Main questline restricts gameplay and is plain boring.

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Are we really going to discuss definitions, or just add an option to toggle the main quest On and Off so that literally everyone will be satisfied? Seriously, what is the problem here? Just asking for a toggle, I'm willing to bet the vast majority of the playerbase would agree.


I honestly don't see why it is such a big issue. You are going to meet all those lords just by playing eventually anyway, there is no need to "rush" or to break your game. Just play as you normally would.

Personally, I like having something to root you in the world. Everyone has a family. You are not born in a void, and neither should your character be.
Neither of those things prevents you from making your own story.

@BladerNormut - ye gods, the drama. You are still free to do all the things you listed. And yes, the game is lacking a lot of content ATM. Dissapointing, I agree. Early access came too early apparently.
 
I honestly don't see why it is such a big issue. You are going to meet all those lords just by playing eventually anyway, there is no need to "rush" or to break your game. Just play as you normally would.

I would somewhat agree with you if the game in its current state wasnt a rush for power before one of the factions eventually snowballs all over the map.
 
I honestly don't see why it is such a big issue. You are going to meet all those lords just by playing eventually anyway, there is no need to "rush" or to break your game. Just play as you normally would.

Personally, I like having something to root you in the world. Everyone has a family. You are not born in a void, and neither should your character be.
Neither of those things prevents you from making your own story.

@BladerNormut - ye gods, the drama. You are still free to do all the things you listed. And yes, the game is lacking a lot of content ATM. Dissapointing, I agree. Early access came too early apparently.
The big issue is the very existence of the quest itself which pre-supposes a story-driven path for the player character. My issue is not with the technicality of the quest itself, but its story implications. Which is why I would like a toggle to have it On or Off when starting a campaign.
 
What are the implications exactly?
That my character is interested in pursuing the matter.

I still don't understand why people are fervently against a toggle that will satisfy everyone. The more choices the better (in this case). For people who do not understand what to do, they can toggle it on so they have an easier time understanding the world and get going.
 
Yes, they spoke about releasing the game in 2016 because they started in 2017/18/19. Good call mate.

Ha yeah. When did they start to release development diaries? 2017? Ok.

Who cares about the date they actually first mention releasing the game, without any dates along with it? When was the successor of Duke Nukem 3D announced?

What you do not seems to understand is that claiming they started to work on M&B 1/2/3 years ago is actually giving them credit. No one can seriously think they spent 8 years to produce a game like Bannerlord is currently, not on full time, not with a team dedicated to this only.
The UI of M&B changed and was improved. Graphics were improved. But it's neither Castle Wolfenstein vs Wolfenstein 3D, neither Wolftenstein 3D vs Wolfenstein: The New Order. Or Fallout 2 vs Fallout 3.

Re-read the original post: 8 years does not produce a main quest that is litterally talking to 10 guys and then conquering the whole map -4 town. Or, as some people suggested, no one.

There are better ways to support Taleworlds and M&B 2 than saying utter nonsense about what it is. It is very good that they wanted to work on this game, they have interesting ideas and, at least, no one can accuse M&B 2 to betray the series, which is really important.

But to build something succesful, some ingredients are missing so far. Take the Witcher 3 success, it did not come from nowhere. It is not only an improvement of the UI.
 
I’m really happy that my character has a family! All characters I had planned had a family. The backstory for one of my fictional characters was his two children get kidnapped by slavers and his wife is killed. Then his brother and him seek to get them back. This is close enough lol.
 
I'm ok with there being a story, but this one doesn't seem appealing so far and I've neglected it.

My impressions so far:
- Bandits killed your parents and took your other siblings. (Oh snap! Let's get those #$%#$%)
- Let's go beat up some nearby bandits and find out where the leader is (ok, seems logical, let's get some men and lay the beatdown on some scrubs)
- Oh and apparently there's some rando named Tacteos who was "on a quest" that he was super hush-hush about. (Ok why do I care? I need to save my family)
- Beat down 5 bandits and conveniently rescue Tacteos who tells you about some fancy chest and where the hideout is (ok, cool I know where the hideout is, let's go)
- Go to the bandit hideout, murder the looters, Rado-whatever shows his stupid face and challenges me to a duel, I sick my men on him. (YEAH)

Now here's where it gets stupid for me: My brother telling me about this fancy treasure that he happened to find, and telling me to go around and ask a bunch of people about it, and also raise a clan... so he can take Radoboi and track down our siblings. Uhhh how about I just keep raising troops and get those little bastards myself.

