Statement Regarding Plans For MP Vol.3

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I'm still expecting official main menu polls on various issues upon logging in MP, something akin to OldSchool Runescape poll booth. I think those would go a long way into generalizing people's opinions on various hot topics with much more credibility than forum/reddit polls et cetera.
 
Splitting the class balances between Skirmish and Captain modes.
Pros:
-Changes to one mode don't ruin the other mode.
-Gameplay variety is increased.
-More choices are possible.
-Allows for more ambitious class design.
-Content is specially tailored to make each game mode more enjoyable.
-Easy to distinguish differences between the two game mode types.
-Less arguing about balance changes between the two playerbases.
-Changes can be more direct and impactful.
-Battania wont be stuck at a 19% winrate for over 3 months in captain mode because the devs fear making any equipment changes due to the impact it would have on skirmish mode.
Cons:
-Players have to learn a different set of classes/perk choices when they go from skirmish to captain.
-Developers have to write new code, which takes time and requires effort to be taken away from other projects.
@Callum @MArdA TaleWorlds please let me know if there's anything I missed.
 
最后编辑:
Splitting the class balances between Skirmish and Captain modes.
Pros:
-Changes to one mode don't ruin the other mode.
-Gameplay variety is increased.
-More choices are possible.
-Allows for more ambitious class design.
-Content is specially tailored to make each game mode more enjoyable.
-Easy to distinguish differences between the two game mode types.
-Less arguing about balance changes between the two playerbases.
-Changes can be more direct and impactful.
-Battania wont be stuck at a 19% winrate for over 3 months in captain mode because the devs fear making any equipment changes due to the impact it would have on skirmish mode.
Cons:
-Players have to learn a different set of classes/perk choices when they go from skirmish to captain.
-Developers have to write new code, which takes time and requires effort to be taken away from other projects.
@Callum @MArdA TaleWorlds please let me know if there's anything I missed.

Would you think different perk options (and troop count difference) be enough or would it require more separate balancing?
 
Splitting the class balances between Skirmish and Captain modes.
Pros:
-Changes to one mode don't ruin the other mode.
-Gameplay variety is increased.
-More choices are possible.
-Allows for more ambitious class design.
-Content is specially tailored to make each game mode more enjoyable.
-Easy to distinguish differences between the two game mode types.
-Less arguing about balance changes between the two playerbases.
-Changes can be more direct and impactful.
-Battania wont be stuck at a 19% winrate for over 3 months in captain mode because the devs fear making any equipment changes due to the impact it would have on skirmish mode.
Cons:
-Players have to learn a different set of classes/perk choices when they go from skirmish to captain.
-Developers have to write new code, which takes time and requires effort to be taken away from other projects.
@Callum @MArdA TaleWorlds please let me know if there's anything I missed.

Yeah I think trying to maintain parity (or even close to parity) between Skirmish and Captain is very difficult, they're just very different modes. The class and perk system work very well for Captain.
 
Would you think different perk options (and troop count difference) be enough or would it require more separate balancing?

Are you talking about different perks for Skirmish and Captain?
I think that would change everything.
I have proposed such changes when MP Beta was still running. Some classes and Skirmish items for example pikes on Shockinfantry are never played in Skirmish and while I am not active in Captain atm, I had great succes with Shockinf+Pikes as a cav defence in Captain.
 
Are you talking about different perks for Skirmish and Captain?
I think that would change everything.
I have proposed such changes when MP Beta was still running. Some classes and Skirmish items for example pikes on Shockinfantry are never played in Skirmish and while I am not active in Captain atm, I had great succes with Shockinf+Pikes as a cav defence in Captain.
Agree, it's a great example with the pikes.
 
Would you think different perk options (and troop count difference) be enough or would it require more separate balancing?
A mode specific perk slot might be interesting. So perhaps the 3rd (or maybe even 4th) perk slot only offers perks relevant to that game mode. We could start to see some interesting things crop up.

Captains; Extra troop count, skirmishers (so adding like 2-3 archers to your infantry unit to give them a little chip damage at range), Troop Skill / health buffs (like SP perks).

Skirmish: Banner item (makes capturing points faster), - I'm sure there are more but I can't think of any right now.

Siege: Faster siege weapon reload speed, faster push speed on rams / towers. Maybe a little arcadey but a repair tool that lets you reapir gates, doors slowly?

Theres alot of potential options which you can't explore right now. I do believe consistency with the core perks is probably still regrettably the right choice to save development headache but just one slot could make all the difference.

P.S. I really think adding banners in as a way to cap-flags faster would be a brilliant MP implementation. That gives them relevance on every game mode with control points and makes them useful beyond just being cosmetic items.

