Shall we talk about the paper armors?

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There's a difference between a "challenge" and being arbitrarily one-shotted by half the troops/weapons in the game -regardless of the fact I'm a king/lord and have the equipment befitting of my station.

In fact, Bannerlord -even on max difficulty, doesn't even provide the challenge Native Warband did. I can dominate the braindead AI with alarming ease. I can min/max my finances (not even using the crafting exploit) to field endless doomstacks of top tier archers/xbows/HAs. I can F1 F1 with said doomstacks and watch a Youtube video while my army massacres the enemy waves.

No, if you wanted a real challenge, you would campaign against things like easy mode money systems, laughably bad campaign (and battle) AI, OP units standing head and shoulders above all others, and the endless little cheeses and exploits available to the player.

At least by fixing armors, there's an incentive for the player to actually take an active role in the battles, thus making the game slightly less boring.
If we're talking realistic, there is that potential for getting one-shot in the game and being knocked out or even killed. Being a king or lord doesn't have anything to do with it, other than giving you a higher likelihood of having a proper helmet. Most helmets in the game top out around 30-36, but there are helmets available that are up around 50. To be honest, I often go part of the game without a helmet at all, because I play to not be hit, and have a style where I'm basically maneuvering my opponents into one another's way and timing my strikes to otherwise prevent theirs.

The rest of your argument is based on the AI, which is still under development in early-access, so a separate issue that is actually receiving priority attention from the developers. The AI has improved a lot in sieges, for example, though there are still issues such as most ladders (both on walls and siege-towers) just not getting used at all. Or a lot of the time the AI will simply stand around and not respond at all. Or there's that block of soldiers that stands behind the gates that I can always come up behind and start hacking away at mostly with impunity because they don't really face me or show any aggression to be wary of at all. But none of that has to do with armour, and changing other unrelated aspects of the game on this reasoning doesn't make much sense to me.

To the part you did say about armour, though, I'm pretty content with the head and torso armours available in the game, and while I like that arm and leg ratings average somewhat lower in protection, I wouldn't mind seeing some pieces above 25. which seems to be roughly as good as it gets currently. I don't often get taken down in one hit, at all, though -- not even in the early-game, though then it's admittedly against looters.
 
Armor kinda ruins the feel of progression.

For example compare start to end in WB
And then in BL

In WB you become killing machine.
In BL you are still this average Joe slightly harder then this pesant
 
In WB you become killing machine.
I promise you'll still be near invincible and a "killing machine" instead of something more realistic as long as you don't put the settings to Realistic.

I play two games simultaneously, always. One game I keep the difficulty settings low, and I focus more on a roleplaying style of gameplay. The other game I play on max difficulties (sometimes with the recruitment difficulty relaxed a little) in order to get the challenge and be forced to play smarter. Honestly, I hardly even block unless I'm on max difficulties -- my shield otherwise is only for the bashing. :wink:

I can promise you there will be mods that render you immortal. If you don't find yourself satisfied with the near-immortality offered by Very Easy settings. Many of these mods are in the making even as we speak, and they ignore all realism and difficulty to give you armour the equivalent of six-inch steel plate. Can't the guys like me still have our challenges, though?
 
How is this thread still going?

Realism wasn't mentionned as a goal but as a support to the main point: armor feels weak.

It's not about being immortal, it's about 60k armor pieces being worth their price. Which they currently aren't.
 
How is this thread still going?

Realism wasn't mentionned as a goal but as a support to the main point: armor feels weak.

It's not about being immortal, it's about 60k armor pieces being worth their price. Which they currently aren't.
Exactly
I promise you'll still be near invincible and a "killing machine" instead of something more realistic as long as you don't put the settings to Realistic.
It's not just the player it's mainly about the high tier troops feeling too weak, i don't want to make the game easier, on the contrary i want it to be harded and med-high tier troops to be able to take more damage before being killed, right now they are falling like flies and it's just silly, totally not worth it to spend alot on good armor that don't protect to the player and even worth it to spend and take time to level high tier troops that'll die almost as easily as recruits.

In warband you were just one killing machine at late game while armies had dozens/hundreds of just as deadly and heavily armored killing machines aswell, it created a much better pacing in my view.
 
