TaleWorlds needs to get permission and incorporate this mod into the base game

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imgran

Squire

Hey TaleWorlds, if you're listening, this mod, or something very similar to it, should be standard issue. Either get this mod itself or put out your own version of what it does.

Basically for those who are afraid of the ghost of Rick Astley, what the mod does is give you control over what your clan followers' parties prioritize to do. It's not perfect but it's way better than the complete lack of command options in the base game and it's a feature that needs to be in the finished product.
 
Party commands will be added in eventually as they have discussed them several times. TW has to consider the entire game while modders can focus on whatever they want.

Mods are great dont get me wrong but they have the luxury on deciding what they want to spend their time on.
 
At the same time, if a modder comes out with a feature that they know they'll need eventually, and it works just fine, why reinvent the wheel?
 
At the same time, if a modder comes out with a feature that they know they'll need eventually, and it works just fine, why reinvent the wheel?
I wouldn't say this mod works fine if it needs another mod to prevent your save game from breaking if you ever choose to stop using it though imo.
 
I don't think they would need permission anyway. Modders need permission from taleworld to mod the game but I am pretty sure most things made by modding from the game already technically belong to taleworlds, unless it is original stuff.
 
At the same time, if a modder comes out with a feature that they know they'll need eventually, and it works just fine, why reinvent the wheel?

Because the mod is a standalone component, and we have no way of knowing how it will work together with the rest of their software long term. Even the devs themselves really have no way of knowing. Integrating a mod might very well be more complicated than adding the feature in the game from scratch, and that's without considering what happens in the future when they want to make further changes on the game. It would be terrible software architecture design if they did what you suggest, honestly.

Mods are nice for players to work as a patch and fix things for right now. I am not a fan of modding when the game is in this state myself tbh, it's fine if all you want to do is play and enjoy your game, but it does little good when it comes to pointing out flaws in the game and reporting bugs and such (as long as you have a mod, how do you know for sure that the bugs you are observing are not caused by you modding your game?).
 
I wouldn't be surprised if some mods simply unlock features that are already build into the game but currently disabled...
 
I wouldn't say this mod works fine if it needs another mod to prevent your save game from breaking if you ever choose to stop using it though imo.
I might be alone here, but in such an early access stage I think we shouldn't care about breaking saves. Implementation of new features should be prioritized imo
 
At the same time, if a modder comes out with a feature that they know they'll need eventually, and it works just fine, why reinvent the wheel?
Because then people make 50 threads called in variation of "do devs even test the game". Mods are great when they work, even the most popular ones are used by tiny fraction of the playerbase and I can assure you that despite their focused nature they cause crashes in that small playerbase. It's wildfire when you release them globally without putting them through entire SDLC, which would likely include a complete rewrite of it to make it match the rest of codebase in terms of code styling guidelines and performance requirements.

In the software development world, free work comes out pretty expensive.
 
I might be alone here, but in such an early access stage I think we shouldn't care about breaking saves. Implementation of new features should be prioritized imo
I didnt say i care about my saves breaking if it is because of new features implemented by TW, but if it is because of mods then i do care yes.
 
At the same time, if a modder comes out with a feature that they know they'll need eventually, and it works just fine, why reinvent the wheel?

Straight up taking mods and implementing them into a game is a really dumb idea for a laundry list of reasons and here are a few...
  • Mods are downloaded by an extremely small minority of the actual playerbase and have not at all undergone sufficient testing, there could be countless errors/incompatibilities/save game corruption just waiting to be unearthed.
  • Considerable criticism would be laid at the developers for taking content that isn't their own (even if they were to get permission), especially because the game is in early access and people are buying the game under the assumption that the developers will finish/fix the game, not modders (who aren't seeing a dime).
  • Mods need to be updated if/when a new patch is released that break them. It's more than a little unreasonable to expect devs to account for how new content/fixes might break an addition that they didn't even make (and are thus unfamiliar with).
I say this despite being someone who is using more than 15 mods at this time, it's a bad idea.
 
Taleworlds should in general team up with modders. Mods will get developed anyways, so why not outsource certain aspects and engage with motivated and skillfull people out of the gamer community? Obviously they stuck to the same old warband gameplay without far reaching improvements where they could have been done, so why not "let it happen"? TW would have close to no work and could just add different new game aspects, among which the players could even choose.
 
Taleworlds should in general team up with modders. Mods will get developed anyways, so why not outsource certain aspects and engage with motivated and skillfull people out of the gamer community? Obviously they stuck to the same old warband gameplay without far reaching improvements where they could have been done, so why not "let it happen"? TW would have close to no work and could just add different new game aspects, among which the players could even choose.
The game is extremely modder friendly, check out the actual game files and you will find that loads of the game logic is in plain files for that very reason.
 
we need feature similar to this mod eventually yes
i will be very very desapointed if end product doesnt have it
 
I just wish the devs would build up the courage to go and talk to the mods, and take them out to olive garden, go have a drink afterwards, get to know each other intimately, and give us plenty of beautiful Bannerlord-patch babies. :')

Devs, get the best modders around, pay them for their services, and put them to work!
 
I think Taleworlds are probably well aware of the popularity of particular mods, and In the case of mods like this that seek to improve ingame systems it is something the Devs will be looking at implementing into the game when they have the opportunity and can use the mod as inspiration.
 
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