Also - Artillery in captains mode. You know you want to :wink:
 
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Would you think different perk options (and troop count difference) be enough or would it require more separate balancing?
I think equipment, and stats such as armor, movement speed, and hp as well as perk options should all be different between the two modes. For example: Imperial Recruits are categorically the worst unit in captain mode, despite their large unit count, while in skirmish mode they are a pretty useful and worthwhile for the low cost of 90 gold. If we take 2 handed pole arm troops in skirmish they arent nearly as good as shielded infantry, but the opposite is true in captain mode as 2 handed pole arm infantry are the best troops in captain mode. If we make changes to one mode, it will be inevitable that the other game mode will be effected, most of the time negatively due to just how significant the difference between the two modes is. Troop counts are not enough to account for these huge differences, as we found out in the last attempt to buff battania by adding more troop numbers to their units. The changes basically accomplished nothing. You have a good baseline to start with for both game modes, from here though i think that if you develop each mode and set of classes separately by altering the stats, perks, and equipment with only the balance of one specific game mode at a time in mind both game modes will benefit tremendously.

Edit:
This is the reason why some people have suggested splitting the forums up between captain and skirmish mode as well. People who play one game mode should give their feedback about that particular gamemode. As a captain mode player i have no clue what the meta is for Skirmish, so my suggestions would only be relevant in the context of captain mode. If i say 2-handed polearms need to be nerfed because of how strong they are in captain mode, i get a skirmish player telling me how awful they are in skirmish mode. The developers cant listen to both of our advice as its contradictory. So they are forced to choose one of the options which then negatively effects the other due to the fact that the two systems are currently connected and codependent. @azakhi
 
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I'm still expecting official main menu polls on various issues upon logging in MP, something akin to OldSchool Runescape poll booth.

That sounds like a nice idea, I will forward it to the team.
 
That sounds like a nice idea, I will forward it to the team.
That would be a very interesting way of actually getting a really great and unbiased feedback from players. Problem is us forum goers are all old-school or at the very least care a lot more then 90% of the playerbase. Be interesting to see what 'casuals' think.
 
I'm just thinking out loud here, but is it possible that a lot of this frustration actually stems from the lack of visual customisation? Like, being unable to show off your silly character face, or running around shirtless as a statement of your melee prowess, or just to pick what you think looks cool?
I agree with you on this one. I don't mind the class system, but I do not want my warrior to look exactly the same as the other guy.
 
Well we made that recommendation like a year ago, when it would've been useful. Unfortunately we're at the point where the only people playing consistently are people that like the game (obviously). Only ~2 people on my steam friends list even play the game any more. If all the people who have a problem with the game aren't playing it, because they're waiting for the problems of the game, like the class system, to be fixed by the developers or modders; then what use are the results? Even on the forums, only a couple of people that posted regularly and gave massive and detailed responses in the beta section, and showed they knew what they were talking about, even post anymore. Seemingly they've almost all given up, or moved on.

Better late than never, but all you're going to get now is results that support/create confirmation bias, instead of the overwhelmingly negative response you have garnered over the past year.
 
I think there are solid arguments to both sides of the debate, to be honest.

Most of Warband's equipment choice was an illusion, but it was something that was in the hands of players, allowing them to make their own decisions. Admittedly, I was always a big fan of just running around with throwing weapons and forgoing armour and a proper melee weapon to do that, and it was a lot of fun in a casual setting. In higher-level play though, most pieces of equipment were ignored, or at least that is my understanding of it.

On the other hand, the class system simply removes most of these non-choices and allows you to just jump in and play on a more level playing field. But at the same time, it does take away some of the fun of mixing and matching gear to suit your own playstyle.

I'm just thinking out loud here, but is it possible that a lot of this frustration actually stems from the lack of visual customisation? Like, being unable to show off your silly character face, or running around shirtless as a statement of your melee prowess, or just to pick what you think looks cool?

How do you judge that Warband's choice on customization was an illusion? Because it was not. I mainly said, that even in tryhard but not tournament environments, 3 of the swadian swords were viable on different playstyles. Every armor could be minmaxed with something else to balance armor/speed differently. Mercenaries and CRPG are the pinnacle of what customization could be, where in both mods you saw vastly, vastly different playstyles and item equipments. I do not want bannerlord to become a grind like those mods, but IF warband had the amount of items these mods offer, it would be much, much better.


On the other hand, the class system simply removes most of these non-choices and allows you to just jump in and play on a more level playing field.

Please stop using this arguement as ''You get to the action faster, we're doing this for you''. The only thing classes allow are lack of choice, 0 personalization and a total loss of the soul of the game.

In a medieval game, character identity plays a major role. And we are stripped from this, both in gameplay and looks. I could write paragraphs upon paragraphs on why the class system is disliked by the majority of players (and please dont even try to deny that) but everything has been said. The question is, why the team chooses to burn their game into the fire known class system when only a rather small percentage of people like.

Every point that you, as Callum, made in the past on the behalf of the team has been debunked, times over and over. Easier balance? Not really. Better competitive? Not really. Avoid snowball? Definitely a major not really.

I get the fact that the team tried something new with the class/gold system in bannerlord. I totally get experimentation. But it has failed, man. Please face it as a company that this is not wanted. There is a major reason why all successful games offer very basic pinnacles of progression. Which I mentioned before. Either you start the same as everyone else and you customize your loadout like in CSGO, either you start with a class and you are able to vastly customize it with a big amount of items (MOBA) or you start the same as everyone else you do pickups on the ground effectively making item positions strategic points (Quake, Unreal tournament etc).


