Primitive sandbox elements

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FizCap

Regular
I do enjoy Bannerlord, I really do. But why are the sandbox elements in this game so lackluster?

1 ) Small amount of clans/No clan generation?

Are you telling me no one in your company has decided to implement generating clans? Clans are a massive part of the world, so why is there so few of them? Why does Vlandra start off with about 8 clans and never gets anymore clans when it needs them? Sure, you can convince clans from other Kingdoms to join you, but that shouldn't be the only way to get a clan. Let's say Vlanda expands past its current starting borders and has to hand out 2 cities and 3 castles. The logical thing to do would be to hand out land to newly established clans, but the problem is this game doesn't do that. All the clans in Vlanda already have land. So what does the game do when assigning fiefs? It just randomly assigns it to the clan that has the least amount of land, so eventually you get a clan that has was arbitrary randomly distributed all around Caladria and the borders start to make less and less sense. When clans are given too many land, they're not able to attain to them properly, they don't take care of it, there's less defenders which in turn creates snowballing. Creating new clans would solve this issue and would make actual sense if we're basing this off medieval history. I know this is possible because there's mods in warband that generates characters.

2 ) Lack of diplomacy

It's obvious you guys are working on diplomacy with the tribute update, but it's 2020. Why is there a lack of diplomacy? Alliances, trade agreements, defensive pacts, and no treaties? Pretty sure 90% of warband mods used the diplomacy mod that added alliances and trade agreements, this is obviously something your fanbase enjoys and you aren't delivering. You are still set on the primitive gameplay element of whatever castle you take will become permanently yours once the war is over even if it doesn't make sense. I'm not saying you have to be like Europa Universalis 4, but why couldn't you add a basic negotiation system? Obviously you guys added gameplay elements for this, trading fiefs, trading gold, etc.

3 ) Modders doing half your job

I know game development isn't easy, but when you have modders adding in all the basic functions your game needs to be enjoyable, you're obviously focusing in the wrong direction. Best example I can think of is Houses Of Caladria mod, a mod that makes clans marry so they don't go extinct. Pretty simple but this one mod can make a huge change in your game, and if someone isn't using this mod, they will be missing out on a huge part of the sandbox experience. There's so many more mods that should've been in the game on launch, but to each their own.

This isn't a hate thread, but more of what are you guys seriously doing with your game kind of thread. I know a lot of people are getting sick of this slow development process and you guys aren't even fixing basic features in the game. This isn't warband where you pay $15 and that's that, you're charging $50 for this game and people are expecting quality that will exceed warband.
 
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Yeah hard to disagree with any of your points, and this isn't even about the price, I would pay $200 if it meant getting the game I'd hoped Bannerlord would be. The problem is upper management looks at numbers like Steam reviews and sales (which are positive), so to them everything is great.
 
The game is shallow and bland. I'd rather play Viking Conquest. A game with really no diplomacy options in 2020? Yeah, it's pathetic.
 
最后编辑:
Yeah hard to disagree with any of your points, and this isn't even about the price, I would pay $200 if it meant getting the game I'd hoped Bannerlord would be. The problem is upper management looks at numbers like Steam reviews and sales (which are positive), so to them everything is great.
Recent reviews are 81% positive which is terrible for a game like Bannerlord considering Warband has 97% positive reviews. The only reason Bannerlord is staying at 81% and not 50% is because the game is in early access, if they take too long to deliver the features promised or don't deliver at all, they are going to get review bombed really hard. So let's hope they're thinking long term.
 
The game is shallow and bland. I'd rather play Viking Conquest. A game with really no diplomacy options in 2020? Yeah, it's pathetic.

Bit sad really, most modern strategy games are going towards diplomacy features such as total war. This game really needs to progress lol.
 
@FizCap They are working on these.


I disagree with 1 though. A new clan should only be generated once one has been completely destroyed. If the game starts with all the settlements owned by a clan, then there are enough clans for growing kingdoms to recruit (if one is growing another is shrinking). With children actually joining the game and NPC marriages about to be implemented, it will be much more rare for clans to die out without intentional executions. Also if new clans were constantly being made with no limit to the amount, eventually there would be to many clans to actually give everyone a settlement. Also Vlandia has 10 clans, actually the most out of any of the kingdoms.

2 - quote from dev, they want it too. First they are implementing rebellions though.
Yes, game needs alliances. This was obvious and most of us come to this conclusion at diplomacy developments thread.

I offered alliances idea to armagan too. It is “partly accepted” but we will talk about details at October. I offered when there is an alliance 2+ allied factions should be able to make a siege to a fortification together or they should join battles on map when allied kingdom party is attacked or they can defend allied settlements or they can get more open slots at settlements of allied kingdom + we should find negative side effect(s).

This feature will probably increase battle variety on game which will result in better gameplay experience and it will be slow down snowballing (if nobody make alliance with most powerful factions) which again results in better and more balanced gameplay experience.

Imo biggest problem of alliances feature will be “what will be its negative effect?” What will stop factions making alliances all the time? There should be a cost or some other negative effect. Otherwise making alliances will be always logical. One possible solution is there can be a cost which both allied factions pay and it can be more expensive when factions are stronger. There can be more side effects.






The game is shallow and bland. I'd rather play Viking Conquest. A game with really no diplomacy options in 2020? Yeah, it's pathetic.
You are a broken record.
 
