Statement regarding Singleplayer IV

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Personally, I don't think rating agencies are a fan of killing civilians / people that don't fight back.

Beyond that, if the idea is to loot and destroy the village during the mission, I presume it would also be a matter of overhauling the campaign map interaction - since you are also destroying and looting the village during that phase.

While I think this could be fun every now and then, I wouldn't want to be forced to do it as a player. Overall, I think there are other changes that have more impact for equal or less cost.
Thank u for ur reply
 
I dont see how this feature would add anything to the game. You would do it once or twice maybe and then never again (assuming you want to do it at all); there is no challenge. If the goal is to make it easier to gain negative traits there are other/better ways to do it.

I would prefer if developing time was spent on something meaningfull
Like execution .
 
I have noticed that the performance to previous versions has deteriorated or someone has experienced it too (beta) ?
 
The "vanilla" game or even with a lot of mods, is still very boring. I've tried a lot of mods, when it doesn't bug, it allows for some extra fun options but it doesn't add depth to the game.
Either the strategy has to be deep, fun, complex and interesting, or it's not.
And if the general strategy and tactics lack depth, then you need a very developed lore with endearing and fun characters, a great main quest where you discover with pleasure colorful npc, with deep or funny dialogues or etc. In short, you need an rpg dimension that makes up for the lack of tactical and strategic depth. It is totally missed or rather non-existent.
To try to make up for the lack of strategic and tactical depth, the repetitive side and the lack of depth of the lore and the non-existence of any romance, there is still the option of offering "branches" on which one could have different options (bandits, trade, warriors, governors, peasants, etc.) But again there is nothing.
Taleworld hides behind the "sandbox" dimension to say "make your story", make the choices you want, parts that are not alike... It's a pipe. They took over the old Mount and Blade Warband version, they improved the graphics, they spent a hell of a time improving the battle system, and that's it, everything else, the main thing, they couldn't develop it. they believed that a "beautiful battle system" was enough to make a game. It was the only thing they achieved at the expense of everything else.
There would simply have been a magnificent main quest with a real story, a very worked lore and funny characters and a real scenario, I would have nothing to complain about. But there is nothing here...
Strangely, I like this game because it is full of potential. I would have seen a kind of medieval GTA with lots of strange, whimsical and dangerous characters. But...
 
@Duh_TaleWorlds

hey man, hope you had a nice weekend and your week started fine.

Do you have any news you can share withs us regarding the development for the next patch?

like bugs, content, whatever.... Would love to hear from you guys, and always be excited when new patch comes for the new directions TW is tking the game
 
Civilian Scenes
  • Our towns and castles have a range of NPC characters that can partake in numerous activities to give the location life. However, castles, in particular, were still a bit underpopulated. This should be improved in future versions of the game as we increased the population and their use of animation points in a number of settlements.

Please take a look in some towns, lack of bustling, just a few NPC going around like the whole town locked down due to covid 19
 
Alright 1.2.5 beta is out. What next? When 1.3 beta? This Year?

@Duh_TaleWorlds 1.1.6 is still live version, i guess the next step is loading 1.2.5 to live for PC and Consoles and realising 1.3 beta am i right?
 
The "vanilla" game or even with a lot of mods, is still very boring. I've tried a lot of mods, when it doesn't bug, it allows for some extra fun options but it doesn't add depth to the game.
Either the strategy has to be deep, fun, complex and interesting, or it's not.
And if the general strategy and tactics lack depth, then you need a very developed lore with endearing and fun characters, a great main quest where you discover with pleasure colorful npc, with deep or funny dialogues or etc. In short, you need an rpg dimension that makes up for the lack of tactical and strategic depth. It is totally missed or rather non-existent.
To try to make up for the lack of strategic and tactical depth, the repetitive side and the lack of depth of the lore and the non-existence of any romance, there is still the option of offering "branches" on which one could have different options (bandits, trade, warriors, governors, peasants, etc.) But again there is nothing.
Taleworld hides behind the "sandbox" dimension to say "make your story", make the choices you want, parts that are not alike... It's a pipe. They took over the old Mount and Blade Warband version, they improved the graphics, they spent a hell of a time improving the battle system, and that's it, everything else, the main thing, they couldn't develop it. they believed that a "beautiful battle system" was enough to make a game. It was the only thing they achieved at the expense of everything else.
There would simply have been a magnificent main quest with a real story, a very worked lore and funny characters and a real scenario, I would have nothing to complain about. But there is nothing here...
Strangely, I like this game because it is full of potential. I would have seen a kind of medieval GTA with lots of strange, whimsical and dangerous characters. But...
OMG, it's like you say what's inside my soul. Yes yes
 
I have this weird feeling that the team has people who are into strategy games and people who are into rpg old warband/mods games. And somehow they clashed, like how the sun clashes with the moon. Except, instead of a synthesis we got an incomplete game.
 
