Option to disable town menu

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OnionKnight

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In warband, I had no idea you could explore around to find a katana and some samurai armour in Rivacheg.

I wouldnt mind walking around town more often but it's so much easier to just use the town menu.
I don't want to explore the town if I have to choose to do it.
If there was an option to force me to walk around town without seeing the town menu, I think it would be immersive that way instead of having to manually click "walk around town", because each time you "walk around town" you're deliberately choosing to inconvenience yourself by clicking on "take a walk around town" then walk to the armorer, instead of just simply clicking on the armor merchant in the town menu. I would feel more compelled to explore for easter eggs if I was forced into the town walking around.

I would want this implemented in a way where it's a completely optional thing, maybe in the launcher there is a checkbox right next to disable blood and enable cheats, there could be "Turn off town menus"

I dunno, what do you guys think? Dumb idea?
 
Ki-Ok Khan 说:
If you really want to be forced to do stuff to get into a scene , download a mod for it.
I certainly do not want them to hold my hand to get me immersed in the game. I want to do it my way. Since it is a sandbox game.
 
I don’t mind then adding options to be able to customize the experience to our liking. Things like this seem simple enough
 
Dest45 说:
I don’t mind then adding options to be able to customize the experience to our liking. Things like this seem simple enough
I agree, however if there was only one way to do it (no options) then I would prefer we need to explore the town and find the notable persons. Once that has been done they should be available on the town menu. Basics like merchants, tavern, lord hall should be available from the start though.
 
OnionKnight 说:
I wouldnt mind walking around town more often but it's so much easier to just use the town menu.
I don't want to explore the town if I have to choose to do it.

devs wont add multiple options unless they are in demand. Each option adds complexity to the menus, gaming testing, bug hunting, dev time, and so on. If this is something they feel only a small minority would want or use, then they will likely not add it.

however you can always create or install (if lazy) a mod to add this to your game, which doesnt involve TW at all. Customize the game to your liking, just dont expect TW to do all the work for you.

also feel free to ask or suggest anything you would like to the game, as this is a open forum, and your ideas have the same potential of making into the game as anyone else. We dont know which ideas are good or easy to do. That is TW job.
 
There's very little to test for a simple check-box to bypass the normal menu (either it bypasses the menu or it doesn't, and the end result is the same as selecting the menu option, so it's not like a quest change that potentially affects 6 other quests).  I would assume that their menu system already has the capability of dynamically expanding to include another option as needed, otherwise it would take a little bit more effort to add it to the Options menu and possibly resize the menu for it.

On the other hand, it's also something trivial enough for a mini-mod, so unless umpteen gazillion players want it, the priority level is pretty low.  Personally, I wouldn't use it, because I would only want to have to explore the town on my first visit, and have the current town menu available for all subsequent visits.  A few of them have one or more merchants or the guild master located pretty well out of the way, and (unless Bannerlord makes town visits a LOT more interesting) I don't want to have to go hunting for them every time I stop by.
 
Honved 说:
There's very little to test for a simple check-box

that is you thinking as a player, not as a developer. Everything is simple until it is not  :razz:, as game patches with hundreds of small corrections can demonstrate to anyone (even a non dev) lol
 
kalarhan 说:
Honved 说:
There's very little to test for a simple check-box

that is you thinking as a player, not as a developer. Everything is simple until it is not  :razz:, as game patches with hundreds of small corrections can demonstrate to anyone (even a non dev) lol
That's me thinking about how a couple of lines of code would change, and that's about all.  I'm not a professional programmer, but know enough to do some basics (I'm an Engineering Tech by trade, working with the guys who do this kind of stuff on a daily basis), so making a relatively simple check to call one menu function instead of another (which the second one would then call anyway) doesn't take a lot of testing and debugging.  It DOES need to be tested, though.  I've done bug-hunting on a couple of games, and found and reported dozens of minor placement and text errors, quest conflicts, and one menu oversight that was a rather embarrassingly easy way of bypassing the starting difficulty of a game completely, but this isn't a case where you have multiple things affecting multiple things.  I'm assuming that their Options menu already has provisions for a couple of additions like another "yes/no" checkbox, otherwise reformatting the menu page would be the hardest part.  Considering that the function itself has already been implemented in a couple of original M&B mods, I don't think there's a whole lot of difficulty in adding it to Bannerlord.  The real question comes down to whether or not it's worth the relatively small investment in time, or whether there are more important matters that need to be addressed instead.