They seem to be 2 separate "quests" entirely that they tried to chain together. Maybe after you end up saving your family just have random people in taverns talk about Naraz-whatever's folly. Maybe instead of sending me to track down 10 lords to hear their side of the story, send me to track down some historian who has studied the subject matter and can give me the rundown in one conversation.
 
I'm ok with there being a story, but this one doesn't seem appealing so far and I've neglected it.

My impressions so far:
- Bandits killed your parents and took your other siblings. (Oh snap! Let's get those #$%#$%)
- Let's go beat up some nearby bandits and find out where the leader is (ok, seems logical, let's get some men and lay the beatdown on some scrubs)
- Oh and apparently there's some rando named Tacteos who was "on a quest" that he was super hush-hush about. (Ok why do I care? I need to save my family)
- Beat down 5 bandits and conveniently rescue Tacteos who tells you about some fancy chest and where the hideout is (ok, cool I know where the hideout is, let's go)
- Go to the bandit hideout, murder the looters, Rado-whatever shows his stupid face and challenges me to a duel, I sick my men on him. (YEAH)

Now here's where it gets stupid for me: My brother telling me about this fancy treasure that he happened to find, and telling me to go around and ask a bunch of people about it, and also raise a clan... so he can take Radoboi and track down our siblings. Uhhh how about I just keep raising troops and get those little bastards myself.

They seem to be 2 separate "quests" entirely that they tried to chain together. Maybe after you end up saving your family just have random people in taverns talk about Naraz-whatever's folly. Maybe instead of sending me to track down 10 lords to hear their side of the story, send me to track down some historian who has studied the subject matter and can give me the rundown in one conversation.
CaN yOu TeLl Me aBoUT tHe bATtLe oF PeNDraIC?
 
The main story is kind of like the movie The Searchers. I won't spoil the film for anyone, because I believe it's one of the best films ever made. Kind of drags in the middle. But that's a matter of it being an older film, and expectations were different then. Point is, if you have never seen it, it's still worth at least one watch in your lifetime.

At any rate, the main story in the Searchers is about John Wayne going on a five-year (or so) trek across the desert in search of his nieces who were abducted by Commanche Indians after they murdered the girls' mother and father.

The point I'm trying to make is that it isn't at all unusual for such a long amount of time to pass between when your siblings in the game were abducted and when you are reunited with them. It could be very possible that they were babies when they were taken, and you don't meet them again until they're almost adults.
 
I'm always the first to say "the main quest in Skyrim sucks", and it's true, but in M&B... who plays it for the quests?

While I liked the Folly of Neretzes quest, the idea behind it, the way it's handled is quite heavy-handed. Here, talk to X and Y and 30 more people about this battle which is very famous and everyone probably knows something about. For very little reason at all. This needs to be adressed and rewritten so it makes at least some sense.

That said, I don't need a questline. If I could just gather the pieces of information about the battle, the past and the history of Calradia on my own, no quests, no ticking clock, no nothing, I'd be perfectly happy.

If you have companions with engaging backstories which help flesh out the world, that'll be neat. If some of the most important nobles have characteristic traits and life stories and perspectives (this is mostly there already), that will be grand. It seems like Ragangard may have killed the former Prince. Or maybe not. Interesting. It seems no one likes King Derthbert, but he sounds like a reasonable fellow. Cool. All of the contenders for the Civil War in Calradia make interesting points, although some need a bit of work. Garios really is a pragmatist, an Alexios Comnenos figure, while Lucon comes off as weak and anachronistic; maybe we need Lucon to be more of a philosopher, more of an affable Marcus Aurlelius, instead of a stiff Cato. And finally Rhaegea; her arguments about inheritance are right, and she seems down-to-earth and very reasonable.

