What's one thing you don't want Taleworlds to implement in Bannerlord?

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Horrux 说:
Soldiers and companions that block their commander's way. Who doesn't hate that? Who else feels this is a must?
You mean to tell me that you're not absolutely thrilled by your loyal men protecting you by maneuvering and standing directly in front of you?  You actually want your horse to be able to move forward to lead your troops, or to have a clear line of sight for your ranged weapons?

Personally, I don't want the pathing system used in original M&B and Warband that makes your party advance toward the nearest road, even though it's 120 degrees out of your way, or passes through dense forests that you're TRYING to go around, except that the pathing algorithm keeps pulling you into the woods where you move at a crawl.  I'm especially distressed when it turns you back a full 180 degree TOWARD the large enemy party following you that you're attempting to run away from, just because there's a road in that direction.  If roads are a "thing", they should have a fairly short radius of effect, otherwise your party should just ignore them, and be clearly visible as roads if they do have an effect.

Example situation, which has happened to me several times in the games: a road crosses your path, you click on the opposite side of it.  Your party advances toward the road, then turns 90 degrees to follow the road.  You don't want that, so you click again in the same spot past the road, and your party does a 180 and begins following the road in the opposite direction.  Eventually, you tire of clicking and seeing your army moving back and forth and getting nowhere, so you click RIGHT NEXT TO THE ROAD and they move off of it to the spot indicated.  You can then give them a short-range move order in the direction you originally intended, otherwise they turn around and go right back to the road.  I've reloaded the game a ridiculous number of times in the early stages because my tiny party of raw recruits and one or two low-level Companions turned around and headed directly into the much more numerous and powerful opponents I was supposed to be fleeing from.  I'd rather not have roads at all, than to have them make my party move uncontrollably and unexpectedly in directions I don't want.
 
Kenshi has a variable called something like "road affinity" or "road preference" that determines how far out of their way the party will go to reach a road. Hopefully Bannerlord has something like that.
 
Horrux 说:
Kenshi has a variable called something like "road affinity" or "road preference" that determines how far out of their way the party will go to reach a road. Hopefully Bannerlord has something like that.
Step 1: Actually have roads
 
John.M 说:
Horrux 说:
Kenshi has a variable called something like "road affinity" or "road preference" that determines how far out of their way the party will go to reach a road. Hopefully Bannerlord has something like that.
Step 1: Actually have roads
I imagine it's a possibility? Has it been confirmed one way or another?
 
Roads should increase party speed and should be patrolled constantly to protect caravans and civilians.
If you want to take a shortcut by the woods, be aware that you may be caught by bandits.
 
Honved 说:
Horrux 说:
Soldiers and companions that block their commander's way. Who doesn't hate that? Who else feels this is a must?
You mean to tell me that you're not absolutely thrilled by your loyal men protecting you by maneuvering and standing directly in front of you?  You actually want your horse to be able to move forward to lead your troops, or to have a clear line of sight for your ranged weapons?

Personally, I don't want the pathing system used in original M&B and Warband that makes your party advance toward the nearest road, even though it's 120 degrees out of your way, or passes through dense forests that you're TRYING to go around, except that the pathing algorithm keeps pulling you into the woods where you move at a crawl.  I'm especially distressed when it turns you back a full 180 degree TOWARD the large enemy party following you that you're attempting to run away from, just because there's a road in that direction.  If roads are a "thing", they should have a fairly short radius of effect, otherwise your party should just ignore them, and be clearly visible as roads if they do have an effect.

Example situation, which has happened to me several times in the games: a road crosses your path, you click on the opposite side of it.  Your party advances toward the road, then turns 90 degrees to follow the road.  You don't want that, so you click again in the same spot past the road, and your party does a 180 and begins following the road in the opposite direction.  Eventually, you tire of clicking and seeing your army moving back and forth and getting nowhere, so you click RIGHT NEXT TO THE ROAD and they move off of it to the spot indicated.  You can then give them a short-range move order in the direction you originally intended, otherwise they turn around and go right back to the road.  I've reloaded the game a ridiculous number of times in the early stages because my tiny party of raw recruits and one or two low-level Companions turned around and headed directly into the much more numerous and powerful opponents I was supposed to be fleeing from.  I'd rather not have roads at all, than to have them make my party move uncontrollably and unexpectedly in directions I don't want.

"You have 8 men against their 283"
"Captain, where I am from we are not utter cowards that run from a little scrap"
 
Horrux 说:
Honved 说:
Horrux 说:
Soldiers and companions that block their commander's way. Who doesn't hate that? Who else feels this is a must?
You mean to tell me that you're not absolutely thrilled by your loyal men protecting you by maneuvering and standing directly in front of you?  You actually want your horse to be able to move forward to lead your troops, or to have a clear line of sight for your ranged weapons?

