Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Mount & Blade II: Bannerlord

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,989
Location
Flowery Land
Wait, they're working on co-op?

Metro
Easy: Half the game is spent out of combat in a system that pauses time when you're not actively traveling. Only remotely plausable way to implement it would be drop-in where the extra player(s) take control of companions/footsoldiers. You'd have to implement
1: Letting people know a friend is in battle
1a: That battle is sufficiently large to bother.
2: Picking the character for the 2nd+ player
3: Handle the 2nd+ player leaving mid-game
 
Last edited:

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,296
There is already co-op mod for warband. But it only adds other people when battle starts.

Proper Co-op would be to have on map 2-4 people who play along separately doing various stuff rising their own army etc. Each of them should function as a lord. As for time it should just go real time, it is not like time is super important for campaign
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,296
Wait, they're working on co-op?

Metro
Easy: Half the game is spent out of combat in a system that pauses time when you're not actively traveling

Just run that part in real time then, no need for pause. In fact i would prefer if game did not have pause in first place because you can abuse it and easily run away from threats.
 

Shinji

Savant
Joined
Jan 10, 2017
Messages
377
Problem is timescale is variable, and simulating the overworld while a battle is playing is a lot of resources.
It may be related to synchronization rather than resources though.
Usually the overworld simulation stops whenever the player enters a town or engages in combat or conversation.

If you kept the overworld simulation running even while in these situations, I can imagine some complicated scenarios such as:
  • Locking a npc in place for days while in a conversation could be used as an exploit -- while you lock him in place, the other player could keep grinding to later on kick the crap out of this npc
  • If you decided to stay in a town for months, it would be complicated to update that town while you're in it -- say it was laid siege by another faction, how would you update the town in real time for this scenario?
  • You're fighting an enemy, and the battle is literally taking some in-game days to finish, then reinforcements arrive. This could go on and on, and the battle would never end.
 

deama

Prophet
Joined
May 13, 2013
Messages
5,030
Location
UK
Best coop I can see is one player is the "leader" and the rest are generals/heroes in the leader's army.
 

Wyatt_Derp

Arcane
Joined
May 19, 2019
Messages
3,082
Location
Okie Land
Wait, they're working on co-op?

Metro
Easy: Half the game is spent out of combat in a system that pauses time when you're not actively traveling. Only remotely plausable way to implement it would be drop-in where the extra player(s) take control of companions/footsoldiers. You'd have to implement
1: Letting people know a friend is in battle
1a: That battle is sufficiently large to bother.
2: Picking the character for the 2nd+ player
3: Handle the 2nd+ player leaving mid-game

You forgot number 4 - managing the temper of your teammates while they smash their keyboards and call everyone in the chat nigger faggot over and over again.
 

Üstad

Arcane
Joined
Aug 27, 2019
Messages
8,637
Location
Türkiye
It looks like it has the same crap shallow combat from Mount & Blade 1. It should go well with the rest of the shallow mechanics. Can't wait to see each lord desert to another ethnic group one by one making factions feel meaningless within 120 game days.

Edit: holy crap it's the same game! They just slightly improved the graphics and polished some mechanics and changed factions and armors.
Can't wait to charge the dumb ai with an overhead strike by only releasing it the second the ai stops blocking. Worked every time.
Well not everytime but works agains half of the guys on the multiplayer.
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,064
Even more amusing that a competent studio with similar resources could've probably finished Bannerlord in half that time.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
https://steamcommunity.com/games/261550/announcements/detail/1588004341471210238

a62e6bf982793e5ffd4f1bd0c847e294082e8118.jpg


Greetings warriors of Calradia!

Last week, we asked for questions from you, our community, regarding Bannerlord's multiplayer closed beta and the early access phase that the game will transition through on its way to a full release. We decided to answer a few more than we originally anticipated, and so, we thought it would be best to save the campaign gameplay video until next week's blog instead (our apologies if that is what you are here for!). We hope that these direct and honest answers will give you an insight into what is happening with the beta and a greater understanding of what to expect from early access. So, without further ado, let's get to it, shall we?

Beta

The way of reporting feedback is the first question that comes to mind if I join open beta, would I be able to report feedback/issues with ease, and how?

  • We have a beta section on our official forums which has been segmented in a way to allow players to provide feedback about specific points while making that information easily accessible by our development team. (the forums are hidden right now, but they will be opened up and accessible next week alongside the first wave of beta invites!). In addition to this, we send out regular feedback forms via email to gather players thoughts on different aspects of the game. We also use automated tools as part of the process which allows us to gather data on a number of different things. One such example is our analytics tool on our servers. This allows us to track events in each multiplayer match to aid us in balancing the game. Another tool is our crash reporter, which automatically sends a crash report to us for review in the event of a game crash.

What criteria are you basing the waves of invites for the beta on? I’m assuming computer specs mostly.

  • We have identified several key groups and we’ll be allocating quotas for different groups according to the kind of feedback we need at each specific stage of beta testing. For example, at one stage we may invite old M&B MP players because we are particularly interested in how they will adjust to a certain mechanic. At another stage, we may invite players with low-end PCs because our engine team needs to see how the game runs on their hardware.

