Mount & Blade II: Bannerlord at E3 2017 – Our Thoughts

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<p>Greetings all Bannerlord watchers and curious visitors! With this blog we hope to talk about our experience at E3, what we demonstrated and our reasons for attending. We may still be considered newcomers at E3, with this being our second year at the event, but each visit has provided us with a wealth of experience and knowledge which will help us to pursue bigger and more ambitious goals in the future!</p>
<p><img class="frame" style="margin-bottom: 0cm;" lang="en-GB" src="http://www.taleworlds.com/Images/News/e32017booth.jpg" alt="E3 2017 - Booth" width="575" height="431" /></p></br> Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/18
 
ziant1207 said:
when was this M&B:B announced? and what year is this now?
there are still no words nor chatter on when players can have a taste on their own computer.
after last E3 I've lost all hope on this thing and moved it to my bottom wishlist.
bye Bannerlord, i'm saving up for other games now. when this gets released i'll probably buy this for my grandchildren. . .

Ok. Your words aren't gonna change the world buddy..
 
I just recently started playing  mount and blade, and from the minute that I got destroyed and captured, I have been in love. I love the "do whatever you want" aspect, and hope that persists in bannerlord. I ALSO really hope it comes out for Xbox one.
 
I may not live to see the release of Bannerlord.

If there was an afterlife, this would be dissapointing.
 
gsanders said:
  I'll go with you on this one.  In as much as the new engine is different, and presumably the modding tools/scripting is still evolving, and as mentioned the artwork is in a state of transition, and for that matter simply making a campaign map may be a difficult task -- consider that the modding community has more aggregate bandwidth, available at cheaper wages (you endure our banter and blather but at least we're free*)...

  Please just get us tools to mod and any stripped naked base that runs, and we'll at least make SOMETHING. 

  Pretty much everything after that can solve itself, with less total time.  Artwork can start converting /making from scratch,
tools for mapmaking (ideally third party fractal terrain generators used to output a file that can then be input as the new map -- make campaign maps in the same day), fewer soft caps (more than 16 skins for example would have been nice for Perisno 8 or Warsword Conquest, but whatever there is can be worked around.  It's more valuable or us to explore what those soft caps really are and kludge accordingly than blow developer time over marginal returns).  Need more quests?  That's a community problem.  If the game engine is the huge value add, focus on beta tools for using that engine and Viking Conquests, etc will surely follow.  Viking Conquest released with bugs galore. Fine.  But the total number of copies sold using the engine probably added 20% immediately to the total installed base for Warband.  In my opinion, by now very few people indeed (only the playstation closed environments) play "Native".  Everything else is mods, poor that they are.  Should mods be better - sure.  It'd be nice if they paid a little to justify the time, but even as a pro-bono summer thing they're interesting.  I personally think they could and would be much better if Warband didn't seem to be end of life, but now we're at the point where news of Bannerlord somewhat stifles Warband, but Bannerlord may not be arriving anytime soon.  It's that painful "Soon" (TM) that scares people.  I've used the phrase too, so I understand how time passes by some sort of Einsteinian relativity around coders. 

  I'd personally love to be able to have a campaign map that was pointer based so I could flip maps as a player enters a portal and end up with a stack of maps for heaven, Buddhist hell, a dream world, the real world, a parallel world with/without magic, a world of Efreets, or whatever.  But if that was inconvenient because of the need to refresh icons and plot AI behaviour based on the last check of what was nearby I'm fine with that too.  I'm actually happy that anything works, and willing to shrug if pet feature #5 on my list of top 10 things just isn't there and never will be.  I'll adapt.  If something slick I tried fails, I'll assume its my fault and not hound devs on it.  But priming the pump, as you've done by discussing modding elsewhere, is precisely the interaction actually needed. 

  Fanboys & haters: I expect the dev team is still trying to build tools to build worlds; figure out mechanics on quests; still trying to make a "playable" native game.  But ask yourself this -- was Warband something you bought for Native game, or because some mod needed it to run?  For me, the native game was cool for about 3 weeks.  Just until the first mod I downloaded showed that ALL the rules could be rewritten, if only someone had the patience to do so.  (Shortly after that I found I could create 5 bugs for each fix, which is how people end up becoming pure consumers again.)  So, this said, if in a pinch for something to do -- give us tools, for even elementary modding, and we'll make something fun "eventually".  Who knows, maybe modding Bannerlord could be good for a resume (unlike Warband), if only because it has more elements of "real programming".  Warband was fun and fairly easy to mod.  I expect Bannerlord will be a lot more work, but we have bigger PCs and a little more practice now.  Use the community for what it does best --- while waiting for that perfect public "native" release.

  I'd at least like something in 2018 if 2017 seems too aggressive, but hey -- unless I'm spending a few grand on a dev kit (and I assure you, I cannot), "beggars can't be choosers".  Except I'd like some beggars that are good for quests, including at least some that are Dervish in disguise or one that leads to a flying carpet or a map full of Djinn.  Something, anything except Native.
I expect to put the content in myself, so native, whatever it is, is only relevant as an example template.  All the rest is expendable data.