Personally, I don't want the pathing system used in original M&B and Warband that makes your party advance toward the nearest road, even though it's 120 degrees out of your way, or passes through dense forests that you're TRYING to go around, except that the pathing algorithm keeps pulling you into the woods where you move at a crawl.  I'm especially distressed when it turns you back a full 180 degree TOWARD the large enemy party following you that you're attempting to run away from, just because there's a road in that direction.  If roads are a "thing", they should have a fairly short radius of effect, otherwise your party should just ignore them, and be clearly visible as roads if they do have an effect.

Example situation, which has happened to me several times in the games: a road crosses your path, you click on the opposite side of it.  Your party advances toward the road, then turns 90 degrees to follow the road.  You don't want that, so you click again in the same spot past the road, and your party does a 180 and begins following the road in the opposite direction.  Eventually, you tire of clicking and seeing your army moving back and forth and getting nowhere, so you click RIGHT NEXT TO THE ROAD and they move off of it to the spot indicated.  You can then give them a short-range move order in the direction you originally intended, otherwise they turn around and go right back to the road.  I've reloaded the game a ridiculous number of times in the early stages because my tiny party of raw recruits and one or two low-level Companions turned around and headed directly into the much more numerous and powerful opponents I was supposed to be fleeing from.  I'd rather not have roads at all, than to have them make my party move uncontrollably and unexpectedly in directions I don't want.

"You have 8 men against their 283"
"Captain, where I am from we are not utter cowards that run from a little scrap"

I love when I capture a lord but release him post-battle. Then, next time I see him, my relation drops further because I release him as a form of charity and he didn't like it. Funny logic.
 
Phalnax811 说:
I love when I capture a lord but release him post-battle. Then, next time I see him, my relation drops further because I release him as a form of charity and he didn't like it. Funny logic.

Its because of his charachter and your negative relationship with him(maybe your honor has something to do?) Other than that they always thank me before getting captured again.
 
Phalnax811 说:
I love when I capture a lord but release him post-battle. Then, next time I see him, my relation drops further because I release him as a form of charity and he didn't like it. Funny logic.
There seems to be a range of relations where they take it as an insult.  Above that, and they generally greet you kindly; below that, you generally get a modest improvement in relations by releasing them and the usual -1 before the next fight, but somewhere in the middle you often get the boost and then an even bigger drop during the next encounter.
 
KucukEniste 说:
Phalnax811 说:
I love when I capture a lord but release him post-battle. Then, next time I see him, my relation drops further because I release him as a form of charity and he didn't like it. Funny logic.

Its because of his charachter and your negative relationship with him(maybe your honor has something to do?) Other than that they always thank me before getting captured again.
That and 90% of the times you beat one, they "manage to escape" but *YOU* get defeated, 110000% get captured. Escaping should be a skill, one that could be used for disguising and getting into enemy fiefs and such.

And if we got infinite levels, we could eventually have all the skills maxed out even if it takes 5 years grinding. :grin:
 
Horrux 说:
[...]

And if we got infinite levels, we could eventually have all the skills maxed out even if it takes 5 years grinding. :grin:

I'm also in favour of this, but would go further to say that skills should be unlimited as well, even after you got all the perks.
 
Honved 说:
Phalnax811 说:
I love when I capture a lord but release him post-battle. Then, next time I see him, my relation drops further because I release him as a form of charity and he didn't like it. Funny logic.
There seems to be a range of relations where they take it as an insult.  Above that, and they generally greet you kindly; below that, you generally get a modest improvement in relations by releasing them and the usual -1 before the next fight, but somewhere in the middle you often get the boost and then an even bigger drop during the next encounter.

Lord reactions to being released are related to their personalities, of which there are about 10-15. The lords who really hate being released will also have low relations by default if you're honorable.
 
Something I hope isn't in Bannerlord is the tendancy of Lords (clans) to switch faction every 5 minutes in the later part of the game. To me that made them really difficult to recognize or make any connections with our get to know what sort of traits they might have.
 
I strongly agree with you on that one Rabies, it ruined longer games for me. Far too much faction changing in Warband.
 
You should lose a lot of relations with your former lords if you switch factions, like go from 100 to -50.
 
That was one of the reasons the system was so bad in warband. Lords would leave a faction and everyone in that faction would hate them, and over the course of a game they would "visit" almost every faction and become hated by everyone because it was so much easier to lose relations than gain them. The result is a lot of lords moving around constantly in the lategame to the point where none of them can maintain an army.
 
BIGGER Kentucky James XXL 说:
That was one of the reasons the system was so bad in warband. Lords would leave a faction and everyone in that faction would hate them, and over the course of a game they would "visit" almost every faction and become hated by everyone because it was so much easier to lose relations than gain them. The result is a lot of lords moving around constantly in the lategame to the point where none of them can maintain an army.
Oh, is that what led to the "(so and so) left the realm entirely"?
 
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