Map selection system confirmed broken / reset button in fights needs to be deleted

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So i have just had some of the most awful unfun fights i have ever had in this game to date. i have been rolling around with my personal army of about 700 dudes fighting Battania and some problems i have been able to ignore up until now have been compiling up over the last few days while doing this.

First up the map selection system is too rng based. I make sure i never engage or get engaged by anyone while my terrain type is classified as forest because forest type maps are extremely unpleasant to command on cause i cant see more than 1/3rd of my guys at one time while running a large army. This drives all tactics directly and swiftly down the toilet. I also don't want to hear anyone saying that it makes sense cause it is Battania. If my terrain type is a PLAIN then i should be fighting on a PLAIN. I AM NOT IN A FOREST STOP GIVING ME FOREST MAPS.

Another issue i have found in these large scale battles it that a number of the maps are far too small for the scale these fights are on and are clearly not designed for these types of fights. The proof that these maps are not designed for large scale fights is the fact that when we first spawn in, it places all my cav units on a cliff face that they promptly fall off, breaking their knees and putting them into injured. Another thing is that the enemy army spawns 200 units away which doesn't even give enough time to set up half of my units before their footmen have meandered over to us. My solution is that maps like that should be out of the pool when the cumulative headcount for the battles gets above 700 or so.

My last issue and one that should only be fixed once the ones above have been fixed is the reset button. For those of you who don't know, at any time during a battle you can chose to back out of the fight by hitting the retreat button on the scoreboard. The problem is this reloads all your men's ammo and reset everyone positions. This allows you to run and archer heavy comp and reset over and over when the enemy gets to you without losing a single man. I have personal abused this to beat armies of 1400 with my army of 700 while only losing 5 men. This absolutely busted and has to be changed. However, there is a problem. Using this is the only way to change the map after you get into a fight. This is why i say this should be changed after map selection is changed so the player has more control over where they fight because i don't believe it is at all reasonable or fun to be forced to turn the fight into a melee brawl and lose 40 men in a fight simply because even when in a "plain" you got stuck on a forest map. At least for now i think the reset button has to exist to swap maps, but it really needs to go cause it is just too game breaking.


My solution to these problems would be to take all forest maps out of the pool when you are not in a forest. If you are in a forest you should be fighting in a forest and if you aren't then you shouldn't be fighting in a forest. And if Battania is all forest, then the game should not tell you that you currently on "Terrain type : plain". Second i think the retreat option should be the same as the try to get away option. This way you cant reset the battle for free over and over and it makes the tactics skill slightly more relevant.

Ill end by saying after all the hours I've played this game I've loved it more than any game i have played for a long while and this is the first thing I've come across that i absolutely cannot overlook even if i can abuse resets to get around it. Abusing resets is a really boring and broken way to play but you know what is even worse? losing 40 dudes cause the game said "".
 
Yeah I've made a suggestion thread before about the small maps and TOO MANY TREES.
The retreat button is a bit generous/forgiving ATM but it's also a Godsend in so many ways because of the problems the game has right now.
Re-set the horrible map, AI just not feel like doing it's job, press the wrong clumsy horrible formation command and see you men off to suicide.... re-treat.
Make all these problems 'workable'. It could be a year or more for any of these things, let alone all of them, to be improved at all.

As far as re-treat abuse, just don't do it, or pull your forces into the red until the timer's out to simulate actually running away.
In warband this was a valid tactic, if you whent to the edge you could choose "leave area" and if you weren't too close to any enemies you would have no punishment/loss. You could even level up or re-arrange you party before going into the next fight this way, which you can't do in Bannerlord. You also loose all troops exp you gained in the fight.

IMO there should be a wagon at the back the map to re-load arrows whenever you want anyways. If we're gonna constantly have to fight 1k men armies we're gonna need more arrows. Archers and horse archers are the only viable units in the game too and again, who knows how long until they improve Cav and Inf.
 
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Sorry :lol:
 
In addition, no sane general would deliberately choose forest as the battlefield. It makes sense only in guerrilla warfare and an ambush scenario, where more disorganized tribal warriors attack organized army. Like German tribes against Romans for example. And yes, it makes perfect sense when it happens with Battanians but as you said, it should be plain where it says it's plain.

Same with that small narrow maps. I have never used your exploit, because I guess while it doesn't immediately punish you, maybe it accumulates into Cautious trait, which I don't like as I'm all about being brave and daring :grin: But I did use save/load to load different scene when half of my army rolled down the cliff.
 
In addition, no sane general would deliberately choose forest as the battlefield. It makes sense only in guerrilla warfare and an ambush scenario, where more disorganized tribal warriors attack organized army. Like German tribes against Romans for example. And yes, it makes perfect sense when it happens with Battanians but as you said, it should be plain where it says it's plain.

Same with that small narrow maps. I have never used your exploit, because I guess while it doesn't immediately punish you, maybe it accumulates into Cautious trait, which I don't like as I'm all about being brave and daring :grin: But I did use save/load to load different scene when half of my army rolled down the cliff.
Yeah I think they should have much bigger maps with a forest PART of the map! So the enemy (or you) can go hide in the forest and it would make sense and be interesting. Not immediately tension headache inducing to look at though, like the forest maps. You'll see the AI do something like this on a few maps where they go up on a hill or in a small wooded area when they out numbered. I would also like to only have to fight in the village map IF a raid is actually tacking place, not just from being near it. It should also have some disadvantage to the raider being caught too, like in warband they would have no mounts.
 
The proof that these maps are not designed for large scale fights is the fact that when we first spawn in, it places all my cav units on a cliff face that they promptly fall off

This is a real annoyance for me. None of your men should be spawning up on the cliff. If there isn't room to your left they should spawn behind you.

Another similar spawning problem exists in villages. If you have more that three groups of troops, some of the later groups spawn in the center of the village, isolated from the rest of your army. You have to act quickly to have them join you before the enemy is upon them. Villages also have narrow sections that cause pathfinding problems. I simple refuse to fight anywhere near a village to avoid those awful maps.
 
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