guiskj
Knight
Maybe I should cool off if I am coming across as a conspiracy theoristsIt does feel that way doesn't it and someone had a "conspiracy theory" on the whys it was developed thus.
@guiskj I believe? Apologies if it wasn't you.
We're supposed to be the Harry Potter in this story...but instead, we've been reduced to a cog helpless to even feed our town.
For the topic at hand. The vast majority of systems in Bannerlord are interact by the player and NPC in the same way.
We as players love the idea of a leveled playing field, where NPCs have to follow the same rules as the players.
But in reality, instead of elevating NPC behaviour, what this entails is limiting player choice to what NPCs can handle.
In my game design opinion, everything in a game serves one purpose: to add fun for the player.
@mexxico is an amazing, passionate and talented dev, but we differ in opinions here. He has stated multiple times that NPCs should not "cheat" relative to the player.
I believe that effort should be spent on maximizing the players options for fun even if it means that the world and player operate on different sets of rules.
NPCs should interact with the rules in the same way as the player only enough to create enough cohesion so the player can suspend his disbelief. At that point, NPC behaviour should aim to maximize player enjoyment rather than trying to simulate the player.
But anyway, this particular ship has sailed for Bannerlord. And for better or worse, what we have is a simulation software that happens to allow human input. It can still be fun to interact with said simulation, but a game Bannerlord is not. In my opinion, for whatever that's worth.