Is it just me or when first starting out the tournaments are extremely difficult now and they never used to be like no matter what way I aim or swing the opponent blocks it and my guy feels super slow at running they catch me like nothing and keep hitting me in the back and if there is more than one well gg used to be able to 1v2 not anymore kind of ruined tournaments
 
I'd say it's an improvement when winning a Tyal Horse as a clan tier 0/1/2 is actually a challenge, especially with a bookworm PC who has no combat skills whatsoever, rather than an easy thing that obviates the need to have decent character combat skills.

A.I. can be weird, though, like one guy might go off to attack the hanging-back archer rather support his buddy to create a 2v1. I'm guessing A.I. are programmed to want to stop missiles rather than ignore them while fighting whoever is in front of them, and it's not something that happens all the time and makes enough sense and spices the randomness up, so I'm not complaining but observing and commenting since I'm not sure that's intended behavior or an oversight.
 
@Duh_TaleWorlds

Are you guys gonna fix the restriction to recruit Houses/Clans after the Kingdom destruction? Before they kingdom without land keep existing and pestering us, now we can destroy it, butclan leaders become like factions so it's impossible to recruit.

I think they become bandits or mercenaries for a time would be nice, but eventually they would join a faction or we could be able to bring them inside our kingdom, but at the moment this is being impossible
 
@Duh_TaleWorlds

Are you guys gonna fix the restriction to recruit Houses/Clans after the Kingdom destruction? Before they kingdom without land keep existing and pestering us, now we can destroy it, butclan leaders become like factions so it's impossible to recruit.

I think they become bandits or mercenaries for a time would be nice, but eventually they would join a faction or we could be able to bring them inside our kingdom, but at the moment this is being impossible
They can currently join existing kingdoms (like successful rebel clans).

The player cannot persuade them currently as the defection persuasion assumes a kingdom to betray - that is to say that there is simply no content (dialogues, decision making logic) for this context. We are considering a content addition for this, but I cannot say if and when it will come.
 
They can currently join existing kingdoms (like successful rebel clans).

The player cannot persuade them currently as the defection persuasion assumes a kingdom to betray - that is to say that there is simply no content (dialogues, decision making logic) for this context. We are considering a content addition for this, but I cannot say if and when it will come.
what @Totalgarbage said.... Before when we "destroyed" kingdoms, they existed pestering us but eventually clans would scatter.

I like the new possibility to destroy kingdoms, man... but the rebel clans/independent should

A) create a new or restore their faction
B) become mercenaries (and eventually the possibility to be recruited as full clan by any other kingdom, AI or Player
C) be "indepent" for a time until declre the pledge for other faction or allow player to bring them in specially since they don't own lands

Please, don't return that silliness of exile because of the lack of other places for them to exile too
 
Also, from what I have noticed so far:
When rebel lords are captured by the AI, it's the only time I have noticed them using the "behead" option.
Which makes you think it should be safe to do so since they are just rebels, not lords and there shouldn't be any penalty for doing so.
But when I try and do the same (beheading a rebel lord) I still receive massive penalties for doing it. Why is that?

I also think it would be a good idea as mentioned by the others previously to allow the recruitment of lords from destroyed kingdoms before they disappear and rebels as well during the rebellions phase while they are still holding the fief (including the AI, I think they already do "if successful" but would be nice if the AI could try to recruit them during the rebellion as well, potentially in the weakest faction to help them out)

If they lose the fief during the rebellion and while they are still alive and roaming the map (they don't seem to disappear like he lords of a destroyed kingdom), I would go as far as saying it would be a cool mechanic to allow their recruitment as companions, again by using persuasion rather than just paying them petty cash like the wonderers.
 
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