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The other game I play on max difficulties (sometimes with the recruitment difficulty relaxed a little) in order to get the challenge and be forced to play smarter.

None of the difficulty settings increase the level of challenge. As with most games the difficulty just forces you to repeat tasks more often. Even ignoring clearly broken stuff like javelin smithing, you can just repeat quests or run trade routes over and over with no risk and get loads of money easily, and the only reason no to do this would be to roleplay.

Also how are you supposed to "play smarter" when none of the mechanics can be circumvented in interesting ways? How is it a challenge if the higher difficulties just reduce the number of playstyles? Warband had this issue too, I don't see how Bannerlord is any different.
 
It's not about being immortal, it's about 60k armor pieces being worth their price. Which they currently aren't.
My 500k plus armour is absolutely worth the price. Any armour I've paid more than 10k for has been, really.

How are they not worth the price to you? You don't want to be immortal, so what do you want?

And do we all realize that we'll have literally hundreds of NPC's running around on a battlefield with this same impregnability, and what a drag of a grind this will make wars into?

None of the difficulty settings increase the level of challenge. As with most games the difficulty just forces you to repeat tasks more often. Even ignoring clearly broken stuff like javelin smithing, you can just repeat quests or run trade routes over and over with no risk and get loads of money easily, and the only reason no to do this would be to roleplay.

Also how are you supposed to "play smarter" when none of the mechanics can be circumvented in interesting ways? How is it a challenge if the higher difficulties just reduce the number of playstyles? Warband had this issue too, I don't see how Bannerlord is any different.
Javelin-smithing will, I hope, be fixed. It also doesn't factor into armour's strength in the game except perhaps for its utility in purchasing the highest tier armours. I will admit I technically haven't much to fear on the campaign-map unless I'm at war with a kingdom and in or around their territory. I definitely do perceive a drastic difference in the level of challenge, though, and wouldn't be playing two different games for that specific reason, otherwise. I actually really miss Warband's Deserter parties for keeping me on my toes in the campaign map -- once in a while there'd be a big party, and when you get jumped by a swarm of bandits and one of those was in the mix, that could interrupt plans real quick.

I'm not sure how you mean the mechanics can't be circumvented in interesting ways -- to me, I find interesting ways to "circumvent" the mechanics all the time, but that term may be the problem because what does circumventing them really mean? I do agree about higher difficulties reducing the number of playstyles -- on the highest difficulty I pretty well play the same way every time, which is probably part of why I enjoy having the other game. On the low difficulty, roleplay games, I actually explore a lot more different styles, and especially in the beginning. To be fair, though, I guess I have switched my Realistic-difficulty game style this time through, attempting to build a character like a mafia don, and with the intent of trying to dominate and manipulate trade in the world to see how much money I can make and eventually buy a town. I have to admit, my other playthrough where I only recruited noble characters and basically RP'd a secret warrior society of Fians is entertaining me a lot more.

Still, the Realistic playthrough draws me in when I want to just go full technical. You make a good point about the gameplay limitations at higher difficulties, but I wonder if that would be resolved by expanding on the available professions in game?
 
I use a mod called Drastic battle. It's easily configurable. Worked fine on 1.5.7, haven't tested on 1.5.8 yet
 
My 500k plus armour is absolutely worth the price. Any armour I've paid more than 10k for has been, really.

How are they not worth the price to you? You don't want to be immortal, so what do you want?

And do we all realize that we'll have literally hundreds of NPC's running around on a battlefield with this same impregnability, and what a drag of a grind this will make wars into?

Ah, so the two choices are the armor should either protect a little bit or make its wearer invicible, splendid.

Let me start by making an important point about vitality.
In Bannerlord, all characters have 100-110 hp, which is a BIG and meaningful difference with Warband, where elite troops could have 50% more hp than recruits along with good armor (40 hp vs 60 hp). This means that higher tiers in Warband can withstand more hits BY DESIGN, even with the same amount of armor as lower tiers.