Yeah hard to disagree with any of your points, and this isn't even about the price, I would pay $200 if it meant getting the game I'd hoped Bannerlord would be. The problem is upper management looks at numbers like Steam reviews and sales (which are positive), so to them everything is great.

I feel like the developing team jumped from those desires back in the day to improve upon previous games, taking the single player experience to the next level to just making a nice online medieval brawler. Combat is nice, but every other aspect of single player is primitive in it's implementations.
 
@FizCap They are working on these.


I disagree with 1 though. A new clan should only be generated once one has been completely destroyed. If the game starts with all the settlements owned by a clan, then there are enough clans for growing kingdoms to recruit (if one is growing another is shrinking). With children actually joining the game and NPC marriages about to be implemented, it will be much more rare for clans to die out without intentional executions. Also if new clans were constantly being made with no limit to the amount, eventually there would be to many clans to actually give everyone a settlement. Also Vlandia has 10 clans, actually the most out of any of the kingdoms.

Easy fix, if a clan doesn't have land eventually and a Kingdom has too many clans, eventually the clan can fade in obscurity and disappear from the game. This will create a cycle of fresh new clans as the game progresses. I know they have a lot of features planned, that is why I only included a few elements I feel like they're missing.
 
Recent reviews are 81% positive which is terrible for a game like Bannerlord considering Warband has 97% positive reviews. The only reason Bannerlord is staying at 81% and not 50% is because the game is in early access, if they take too long to deliver the features promised or don't deliver at all, they are going to get review bombed really hard. So let's hope they're thinking long term.

I agree, if this is released with no new features it'd gonna be bloodbath for reviewers that are vets. Multiplayer people are not thrilled either.
 
Easy fix, if a clan doesn't have land eventually and a Kingdom has too many clans, eventually the clan can fade in obscurity and disappear from the game. This will create a cycle of fresh new clans as the game progresses. I know they have a lot of features planned, that is why I only included a few elements I feel like they're missing.
Oh they are definitely missing, but the good thing is they want these features too, just need the time to implement them while keeping the grand scheme of the game in mind (something modders don't have to do). Also you should know that they do check out mods to learn from them.

Also that easy fix sounds like a crazy snowball mechanic. So basically any losing kingdom that isn't gaining land for their fresh clans will lose them to despawning and to other kingdoms recruiting them (right now once clans get landless they will switch kingdoms to expanding ones pretty quick). Clans are extremely important for the number of available war parties on the map. Every clan can have up to 3 on the map, so every new clan that spawns for a kingdom is essentially 300-500 more troops. I don't think despawning losing kingdoms clans will help with the snowballing. Its one of the current problems with snowballing, once a kingdom loses a clan they are significantly weaker to the point of no return (in most cases).
 
最后编辑:
@FizCap They are working on these.


I disagree with 1 though. A new clan should only be generated once one has been completely destroyed. If the game starts with all the settlements owned by a clan, then there are enough clans for growing kingdoms to recruit (if one is growing another is shrinking). With children actually joining the game and NPC marriages about to be implemented, it will be much more rare for clans to die out without intentional executions. Also if new clans were constantly being made with no limit to the amount, eventually there would be to many clans to actually give everyone a settlement. Also Vlandia has 10 clans, actually the most out of any of the kingdoms.

2 - quote from dev, they want it too. First they are implementing rebellions though.








You are a broken record.

So are you, the truth is a sour note.
 
So are you, the truth is a sour note.
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It's all fun and games until you find out that one guy making a warband mod called Bannerpage is owning these devs. And don't get me started "he's just a modder" and all that jazz. This game had a graphics upgrade and possibly the worst crafting I have ever seen in a game, it's lame as hell. As if a diplomacy feature with alliances is a big deal.....So tired of this.
Hira-ta-hai !
images
 
最后编辑:
It's all fun and games until you find out that one guy making a warband mod called Bannerpage is owning these devs. And don't get me started "he's just a modder" and all that jazz. This game had a graphics upgrade and possibly the worst crafting I have ever seen in a game, it's lame as hell. As if a diplomacy feature with alliances is a big deal.....So tired of this.
Hira-ta-hai !
images

Damn I checked out bannerpage, didn't know Warband had such an amazing mod. Thanks for notifying me of this mod, having more fun on it than I am on bannerlord.
 
Also if new clans were constantly being made with no limit to the amount, eventually there would be to many clans to actually give everyone a settlement.
But what about making new castles and fiefs like EVERYONE WANTS TO DO, you know the most exciting, hyped feature of their dev blogs, that got tragically gutted because "was to hard to make work" Tw put that back in!
I'm a TW fan and supporter, I play BL more then almost anyone, but I just gotta say "it's to hard to make it work" Isn't an excuse when almost nothing really works in the game anyways!
Make gear show up in shops? nope too hard
Make workshops work, nope too hard
Make dudes hold shield up and run...nope too hard
Make dudes go up siege tower...nope
Make skills raise up evenly... NO
Make cav hit things NO (claim they fixed it but really still NO)

So many things have been too hard to fix in the last 6 months that how can you (TW) just give up on most wanted features for being too hard!?
It's not too hard you can do it! You can make the game we deserve!
 
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Damn I checked out bannerpage, didn't know Warband had such an amazing mod. Thanks for notifying me of this mod, having more fun on it than I am on bannerlord.

Ok im knee deep in Viking Conquest but damned if that mod dont look amazing.
 
*sits grumbling that this is not a sandbox game and that TaleWorlds misrepresented about it being one*
It's an open world game!
 
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