Mount&Blade II: Bannerlord Developer Blog 4 - Flexible Entries

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<p>Happy New Year to those operating on the Gregorian Calender and a round, warm hello to all. “Blog!”, they cried and it was written. 2013 has been a year of growth for us at TaleWorlds and with each passing month, work intensifies on Bannerlord. The new year has already started with the achievement of 100,000 likes on our official Facebook page. It feels like a great milestone and we'd like to thank everyone for all the support. Now let us tell you a little bit more about making Bannerlord.</p></br> Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/5
 
Meevar the Mighty 说:
Took me a year to work that out too... or that there were orders of any kind. :smile:

The function can use a lot of improvement though, as you suggest, ombror. I think it would draw a lot more customers if the RTS side of the game had more features.

I'm not really sure about it. Due to combat system, size of battles will never reach Total War scale, so that part will feel slapped on default first-person-commander game and there's not much to do with ~200 guys on battlefield, especially that results in unit vs. unit fight are much more volatile than standard "compare the numbers" system. To really attract those kind of players it would have to go further into "RTS with grab a sword option" direction and I don't think it's good for M&B.
 
Do not look here 说:
Meevar the Mighty 说:
Took me a year to work that out too... or that there were orders of any kind. :smile:

The function can use a lot of improvement though, as you suggest, ombror. I think it would draw a lot more customers if the RTS side of the game had more features.

I'm not really sure about it. Due to combat system, size of battles will never reach Total War scale, so that part will feel slapped on default first-person-commander game and there's not much to do with ~200 guys on battlefield, especially that results in unit vs. unit fight are much more volatile than standard "compare the numbers" system. To really attract those kind of players it would have to go further into "RTS with grab a sword option" direction and I don't think it's good for M&B.
You haven't played a battle with +300 ingame characters?, well, I have and I have to say that the difference is huge because it improves by a lot the immersion and it makes a lot more funny and enjoyable the gameplay.
 
Considering that in some mods I can barely put the original slider on max troops on my mighty calculator? No, I didn't.

Although I still don't think that you can focus much more on RTS-ish part of game without losing focus on being a field commander part. And definitely not enough to grab much attention of fans of former.
 
pellehard 说:
What do you guys think of this delay of the blog update?
i think they are working on a video. A video that will be the trailer :smile:
I think nothing, but just hope / expect that the next one will anounce huge changes and/or soon delivery date...
 
When you are still working on quite a part (so the mentioned by Lust "atmosphere", explained in this very thread as "changes related to sunlight, skylight, fog, etc" by gkx) of stuff that you want to include in that video, then, yeah, month is pretty reasonable, if not underestimation.
 
A feature allowing you to make your own shield emblem would be cool for Multiplayer, because a lot of team are proud of their emblems (some of them even made custom ones via mods) and such a feature would enhance the multi IMO  :cool:
 
Do not look here 说:
When you are still working on quite a part (so the mentioned by Lust "atmosphere", explained in this very thread as "changes related to sunlight, skylight, fog, etc" by gkx) of stuff that you want to include in that video, then, yeah, month is pretty reasonable, if not underestimation.

exactly my thought :smile:
 
Manu_La_Canette 说:
A feature allowing you to make your own shield emblem would be cool for Multiplayer, because a lot of team are proud of their emblems (some of them even made custom ones via mods) and such a feature would enhance the multi IMO  :cool:
You mean that other people can see the emblem you've made?
 
crodio 说:
I would like to see shield binding, like hoplites had
Okay. Now how would that work, and what would it do?
It's like asking for wrestling. It's like asking for sword-binds or other such things.

It would require its own game, with a very different way of fighting.
 
By changing the atmosphere i think they will make the "desert" to feel more like desert with sand flying around n stuff and the party will drink and eat more because of the extreme whether. the north to feel more like cold and dark and the "green area" very colorful BUT
i could be wrong.
 
Do not look here 说:
Meevar the Mighty 说:
Took me a year to work that out too... or that there were orders of any kind. :smile:

The function can use a lot of improvement though, as you suggest, ombror. I think it would draw a lot more customers if the RTS side of the game had more features.

