What is the next major content after Rebellions?

正在查看此主题的用户

Me neither but even total war has more advanced diplomacy options than vanilla bannerlord and that's saying something about a game series called total war, really hoped they would look at the most famous warband mods and implement must have features into the base game but i guess i was dreaming too high lol, the diplomacy mod was like the basic base where all great mods for warband where built upon for a good reason..
 
They should've focused on polishing battles first but they seem to be preparing for a console release at the time. I think this way because instead of improving existing mechanics they're focusing on piling up new fancy stuff so the game can be released to console as a complete game. In my opinion they should set up a solid foundation first since the modding community will build on it like they did with Warband. For example, rebellions could be a feature that modders could add in but instead development effort goes down to prepare the game for a complete build ASAP.
 
- Education system
- Directives for clan members
- Improved sieges with lord hall battles
- Break Out prisoners
- Crime system????
- Diplomacy system????


These are the things I am waiting for, together with AI improvements.

I think you get everything here except diplomacy.
 
The thing is that while I love the idea about diplomacy, what I am most interested to see is:

- Good map balancing where snowballing gets reduced as much as possible.
- AI being able to recognize snowballing and targeting these too expansionist kingdoms (player included, if we get too much fiefs).
- War and Peace declarations making more sense. Kingdoms declaring new wars when they are already fighting and losing against Khuzaits annoys me a lot.

Alliances, non aggression pacts, etc, are pretty nice but what I would really love to see is the AI being able to “think” with some perspective.

Factions having a lot of fiefs should be the main target for everyone while kingdoms should be less likely to accept making peace with expansionist kingdoms. I would love to see Aserai, NE and SE refusing to make peace with Khuzaits because Khuzaits have conquered a lot of settlements, and just make peace when they have been able to re-take some lost settlements. If Alliances are not possible, just including some factors for war/peace decisions could improve a lot the diplomacy feeling.
 
They should've focused on polishing battles first but they seem to be preparing for a console release at the time. I think this way because instead of improving existing mechanics they're focusing on piling up new fancy stuff so the game can be released to console as a complete game. In my opinion they should set up a solid foundation first since the modding community will build on it like they did with Warband. For example, rebellions could be a feature that modders could add in but instead development effort goes down to prepare the game for a complete build ASAP.
I'm starting to feeling like releasing the game for console is bad thing for us because it will be harder to implement new features both to computer and console. That means we are gonna have more shallow game with less content, I hope I'm wrong.
 
I'm starting to feeling like releasing the game for console is bad thing for us because it will be harder to implement new features both to computer and console. That means we are gonna have more shallow game with less content, I hope I'm wrong.

They would be doing a big mistake if we're right about this. The console player base of MB is virtually non-existant. The die-hard fans are on pc and the die-hard fans are what keep games alive for a long time. Just look at Warband and how it still has a bigger online community. They shouldn't rush development just to make it for a console release. They're already losing the opportunity to create a casual player base because the game still feels unpolished even after half a year of EA. It's worrying.
 
最后编辑:
They would be doing a big mistake if we're right about this. The console player base of MB is virtually non-existant. The die-hard fans are on pc and the die-hard fans are what keeps games alive for a long time. Just look at Warband and how it still has a bigger online community. They shouldn't rush development just to make it for a console release. They're already losing the opportunity to create a casual player base because the game still feels unpolished even after half a year of EA. It's worrying.
TW is burning their bridges with this attitude. Five years after the game is launched the only ones who will still be playing will be pc players because of modding. But I guess TW isn't concerned with longevity of their title just getting sales as high as possible. You'd think people who are in the profession would learn from other companies mistakes but they just keep doing the same thing over and over again.

 
I am waiting for feasts. Game should have some peace time features and feasts could solve this. Hunting, Tournaments, Marriages, Council events and some unique missions should be connected with feasts.
 
Rebellions is a good major content after months.
Will there be any planned major content in upcoming patches? Thank you

I'm still to see any rebellions .. Khuzaits own everything and sooth angry peasants with Mongolian throat music .

.
 
I'm starting to feeling like releasing the game for console is bad thing for us because it will be harder to implement new features both to computer and console. That means we are gonna have more shallow game with less content, I hope I'm wrong.

That's exactly what is going on here, that's why this game is remarkably shallow. The devs know it too. The only people who think this game has content are newbies (who know very little about modding and scripting) and TW devotees.
 
I'm still to see any rebellions .. Khuzaits own everything and sooth angry peasants with Mongolian throat music .

