vicwiz007 said:
I think theyve pretty much touched on everything, it's just a matter of how in-depth they want to go into each thing.
Yes, but I want them to go in-depth and talk about everything because even though they have touched upon pretty much everything they skimmed the surface on a lot things and gave us too much information on others. I.E. Camels. Let Tale world talk about the seasons, interfaces, quality of life improvements, army management, more kingdom management, the quest system, companions and companion management, enterprises and enterprise management/rivel enterprise information screens, the down and dirty of trade/trade items, economy, relationships, clans, clan management, marriage, inheritance, permadeath, diplomacy (Including inter Kingdom diplomacy), Influence. I could go on and on and on. A lot of it they have gone over, and some of it quite well, but we would never say no to more in-depth information on pretty much everything because a lot of the dev blogs are nice, but they tend to function as an overview and not an in-depth analysis of the systems at play.
For instance, I found the dev blog on heat maps very interesting so I wouldn't mind knowing more about what is Tale world struggling within development and what tools are they using to address issues with specific examples, like what are they using and how are they using tools to correct AI behavior especially over extended periods of time. I mean they have barely talked about the late game, so talking more about the tools they are using to perfect it could give us information like, how a faction will respond to multiple sieges on their territory, does it split it's forced or save one castle and if so which one? How it will the AI react if a faction is close to being wiped out? Even though Player-Created kingdoms won't be in the Early Acess what plans do Taleworlds have to improve upon that experience from Warband Beyond what the new influence and policy system will affect? Are there systems in place to prevent an excess of bandits from cropping up and permanently crippling a region.
Even though the AI is balanced against each other how are they adjusting that balance once the player is introduced to provide difficulty and balance against an unpredictable variable? There are so many questions we have not received specific in-depth answers for.
TLDR Would like some more in-depth information, even just reiterating on old Dev Blogs but with fresh information that wasn't there before. It would also be nice to hear about Taleworlds ideas for content that they may not have been implemented yet, which we could take with a grain of salt, but at least we could see what they are thinking even though the idea is not concrete yet. I.E. Quests, Player-Created Kingdoms, etc.