Which leveling system do you prefer Warband or Bannerlord?

Which has the better leveling system?

  • Warband

  • Bannerlord


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So guys, Try to report all the bugs in support. All of us want this game to be great!

Well bugs and things that needs to be changed lol
 
Hey! This is a bug that will be fixed in the upcoming patches. Also successful bartering will give some charm xp as well.

What's the conditions for this? I tried giving small gifts of gold to lords I met and didn't even get 1xp. Not skill point, XP.
 
Hard cap is/would be just one the countles ways they tried to remove the sandbox aspect out of the game.
I really hope i am just starting to get paranoid about that.

Its hard to say though, for you feel already from 100+ like zero points in Weapon Master in Warband.

So the leveling system is broken by design? After 8 years. Neat.

Lets say if that is a part of the game that they reworked a couple of times during those years, i really don't
want to see the attempts that was worse.
 
Also, where are the readable books mechanic from Warband?

I would like to see a trainer/tutor system based on tiers. Stuff like:

Amateur: 0-49, Proficiency: 50-99, Veteran: 100-149, Master: 150+

Amateur: can pay a trainer and takes a week. You stay in the town and game keeps going. Can also send companions to school.
Proficiency: should take longer but still possible. Lets say half a year. You dont need to sleep in town, but it works like a quest where you have goals in order to progress.

This way you can fast forward you main skills (not just by using them), it limits how many you can learn (one at time), and helps your character not be ashamed of himself. I mean, you want to be [rich merchant], [mercenary captain], [king of the world] with skills of a 5 years old?

(like in the storyline ... your brother tells you to go fight because you are better than him ... but ... he is higher level, has higher skills, ... was that a joke? Is your younger brother bullying you?!?!)
 
I now own two nice warhorses (and a camel) that I won in tournaments. They all require 90 riding skill. My character will most likely die of old age before he ever has the riding skill to use them. Getting skill on polearms seems to work okay. Getting skill in riding, not so much.
Riding skill is very easy to level, if you have focus points in it you will gain skill quickly by traveling the map at top speed which is 7.3+. Easily obtainable by using only cavalry in a party.
 
Skill system needs some major overhaul which I'm sure the devs know by now. In theory I think it could be good. Also there's no way to even be close to proficient at anything at the start of the game which sucks.
 
Riding skill is very easy to level, if you have focus points in it you will gain skill quickly by traveling the map at top speed which is 7.3+. Easily obtainable by using only cavalry in a party.
Good example of why this system is terrible. You gotta game the hell out of it to get anywhere.
 
I definately love killing looters and becoming able to smith instead of having to craft 1000 useless swords with a forced 'sit around' period.

There are two parts here people interlink - unnessecarily so.
1) what gives XP - XP for trading/crafting/whatnot is imo a great idea and should be done.
2) Skills specific XP - in trading skill can only be earned by trading.

Now skill specific XP is a big hinderance often enough. You can't bypass levels where the skill sucks. Devs have to give enough options for each skill to actually level said skill and need to design the whole game around that (which so far Taleworld has failed to do).
Or to put it differently - i much prefer bashing the heads in because of the core game loop and then invest said XP into Smithing, than smithing 10.000 daggers to become able to actually design a weapon i'd like to design. So far i can't even judge the smithing system and if it's worth it, beause i haven't reached even 75 points in it.

Basically I dislike this system for the same reason I dislike the elder scrolls games. Every new game starts with mindless skill grinding. Hell every new game of skyrim starts with being like level 16 before you get to do anything but sit around and smith ****.
 
I really dislike the hard skill caps based on focuses and think they're a bad system. Would be nice if they were multipliers before you hit them, then you just get standard gain after.
Tapered gain would be my answer to this problem too. Not a hard cap, but a tapering off of xp gain
 
Maybe attributes points could give 10 skill lvls in each related skill and focus points give 5 lvls to that skill , so every 3 lvls you have 45 extra skill lvls to train
 
Good example of why this system is terrible. You gotta game the hell out of it to get anywhere.
I agree that the system needs work but I think they just need to make attributes a multiplier that isn't affected by diminishing returns, like if you have 5 in cunning you learn cunning skills at 2.5-5x normal rate. Focus points are probably fine as is.
 