I've been getting pretty deep into my dedicated 1.5.6, deep enough to have seen four cities rebel. Rebellions mostly trigger due to villages being perma-looted, as a matter of practice. The Khuzaits are much more likely to cause rebellions than suffer from them. So far the Aserai have suffered one rebellion and the Battanians four (!) thanks having a few towns with four bound villages that give a rather extreme loyalty penalty once they've all been looted.

The culture mismatch aspect is second-string compared to the penalty of a looted village, so three of those rebellions were in their core area with only Epicrotea being foreign.
 
They should've focused on polishing battles first but they seem to be preparing for a console release at the time. I think this way because instead of improving existing mechanics they're focusing on piling up new fancy stuff so the game can be released to console as a complete game. In my opinion they should set up a solid foundation first since the modding community will build on it like they did with Warband. For example, rebellions could be a feature that modders could add in but instead development effort goes down to prepare the game for a complete build ASAP.

Hu? I've been here since october. People complained at least since then, and likely have before, on and on about how the game lacked features and every update led to a pile of bull****ting about what was not implemented yet, how the game lacked depth and how the devs were lazy or something. Now that there are new features, you are taking as a bad thing? Creating a complete build as fast as possible is exactly what some people are continiusly demanding.
If I was a developer for this game, I'd skip the forum. You just can't do it right.

That's exactly what is going on here, that's why this game is remarkably shallow. The devs know it too. The only people who think this game has content are newbies (who know very little about modding and scripting) and TW devotees.

Didn't you say, this update would should you up for a bit? :wink:

References about sending patrols and directives, keep battle, prison break, etc. I consider them basic content because they are inherited from previous deliveries and therefore they are supposed to be part of the "base game".

Usually I tend to agree with you, Terco but I can't with this statement in its generality. There is no reason, why every feature of a predecessor has to be in the sequel (prequel), thus it can also not be considered "base game". For instance, I couldn't care less for feasts. I did not like them very much in warband and I can hardly see myself enjoy these gatherings in bannerlord, unless I am currently searching for a specific lord. Keep battles were fun but hardly essential.

The main problem ist not somehow missing features from warband, but the gaps they filled in warband.

For example feasts apperently served as something some players enjoyed in peace time, they also provided ways to improve relations. Is there need for this? I am not sure. Well, I can't remember having nothing to do in peace time in warband or bannerlord, but improving relations is important, especially within the dynasty system. So we do not necessarily need feasts, we need ways to improve relations with multiple lords.

Another example is prison breaks. I liked to do these when running freely, but as a vassal or leader, they become strategically important. Because they are a way to get the prisoner, an asset of your faction, back without either paying, thus helping, the enemy or taking the fief (which is the much harder, sometimes impossible way). So that is what we need, a middle way to get prisoners out.
 
[...]
Usually I tend to agree with you, Terco but I can't with this statement in its generality. There is no reason, why every feature of a predecessor has to be in the sequel (prequel), thus it can also not be considered "base game". For instance, I couldn't care less for feasts. I did not like them very much in warband and I can hardly see myself enjoy these gatherings in bannerlord, unless I am currently searching for a specific lord. Keep battles were fun but hardly essential.

The main problem ist not somehow missing features from warband, but the gaps they filled in warband.

For example feasts apperently served as something some players enjoyed in peace time, they also provided ways to improve relations. Is there need for this? I am not sure. Well, I can't remember having nothing to do in peace time in warband or bannerlord, but improving relations is important, especially within the dynasty system. So we do not necessarily need feasts, we need ways to improve relations with multiple lords.

Another example is prison breaks. I liked to do these when running freely, but as a vassal or leader, they become strategically important. Because they are a way to get the prisoner, an asset of your faction, back without either paying, thus helping, the enemy or taking the fief (which is the much harder, sometimes impossible way). So that is what we need, a middle way to get prisoners out.

Of course, as I always say; opinions are like asses, everyone has one. :lol:

What I really meant was to take the basic idea (mechanics conceptually speaking) and create an improved version 2.0 if you don't have some better idea to replace it. You give the example of the feasts, ok... but an idea of feast as a council or a "logical" meeting where you have access to NPCs and with it to actions of diplomatic scope, I firmly believe that this stuff have a place in Bannerlord.

For example, naval action. If I had a magic wand I would take the basic idea of combat navigation/sailing that we find in VC and transform it into a 2.0 for Bannerlord. From that basic idea I would get fluvial displacement mechanic, which could expand the economic system and also extend the strategic possibilities for military movements (naval blockades, sieges from the coast, incursions to ports). Do you understand what I mean?
 
I think what needs to be realised here is... this isn't total war. Everything shouldn't revolve around war and being the biggest and powerful - because if I wanted that I'd probably go play total war.