Personally, while it would technically be an "improvement", I don't think it's important enough to divert even the small amount of resources it would take.
 
Honved 说:
That's me thinking about how a couple of lines of code would change

yes, that is you thinking of the small picture (player`s perspective), not the big picture (game designer`s perspective). Which is fine, as that is your position/role  :razz:. That is why I said that it is TW job to decide when something is doable, viable and a good idea, while it is our job to discuss ideas and suggestions to the game.

Cheers
 
We are just players and Taleworlds are designers, but choose what features seems good and make sense take long time
 
kalarhan 说:
however you can always create or install (if lazy) a mod to add this to your game

You imply this would be a small mod job for a player to add, so wouldn't it also be a small job for TW? I am aware the answer may be "no" but from a player perspective I just don't know. I understand it is still a task to do and resources could easily be argued to be put to better use elsewhere. From a player perspective, I would find the addition of the option to disable the town menu an asset to the game, albeit a tiny one.
 
I don't know what's the big deal with getting to choose how you play, I would even suggest a section in the settings menu dedicated to activate/desactivate features you want/don't want, for example, this or hitting multiple people, that way anyone even you Rainbow can choose if you ever change your mind. Wasnt the developers looking for a RPG where you could choose how you play? Like being a merchant, a bandit or a king, you can be who you want in this game but how you play it also means a lot for replay ability and for self immersion
 
Akesh the Cursed 说:
a small mod job for a player to add, so wouldn't it also be a small job for TW?

a modder doesnt need to worry about compatibility, testing, game balance, keep the game vision, do something for 6 million people. A modder can just create something for 10 people that will work most of the time until a patch breaks it, and that still is valuable enough as a creation. So nope, not the same thingy at all.

that is not implying that all mods are bad or low quality. It is just saying that mods have a whole different level of expectation. Plus they are free (it doesnt matter if the modder worked for 1 hour or 1000 hours, the cost is still zero for the company and the players).
 
I agree with you, kalarhan, mods are just for fun not money, reason for which many not are unfinished but Taleworlds will deserve money from all players
 
kalarhan 说:
Customize the game to your liking, just dont expect TW to do all the work for you.

geez calm down, im just throwing ideas out here. I'm not going to lose sleep if they don't add such a thing.
 
this idea takes me back to the development of the original M&B. i forget when, but sometime before 1.11 release town menus became much more robust than before. this was mainly because the main thing that modders did consistently was to minimize searching for important things during normal play via the town menu. there was some push back, but it wasn't too strong. some modders gave the player the option to search for some things or to have essentially everything available from the town menu immediately. the Easter Eggs even changed throughout development. at first i think the Easter Eggs were there so the devs could grab really good gear at the start of the game in order to test out combat and other things without having to work for everything, a sort of cheat if you will. there was some complaining when nearly all or all the Easter Egg Chests were removed, and then it got put back i think. of course i might be a bit off on this stuff, it was well over a decade ago.
 
jamoecw 说:
at first i think the Easter Eggs were there so the devs could grab really good gear at the start of the game in order to test out combat and other things without having to work for everything, a sort of cheat if you will.
Many popular games include a slim chance for something decent to spawn, rather than guaranteeing the same old low-level garbage no matter where you go.  As long as such "Easter eggs" are kept fairly limited and not game-breaking in power, they give you something to hope and search for.  Without them, the game can seem rather pointless. (One of the complaints about Oblivion was that you got pretty much the same stuff no matter where you went.  Why explore if you can just keep milking the same 3-4 dungeons every 3 days?)

On the other end of the spectrum, a number of mods try to be "more uber-er" than the last umpteen mods out there by handing you all of the goodies at the start.  That leaves you with nothing to look forward to, and not a lot of point to searching for stuff.

I think Taleworlds did a reasonable job of balancing the availability of items, since if you did find a couple of high-end goodies early on, it still wasn't nearly enough to equip your character plus your whole group of Companions.
 
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