The Final Version Of Mount&Blade

Which Is The Most Important To The Final Version Of M&B?

  • Variety of Missions and Combat Settings

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  • Character Customization & Leveling

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  • Challenging but never frustrating Action

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  • Great Story Progression & Plot Twists

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  • Vibrant Free-form Play and Goals

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  • None of the above (please specify)

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I'm all about the free-form stuff, with random events and missions springing up all over the place to keep me occupied. One thing I really want is for every action I do to actually affect something in game. If I kill bandits and burn their hideouts, Swadian caravans will have an easier time getting through the woods and the kingdom will be able to afford more armies and equipment. If I attack Vaegir foragers and farmers their armies will run out of food. I want to be able to take towns and resources and change the landscape, sort of like an RTS game. That's pretty much the kind of game I'd love to play.
 
There should be body tatoos on skin so you can customise your character and you should be able to set your height from like 1m to 2.2m so you can be a kid (like I am)
 
Eird-Way 说:
All Armagan needs to create is a richer, more dynamic world. A simple dynamic trade economy with roads, and dynamic factions that produce goods, train troops, take towns and steal resources. This would give practically infinite gameplay. So instead of being asked to round up 10 sumpter horses, you are asked to sneak into an enemy town and burn their warehouses. "Bandits" would constitute mini factions and their hideouts would make suitable "dungeons". And then there's no reason the player couldn't possess a town or hideout to keep his stuff, train troops for adventuring purposes, manufacture weapons, etc.

I think that stories with character development should be left to the community to create. Once mod tools are out, the legions of pasty fourteen-year olds will be gnashing to write their own epics that will surely eclipse anything poor armagan can create in his limited time.

M&B needs to aim at being more of a roleplaying tool providing the basis described above and giving the community the power to create whatever they want.

The real joy in P&P roleplaying doesn't come from modules, but from the original stuff the core books help us create. M&B has the power to be the same.

Look at any robust community, see what amazing stuff the modders are doing, and then listen to what they WISH they could do if it weren't for the developer's deaf ears. The Rome:Total War community is an excellent example.

Eird-way hit it right on the head with this. Having long played P&P RPGs, it's the way the basic rules are set up that allows us to create the stories and characters. Look what drew everyone to this game to begin with: a fantastic combat routine, open-ended play, and the potential to become something really great. What needs working on are the tools and the socio-politico-economic dynamics that are the part of all great stories. After that, good stories and characters will come flooding in.
 
Vibrant Free-form Play and Goals has retained its lead for quite awhile now, and it's done so from the start: it's probably safe to say that many people think M&B would do very well to focus on adding additional details to that area in particular - although obviously not to the exclusion of other areas.

Variety of Missions and Combat Settings remains a strong runner-up and I think I can see why: we love the combat; it's what keeps us playing. However, we want variety: defend this mountain pass, burn this bridge, protect this farmhouse, destroy bandit camp, guard the princess, escape with the gold, save the outpost, etc.

Great Story Progression & Plot Twists has grown significantly since the start, where for weeks it was less than 10 percent. Although personally, I've rarely encountered a "Great Story" in an RPG (I've read quite a bit of swords&sorcery fantasy novels; that's where I get my great (and not-so-great) stories) so they may be hard to come up with; that may be because a game format almost inevitably means cliches and stereotypes. However, the trend seems to say: More story details, more plot, more!

Those are the TOP categories with about 78% of the votes cast so far.

The others:

Challenging but never frustrating Action at 9% obviously not a strong area of concern. Most people feel that they can acquire the basics of combat and general strategy and tactics. It makes sense since we don't have a huge variety of radically different troop types and combat moves. There's no steep learning curve like you might have in attempting to learn to fly a plane, guide a motorcyle, or learn the 5 key sequence to a certain combo move.

Character Customization & Leveling at 7% has remained at its low level since the start. Probably this reflects the awareness that many of us have played RPG games where we have really cool character options and leveling (some people brag that's the most interesting part; creating that cool warparty) but then find out that's not enough. It's cool, but not enough. Or as basic philosophy has it, "Necessary but not sufficient."
 