So what is left to differentiate different tiers? Skill, weapons and durability through armor. The AI doesn't block much or does so poorly, hencethe only thing that can make high tier troops durable is effective armor. How effective is this armor? I can concistently one hit most high tier units with a tier 4 2H axe/sword. The AI isn't as competent, so it can take two hits... but still. do you gain anything from having better armor in this situation, either as an AI troop or as a player? No.

Surviving one or two more hits isn't enough for high tiers. They shouldn't survive 20 good hits either, there's a balance to be found, and I believe that a high tier unit being able to survive up to 8 hits from a 1h weapon and 3 good hits from a 2h weapon is enough. It's at least better than dying from 1-3 hits all around with the best gear.

It brings a feeling of progression, and increases the chances of the player getting punished if he lands a poor hit (lower damages don't stop attacks).
 
Ah, so the two choices are the armor should either protect a little bit or make its wearer invicible, splendid.
This is a pretty false representation of what I am saying. In no way did I suggest there are no gradients in between. In this discussion people have talked about being able to take repeated hits from heavy two-handed weapons delivered at speed from charging mounts. That to me is enough to justify calling it invincibility -- that to me is ridiculous. I'll explain why while responding to your other points.

Let me start by making an important point about vitality.
In Bannerlord, all characters have 100-110 hp, which is a BIG and meaningful difference with Warband, where elite troops could have 50% more hp than recruits along with good armor (40 hp vs 60 hp). This means that higher tiers in Warband can withstand more hits BY DESIGN, even with the same amount of armor as lower tiers.
High-tier troops had such high HP in Warband because of a number of dynamics which have been substituted in Bannerlord, namely the Ironflesh perk. As I understand it, Vigor does improve HP (I believe I read it was by 3 HP per point) -- though I haven't seen the code for exactly how -- and a number of perks also give fairly significant improvements to HP. Most characters are probably 100-110 HP in Bannerlord, but just with the possible perks alone it's definitely not all. Warband's Ironflesh perk granted a maximum of 20 HP, just to add to the record.

So what is left to differentiate different tiers? Skill, weapons and durability through armor. The AI doesn't block much or does so poorly, hencethe only thing that can make high tier troops durable is effective armor. How effective is this armor? I can concistently one hit most high tier units with a tier 4 2H axe/sword. The AI isn't as competent, so it can take two hits... but still. do you gain anything from having better armor in this situation, either as an AI troop or as a player? No.
The AI is a work in progress, and will hopefully be a vast improvement over Warband. In a lot of cases I do actually see better AI in Bannerlord, and for sure I have a far harder time soloing any parties in Bannerlord, and so far have not dared to try against any nobles. In Warband I once solo'd King Harlaus and more than 300 of his men. To the point of how many hits you should be able to take from a two-handed weapon, in my current playthrough I have an axe which deals just over 130 damage naked, and on top of this it is around 125 long which if you hit the sweet spot will generate more force and leverage with the current game mechanics. If I hit just in the right point of the swing, it seems like my damage tops out somewhere around 150 naked. Now I also ride an Aserai Horse, to make use of its acceleration and help me navigate the crowds. When I'm swinging this weapon at those speeds, I'm doing enough damage to generally kill anything in one hit, and a little elbow-grease will generally do enough extra that it will go through most (but not all) armour in the game. And shouldn't it? If someone took a hit from a blunted version of that axe from a mounted rider, even if they were wearing the kind of plate armour that existed half a millennium after the game period they would still at the very least be incapacitated from battle.

And that's important to remember. We are almost always only incapacitated, rather than killed. Getting incapacitated in battle really didn't take that much, and the game doesn't even factor in our wounds to how well we're moving and fighting, so it would seem once we're at the point we're no longer effective the game effectively takes us out of the combat. This aspect could be altered without making armour so strong.

