Okay, only two things, one, you don't have to grind relations, working in favour of the kingdom will still make them, yes, slowly, trickle in, and two, don't you think that making influence a currency implies that you have to grind for it instead?
Do not look here said:Okay, only two things, one, you don't have to grind relations, working in favour of the kingdom will still make them, yes, slowly, trickle in, and two, don't you think that making influence a currency implies that you have to grind for it instead?
CaptainLee said:Do not look here said:Okay, only two things, one, you don't have to grind relations, working in favour of the kingdom will still make them, yes, slowly, trickle in, and two, don't you think that making influence a currency implies that you have to grind for it instead?
Well if it's a universal currency rather than faction specific (which is a bit weird frankly) then it'll require less grinding with one individual working out of the same area. I can understand how it would work with you being unaligned with any kingdom, you've built up trust, respect and fame that requests are more likely to be granted. It's just seems a little inelegant from what we know.
Probably all subject to change though (as an awful lot seems to be)
578 said:I think some of you here have the illusion that you are real warriors in medieval era. This is a game, the points is more accessible than the grindy **** old system. There is nothing fun about grinding delivering letters and errands like a moron for lords 24/7.
Chairman Maoundy said:Running errands is not the smallest bit different if you do it in the desert rather than in the forrest. You spending those points rather than just gaining them and keeping them means that you will have to constantly work for them. It will be more of a grind than it already is.
Chairman Maoundy said:I don't see why some babarian would give a damn about your standings in the empire.
@20m 15s "basically a new currency in the game in addition to money and relation"CaptainLee said:This presupposes they have removed the previous system rather than having influence to supplement it. Is this the case? I don't know.
Sir Mordred said:@20m 15s "basically a new currency in the game in addition to money and relation"CaptainLee said:This presupposes they have removed the previous system rather than having influence to supplement it. Is this the case? I don't know.
No idea how influence and relations will interact, but certainly sounds like the old relations is still in the game
Sir Mordred said:@20m 15s "basically a new currency in the game in addition to money and relation"CaptainLee said:This presupposes they have removed the previous system rather than having influence to supplement it. Is this the case? I don't know.
No idea how influence and relations will interact, but certainly sounds like the old relations is still in the game
DanAngleland said:I think it sounds like a good system, but of course we won't know for sure until we've played the game.
SunFlash said:Besides, the nobility throughout history have often been a bunch of "old boys clubs" and I see the influence system being a more direct way of making that happen. E.g. "This guy hasn't done a ton for me - but he helped out Bruce whom I like, is sworn to my faction, and has defeated my enemies - probably wouldn't hurt to help him out for awhile?"
RoboSenshi said:I feel like influence should work less like a deductible currency e.g. gold and more like an abstract value e.g renown, right to rule, honour etc. In an ideal world influence would work exactly like real life but because it's a game there has to be a smart compromise and I think having an influence "level" better emulates real life influence.
Jacobhinds said:SunFlash said:Besides, the nobility throughout history have often been a bunch of "old boys clubs" and I see the influence system being a more direct way of making that happen. E.g. "This guy hasn't done a ton for me - but he helped out Bruce whom I like, is sworn to my faction, and has defeated my enemies - probably wouldn't hurt to help him out for awhile?"
This is already the case in warband. There is a calculation which makes lords like you more if you have mutual friends.
JuJu70 said:The problem with the current system is that it's a one-way positive street, do some favors for lords, win battles, and everyone loves you. IRL it will be just the opposite, the more you rise the more enemies you will get. Intrigues, where are they? Especially if you start as a nobody rising through the ranks, why would proper lords like you. Essentially, they ignore the fact that the Byzantium was built on politics and intrigue, and not military might.
For influence, again look at Nova Aetas, I'm fairly certain this is the system we'll get in Bannerlord.