I'd have to say that one of the things that made me like this game very quickly is that it reminds me ALOT of how imo morrowind should've been (Although M&B Doesn't have magic, but that's okay). The ability to find other heros and lead huge armies in real time against other huge armies is definately a plus.

I think the skills and character development stuff in there now so far is great. I dont really feel wanting for anything in that area at all. Which is extremely rare for me. One thing I am starting to find lacking is the variety of enemy troop types and landscapes. I think maybe with more kinds of people to fight and more terrain types to fight them in would be really really cool.
 
I also voted for 'Vibrant Free-form Play and Goals', and agree with Ingolifs' post.

Many games claim to be free-roaming, but they still generally follow a somewhat linear path. In M & B though, it truly is free-form. I like the fact that there is no actual end to the game, and no overall objective or goal. It gives it a much more realistic feel.

Personally I'd like to see the final version stay true to this aspect and expand on it by providing more things to do, different ways to do them and branch off, but stay away from having an overall final objective to the game.

Also, as other people have said, I think the combat doesn't need much more - it's quite invigorating as it stands in version 0.632.
 
I just have to ask- What is the point of the game? as in, what is the final goal? I love the free form do what you like business. I like the advancement in the army structure, i just don't see a final goal. Revenge for lost family or rule the world or something. Just some reason for my character to have a hard army other than just to fight other hard armies no matter how fun it is. One on one duels would be good - fighting the evil man who wronged you - with him being super hard of course.
 
I started to think about that - the final goal or "point" of the game - when I began to get tired of the constant combat without anything left to attain.

One first thinks of levels, weapons and then with money piling up, a chance to buy property and upgrade it from time to time. In my case, I was thinking of relatively modest menu screens that would show a picture of the property as it was improved from hovel to estate.

However, a final duel would not be out-of-place; win it and retire, with some screenshot saying "and he lived happily everafter" or "that was the last we ever saw of JohnathanStrange, he lives now only in our memories."

Obviously it should be optional, some may never want to hang up their weapons.
 
I just have to ask- What is the point of the game? as in, what is the final goal?

Though I'm only level 15, from what I've read in other people's posts, there is no end to the game in it's current beta version.

As I said in my post above, I personally like the fact that there's no definate ending, though I imagine not everyone does. I like Johnathan's suggestion - having the option to end the game or not is a perfect solution that should make everyone happy.
 
Just a few points I'd like to bring up

Challenging but never frustrating Action at 9% obviously not a strong area of concern. Most people feel that they can acquire the basics of combat and general strategy and tactics. It makes sense since we don't have a huge variety of radically different troop types and combat moves. There's no steep learning curve like you might have in attempting to learn to fly a plane, guide a motorcyle, or learn the 5 key sequence to a certain combo move.

I would have put my vote in this, but I simply feel it's present already, the game already has a challenging and interesting (but unfrustrating) system of combat. Combat is a major part of the game, as is making the advancement of your character feel like it affects how well they fight, and I feel this is already done to a brilliant extent.
(Edit: Additional: Perhaps if some of the more skilled AI warriors could attack faster, it would be even more enjoyable, to be caught in a situation where you're constantly retreating, keeping your guard up with your Greatsword in the face of a series of powerful slashes from an unmounted Dark raider would be very dramatic, and hence cool. And I don't mean faster in the animations, I mean less gap between between when the computer decides to attack)


Character Customization & Leveling at 7% has remained at its low level since the start. Probably this reflects the awareness that many of us have played RPG games where we have really cool character options and leveling (some people brag that's the most interesting part; creating that cool warparty) but then find out that's not enough. It's cool, but not enough. Or as basic philosophy has it, "Necessary but not sufficient."

Leveling at the moment is a bit bland, but as it is there is the intense feeling that individuality in characters is easy to achieve. At the moment Richari (my Horse-archer raider character) is unique from probably most other Horse archers, simply because it's so easy to attach an attitude to the characters by their actions, which falls under the free form action. Also, while I'm all for advancing the current leveling and character customisation system, there is always the danger that too great a change will result in the all-too-commonplace "Mix-maxing" characters, and guides set up on the internet about "how to make the best Mount and Blade" character, which just ruins the individuality.
 
