I think people here probably played too much and got bored, that's why they are all saying no.
I am someone who didn't play since the initial release, and tried a full campaign in 1.5.7. The game is quite a lot better, I definitely had a more enjoyable experience now in 1.5.7. I would say it's worth a campaign if you have time to kill, just don't expect stuff to be perfect.
The problem is not having played with it much.
The game suffering from a problem, which is the same as many other games.
TOO MANY PARAMETERS.
The style that best suits a game like bannerlord is not to be a parametric RPG like any MMORPG where the result of a fight is decided by the attack and defense parameters and where a perk between 20 perk of a skill between 18 skill varies by 1-2% something that probably could also vary by selecting another perk among the 20 of another apparently unrelated skill and put there just because "eh but it's an RPG"... because this structure is NOT an RPG, but a PARAMETRIC RPG, where the parameters are not related to the ACTION component of the game.
Bannerlord should be an ACTION-RPG with some sprinkling of parametry, NOT THE VICE VERSA.
Parametry should be there in combat physics.
For example, the armor system should be revised.
Currently the system is of the type:
the character's hurtboxes are about 6 (head, neck, shoulders, torso, arms and legs) and the armor, inserted in the armor slot, tends to protect the reference hurboxes by assigning a reduction coefficient of the damage received.
The problem arises when it comes to arrows and armor.
The simple damage reduction does not reflect the superiority of the armor, because if you get 30 arrows that deal 100 base damage and you are in heavy armor (plate we assume) with a 90% reduction in damage, if you hit 10 arrows, you are dead.
And it is irrelevant WHERE they hit you, net of the damage reduction that can vary from hurtbox to hurtbox, because if they are not 10 arrows they will be 11 or 9.
But a warrior in full plate armor usually only dies if the arrow manages to enter the crevice of the helmet or some other momentarily uncovered point.
If a warrior's face-to-face area with full plate armor is 1-5%, this means that out of 100 arrows coming in and HIT ALL, only 1 or 5 should go through the armor and hit the face-up area of the warrior.
HOW IT SHOULD BE:
A solution for this would be to increase the number of hurtboxes (even triple them in number) and make sure that some of them, those relating to the joints, being difficult to cover, are considered "uncovered points".
-In this way in a hand-to-hand combat you will tend to hit those points to do a consistent damage.
-At a great distance, being hit will become a probabilistic matter
-At small distances a matter of aim and skill of the archer to shoot these uncovered points.
Obviously the parametry can help to establish the coefficients to be attributed to the various types of armor, but there would be FEW COEFFICIENTS and there would be no large variations in the armor value of the same type but rather a different number of hurtboxes covered by different types of armor.
Thus where the hurtboxes are covered with plates, you will receive almost zero damage from many types of damage (slash, piercing and blunt).
From chainmails you would have a great widespread protection from cut damage.
The gamberson would protect against impacts
And the overall protection would depend on what type of protection you wear, maybe even on multiple layers, and how many hurtboxes are covered by one protection or the other.
And instead I have to put up with the fact that in the engineering skill there is a perk that increases the armor by 10 .... and that a catafrac armor costs 529,000 money just because the armor value is very high.
And so there are paper armor (complaints that I read on the forum) and armor that protect TOO MUCH, because with a very high general protection and without "uncovered points" you do not knock the enemy down because he doesn't have weak points.
Clearly, in the case of the plates that would be too protective, some new mechanics related to the impact damage should be added: for example if you are hit in the head the helmet could fly (recoverable but exposing yourself to risks), or your vision will fade and it is a dizziness for a few moments.
In short, damage that is not necessarily a numerical parameter, but a game mechanic that makes blunt damage "otherwise useful" .
I hope I have made myself clear.