One of the main reasons I love this series is its blend between the fighting side and the RPG side. I don't want to constantly be at war with someone - or better side step from one war to another. I want to feel immersed with building up my family, my legacy. Having mechanics in place that help not being at war and enjoy the game without constant fighting is a massive plus. Feasts were a basic foundation of this in warband, and could be expanded to really make it worth it and fun. Even basics from Warband which I enjoyed going to do other than fighting is courting - which has been butchered in Bannerlord. Also, remember when we was told about being able to have vast different gameplay as a great king to a rich fat merchant...? Yeh because that is very evident....
 
最后编辑:
Hu? I've been here since october. People complained at least since then, and likely have before, on and on about how the game lacked features and every update led to a pile of bull****ting about what was not implemented yet, how the game lacked depth and how the devs were lazy or something. Now that there are new features, you are taking as a bad thing? Creating a complete build as fast as possible is exactly what some people are continiusly demanding.
If I was a developer for this game, I'd skip the forum. You just can't do it right.
Well I don't know about what was discussed here before. I finally picked the game up just 2 weeks ago. I've played M&B for 7 years now and these were my thoughts after 2 weeks of gameplay. I actually like small scale combat despite sinking hundreds of hours in Warband multiplayer and the campaign gameplay feels right to me. But the biggest improvement I was expecting to see was in large scale army battles and it has disappointed me so far. Currently I feel like Warband with PBOD did big battles better than what we have in Bannerlord.
I'm not complaining about how there're new features added in. I'm complaining that they're missing the point. In my first playthrough I wasn't content with battles and now the first update I see is about some random new feature(don't get me wrong rebellions are a good idea) despite Bannerlord not having some of the Warband features yet. In my opinion their priorities should've gone like this: Combat-->A campaign that catches up to Warband-->New features
 
re:making your own castles
Is there a reason why it's not going to happen? It would be fun for everyone else to see this kind of innovations
they literally can't solve the pathfinding in maps that they have had for the last X number of years of development (x=4,5,6?)

if they can't solve pathfinding in the maps they create themselves, it wouldn't seem likely they could solve pathfinding in the maps you create

ps - though i suppose it might be interesting to try and make maps that are designed as job 1 to not have pathfinding issues - i guess they haven't tried that yet on their side
 
最后编辑:
they literally can't solve the pathfinding in maps that they have had for the last X number of years of development (x=4,5,6?)

if they can't solve pathfinding in the maps they create themselves, it wouldn't seem likely they could solve pathfinding in the maps you create
Yep, path finding on some maps especially siege maps (Battania I'm looking at you) is atrocious.
 
Of course, as I always say; opinions are like asses, everyone has one. :lol:

What I really meant was to take the basic idea (mechanics conceptually speaking) and create an improved version 2.0 if you don't have some better idea to replace it. You give the example of the feasts, ok... but an idea of feast as a council or a "logical" meeting where you have access to NPCs and with it to actions of diplomatic scope, I firmly believe that this stuff have a place in Bannerlord.

Agreed. Again.

For example, naval action. If I had a magic wand I would take the basic idea of combat navigation/sailing that we find in VC and transform it into a 2.0 for Bannerlord. From that basic idea I would get fluvial displacement mechanic, which could expand the economic system and also extend the strategic possibilities for military movements (naval blockades, sieges from the coast, incursions to ports). Do you understand what I mean?

Hm, how were the naval battles in VC? I played Naval battles in, I think, the asoif mod and they were painfully slow, you more often then not would simply fall the ship some random time and sometimes even through the ship. If anything like that, the lack of said magic wand, might pose a serious problem here.

But I get the gist of your opinion and I don't think we're far apart.

Well I don't know about what was discussed here before. I finally picked the game up just 2 weeks ago. I've played M&B for 7 years now and these were my thoughts after 2 weeks of gameplay. I actually like small scale combat despite sinking hundreds of hours in Warband multiplayer and the campaign gameplay feels right to me. But the biggest improvement I was expecting to see was in large scale army battles and it has disappointed me so far. Currently I feel like Warband with PBOD did big battles better than what we have in Bannerlord.
I'm not complaining about how there're new features added in. I'm complaining that they're missing the point. In my first playthrough I wasn't content with battles and now the first update I see is about some random new feature(don't get me wrong rebellions are a good idea) despite Bannerlord not having some of the Warband features yet. In my opinion their priorities should've gone like this: Combat-->A campaign that catches up to Warband-->New features

Well, I'd be content with them first improving gameplay features, though there might be different teams working on different aspects of the game, so the order you proposed might not be always visible anyway. But many people here seem to think otherwise,
 
后退
顶部 底部