Telcontar 说:
Ingolifs 说:
A microcosm of a real world situation. No story as such, just background, and an ability to end up as pretty much anything. I want to be able to become a count or a member of the Dark hunters or sold off to Galeas as a salt worker.

A game where at first you feel overwhelmed at how insignificant you are, and how little you effect the world, but as you play, you begin to take effect, and where upon asking what people are talking about, peasants will reply with more than 'Prices, weather, the war, the usual.'
This is exactly what I want out of M&B. The great combat system is already there, so they should focus on building a robust, dynamic world, complete with conquerable and raidable cities, bandit hideouts, dungeons, and so on.
Yeah, and that's exactly what I want too.

But one thing I don't want at all, and that is fantasy creatures/items, such as goblins and magic weapons. That would ruin it all. I have never seen a game set in a fantasy world with a feel of reality, so that part is good.

One more thing I would be glad to see is that armor and weapons could be damaged and than broke, not just shields. It will be a little more challenging when your armor breakes, and have to repear it in town, or if it could be possible to have engineer people in party (for siege too), but it will not repare it to maximum, because real armor/weapons can't be totally repared either. They should be worse with time, so even Reinforced black armor will end upp in a pile of junk, even if you repare it all the time.

But keep the arrow system.
 
Damn, if i knew i was going to be quoted alot, i would've made a better job of those two sentences.
 
I agree with the Ingolifs quote except the part about being sold into slavery, the game would become tedious and depressing at that point. They actually stop talking about the weather? I gave up talking to them a long time ago guess I'll try it again.
 
Arawyn 说:
I just have to ask- What is the point of the game? as in, what is the final goal?

Though I'm only level 15, from what I've read in other people's posts, there is no end to the game in it's current beta version.

As I said in my post above, I personally like the fact that there's no definate ending, though I imagine not everyone does. I like Johnathan's suggestion - having the option to end the game or not is a perfect solution that should make everyone happy.

But then there would be no point at all, would there? It would just be "aww, who cares about fighting, I only play to finish the game" (cause' there are people like that, just play something to finish it, it should be a game to play for fun. because it is fun
 
I would have to say freeform, with challenging yet never frustrating gameplay in second. Although I do see some more customization coming into it, too.
 
I voted for combat.

I'd like to see improved AI, the enemy using tactics like moving troops separately to flank or positioning ranged units up on a hill rather than just rushing straight at you. Also the ability to command troops separately like tell horse archers to skirmish to wear down enemy troops, then have foot soldiers move in to pin the enemy and your cavalry charge their vulnerable backs.










..and multiplayer dueling on the training or arena map =p
 
Well as far as I'm concerned we have here the makings of a great freeform game.. albeit right now without a clear definition of what to do next due to lack of 'where do i want to be in 20 years'...
Do I want to be a robberbaron with a castle, attacking anything that comes close? A lord of an estate where people live free and happy under my protection? Or perhaps just the strongest, bravest, most noble of knights hunting for 'the holy grail'?

I see the game as a canvas as choices... Choices provided by political intruigue and a dynamic economy...

How do I see these things come about? More than 2 or 3 factions, Sure I'm happy with 2 kingdoms waging war, as limits are unavoidable, but is every Count really happy with the King, or do some of them think they would make a better king?
Roads and trade routes as someone pointed out, combined with a dynamic economy, one that goes beyond the current model of best buy town and best sell town, where goods are the same lower price everywhere else... Supply and demand is the key to 'realism' here...

The character development side of the game as i see it is quite fine, it's engaging enough to make me care about the RP aspect of my characters rather than trying to have the 'best skillset for the game'..

The only other thing i would like to see is a way to give a 'face' to the boys that join your merry band... I'm not totally happy with taking a group of faceless peasants into battle as cannon fodder knowing some will grow stronger... I want to mourn the loss of Pumpkin Pete...