Surviving one or two more hits isn't enough for high tiers. They shouldn't survive 20 good hits either, there's a balance to be found, and I believe that a high tier unit being able to survive up to 8 hits from a 1h weapon and 3 good hits from a 2h weapon is enough. It's at least better than dying from 1-3 hits all around with the best gear.
That axe I just described will often need two hits to take down a high-tier troop. The axe is fairly rare, (only two seen so far in this playthrough, and many years apart,) and does a very heavy amount of damage balanced by a fairly slow swing speed -- I've died enough times with it in sieges where I just couldn't swing fast enough to attest to it being a well-balanced weapon. But think about the amount of damage that's being soaked up there, nearly 300. With most two-handed weapons you're looking at around at least 100 naked damage per hit. Even if you have 10 Vigor and every perk that boosts HP available, two hits from a lot of the two-handed weapons should knock you out. If they don't, then can we talk about what the game is like with all the other weapons? Most of the weapons do not do this much damage.

It brings a feeling of progression
This argument keeps being made, but the fallacy isn't being acknowledged. At least acknowledge the subjectivity, because I definitely feel the progression around armour in the game. My 500k suit protects me well, and definitely I would not have invested that much if there was no feeling of progression in doing so. Can you clarify what you mean by this? Can you be specific with items in the game, or the mechanics that you feel no progression in? Or are you seriously arguing that there's no progression between a tunic and chainmail? Is it fair to point out that if this was really the case, I should obviously expect you're taking advantage of the lighter weight tunic and not bothering to wear heavy armour at all? Because if you are still going to the time and effort of getting that heavy armour, you should see the same hyperbole to that argument.
 
This is a pretty false representation of what I am saying. In no way did I suggest there are no gradients in between. In this discussion people have talked about being able to take repeated hits from heavy two-handed weapons delivered at speed from charging mounts. That to me is enough to justify calling it invincibility -- that to me is ridiculous. I'll explain why while responding to your other points.


High-tier troops had such high HP in Warband because of a number of dynamics which have been substituted in Bannerlord, namely the Ironflesh perk. As I understand it, Vigor does improve HP (I believe I read it was by 3 HP per point) -- though I haven't seen the code for exactly how -- and a number of perks also give fairly significant improvements to HP. Most characters are probably 100-110 HP in Bannerlord, but just with the possible perks alone it's definitely not all. Warband's Ironflesh perk granted a maximum of 20 HP, just to add to the record.


The AI is a work in progress, and will hopefully be a vast improvement over Warband. In a lot of cases I do actually see better AI in Bannerlord, and for sure I have a far harder time soloing any parties in Bannerlord, and so far have not dared to try against any nobles. In Warband I once solo'd King Harlaus and more than 300 of his men. To the point of how many hits you should be able to take from a two-handed weapon, in my current playthrough I have an axe which deals just over 130 damage naked, and on top of this it is around 125 long which if you hit the sweet spot will generate more force and leverage with the current game mechanics. If I hit just in the right point of the swing, it seems like my damage tops out somewhere around 150 naked. Now I also ride an Aserai Horse, to make use of its acceleration and help me navigate the crowds. When I'm swinging this weapon at those speeds, I'm doing enough damage to generally kill anything in one hit, and a little elbow-grease will generally do enough extra that it will go through most (but not all) armour in the game. And shouldn't it? If someone took a hit from a blunted version of that axe from a mounted rider, even if they were wearing the kind of plate armour that existed half a millennium after the game period they would still at the very least be incapacitated from battle.

And that's important to remember. We are almost always only incapacitated, rather than killed. Getting incapacitated in battle really didn't take that much, and the game doesn't even factor in our wounds to how well we're moving and fighting, so it would seem once we're at the point we're no longer effective the game effectively takes us out of the combat. This aspect could be altered without making armour so strong.


That axe I just described will often need two hits to take down a high-tier troop. The axe is fairly rare, (only two seen so far in this playthrough, and many years apart,) and does a very heavy amount of damage balanced by a fairly slow swing speed -- I've died enough times with it in sieges where I just couldn't swing fast enough to attest to it being a well-balanced weapon. But think about the amount of damage that's being soaked up there, nearly 300. With most two-handed weapons you're looking at around at least 100 naked damage per hit. Even if you have 10 Vigor and every perk that boosts HP available, two hits from a lot of the two-handed weapons should knock you out. If they don't, then can we talk about what the game is like with all the other weapons? Most of the weapons do not do this much damage.