Will the beta expand to include other game modes? I would love to get a look at captain mode, and possibly some multiplayer sieges, etc.

  • Of course! To give you an idea of how this will progress, when we started the beta, we launched with Skirmish Mode, two factions and one map. Over time we introduced Captain Mode, Team Deathmatch, a selection of maps, and the remaining 4 factions. At times, such is the case right now with Captain Mode, we will disable some content so that it can be worked on and improved before being reintroduced. Moving forward we hope to introduce more content, including siege as a game mode. However, we should say that people shouldn’t expect new content with every patch. Sometimes the patches will be focused entirely on balancing and bug fixing.

Will you give a chance to SP players to try MP and hear their opinion or will your first choice be MP players for the Beta?

  • We are interested in hearing the thoughts of people from a wide range of gaming preferences and backgrounds. Bannerlord’s singleplayer and multiplayer share a lot of core systems, in particular, the combat system, which means that changes we make based on the feedback from our beta testers has a knock-on effect with single-player. It is for this reason that won’t strictly select people who prefer MP over SP.

Will beta be ongoing until (or very close to) the launch of EA? If not, when will it close?

  • For now we plan to run the beta up until the launch of EA, however, there may be times when we decide to close the servers down for certain periods while we make adjustments and improvements. It is also possible that our plans may change as we close in on the start of EA, but if they do, we will let you all know!


Early Access

How long is it planned to be in early access?

  • We have some internal estimates of how long the game will stay in EA before making it to full-release, however, at this moment in time, we would prefer not to share those. We are more focused on creating a game that players will enjoy and can keep coming back to and playing well into the future. This means that our estimates could change depending on how happy we are with the state of the game and whether we feel it is ready for a full release or not.

Will the price change upon full release?

  • We will be sharing more information about the price of the game closer to the start of EA, and whether or not this will differ from the full release price.

Roughly what percentage of single-player features and gameplay mechanics will be in-game upon early access release? Many of the blog posts make it seem as though it will be nearly feature complete, while some suggest otherwise.

  • Most of the basic features will be there and we can say that it will be possible to play a campaign from start to end with 100+ hours of gameplay. However, some features may be missing or turned off if they are not in the state that we would like to present yet. We encourage players who want a complete and fully polished experience to hold off on buying the game until full release.

Will we be able to host dedicated servers in early access?

  • This probably won’t be possible at the very beginning of EA.

Which languages will be available in early access?

  • We will only support English at the beginning of the early access period. We do plan to offer the game in quite a few languages at the full release.

There was a noticeable absence of banners in the battles shown at Gamescom. Have these been removed? Or was it just a temporary measure?

  • Banners and banner bearers will definitely come back as even better and more polished than before.

On cloth physics: is this feature still in the game? Can we expect any kind of human hair physics?

  • Cloth physics is in the game, it works and is used in many places. Hair physics wasn’t a priority since it is difficult to get right and you are usually wearing a helmet anyway. However, it is something we can look into if we can find the time.

I didn't notice the pommel bashing in any Gamescom / beta video so far, is it still a thing?

  • Yes, you can still very much bash someone in the face with the pommel of your sword. The animation is different depending on your weapon type, which might explain why you didn't notice it, but regardless, it is still there!

In earlier instalments of M&B it was always bothering me that I had to choose a flag that has already been used by a lord. I don't know how this will go in Bannerlord, but since it has the word BANNER in it, will we be able to choose our very own unique banner? Or even better, create one without modding tools? I think this would be a small yet great addition to the game!

  • We were planning to offer a banner editor, however, we eventually decided to limit it such that each clan has a specific charge with the colour scheme of the banner being determined by the kingdom. This has the advantage that it gives clans within a kingdom a more uniform look while retaining their character. Having said that, we already have quite a variety of different charge designs and it is a great idea to let the player select from unique ones that are not used by any existing clan!
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,724
Location
SERPGIA
State of Bannerlord and gaming in 2019:

>Is [promised cool feature] still in the game?

>Most often answer: loooooooong story about how that feature is so cool, fans want it for ages and was already working and yeah, we cut it. Because [insert literally retarded reason] and love for fans!

I have had this impression since ever that every game that gets redone several times and years later released, always the most feature stripped, least creative and boring version gets in players hands. Fucking always
 

vota DC

Augur
Joined
Aug 23, 2016
Messages
2,321
Game takes ages to be released and people ask them about hair and cloth physics...

:deathclaw:
They also bitched because perks introduced some unrealistic powers like hitting multiple enemies at once or reloading crossbow on horse. Sadly most people just want hd remakes of old titles.
 

Merlkir

Arcane
Developer
Joined
Oct 12, 2008
Messages
1,216
From what I'm seeing the beta is still in a rough state, they haven't yet entirely recovered/moved on from Gamescom.
Hey, enjoy. I think I'll wait for a while, see if they optimize the performance any time soon.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom