Single player commentary

正在查看此主题的用户

Harmast

Master Knight
Hello everyone! As you all know, the beta is nearing its end, and Taleworlds still need some kick-ass beta testing!

Here is a short compilation of comments about the current single player beta of Warband and all of the new features. Please comment if you have contradicting opinions! I'm sure Taleworlds need all the feedback they can get right now with the release nearing. I used nijis' list of new beta features as a template (can be found in the stickied topic titled "READ THIS FIRST: Single Player features to test"). I'll try to focus on the features that are currently implemented, and if I have suggestions on new features, they are mostly related to already existing features. I think features wholly new can be discussed after the release.

Sorry about the spelling errors, this was a lot of writing... Anyway, I will add more comments later. All in all though, I think single player is shaping up very nicely :smile:



### Feasts

- Getting into feasts is interesting, especially in the early game when you don't have enough renown to get into them automatically. Now winning a tournament in the early game is not just about money. It could be interesting if in some future update it would be possible to sneak/bribe your way into a feast?

- Feasts work as they are intended to, you can go around talking to lords and ladies. However, I would like some more options for diplomacy and intrigue at the feast. Also, I think feasts would be a great place to get information on lord-to-lord relations (who dislikes who, what kind of personality each lord has etc). The lords-to-ladies ratio in feasts seem to be skewed at times, once I had like 7-8 lords present with only 1 lady there. How is it determined by the way?

- The feasts don't feel very feast-y right now, especially with everyone just standing around. Some festive music would be nice. The feast-specific dialogue is good though.

- I think it would be a good addition that the faction specific minstrel or bard would attend that factions feasts. That way you could talk to him at the feast to ask about the ladies (or lords) present. I suppose he wouldn't be able to teach you any poems there though.



### Courtship

- Getting into the wooing stage can be quite a challenge, especially if there are many warring kingdoms in the early game. That way there won't be many feasts around. I think it would be nice if you there could be some more events, perhaps random, where you could meet eligible ladies. For example, there could be an event where a lady has run away from home. If you talk to her father, he will give you a quest to find her. And when you do find her (in a tavern or walking around a city?) you could start the courtship then.

- Finding a suitable lady at a feast can be quite a challenge too, sometimes. At one feast, I professed my admiration to all the ladies present, and they all turned me down! But then again, I guess you could call that realism as that happens to me in real life also :grin: Anyway, I think the chemistry between the player and a lady could be detailed better in the dialogue.

- Minstrels and asking minstrels about courtship works well. I like the poetry system, and it makes sense in the context of the game.

- Asking minstrels about eligible maidens in the realm seems strange, as currently there it feels like there is no way to use the information you get from a minstrel about a maiden. I think it should be made more obvious. Is the information actually useful?

- Once you are at the stage where you visit the lady every once in a while the courtship can get quite boring, especially if you haven't learned much poems. Going around in taverns to find minstrels to learn poetry from, then waiting for an invitation to visit the lady, and finding out that she doesn't quite appreciate the poem you just read to her can be frustrating at times. But then again, it isn't too bad when you are courting several ladies at once. (Kids, don't try this in real life!) I think an option to send gifts to the lady would be a welcome addition to raise relations with the lady.

- The dowry can be quite a large sum, especially in the early game. But I think it's good, noble daughters should have a hefty price. After all, you're marrying into nobility.

- Courtship for a woman can be interesting, although I haven't tested it as much as for male player characters. I like the additional challenges presented for women, but someone else who has more experience testing that can tell their opinions.



### Marriage

- About the marriage cut-scene, all I can say that it looked great in the trailer :smile:

- After the courtship you get married and your wife moves to your court if you have one. You get some new options like holding a feast. The feast mechanic is quite good and works as it is supposed to. I like the mechanic of going about and purchasing oil and spices and everything needed for the feast, that makes trade goods important (I usually don't buy or sell much trade goods in the game as the trading mechanics are not so interesting).



### Trade, economics and prosperity

- There are many new trade goods nad new information about town economics. I really don't have much of an opinion about these as I rarely trade or pay attention to town prosperities. However, I think that the game is balanced so that you will really want to keep your own fiefs and villages under your protection and not let enemies raid them, as a raided village's prosperity sinks fast, and will hit your tax revenues.

- All in all, I think that trading in the game, for me, can be quite a bit too boring, even though profits can be potentially very high. Maybe some new quests relating to trade or economics would change that, but that is for a future version.



### Diplomacy

- The casus belli system is great! It works and makes the wars in Calradia feel much less random. I love it how many triggers there are now to provoke wars.

- Talking to guild masters to hear the reasons for wars and about diplomacy in general is a bit strange, I would've liked if there were some other specific person to ask about politics. I don't think the guild master is a very obvious choice to talk to about these topics, especially to new players.  Maybe each faction could have a minister you could talk about politics with. That way guild masters would be for trade questions and quests only.

- The truce system is interesting, and works really well. I like it how they have a set time, and how there are consequences to breaking truces.

- The strategic AI has improved a lot. Compared to the original M&B it seems that armies now actually campaign under the marshall's command, and attack together. It seems that armies choose their targest much more realistically now, not attacking the enemy castle furthest away from their own lands.

- The mechanics for suing for peace are great, I like sending my companions as emissaries. But what is really great is that they come back with reasonable explanations on why the sue was accepted or rejected. I still hope there were more options for making peace though, as I often end up in an endless war spiral with my own kingdom (which is expected of course, but still...)



### NPC ages

- I still haven't found anything that an NPC's age affects. Does a lord's age have any effect on anything, courting perhaps? The lords apparently age with time, is that correct?



### Lord AI

- Having lords give explanations to their actions feel natural and is a very welcome feature. I think it gives the lords more personality. It works well now, and the explanations given really fit the circumstances.

- I think the separation of lords acting independently or working under the marshall's command works well. Marshall (when there is one) taking priority over the lords' independent acts is a nice touch, and makes sense in the overall scale.



### Lord relations

- Lords have now complex relations with other lords. I guess this is a complete feature, but the effects on the game are not always obvious. Finding out what some lord thinks about some other lord is not always that easy, as you have to ask in private.

- In some long-term tests I did notice that some lords co-operated a lot on the campaign map. That was nice to notice.

- Some of the noble relations can get very complex with dozens of uncles and brother-in-laws and so on. I think either streamlining the family trees of lords to smaller families or a graphical representation of family trees could make the relations clearer.

- I think it would be great if you could ask a lord about his family, and you would find out about his opinions/relations with them.

- It would be nice if there were more quests related to a lord's family relations and rivalries between family members.

- Maintaining your own relations with nords can be a challenge, but not too hard. Having good relations with lords is important (for courtship purposes also, if they have a daughter), so I think it would be nice if there would be some specific way of improving your relations with a lord, other than running errands for him.



### Lord rebellions/defections

- Nobles switching sides pretty much works as it's supposed to. It's a very interesting mechanic and I think it adds a lot to the political side of the game.

- Persuading lords to switch sides in terms of difficulty is about right I think. Lords reasoning the way they do is clear enough.



### Companion vassals

- Promoting your companions into vassals works as it is supposed to. My only gripe about this is that once they get promoted, they become the generic companion vassal with the same dialogues and options. I would like some additional dialogue to distinguish my companions from all those ordinary lords. And some unique, companion-specific dialogue would be nice.



### Right to rule and the player kingdom

- The right to rule system as it is is quite simple and easy to understand. I like how you can send your companions to promote your legitimacy, but I don't think there are enough options for raising your right to rule otherwise.

- The right to rule value gets raised quite slowly. But in an actual non-cheat or non-debug game it could be just right, as you aren't supposed to have high legitimacy until the late game anyway.

- It isn't very obvious what the right to rule does, i.e. what it is used for. Once you have a kingdom your minister just tells you to raise your legitimacy, but it should be made clearer WHY you should do that. It affects recruiting lords, but I don't remember that being reflected in the recruitment dialogue. I could be wrong though.

- The player can claim his own kingdom at some point. Once claimed, you can appoint a minister and vassalize your companions. The differences between appointing a minister from the local population and from one of your companions isn't very clear, even though I guess it is obviously a much better choice to appoint a companion as minister?

- Kingdom options are quite limited, but everything important is there, suing for peace and declaring wars. I would like more options, but maybe after the release. (A send/demand tribute system would be great, larger kingdoms could intimidate smaller ones into paying tribute to avoid wars. This could even lead to interesting quests).

- Asking your minister about the locations of your vassals/lords would be a nice option. Right now, I have no idea where half my men are. Also, asking someone or paying someone for information on where captured lords are kept prisoner would be a good addition.



### Taverns

- Bar brawls are a nice addition. I like how everybody flees the scene, and the dialogue is great. The drunk is usually easy to defeat, but I don't think that should neccessarily be changed, as I feel the event is there more for the color than the challenge.

- Wandering minstrels are not always easy to find, in some game it took me many in-game months before I found the first one. But that was probably just bad luck. Maybe the tavernkeep, in exchange for a small fee, could tell you where to find a minstrel?



### New quests

- The situation-triggered quests are great, but without the debug information it will not neccessarily be very obvious to the player that they are triggered by the circumstances on the map. Some kind of rumor system on newly available quests would be nice.

- You can now sneak into castles (to rescue prisoners? Or some related quest). It feels strange, sneaking into a heavily fortified castle.

- Some of the new political quests haven't been working so no comment on them yet.



### New map

- I think the new map looks and feels great, much more authentic-feeling than the previous one.

- There are a few empty areas around the map, for example the Wercheg peninsula and the snow plateau between Fisdnar and Khudan. It feels a bit frustrating and boring to travel these places, especially if you are pursuing an enemy patrol. I was hoping Warband would add some more places to visit in addition to the villages, towns and castles. Maybe for a future version?

- All in all, I think the city and castle placement is now, after a few adjustments, very good. Cities seem to be situated naturally to places that are good in terms of transportation and trade, and castles seem to be mostly located in places that are easy to defend. So no complaints about the map. And by the way, I love the little oasises (oasii?) near the Sarranid cities.



### Battles

- The new morale system seems to work, even though I haven't paid much attention to it. Enemies seem to rout appropriately when facing a larger number of troops or higher levels of troops. This is one feature that I definitely need to test more.



### Visuals

Even though the main priority of the single player beta testing is the new features, I'll comment shortly on some of the visual aspects too, as there are tons of new things added. These are mostly just my own personal opinions, so feel free to skip them.

- Now that there are many new items, some of the old ones seem dated and very out of place (for example the armor that Borcha is wearing when you first meet him, or Katrin's apron). In contrast, some of the new items look a little plastic-y, like some the new Vaegir helmets.

- The new Nord and Sarranid towns look amazing and the ambiance in them is spot on. Same with the new Sarranid villages. And Nord halls and taverns, even though they could use some variation.

- The new skyboxes look fantastic.

- I love it when it snows. Looks great.

- I don't know if it's intentional, but everytime I view the map around the Vaegir lands (the snow plateau), the colors of the map fade into a bleak gray. I think it would look better if it would be in the same crisp and colorful style of the rest of the map.
 
Thanks very much for the long and thought-out commentary. I won't be able to put all of your suggestions into effect, but there are a couple which I should be able to act on.
 
Very interesting reading and very nice suggestions.

Regarding Right to Rule, I've seen some quests modifying it. I don't remember which though... I'll play today that I have time and find out. The thing is it's useful for being able to manage a Kingdom, since with low right to rule achieving truces is quite hard...

Regarding Courtship, it is actually very useful to me when courting. He talks about the personality of each lady. So I know if one lady is devoted to her family, and his father/brother is the sadistic type, it doesn't matter how much the lady likes me; ladies devoted to their family don't elope if their family refuses the wedding. Furthermore, you can find from the minstrel/bard that another Lord is courting the same lady as you, and you can from there challenge him to the duel.
Courting alone is boring and long, but I guess it's ok since you usually are busy killing enemies and conquering castles to worry about wooing a lady. But a 2 relation bonus after each visit may be a bit low. A bit more would be nice.

I think Trading and economics much more important than on previous version. The productive enterprise feature isn't functional right now (it triggers a dialog loop). But there are much more ways of finding what to buy and sell, and where.

I agree with almost everything else.
 
Wow, great feedback, especially the positive, devs probably don't hear that enough.  Thought I would just second some of your points.  Between you Sarejo, and berserker, not much for anyone else to test  :lol:


### Courtship
-  Giving Gifts


### Companion vassals

- Promoting your companions into vassals works as it is supposed to. My only gripe about this is that once they get promoted, they become the generic companion vassal with the same dialogues and options. I would like some additional dialogue to distinguish my companions from all those ordinary lords. And some unique, companion-specific dialogue would be nice.

### New quests

- The situation-triggered quests are great, but without the debug information it will not neccessarily be very obvious to the player that they are triggered by the circumstances on the map. Some kind of rumor system on newly available quests would be nice.


### New map

- Seem to be some pathing issues on the wercherg peninsula.


### Visuals

- Old Items, especially the plate armor
 
He raises a good point, what is the plural of oasis?

And I agree with the item visuals, playing it last night I was using some of the old items I'd looted off bandits and they do look dated.  Snow is awesome though. :grin:
 
Sarejo 说:
Regarding Right to Rule, I've seen some quests modifying it. I don't remember which though... I'll play today that I have time and find out. The thing is it's useful for being able to manage a Kingdom, since with low right to rule achieving truces is quite hard...

Ah, that makes sense! I guess it could be made more obvious through dialogue. I can't remember quests modifying legitimacy though, what quests do that?

[quote author=Sarejo]
Regarding Courtship, it is actually very useful to me when courting. He talks about the personality of each lady. So I know if one lady is devoted to her family, and his father/brother is the sadistic type, it doesn't matter how much the lady likes me; ladies devoted to their family don't elope if their family refuses the wedding. Furthermore, you can find from the minstrel/bard that another Lord is courting the same lady as you, and you can from there challenge him to the duel.[/quote]

A-ha, that makes perfect sense too! :smile: Still, this too could be made more obvious through dialogue, for us thick-headed types!

[quote author=Sarejo]
Courting alone is boring and long, but I guess it's ok since you usually are busy killing enemies and conquering castles to worry about wooing a lady. But a 2 relation bonus after each visit may be a bit low. A bit more would be nice.[/quote]

I agree, the relation bonus can be a bit low. I think best option would be to have some kind of additional tasks, quests or events that you do to raise it (a quest where you "wager" your relationship with the lady in question would be nice, where success leads to a big relationship bonus and failure to malus).

[quote author=Sarejo]
I think Trading and economics much more important than on previous version. The productive enterprise feature isn't functional right now (it triggers a dialog loop). But there are much more ways of finding what to buy and sell, and where.[/quote]

Yep, forgot to mention the enterpreneuring feature. Once that's done economics will probably play a bigger role.



I checked, the plural of oasis is oases :oops:
 
Harmast 说:
Sarejo 说:
Regarding Right to Rule, I've seen some quests modifying it. I don't remember which though... I'll play today that I have time and find out. The thing is it's useful for being able to manage a Kingdom, since with low right to rule achieving truces is quite hard...

Ah, that makes sense! I guess it could be made more obvious through dialogue. I can't remember quests modifying legitimacy though, what quests do that?

Alright! Just got that again. One example is failing the "Rescue a prisoner quest"; you lose right to rule. If you succeed you probably gain RtR.
 
I'm glad to see that lords seem to be cooperating with certain other lords in your game as well, thought it may have been just a fluke in my game but I kept my hopes up.

The AI is a lot more intricate now, and I've noticed after several campaigns with the Sarranid Sultanate that as long as a kingdom has mostly loyal vassals, they'll throw all their resources into the defense of a single lord or village or castle in a lightning march that would have made King Harold proud. This is excellent, as in M&B Native you could besiege castles for days and not see a single enemy lord. Now loyalty, number of castles, and wealth actually count for something, and the effect is obvious as I've seen when the discontented and poor Rhodoks decided to take on the wealthy, powerful, and beloved Sultan of the Sarranid Sultanate.

Breaking into castles to rescue prisoners seems odd. The fact that apparently only four watchmen on the walls managed to notice me breaking in to a heavily fortified keep, rescuing their Khergit prisoner, and then effecting my escape is even more strange considering the garrison consisted of 112 men and it was broad daylight. However, this doesn't really detract from the game; I enjoyed fighting side by side with a lord.


For the most part, the features are very sound, very slick, very polished. At my first feast I was disappointed by the lack of festivity, but the dialogue was good and the chance to meet some lovely ladies was nice too. Out of the four there I found one who wasn't itching to run away from me, and my character hit it off pretty well with her. Too bad she's the daughter of a jerk, but for testing purposes I will pursue this relationship.

My biggest concern is that the AI seems to relentlessly hound the player in the battle map. If I line my Sarranid footmen up and tell them to stand closer together, the enemy will rush the line and ignore my men, trying only to reach me. As my men move out of the way, the enemy infantry floods over me and I'm knocked unconscious, even if I was standing well behind my infantry line.

Edit: As has been stated, old items look a bit dated. However, the new items look insanely good on my computer, and I can't wait until someone comes out with a graphic enhancing mod for Warband.

Looking forward to seeing Warband up for grabs on your website. You've got a great thing going here, Taleworlds.
 
RE: the map:

I agree that it is an improvement. It seems bigger, more detailed and varied. The OP's point about placement of settlements also rings true - it's easier to understand why a village/town is placed where it is.

I also appreciate the location of the different factions (beyond the obvious Sarranid desert), e.g. Vaegirs near tundra, Nords primarily along the coast, Rhodocks in their hill-country and Swadians squashed between them all.

The only thing I would really say is missing would be roads... Especially between the main/oldest towns or along the main trade routes.

I'm not sure how much of the "old" history of calradia (old empire etc) will be carried over but there might for example be more than just dirt tracks -empires tend to create a web of communications, especially millitary/trade roads. It would be good to see some of these vestiges of the old order left over and being used still. No need to make this a new feature as such, but it would add to the credibility of the already much improved map.
 
Charlie Brooker 说:
He raises a good point, what is the plural of oasis?
I checked this too. There are two alternatives according to my sources: "oasiss" and "oases".
 
后退
顶部 底部