Yeah, a few members of our (TLD) team got to play it yesterday, I think.
I'll be getting an invite too, I'm told.
Yeah, a few members of our (TLD) team got to play it yesterday, I think.
I'll be getting an invite too, I'm told.
Wow, first Six Ages and now this. Have you ever realized that your whole purpose in life is to play games that I don't have access to yet? I hope you're really proud of yourself.
Most battles on the map do not include the player.Which also means that they shouldn't bother to simulate them well
It's just annoying if you're knocked out in combat and are at the edge of winning a battle, but 2 half HP high tier units survived and you have to autofight them. I remember having 4 units killed and a few more wounded when my 150 party went up against a single Mamluke. That mamluke somehow managed to kill units despite them usually using only blunt and non lethal weaponry.Even though I agree, I always felt like that was an incentive to go for manual battles
Most mods have a fix for that btw, you die but you see the battle going on etcIt's just annoying if you're knocked out in combat and are at the edge of winning a battle, but 2 half HP high tier units survived and you have to autofight them. I remember having 4 units killed and a few more wounded when my 150 party went up against a single Mamluke. That mamluke somehow managed to kill units despite them usually using only blunt and non lethal weaponry.Even though I agree, I always felt like that was an incentive to go for manual battles
Battles are the most fun part of Mount & Blade. I don't think they needed to add further incentive to partake.
I don't know, I always felt that autoresolving was about 10x times worse than if you just ran the battle and sat there doing nothing and 100x times worse than if you actually participated.
I wouldn't count on it.The most retarded feature of warband battles was the ai where 500 made a column and attacked 1 guy while gettin mauled from the rest of the enemy army,hope they fix this and implement individual targeting for the ai.
Them improving the mid and late game is probably the biggest reason to look forward to Bannerlord. When the game eventually devolves into the busywork of Lord wrangling and the thrill of capturing a castle is no longer there, I can't help but look back on that early game wistfully.Despite being obviously the best part of the game, the battles could get fairly tedious around mid-game, especially if you're trying to start your own kingdom.
Them improving the mid and late game is probably the biggest reason to look forward to Bannerlord. When the game eventually devolves into the busywork of Lord wrangling and the thrill of capturing a castle is no longer there, I can't help but look back on that early game wistfully.
orHmm, the AI kings usually award fiefs to themselves, which pisses off all the vassals and eventually leads to mass defections and a complete breakdown of kingdom unity. We should probably take another look at our algorithm for how the AI calculates fief awards, and revisit the relationship mechanics between kings and vassals over time.
You know, no matter how many times I curb stomp Count Shittypants, he always shows up a few days later with an army of trash mobs to raid my villages. It's no fun fighting the same trash battle over and over again, or to have to constantly worry about your fiefs when you're out on campaign. Maybe we should take a look at respawn rates for AI lords, along with their AI so they are actually trying to achieve meaningful goals instead of just being annoying.
I never get so far. Too much time bullying treacherous lords and showing sea raiders who will drink from whose skull.I can't help feeling more like King Osric whenever I have my own kingdom.
Well you can execute lords now. Should take care of those pesky no fiefs no army dudes who show up at the same village every time to raid it despite the villagers being enough to take him down themselves, but lords get a free pass when looting villages. I hope you're able to recruit militias for your villages, that would also fix some problems. I also hope that their honor rating and personality influences whether they even raid villages in the first place.Them improving the mid and late game is probably the biggest reason to look forward to Bannerlord. When the game eventually devolves into the busywork of Lord wrangling and the thrill of capturing a castle is no longer there, I can't help but look back on that early game wistfully.
I agree but even with all of these devblogs have they given us any reason to believe they will fix it? Like how could anyone play Warband through to the mid- and late-game and not realize the glaring problems, such as:
orHmm, the AI kings usually award fiefs to themselves, which pisses off all the vassals and eventually leads to mass defections and a complete breakdown of kingdom unity. We should probably take another look at our algorithm for how the AI calculates fief awards, and revisit the relationship mechanics between kings and vassals over time.
You know, no matter how many times I curb stomp Count Shittypants, he always shows up a few days later with an army of trash mobs to raid my villages. It's no fun fighting the same trash battle over and over again, or to have to constantly worry about your fiefs when you're out on campaign. Maybe we should take a look at respawn rates for AI lords, along with their AI so they are actually trying to achieve meaningful goals instead of just being annoying.
It leads me to believe the devs either don't understand their own game, or just don't give a damn.
Greetings warriors of Calradia!
Earlier in the year, we told you about our intention to hold a multiplayer beta for Bannerlord. This is something we have some experience with from our previous title, Mount & Blade: Warband, so we are fully aware of the value of including our community at this stage of development. Our preparations have been proceeding quite nicely and we thought it would be a good idea to share what we have been up to in this period.
The first stage of the beta preparation process was to set up things so that we as the developers could experience the game as players, downloading and playing it from our homes. This was quite exciting for us and many team members commented that playing the game felt very different when played from home, although of course, it was very much identical to the version in the office!
After making sure everything was working, we went on and invited some of our friends and family members. By inviting people close to us, we were able to ensure that both our game and servers were working as intended - without having to worry about providing a perfectly polished gameplay experience quite yet. Still, our intention with this was to lay the groundwork for inviting members of our community to play the game.
While doing all of this, we kept on polishing the game as well as developing the necessary infrastructure for a smooth multiplayer experience. We created a matchmaking system, as well as systems for deploying servers and monitoring their performance. We also started working on systems that would collect data from played matches so that we could analyze this information and make more informed decisions for future development. In addition to collecting data, we thought about the best ways to receive feedback from players and put it into use, creating questionnaires and special forum sections for this purpose.
And that leads us to where we are right now! This week, we started inviting members of our community to participate in a closed beta. We think that at this stage, this is the most productive route to take, as it allows us to draw from their collective knowledge, understanding, and experience of our previous games, as well as, allowing us to show some appreciation for the continued passion and support that they have shown for our games over the years.
Our friends from the clan Unity posing for a photo during a closed beta playtest
With this being the early stages of testing, we have decided to keep the player count rather small and manageable, allowing us to more directly engage testers and make better use of the feedback provided to refine Bannerlord’s multiplayer and make it the best that it can be. The game is far from feature and content complete, and these early tests are very much focused on testing the game’s systems and mechanics, as well as, stability before it’s ready for a more general audience.
After this stage of closed beta tests, our plan is to transition to an open beta, meaning a large number of players will be able to access the game and be involved in the testing process. When that time comes, we will make an announcement detailing how you can apply to take part. Until then, we hope you take heart from knowing that we have taken the first steps towards releasing the game and that after such a long wait, it’s finally almost harvesting season!
Skirmish - A 6vs6 Team-Based PvP Game Mode
The game is far from feature and content complete