I assume a number of people would disagree with this, but I honestly think Cavalry should have no place in sieges (or at least be limited). It honestly doesn't feel like a siege in its current state, when you have half of each team running around in the open with horses. If anything it is more of a TDM with capture points. Half the time I honestly can't tell the difference between the "warm-up phase" and the actual siege.
I realize these videos were from the SP part of the game, but surely I'm not the only one who hoped MP sieges would have a somewhat similar vibe...
^^That's what a siege should look and feel like and it's what I was so hyped for when Taleworlds first started working on the siege gamemode. Instead it is just a mess on so many levels. You can't even properly use siege engines like catapults without having some lancer run over, kill you, simply pick up the catapult's ammo and throw it at it--instantly destroying it--then hop back on their horse and resume spawn killing.
Other players are free to disagree, but I think:
1. Cavalry should either be removed or heavily restricted.
2. Defenders should be limited in where they can go (e.g not being able to easily run over to attacker spawns/siege equipment). I think this is also partly a map design issue, as some of the current maps really encourage rushing out as a defender more than they do actually defending your castle/flag.
On a side note:
>Arrow baskets should possibly be a 1-time use only for each life. Why get an extra arrows perk when you literally have an unlimited supply of arrows sitting right next to you. Why even have an unlimited supply of arrows in the first place?
>Feels pointless saying it at this point, as people have been saying it for close to a year...but WHY do we have to be kicked out at the end of each round? Is bannerlord really incapable of actually changing from one map/round to another? This is an incredibly basic function expected in really every game ever, and yet Taleworlds still haven't managed to come up with a system at least similar to their previous game where you could actually start a new round and have a map rotation without making everyone re-join the server. In all honesty it feels embarrassing that I even need to point this out.
Please Taleworlds give the Multiplayer part of your game some love and fix some of these issues.