Basically I dislike this system for the same reason I dislike the elder scrolls games. Every new game starts with mindless skill grinding. Hell every new game of skyrim starts with being like level 16 before you get to do anything but sit around and smith ****.

Overal the problem is that there's no real gameloop to master with smithing (same as lockpicking in Skyrim and Fallout) - so you've mastered the gameplay within a few seconds and after that it becomes just tedious repetetion. And here it's even worse, because the limit is not only resources and the normal 'repeatedly going through the menu' time, but also the waiting in a place for no apparent reason as smithing stamina doesn't refresh while doing other stuff...
 
I definately love killing looters and becoming able to smith instead of having to craft 1000 useless swords with a forced 'sit around' period.

There are two parts here people interlink - unnessecarily so.
1) what gives XP - XP for trading/crafting/whatnot is imo a great idea and should be done.
2) Skills specific XP - in trading skill can only be earned by trading.

Now skill specific XP is a big hinderance often enough. You can't bypass levels where the skill sucks. Devs have to give enough options for each skill to actually level said skill and need to design the whole game around that (which so far Taleworld has failed to do).
Or to put it differently - i much prefer bashing the heads in because of the core game loop and then invest said XP into Smithing, than smithing 10.000 daggers to become able to actually design a weapon i'd like to design. So far i can't even judge the smithing system and if it's worth it, beause i haven't reached even 75 points in it.

I think you are over reacting. Of course no one likes to craft 10000 daggers. That's why the mechanisms must be rebalanced and optimized.

Would you object to this system, if it worked as follows?

To unlock tier 1 blades, craft or smelt 10 blades
To unlock tier 1 pommels, craft or smelt 10 pommels
etc...

Don't tell me that crafting 10-20 items is tedious to you...

Also, you think you can jump into the game and design a good sword at once? Crafting a good sword for your level should be a reward for sitting and trying to learn the craft, not something you can achieve in the first 20 minutes of the game.
 
最后编辑:
Right now the current leveling system is broken so it's hard to compare. I like the idea of bannerlords leveling system but so much needs to change. Some perks are bad or not working or not possible to attain. Characters should be able to have at least one skill that is proficient at the start (what's the highest weapon skill you can start with now?) This could maybe alleviate some of the problems with stuff being too grindy.

Also in some ways it's more organic to level skills, but you can still level one skill to level up your character, and then use that level to focus on another skill? Maybe just scrap levels totally, make focus points only awarded at the start of the game, so you actually have to choose what you want your character to be good at? One focus for attributes, and a few for individual skills. Maybe they could also add in quests to get additional focus points in certain skills.
 
I think you are over reacting. Of course no one likes to craft 10000 daggers. That's why the mechanisms must be rebalanced and optimized.

Would you object to this system, if it worked as follows?

To unlock tier 1 blades, craft or smelt 10 blades
To unlock tier 1 pommels, craft or smelt 10 pommels
etc...

Don't tell me that crafting 10-20 items is tedious to you...

Also, you think that you can jump into the game and design a good sword at once? Crafting a good sword should be a reward for sitting and trying to learn the craft, not something you can achieve in the first 20 minutes of the game.

I'd much rather be out fighting battles, to earn xp, to learn skills, that help me more effectively fight bigger battles, to earn xp, to learn skills, that help me more effecively...

You get the ideal? That's Warband in a nutshell.

Bannerlord in a nutshell? Buy stuff from merchants and click craft a few times, then wait while watching youtube, repeat for ten hours. Then ride in circles for a few hours while buying lots of food types.... then play a barter mini game for a few hours.... then play the trade mini game for a few hours...then play the auto resolve mini game for a few hours...

It's just ****ing boring man. It gets worse on replay as well.
 
The new system really doesn't work for me. In order to get the skills I want, I need to grind certain actions. The only thing I ever had to grind in Warband was XP and that was fun to do. This isn't. It is really just that simple.

I need to start carrying a bow so I can grind riding. Big improvement there...
 
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