I'm sure there must be at least 50 similar people looking to do something "unexpected", in their doubtless undervalued spare time...

  - GS

I agree and go with this. Like Gsanders is right if the game still is in development it be nice to have at least tools, like a map editor without the game itself. We also could test it out and give feedback to the Devs, like if we find bugs and what we like or dislike it could speed up the development process.

I somewhere saw on Youtube that one reason the game is delayed is Multiplayer because of how debris falls off from Castle walls while on Siege and they want to make it look for each player real in a physical way how it falls in their perspective. I honestly dont think the Singleplayer Campaign should be delayed for Multiplayer like rather release it as a DLC. If you look at Creative Assembly they will have for like Total War Warhammer so far over 15 FLC & DLC plus some more in the making. So bringing the game out somewhere this or next year as Singleplayer would be fine, then if someone like Multiplayer they can buy it, I dont play it so would not buy it for that. But most I know play it only as Singleplayer with thousands of hours... and honestly Multiplayer is not that big of a deal specially if you have a Life and are busy with it then its easier to just play a few minutes or a hour Singleplayer since it leaves you in charge and in Multiplayer you need to make time one way or the other.

Reason I bought Warband and the other Games after it was the Warsword mod, now I am modding as well for fun, but have to agree with other that say when Bannerlord seems around the corner people just prefer to wait instead making a mod and that kinda kills the modding community. Again, I did not care about the Multiplayer part, because I bought the game to play a mod, I spend in native maybe 30-45 Minutes at max to test it out.

Maybe the Dev can give us some feedback what all is included in the game like " Sea Battles " that where missing in native and in Viking conquest they where not that much better either but still fun only to have it as a option. Having a Roadmap where Bannerlord stands would also help the modding community lets say it be like Duke Nukem Forever and will get released in 2025 I be ok with it, since we might mod the game another 10+ years. But not knowing when or where it be we have to assume it is either done to 99% or not at all in a running state. I agree many went mad about the E3 because all thought they get a update when the game comes out finally like for Christmas. I would had waited for some games like Duke Nukem Forever even till today if I had known it be good. But they failed as well to give news how far they went with the game, that is why people went mad at 3D-Realms and later Gearbox for releasing a cut down Version of the game to make a quick bug. In my work we have Death-Dates where we need to deliver, so we make charts of what has to be done by what day in order to reach the goal, but that is when you work for another company. I am actually glad taleworlds takes it time to fix bugs and make it work, but I am sure they understand that people getting inpatient since it seems it be another DNF since they also never gave any information how far they done with making the game until it came out in 2011 in a worst Version with less content then the 1997 trailer, so naturally people went mad, even I did like I felt Gearbox sold out the Fans.

Taleworlds, I wonder what can we do to help you? Can we at least have a Map editor to like test it out to make Maps? If the game will take longer maybe you should tell the Fanbase like earliest done in 2019 or something like that or at least tell us what will be included in the game, you dont  have to show us screenshots.

Maybe I could just ask and you guys tell us if the following will be included as example:

- Ship Battles
- Custom Castle Building
- Troop custom Tree, to create unique Faction troops


Just any information how the Game development is going forward would be helpful in the moment.

 
LAST_ACTION_HERO said:
one reason the game is delayed is Multiplayer because of how debris falls off from Castle walls while on Siege and they want to make it look for each player real in a physical way how it falls in their perspective.

If that really is the case why not have the animation of the wall the same every time??? There's only so many variable ways a chunk of castle wall falls off and rolls into a moat surely. Or if they want the random aspect in (As players will learn where to stand not to get crushed I daresay) just have several different versions of the collapsing wall.

Simples.
 
If I have one minor, minor issue in Native is that the ransom for captured lords doesn't work and last time I checked, diplomacy does not solve this.  I just think it would be simple for a wealthy guy to buy relations buy buying Lords freedom on behalf of their relatives and I don't understand why no mod patches this.  Or was it patched in one of the mods?  I suppose I would not wait long for these refinements to be made.  But for me, I've only been waiting since 2014.
 
Lol it is just an example that there are problems any solution cancels a feature devs want. It is an example to form an empathy towards game development. You are not more experienced then devs, it is funny you propose solution to a reteorical example. Maybe they indeed should not share in development since some people manipulate the concept shared.
 
HUMMAN said:
Lol it is just an example that there are problems any solution cancels a feature devs want. It is an example to form an empathy towards game development. You are not more experienced then devs, it is funny you propose solution to a reteorical example. Maybe they indeed should not share in development since some people manipulate the concept shared.

What the f**k are you on about?
 
Kharille said:
If I have one minor, minor issue in Native is that the ransom for captured lords doesn't work and last time I checked, diplomacy does not solve this.

In what way doesn't it work? You mean the AI paying the player a ransom for lords that the player holds captive? That works fine, unless my memory is playing tricks on me.
 
Just don't let it go too long on the hype-train.
The folks at Hello Games over-engineered what should have stopped at being a procedural universe creator.
They made the most boring game ever that isn't very mod-friendly at all.
Don't be like Hello Games.
 
That is perhaps the reason why TW's current strategy is being quiet, to de-hype the audience.
This also gives them time to procedurally generate more employees.
 
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