This argument keeps being made, but the fallacy isn't being acknowledged. At least acknowledge the subjectivity, because I definitely feel the progression around armour in the game. My 500k suit protects me well, and definitely I would not have invested that much if there was no feeling of progression in doing so. Can you clarify what you mean by this? Can you be specific with items in the game, or the mechanics that you feel no progression in? Or are you seriously arguing that there's no progression between a tunic and chainmail? Is it fair to point out that if this was really the case, I should obviously expect you're taking advantage of the lighter weight tunic and not bothering to wear heavy armour at all? Because if you are still going to the time and effort of getting that heavy armour, you should see the same hyperbole to that argument.
The added hp is +2 per Ironflesh and +1 per Strenght. A nord recruit has 44 hp, while the nord huscarl has 60 hp. That's 36% more hp. A level 24 player can gain as much as 40 hp if he only invests in strenght. That means around 85 hp, so almost double a recruit's hp. That is considerably more than in bannerlord.

If you are going for realism, perfect connections should be few and far between since real people don't just stand straight taking a full blow. And from a gameplay perspective, it's even worse. What's the point if you can just one hit anyone as long as you have a fast horse and a moderately good weapon?

Lords get hit in the face with great bardiches and survive, they get empaled in the face at full speed on horses and are fine after a day. This is a game. Gameplay matters more than realism. And on the point of gameplay, you can't actually "fight" npcs that die in two blows. You just slaughter them. Most weapons kill in 3 hits max. Even Farming tools. And that's with High tiers. That is terrible. High tier units feel weak.

In my playthroughs I wouldn't bother to upgrade units to high tiers unless they were archers. Simply upgrade infantry so they have a shield and just swarm the ennemy. The ennemy nevers wins. They can't. Units supposed to be strong fall like flies getting bashed by cheap tier 1&2 weapons. They suck.Horses with armor can take a few hits, but it's only because they have so many hitpoints.

You didn't solo armies because you or they had good armor. You solo'ed them because Native Warband AI isn't known for its competence. Give Bannerlord troops Warband AI and you will be able to solo armies just the same, if not better thanks to smithing, with which you can make super long and deadly spears.

Sure, it's subjective. But the vast majority of people who have posted here agree that armor is too weak.

I am not going to lie you are irritating me to the highest order, which I expected, but damn. You last paragraph is, I'm sorry to say, frankly stupid. Of course I am going to wear the better armor, even if it doesn't do much at all. Something is better than nothing. But you can't call that proper progression and keep a straight face. This isn't Mordhau, one more hit needed to kill doesn't change as much. And in any case, I only feel progression because I can either afford to buy more expensive armor, or because I have gathered loot that I like and end up dressing up with them. I don't feel progression in the mechanics, just in the aesthetics.

In any case I'm going to stop here because you clearly have your mind set and, judging by the number of pages on this thread, could keep on defending your point of view until the end of times.
 
I am not going to lie you are irritating me to the highest order, which I expected, but damn. You last paragraph is, I'm sorry to say, frankly stupid. Of course I am going to wear the better armor, even if it doesn't do much at all.
Because you know there's progression, and you know your subjective opinion is based on nothing but hyperbole. That was my point.

You want to talk irritating, imagine me taking the time to respond to your points and you come back with this nonsense. No, I don't agree with your subjective opinion, and if that "irritates" you then do understand it's mutual and I have zilch interest in debating your subjective opinion.

Mount and Blade has never been a game for the weak. You have difficulty settings, however, and if you use them you can take way more hits. You can also install mods. If you can't respond to my points, don't bother me. Especially not for an emotional rant.

I hope I don't need to repeat that for players who don't want realism, they can simply avoid intentionally setting the game to "Realistic"....
 
The numbers are there to everyone to look, the best armor in the game will mitigate around 40% damage while medium tier armor will mitigate around 30~%.

This is why i find high tier armor to be too weak and not worth the cost, there is too little difference between med to high tier and even then it still protects you too little for the amount of armor you are using, other games like dark souls have their armor mitigation around 80% at the highest tiers for comparison and that's not an "easy" game.

ideally to me is should be something on the lines of low tier (0-25%), med tier (25-50%), high tier (50-75%).