I think you've got the beginning of something amazing here, if you:
1- Polish the writing

2- Expand on the companions (are we going to love out companions the way we loved Marnid, Artimenner or Jeremus? So far they seem randomly generated, and they spill the beans on their origin right when they meet you, which is disappointing, and they don't like or dislike anyone in particular, which is a pity... but I'm confident this will be solved, and if not, something great will be at its place)

3- Make quests a bit more varied. After a couple of hours, one becomes sick of smuggling goods and ALWAYS getting caught, or killing Robin Hood poachers. I'd like it if the poachers telling you they're stealing from the rich to give it to the poor was something that would only happen sometimes. And some other times, a different dialogue might pop out. Poachers telling you they're just honest workers! Poachers trying to get you in on their schemes. Why don't bandits ever ask you to join them, and let you become a bandit lord, be their patron, that kind of stuff? How come Ulla the Spider can hire armies of poachers but I can't? What if you fight the Poachers and lo and behold, the peasants have joined them because they actually were Robin Hood?

4- Make heraldry great again.
 
There will be a full sandbox. That has been made clear.
I don't know what people are complaining about anymore here.

But at some point you have to accept the premise the game is throwing a you, especially something light as this. You might as well complain that a CRPG doesn't let you play a total pacifist, or a tailor, or in a different part of the world.
It seems reasonable that you need to have a claim of somekind before anyone will consider you as a king. Then again, warlords have become kings before. The whole banner thing could be (and technically is) optional and simply give you lots of RoR/Renown/influence.
 
In the launcher in the menu for mods there is a mod called "StoryMode", It would be neat if they allowed us to deselect it :razz:
(if it theoretically is that simple)
 
I have no problem with a main quest line. I like story, and I'm sure the dev's are going to create more story for the main quest. I dont like how it restricts the gameplay. You cant even create your own kingdom until you talk to 10 nobles which can be hard to find. Also by the time I had enough renown for my clan Vlad had already snowballed more than 60% of the map. I want to start over but I am not looking forward to finding 10 nobles again.
 
Ha yeah. When did they start to release development diaries? 2017? Ok.

Who cares about the date they actually first mention releasing the game, without any dates along with it? When was the successor of Duke Nukem 3D announced?

What you do not seems to understand is that claiming they started to work on M&B 1/2/3 years ago is actually giving them credit. No one can seriously think they spent 8 years to produce a game like Bannerlord is currently, not on full time, not with a team dedicated to this only.
The UI of M&B changed and was improved. Graphics were improved. But it's neither Castle Wolfenstein vs Wolfenstein 3D, neither Wolftenstein 3D vs Wolfenstein: The New Order. Or Fallout 2 vs Fallout 3.

Re-read the original post: 8 years does not produce a main quest that is litterally talking to 10 guys and then conquering the whole map -4 town. Or, as some people suggested, no one.

There are better ways to support Taleworlds and M&B 2 than saying utter nonsense about what it is. It is very good that they wanted to work on this game, they have interesting ideas and, at least, no one can accuse M&B 2 to betray the series, which is really important.

But to build something succesful, some ingredients are missing so far. Take the Witcher 3 success, it did not come from nowhere. It is not only an improvement of the UI.
In 2016, I think during GamesCom (not sure) they said that they are planning to put the game into their player's hands later this year. Whether they meant a full release with that, or an early beta version I forgot because its been quite some years. But if they were confident to ship a playable version of the game by 2016, you just cant be seriously thinking they started development 2017 or even later.
 
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In 2016, I think during GamesCom (not sure) they said that they are planning to put the game into their player's hands later this year. Whether they meant a full release with that, or an early beta version I forgot because its been quite some years. But if they were confident to ship a playable version of the game by 2016, you just cant be seriously thinking they started development 2017 or even later.


You cannot be seriously thinking they started to develop such a quest years ago. Re-read the thread.

Or software/games history. It's not unheard of.

"3D Realms announced Duke Nukem Forever on April 28, 1997,[9] with the intention of releasing it no later than mid-1998"

(read https://www.wired.com/2009/12/fail-duke-nukem/ for a longer version)

It is actually insulting TaleWorlds developers to assume the current state of the game reflect 8 years of teamwork. It is much more likely a bit of development, changes of strategy, of codebase, maybe even of engine, underfunded/incomplete team, etc.
 
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You know what would be cool? If once you got the banner you or a companion could equip it to drastically raise moral of all troops. It would be treated as a shield so it can be held with a weapon.
 
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