I'm not really sure about it. Due to combat system, size of battles will never reach Total War scale, so that part will feel slapped on default first-person-commander game and there's not much to do with ~200 guys on battlefield, especially that results in unit vs. unit fight are much more volatile than standard "compare the numbers" system. To really attract those kind of players it would have to go further into "RTS with grab a sword option" direction and I don't think it's good for M&B.

It's not about scale. Not a single soldier in a TW game does anything more than rolling a dice against its opposite number, so it's not very interesting as a battle simulator. How ever many dice rolls there are, none of them make a jot of sense. A lot of old TW players (myself included) are pretty sick of that system, though it was impressive in the early 2000s.

M&B is going in a much better direction for an RTS, but the controls and a couple of mechanics are underdeveloped, which is really unattractive for RTS players.

While it's true that developing the RTS system would technically take the focus from the fighting (before I found the unit orders, I felt compelled to solo the enemy army before my troops ran in and killed themselves, now I can buy some time by telling them to wait at the back of the map), it's not going to make that part of the game any less fun and people will have more choice in how they play.
 
I'm in love with M&B. It's the best ten dollar game I've ever purchased. I already know Bannerlord WILL be amazing, my brother and I are extremely excited for it. There are however a few things I would really like to see in mount and blade that I haven't seen in the other games I've played.

Being that I play this game with my brother a lot I would really enjoy it if the single player campaign could be expanded to allow for the inclusion of multiple players via LAN or the like. I, as well as most everyone else that I've seen would also be really excited to see a greater variation in siege tactics. I've always wanted to effectively engineer a siege and as such I think it would be really awesome to see a type of modular siege system centered around the use of small actions inherent to the M&B "vibe" or "essence". In that sense I really want to see attacking from different angles, more methods of entering a castle, siege weapons if possible, and better defense options. Although Defenders already have a good advantage I feel like they should be able to do simple tasks such as burning ladders and siege towers.
 
OneBIgMushroom 说:
I'm in love with M&B. It's the best ten dollar game I've ever purchased. I already know Bannerlord WILL be amazing, my brother and I are extremely excited for it. There are however a few things I would really like to see in mount and blade that I haven't seen in the other games I've played.

Being that I play this game with my brother a lot I would really enjoy it if the single player campaign could be expanded to allow for the inclusion of multiple players via LAN or the like. I, as well as most everyone else that I've seen would also be really excited to see a greater variation in siege tactics. I've always wanted to effectively engineer a siege and as such I think it would be really awesome to see a type of modular siege system centered around the use of small actions inherent to the M&B "vibe" or "essence". In that sense I really want to see attacking from different angles, more methods of entering a castle, siege weapons if possible, and better defense options. Although Defenders already have a good advantage I feel like they should be able to do simple tasks such as burning ladders and siege towers.

I have to agree with you, it would be really great to decide from which side of castle attack, but not only that, the spawns in M&B Warband are broken in siege because you spawn in front of the walls and you must decide what to do there in a really short time of period, so we should be able to spawn in a safe place and decide from which side attack after seeing the enemy castle.

How it should be siege compared to warband imo:

9qsh.png
 
like they should be able to do simple tasks such as burning ladders and siege towers.
[/quote]

How it should be siege compared to warband imo:

9qsh.png
[/quote]

drawing skills level 100  :shock:
yes i agree on that spawning are way too close to the casle in warband
 
Would be nice if along with allocating starting positions before a battle (which you can't do in M&B so far, but ignoring that), you could allocate further positions, so defending a castle, for instance, you can give the order to fall back and know that everyone will go to positions that you've set previously.

It could also work for field battles, where you could have a plan and if everything goes well, just hit (key)+1, (key)+2 and so on, but if the enemy ruins your plan or you see an opportunity arise, you resort to micromanaging unit orders in real time.
 
I'd like to see a 3rd person paused mode like Brothers in Arms where you can pause the battle, survey it, then order troops around
 
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