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Recruit
Having played both the campaign and multiplayer obsessively since EA launch, I'm really enjoying the game but feel there's something sorely missing.
This game has a fantastic sandbox/RPG experience but all of that is thrown out the window in multiplayer which is purely ephemeral match/round-based with zero sense of progression or character development. Yet after only a few weeks I'm starting to find singleplayer bland and boring, playing with all the difficulties turned up is still too easy purely because the AI becomes predictable quite quickly.
So right now:
- Singleplayer gets stale due to predictable (and hilariously buggy) AI
- Multiplayer gets stale due to being purely ephemeral match/round based with no progression and none of the RPG/sandbox elements of the campaign mode
IIRC there were mods for Warband that added multiplayer to the campaign, but given the harsh criticism TaleWorlds has been copping due to BL taking so long to develop and not really expanding on Warband's features by much, it should be worth consideration of TaleWorld's execs to look at doing something different to really make the game stand out beyond just being Warband on a newer engine with slightly better metagame simulations.
According to my search on this forum I'm hardly the only one who thinks multiplayer campaign would make this game amazing, even GOTY 2020 material. But I wanted to suggest this with a slight twist.
Multiplayer would add unpredictability, fresh challenges, and a sense of impact and meaning - owning X castle doesn't mean much when everyone else playing the game owns the same castle in their own local save, but to be THE owner of X castle in Bannerlord multiplayer in the OCE/NA/EU region does
Imagine a persistent multiplayer campaign mode where:
- Simulated battles and time cheats are disabled (to maintain consistent timescale for all players)
- Policy voting has a much longer timeout giving players more time to react, unless everyone in a kingdom has voted upon which it instantly completes
- When players own at least 1 fief and are offline their characters are controlled by a defensive lord AI (allowing you to hold your fiefs while offline somewhat by defending in sieges, ensuring your militias stay populated etc) and hostile votes like kick from kingdom or take fief are disabled.
- Player networking is partitioned based on in-game geography, the world is divided up into server clusters each handling a small "zone", since you can only see your own LoS you would never need world data for a player who is on the other side of the world, and with the world map already being a high-level abstraction a visible border or pause as you transfer zones wouldn't exactly be immersion breaking. Game state from cluster servers gets collated on global meta servers so events and states like fief ownership and kingdom status can be synced and shared globally. This would enable a "pseudo-MMO" experience (think Elite: Dangerous, Foxhole, PoE, Warframe etc) with a global (per OCE/NA/EU region) economy and metagame.
TaleWorlds could even put in cosmetic microtransactions to support the ongoing server costs, lots could be monetized without it becoming P2W:
- Banners, the base range of designs and especially colours for banners is pretty meh, I would happily pay cash to pimp out my banner with more variety in a persistent pseudo-MMO Bannerlord
- Aesthetic blacksmithing blueprints - equivalent to other base game weapons but with various visual designs to allow further aesthetic customization of one's character and companions, think cloth/ribbon decorations on polearms, blades with different sheaths etc
- Aesthetic gear skins - not complete "costume" skins like in many MMOs, but think different stylistic variants (maybe some gold plating, engravings, various helmet plumes) where overall the look and feel still conveys the same stat properties as the original (no bikinis with stats of full plate armour for example)
- Character/Family name & appearance changes
- Respec or restart character with maintained earned levels to spend again
Other than the clustered networking (plenty of indie devs implement this well so I'm sure TW could manage) and probably increasing the world map size a fair bit so there's enough space that owning fiefs isn't too exclusive pretty much all of the building blocks for this are already there.
EDIT:
Lots of people commenting negatively are complaining that it would be changing the game in a way they don't like, I am not suggesting any changes to existing SP or MP modes. I am suggesting a new MP game mode that if it's not for you, you can simply just play SP or the other MP game modes that already exist. This game mode could be entirely self-funded through micro/subs/whatever monetization model specific to this game mode, so it wouldn't necessarily impact development of other modes negatively by detracting resources from their teams.
