. I just can't stand it. It's honestly the first time since release that I've had to put this game down and say it is not playable for me right now. I just can't stand games that hurt the player for playing. If this is what this game turns into I will be very sad.
 
As usual I like this system., It just need fixing and having new notables appearing in the villages.
Edit: but I agree that making quests should not hurt the player.
 
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