This means that medium tier armor would end up protecting a bit more and the highest tier armors available in the game would roughly protect you some 90% more than they do now which would be a fair trade between realism, good gameplay and progression.

simplifying imagine that with an imperial lamellar armor right now you are taking around 40 damage per-hit from an one handed sword, with these changes you would take around 22 damage per-hit giving you a bit more edge in the fight and more importantly it would improve the fighting performance of high tier troops that are dying too fast now.
 
The numbers are there to everyone to look, the best armor in the game will mitigate around 40% damage while medium tier armor will mitigate around 30~%.
Which armours are these? Is the high-tier the Imperial Lamellar you mention later?

[Edit: I also just checked on the name, and my 500k armour I keep mentioning is now called Highborn Mail Armor, and then the one piece of Imperial lamellar is now called Luxury Lamellar Vest Over Leather. I wasn't able to find the other in shops to confirm prices or anything, but its name changed as well and at the moment eludes me.]
 
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subjective opinion
hyperbole
emotional rant
zilch interest in debating your subjective opinion.

If you want anyone to take you seriously then you need to stop doing this. You're only talking about armour in a video game. Telling people who disagree with you that their arguments don't mean anything makes you look like an arrogant *******. What are you actually trying to achieve by acting this way? Do you think anyone will think you're correct?

If their opinions are subjective then does that make your opinions objective? How does that work?
 
If you want anyone to take you seriously then you need to stop doing this. You're only talking about armour in a video game. Telling people who disagree with you that their arguments don't mean anything makes you look like an arrogant *******. What are you actually trying to achieve by acting this way? Do you think anyone will think you're correct?

If their opinions are subjective then does that make your opinions objective? How does that work?
Calm down there. I don't need to respond in a positive way to someone talking directly to me just to call me irritating. They can definitely catch the same level of respect right back, and I know throughout this thread I have not dropped the respect as low as those attacking me.

I absolutely do reserve the right to call such a person's hyperbolic and wholly subjective opinion what it is then. And I am not doing so in an effort to continue a discussion with such people -- I am making clear that I'm only interested in logical arguments. Call it arrogance, but I really don't care what insulting and irrational people think about whether I am right. They can't say anything to the point, and that speaks for itself.

My arguments and the evidence I have provided also speaks for itself.

(And after so many pages of dismissive, ad hominem fallacies directed at me, I can basically promise more will not find a receptive response.)
 
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Which armours are these? Is the high-tier the Imperial Lamellar you mention later?
No specific armor, it's based on the armor formula explained in this thread: Armour. Why it doesn't work and how to make it work

More specifically this part:
The formula can be divided cleanly into two parts. The first part (100/(100+armour)) is essentially a percentage reduction, and a weak one at that. With 50 armour ( a decent amount to have by the late mid game), this is a 33% reduction. With 60 armour (close to being the best you can get), it's 37.5% reduction. These figures are very low when you compare them to other games. Early ID software games, for instance, had armour ranging from 50% to 80% protection, and even then, they didn't make you feel invulnerable.
 
No specific armor, it's based on the armor formula explained in this thread: Armour. Why it doesn't work and how to make it work

More specifically this part:
Thanks for clarifying.

Looking at the graph for damage, it would appear that the 50 armour rating is protecting roughly that much, with some variation based on the type of damage being inflicted.

iRkY1.png


I feel it should be added that armour ratings can get quite a bit higher than 60, though. With the Warlord Pauldrons out of the Battanian towns, you'll add +20 to Torso and +10 to Arms, and with that I've seen armour ratings pass 70.

Then why do you respond to them? Who are you trying to convince? Yourself?
This is one of those tedious, ad hominem lines of attack I really have nothing positive to say to. I'm not interested, and I'll make that clear.

Why do you insist on this derailing tangent? This isn't the first time you yourself have gone off on some ad hominem rabbithole, and really I am so beyond done with it. Want some negative responses, harass me. Yes, it is anti-harassment behaviour -- I am not a rewarding target for bull****, and whining about that won't make me more receptive to it.

Respect for respect. The opposite and you are foolish to expect a reception.

(And after I posted this, I think you can actually see clearly the differences between how I respond to constructive dialogue versus ad hominem.)
 
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