To make it very plain: If TW is my parent and I want to go swimming in a sea while I am PERFECTLY capable of swimming on an open sea, you force me to go to a hotel swimming pool.



It's about time you face that classes are not wanted, nor they will ever be liked for anything more than 10-25% of population.


Would you think different perk options (and troop count difference) be enough or would it require more separate balancing?


Why is this even a question asked from a developer? Would age of empires be good if it was balanced after Bannerlord's third person combat? The modes are vastly different. In the one, you are the soldier, and in the other you are the commander. They obviously need majorly different combat criteria.
 
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I like the new system, I find it tedious to have to go in and mix and match a bunch of weapon and armor choices in between lives. When I get enough gold I know I can easily switch to something strong like an elite archer or horseman without having to re-invent the wheel.

I do feel like, on most classes, I do have a choice to sufficiently customize them, I can pick between having thrown weapons/a shield/longer pikes/better armor/etc. and I can do so quickly. (maybe even save our preset choices, TW? :smile: )

To be honest I don't see the benefit of picking every piece of equipment one wears other than min/maxing which just makes the game feel kinda cheesy. I won't lie that cheesy feeling was pretty fun in warband especially paired with the last gen graphics, but this new game makes me feel a lot more immersed. The fact that the guy zig zagging and crouch spamming towards me is at least wearing pants while doing so helps a lot with that.

I would like to see the third perk slot AND perks be more impactful though, I think that would be a good improvement.
 
To be honest I don't see the benefit of picking every piece of equipment one wears other than min/maxing which just makes the game feel kinda cheesy.

It's called depth, tell me what exactly is 'cheesy' on customizing your equipment?
 
I think there are solid arguments to both sides of the debate, to be honest.

Most of Warband's equipment choice was an illusion, but it was something that was in the hands of players, allowing them to make their own decisions. Admittedly, I was always a big fan of just running around with throwing weapons and forgoing armour and a proper melee weapon to do that, and it was a lot of fun in a casual setting. In higher-level play though, most pieces of equipment were ignored, or at least that is my understanding of it.

On the other hand, the class system simply removes most of these non-choices and allows you to just jump in and play on a more level playing field. But at the same time, it does take away some of the fun of mixing and matching gear to suit your own playstyle.

I'm just thinking out loud here, but is it possible that a lot of this frustration actually stems from the lack of visual customisation? Like, being unable to show off your silly character face, or running around shirtless as a statement of your melee prowess, or just to pick what you think looks cool?
Equipment choice functioned well for competitive too. It featured quite heavily in the Grand Final of the most recently completed tournament (W6C), especially by one team as Nords in the first or second set. Apfel didn't save his broadcast, so I can't link it now. There have been ways teams have handled equipment selection cleverly and effectively since tournaments from several years ago.

There's also the fact that Bannerlord (if TW were interested in excelling themselves) could have expanded on the range of meaningful choices players could have made in customising their loadout, rather than regressing it into something people have dubbed "M&B: Mobile Edition".

Plus, many competitive players enjoyed customising their loadout just to inject a bit of fun and variety when they were playing regularly on public competitive servers, otherwise it could get more boring than it needed to be, which would put people off playing it as much as they did. And I'm not talking about going in naked with throwing weapons, although that was something some people enjoyed too. These things would have resulted in competitive servers getting more populated than they would have been otherwise.

People even personalised their loadout in tournaments. Some players might be put off participating if it was all dry and deadly serious. Two of the most regular players of IG_Battlegrounds were Djin and Nele, who were both really good players, and they clearly had fun customising their loadout a huge amount. I think the most regular players had the most "personality" in terms of how they approached equipment selection. The same goes for lower-tier players, who you need to help populate any given server.

It's not as important to me as the combat system, so I'm looking forward to changes in the upcoming patch, but there's still something about the spirit of the new class system that's cold and indifferent.

But It wasn't a real choice. I never had to make any hard decisions. The best weapon in each category was the only one worth taking (shout out to the scimitar - that was actually different to the elite scimitar). There was 4-5 weapon choices per class, one was largely irrelevant (like who is taking a war-pick seriously..)

Freaking Rhodoks were worse, its either a cleaver, a big cleaver or a glaive. I can take a spear but that's an extra... Add onto that the HUGE price jump between the ragged outfit and the mail and there was only about 4 different ways you could play that class.
Rhodoks are the best example of choice within the equipment selection. They have so many unique weapons, and players would customise their loadouts with them significantly, both in public play and in competitive tournaments.
 
Perhaps I'm wrong but I believe it was traditional for medieval warriors to wear clothes into battle.

Nobody cares, this is a video game. If we want realism, we might aswell die one time in Skirmish and our game gets uninstalled because we died. There is a certain line between irritating-realism and fun. I also dont quite get your point, people wore clothes, obviously? Not exactly sure what you mean, do you mean like unified troops? Because that's very debatable.
 
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