Which brings me to the next point.. The rate of how many troops you can command should be decreased... A level 3 with 25 troops is maybe a good way to give the demo players an idea of what is to come, but lets face it, (S)he is still wet behind the ears, why should people want to follow them to the death?
This also comes into what someone said before about entering a world feeling overwhelmed and insignificant... Breaking out of this should be a gradual process, more so than now...

The main thing i would like to see in the end game is more tactical options where the party is concerned... As obviously the intent is to allow you to become a leader of men...
I want to place scouts out in front of the main group to see danger ahead, I want them to be in trouble if they are 2 far out against an overwhelming force and their skills aren't good enough..
I want to be able to hold back my cavalry till i feel my infantry has worn down the enemy enough.. Or send them off to flank the enemy...
Formations, would be groovy, but I don't think the period simulated requires then other than the fact that I would like to have subcommeanders who I assign troops to and then am able to give them objectives.. (like doing the flanking, or provide a screen for the retreat of the main body...)
I would definately like to have more control of what weapons my troops are equiped with... If I want 20 pikemen to counter cav then that should be my choice...

The ability to buy, conquer or be awarded an estate, this includes royal estates, bandit hideouts as well as merchant empires...

Finally, because even a freeform game needs to have some form of comparable success, I would like to see age of your character incorporated... Preferably with the option to continue as an appointed successor, with or without penalties...

Anyway, thanks for getting this far and not dismissing me as just another newb...

Slyloki...
 
It was a tough decision, but I had to go for the free-form play and goals as well. All of those other aspects are also important -- I'd call the variety of missions and combat settings a very close second -- but at least for me, what keeps me playing a game like this and saying "wow" is the variety in the game-play itself.

I want to see players be able to "win" the game in as many ways as possible. Maybe they win when they lead the armies of one kingdom to final victory over the other. Maybe they win when they become the richest landed noble in the land. Maybe they win when they lead a successful peasant revolt and overthrow the monarchy. Maybe they win by brokering peace between the two kingdoms and vanquishing the raiders once and for all. Maybe they win by taking over the black knights and starting off a ten-year reign of terror. Maybe they win when they become the undisputed tournament champion and win honors from the nobility. But of course, whatever victory condition they choose to pursue, they should be able to then keep playing after they succeed, and maybe work toward other goals.

I'd also love to see more done with the economy in the game. It already looks a lot like a closed economy, with raw goods being brought in by farmers, miners and overseas traders (or at least there could be, with the towns on the coast), taken to cities to be processed into intermediate goods, then taken to other cities to be made into finished goods. Having the movement and life of these goods -- and the money associated with them -- actually tracked would not only add to the game's realism, it would automatically bring in real consequences if, for example, cargo caravans were allowed to go unprotected from raiders, or if the player joined the raiders to attack the caravans, or if perhaps the cities themselves were attacked. If the available supplies of the finished goods in turn determined how many soldiers a faction could send out, the stakes would be raised even higher. The important thing would be coming up with a mechanism such that the scales cannot become permanently tipped -- e.g., if you managed to weaken all of the factions but one to the point that they died out completely, another faction would have to spring up from somewhere to make sure the player was still challenged. Also, player reputation would have to be observed, so that, for example, a player couldn't attack all the convoys coming into a town for a while to create a shortage, and then turn around and sell all the stuff they just stole to a local merchant for a huge profit.

Regarding letting the player become a landed noble, I think it's an excellent idea, but I think it'd be more fun if it were more than just a badge of honor. If the player acquires land, I think they should be able to actually make use of it. Put up a town, open up businesses, start some farms, whatever. They should also then have to defend it -- hire soldiers to patrol the nearby landscape to keep away raiders. Then of course, the best part: tax the people living on your land, and become fat and wealthy.

Personally, the other thing I'd suggest would be a lot of possible side-activities. When you get tired of slaughtering enemy war parties, it might be nice to be able to kick back and do some hunting, or go to a jousting tournament, or attend court and try to impress the ladies/gentlemen -- heck, maybe even start and raise a family. Just little things that give the player more stuff to do that aren't too hard to implement, but help round out the world and make it feel more complete.
 
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