This game has a fantastic sandbox/RPG experience but all of that is thrown out the window in multiplayer which is purely ephemeral match/round-based with zero sense of progression or character development. Yet after only a few weeks I'm starting to find singleplayer bland and boring, playing with all the difficulties turned up is still too easy purely because the AI becomes predictable quite quickly.
So right now:
- Singleplayer gets stale due to predictable (and hilariously buggy) AI
- Multiplayer gets stale due to being purely ephemeral match/round based with no progression and none of the RPG/sandbox elements of the campaign mode
IIRC there were mods for Warband that added multiplayer to the campaign, but given the harsh criticism TaleWorlds has been copping due to BL taking so long to develop and not really expanding on Warband's features by much, it should be worth consideration of TaleWorld's execs to look at doing something different to really make the game stand out beyond just being Warband on a newer engine with slightly better metagame simulations.
According to my search on this forum I'm hardly the only one who thinks multiplayer campaign would make this game amazing, even GOTY 2020 material. But I wanted to suggest this with a slight twist.
Multiplayer would add unpredictability, fresh challenges, and a sense of impact and meaning - owning X castle doesn't mean much when everyone else playing the game owns the same castle in their own local save, but to be THE owner of X castle in Bannerlord multiplayer in the OCE/NA/EU region does
Imagine a persistent multiplayer campaign mode where:
- Simulated battles and time cheats are disabled (to maintain consistent timescale for all players)
- Policy voting has a much longer timeout giving players more time to react, unless everyone in a kingdom has voted upon which it instantly completes
- When players own at least 1 fief and are offline their characters are controlled by a defensive lord AI (allowing you to hold your fiefs while offline somewhat by defending in sieges, ensuring your militias stay populated etc) and hostile votes like kick from kingdom or take fief are disabled.
- Player networking is partitioned based on in-game geography, the world is divided up into server clusters each handling a small "zone", since you can only see your own LoS you would never need world data for a player who is on the other side of the world, and with the world map already being a high-level abstraction a visible border or pause as you transfer zones wouldn't exactly be immersion breaking. Game state from cluster servers gets collated on global meta servers so events and states like fief ownership and kingdom status can be synced and shared globally. This would enable a "pseudo-MMO" experience (think Elite: Dangerous, Foxhole, PoE, Warframe etc) with a global (per OCE/NA/EU region) economy and metagame.
TaleWorlds could even put in cosmetic microtransactions to support the ongoing server costs, lots could be monetized without it becoming P2W:
- Banners, the base range of designs and especially colours for banners is pretty meh, I would happily pay cash to pimp out my banner with more variety in a persistent pseudo-MMO Bannerlord
- Aesthetic blacksmithing blueprints - equivalent to other base game weapons but with various visual designs to allow further aesthetic customization of one's character and companions, think cloth/ribbon decorations on polearms, blades with different sheaths etc
- Aesthetic gear skins - not complete "costume" skins like in many MMOs, but think different stylistic variants (maybe some gold plating, engravings, various helmet plumes) where overall the look and feel still conveys the same stat properties as the original (no bikinis with stats of full plate armour for example)
- Character/Family name & appearance changes
- Respec or restart character with maintained earned levels to spend again
Other than the clustered networking (plenty of indie devs implement this well so I'm sure TW could manage) and probably increasing the world map size a fair bit so there's enough space that owning fiefs isn't too exclusive pretty much all of the building blocks for this are already there.
EDIT:
Lots of people commenting negatively are complaining that it would be changing the game in a way they don't like, I am not suggesting any changes to existing SP or MP modes. I am suggesting a new MP game mode that if it's not for you, you can simply just play SP or the other MP game modes that already exist. This game mode could be entirely self-funded through micro/subs/whatever monetization model specific to this game mode, so it wouldn't necessarily impact development of other modes negatively by detracting resources from their teams.
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