Mount & Blade II: Bannerlord Old Discussion Thread

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wildyracing

Sergeant
Dear Taleworlds,

There is one big flaw in Warband that I see persistent in Bannerlord: the lack of friendly melee damage!

In Warband there was no way to enable this for hardcore experience and more control over your swings in crowded situations. Multiplayer allows friendly melee damage, but singleplayer doesn't. I hoped that Bannerlord will improve this matter and will introduce an optional friendly melee damage. Why the game should deny me the opportunity to hit one of my own troops with my sword, but gives me that opportunity (or disadvantage) to do it with my bow? I don't see any sense. In many medieval brawls and battles, combatants often injured or killed their own allies in the heat of the battle. This was even used as a way to "clear bills" with your own faction enemies. This is the historical reason to enable the friendly melee damage.

When I play Warband there are a lot of situations where my own troops prevent me from striking the enemy, because my swing stops in mid-air if there is a friendly troop near the enemy. I really don't like that, because the AI does the same thing all time and its swings aren't stopping like the player's. This is the gameplay reason to enable the friendly melee damage and the lack of it really bothers me. It will be best to pick your swings and avoid hitting your troops manually, as it is when you shoot a bow, rather than leave the game do this for you. And in a crowded situation I'll be able to just swing my axe berserker style and survive the battle.

The solution will be to add an option to enable friendly melee damage and if you swing a weapon, your hit lands where it is aimed, no matter if there is an ally or a foe there. So much better IMO. And if someone prefers to play with no friendly melee damage, like before, he just disable that option and enjoy the game his way too. I'm sure the engine allows this!

Thanks for your time!
 

DanAngleland

Grandmaster Knight
M&BWBWF&SNW
Since Saturday we've added over 60* pages to this thread. I think it might be a record.

*Depends on your look & layout options; for me we are on page 1863.
 

mormyllon

Veteran
DanAngleland said:
Since Saturday we've added over 60* pages to this thread. I think it might be a record.

*Depends on your look & layout options; for me we are on page 1863.

Now imagine what this thread will turn into when we will see Bannerlord sieges  :smile:
 

Stan546

Regular
WB
I honestly think this is going to be the most painful next few months. Like I keep checking several times a day on the Teleworlds home page for updates. The game is so damn close yet so far.  Once we've seen Sieges in action, what else is there left to show us apart from the game design background stuff? Like the diplomacy part of it, building and developing towns, villages, ect.

Considering we already saw basic sieges back in August, is it just testing every siege location, battle location, villages and how they change visually with upgrades, town visits, different meetings and ironing out bugs that are left? I imagine because the game is such a sandbox with so many random variables on different locations a lot of it is just testing how the game runs over long periods with different scenarios.

I actually haven't got a clue how game development works mind you.

I was also thinking, if Castles have been removed but for when they exist near villages, as a built upgrade, can you take over villages before towns? Or is it still only raid villages and you take them alongside towns similar to warband? What if said village has a castle, then can you take it? Or is it still only raid the village until town is taken?
 

rammler1991

Veteran
Hmm does anybody know something about voice acting? In the demo there was no NPC talking. I really hoped we would hear some voices in bannerlord  :ohdear:

 

Stan546

Regular
WB
rammler1991 said:
Hmm does anybody know something about voice acting? In the demo there was no NPC talking. I really hoped we would hear some voices in bannerlord  :ohdear:

That Zaszx guy above you knows absolutely everything we could ever want to know :wink:
 

TrashMan

Regular
NightHawkreal said:
If Warband has the same combat system, why do I need to buy another game?

So the entire game is nothing but that one thing to you?
Real shallow, man.

But it's your loss, so it's no skin off my back.  :neutral:
 

Stan546

Regular
WB
I don't understand the complaints about combat, I personally really enjoyed Warbands combat system and wouldn't want it to go to far from that. I find it had a really nice weight to it, you actually had to swing and time your attacks correctly. The videos show it has a very similar combat system and this is great.
 

DanAngleland

Grandmaster Knight
M&BWBWF&SNW
rammler1991 said:
Hmm does anybody know something about voice acting? In the demo there was no NPC talking. I really hoped we would hear some voices in bannerlord  :ohdear:

There was voice acting in the Gamescom videos, that bit where a guy named Cordalos talks to the player. Some of the important NPCs talk though most NPCs don't; the player character doesn't, though the player does have a voice (we know this from the character creation section, where you can choose different voices) which I suspect is for making war cries. Armagan said at the time that the professional voice acting hadn't been done, only place holders were in at the time of Gamescom, and it is apparently something that is usually done very near the end of a game's development.

So, we will hear some of the important characters we come across talking, but most NPCs won't talk.
 

user1324865215

I've updated the OP with a link to the official youtube video for the livestream. Unfortunately I can't embed it since the post already hit the max for number of videos.
 

semigall

Knight
NW
Zaszx said:
well... hi :wink:

Hello! Hmm, I expected something more than - well hi!  :lol: Maybe developer can add some comment about game? Something what we not hear in livestream. Some info? Or something else?
 

DanAngleland

Grandmaster Knight
M&BWBWF&SNW
Pilum said:
I would like to see missions where you could infiltrate an enemies castle and open the gates for your troops, or render defense systems, such as that boiling oil thingy (if they have that in BL), ineffective.
Or you could poison the enemies' well during a siege. So you would have to evade guards and stuff, since if they would detect you, the mission would be lost or you could try to escape.

I would like more imagination than we saw in Warband for sieges as a whole. While many people enthuse about doing real time damage with siege weapons in the battle map, which is admittedly fun, it could distort the balance between castles and siege weapons from a fun and immersion point of view I think. Huge stone walls being demolished in minutes makes a mockery of their defensive value. If in singleplayer we can break down a wall with a catapult in a few minutes in the siege scene, then all the defender can do is leave his men on the wall to be battered to death or wait for it to fall, and then suffer a quick death as the attackers flood in. That won't be so bad if building catapults requires a skilled engineer and takes plenty of time, but I would still like to see more from sieges- such as the defenders retreating through the streets or to the keep, or having different scenes before a traditional assault takes place.

For example, while siege weapons are being built or the besiegers are waiting for the defenders to starve, there could be randomly triggered or player initiated events such as the enemy trying to sally out and destroy your engines. You would get a message that this was happening, then enter a scene (probably at night) where your catapults and towers were being attacked with torches by the defenders, and you have to fight them off (perhaps dressed without your armour, having left your tent in a hurry, and with only a few nearby guards and companions to help).

The player could try and sneak into the castle; this might be through a companion who had sneaked in before the siege and now sends a message that he will lower a rope at midnight. You then choose a small force of shieldless men (so as to be nimble and quiet) to scale the wall with you and try to take control of the gatehouse; guards may spot you if you bring too many troops, or if you are defeated you will be captured and then could be used to get your army to leave, or you might decide to retreat if the gatehouse is too well defended- or you might succeed. In the case of success you would then leave the scene, and the next scene would have you respawn in the gatehouse while your main army rushes in below you- horns blow in the castle, waking up the defenders, who you have to fight off for a minute or so until your main army comes up to the battlements to help you. After that you stay in the scene and chase the defenders to the keep, fighting through the streets if it is in a town, and then using small portable rams or axes to break into the keep.
 
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