Some people seem to be satisfied with the current results. That's fine, enjoy yourselves, my response is to never give this company another cent for the rest of my lifetime unless something radically changes. I somehow doubt that however.
Since I already paid, I come around to keep tabs and see what's going on and even occasionally commiserate. Of course there will be mods to play this game and make it somewhat enjoyable, but there are of course the continual frustrations as well.
Ultimately however, I just will vote with my wallet. No reason to get emotional and argue with the Taleworlds defense force on these forums, and certainly no use begging decision makers who don't give a @#$^% to act like they do.
+1
Thing is if TW had turned things around I might have considered buying the game on console, just for the "couch experience". I'm not sure what TW is or has been doing to be honest. I mean they fixed troop jittering, armor protection is somewhat decent after 1.8, but why was all this done in like the last 6 months? It gives no time to test or evaluate what was changed, and they did not change armor values on any equipment to bring things in line, so it's not like they were busy doing that.
I suspect a great deal of the problem with TW is if I recall correctly they are or were funded by the Turkish government. And that's the problem, when you're on somebody's allowance there isn't much motivation to really go out and doing something worthwhile, is there?
What irks me the most is the time wasted. People can say oh well you spent so much time with the game, not being happy with it makes you hypocrite! There's lot of things I do that wastes time - like the 90+ minutes I spend commuting between work/home. Truthfully I play Bannerlord because it's a game I can easily pause (I give it credit for that, why I don't like the Souls games much anymore) which is something I do pretty frequently between household matters and taking calls for work. But it doesn't matter if it's 100, 1000, or 10,000 hours you've spent doing something - you're allowed to be critical of it. Though truthfully someone who simply exclaims "This sucks!" isn't helping anyone.
I bought the game back in May/June 2020 with the idea most of the things people had complained in March had been patched (LOL) and I certainly expected it to be finished game by 2021 since it seemed functional. It's quite sad that in late 2022 game is nothing close to what I'd call finished, way too many "placeholder" things yet. Again if this was October 2021 I might be more optimistic. Still if it wasn't in the patch notes, it wasn't fixed, hell maybe it even got broke (like being able to select multiple formations). My time wasted is my own foolishness, but I'd be remiss to not say TW has collectively been wasting everyone's time, and not in the good "fun" way that games are supposed to.
I can pretty much guarantee there will not be the same fanfare for a MB3 if it ever happens at this point. Which begs the question
what is the future for TW then? Maybe they were smart and started working on another title, I sure hope so, otherwise I can't see how they'll be able to generate enough sales to stay afloat. Anyone defending TW and the state of Bannerlord at this point is doing so to TW's detriment IMHO.
I'm sure the powers that be would love nothing more then 100% praise, but what good will that do for the poor console schmuck who's sieging a castle/town for the 10th time - only for that one defending unit to get stuck in the wall? After how many times do you think they'll just ignore it by auto-resolving? Better question why is this still an issue after being pointed out many times?
21 votes and 6 comments so far on Reddit
www.reddit.com
Summary: Sieges won't end because last enemy fell into a wall How to Reproduce: During sieges, AI soldiers will sometimes find a small gap in a wall and fall inside Have you used cheats and if so which: Scene Name (if related): Media (Screenshots & Video): Computer Specs: OS: GPU: GPU Driver...
forums.taleworlds.com
Also who needs stairs? (This is Ab Comer castle Level 2 IIRC)
Many decisions are made for the player on a regular basis, or are false choices where the player's input doesn't change the outcome. An obvious example of the former is the automatic recruitment/upgrading of troops in castle and town garrisons. Can't turn off recruitment, can't turn off upgrading, can't even decide what troops it upgrades into. If you don't fully stuff a garrison yourself (after emptying all of the trash out of it) then when you come back a month later it will be packed with units you often don't want. This actually creates a continually escalating problem for the player if they don't actively purge the garrison on a regular basis, as you still have to pay for all of these troops as they are recruited into the garrisons and upgraded, alongside their usual wages.
I don't think anyone has lived long enough to see a T1 Recruit placed in the Garrison reach T5 or T6. Certainly most people won't play that long... So kind of non-issue LOL. Auto-recruitment is an odd thing, but there's no real tutorial or explanation of it - which is the only real problem with it. Should be lots of optional tutorials to explain how things work on a basic level, but guess that's the realm of YouTube.
Ah those expensive game manuals!
For the latter, kingdom policies can make holding onto certain settlements a nightmare with the rebellion system. If you join a faction that wants to pass all of the policies which reduce town loyalty (like debasement of currency) then any foreign towns you wind up with are going to be stuck in a catch-22: an upgraded building can get your loyalty equilibrium out of the rebellion range, but your stacked loyalty penalties are so strong that you have to run the festival continuous project to stay out of rebellion range. Unfortunately, the AI seems to universally want some policies and never others. The support splits are almost entirely lopsided along the lines of 90:10 one way or the other, and they remain that way once the policy has passed. It's also a trap to choose a culture during character creation which matches the faction you join (except imperial) because the only way you're going to get settlements of your culture is if your faction loses some of their starting territories and retakes them. Congratulations on your new castle or town, you only got it because your faction couldn't keep hold of it the first time. The AI is firmly in the driver's seat and takes you along for a ride.
I don't even know why Policies are voted for, all it does is create frustration for the player since there's no "lobbying" process. They should just inherently be part of Kingdoms. Just another one of those things that misleads the player into thinking the game is "deep", even though it's not, and a large number of them still don't work right.
Look at the pre-battle formations/OOB update: we gained the ability to pre-position our troops and assign companions to them as leaders. We lost the ability to manually designate certain troop types into different groups, so you're stuck with broad classifications for troops which may have a common baseline but differing roles, or are the same role but different tiers. The prioritization toggles can sort-of alleviate that, but they don't work 100% and you still end up with troop types bleeding into different groups if their base class is the same (e.g. melee cavalry includes conventional cav like vlandian knights as well as skirmisher cav like aserai faris, which have differing engagement behavior). Also, companions can't be manually assigned to a specific group, they're stuck with whatever classification the game thinks is best for them when they're generated and that's what they are. Your brother is considered infantry even though he has riding skill and you can give him a horse.
What even is the point of the party screen now? All this could have been resolved by building a better party screen. Which is why
this was created back in April 2020. You know adding filters to sort troops etc. Seriously why is it so hard to create some buttons to assign units to a formation and then add a slider for the ratio to be deployed at battle start? The only legitimately challenging thing in my mind's eye would be accounting for other parties when you're commanding an Army.