Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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Wulfward 2020 年 8 月 7 日 上午 2:47
To many Bandits/Looter
At some point, the map is coverd with Bandits and Looters, from diffrent sizes (from 2-70)
For the Bandits, destroying the Hideout doesent really do much.

Even when the Peasants have 30-40 partys, some Steppe Bandits with 4 man attacking them (Steppe Bandits in generell are the worse, fighting larger Partys with just 2-4 man)

Making it hard to get the prosperity up and chasing down every little Bandit/Looter party doesent do anything, as they just grew like fungus.

Would be nice to purge the lands
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Cosmic Cat 2020 年 8 月 7 日 上午 3:05 
There are some mods that let you tweak stuff like that (MBTweaks, Kaziel's), for example amount of looter parties on the map (I think 300 or something is default), amount of hideouts, how large looter groups are etc.
If you don't want to mess with that part of the game you can get Improved Garrisons that lets you make patrols that run around and clear looters and stuff.
CheekyBostard 2020 年 8 月 7 日 上午 8:01 
I agree and have seen way too many on screen at once, it looks like a Mad Max world for a few minutes. For me personally I think the desert bandits are the worst! they are freaking everywhere in the south and you cant catch them or depopulate them because they spawn super deep in the south far af from any settlements and if you do go and try to handle it they just respawn behind you and raid you villages.
gromalle 2020 年 8 月 7 日 上午 8:07 
More Looters == More Powah!
Jesus Jones 2020 年 8 月 7 日 上午 8:17 
More looters = more skull drinking
Wulfward 2020 年 8 月 7 日 上午 9:11 
Improved Garrisons, I try this, thanks ^^


And yeah, its nice to level up low tier troops, but its a pain when it comes to secure the little villages ^^
Dingleberry Dan 2020 年 8 月 7 日 上午 9:17 
unless im wrong, bandits got a slight speedbump in the last patch, thus the numerous surviving parties.
Dingleberry Dan 2020 年 8 月 7 日 上午 9:18 
引用自 Locklave
They need Bounty hunters or Young Warriors groups that spawn to manage the numbers. Late game is out of control in some areas.
I think party behavior choices would fix that. 'patrol home' 'patrol homeland' 'roam' you get the idea.
Supply Side Jesus 2020 年 8 月 7 日 上午 9:26 
引用自 Wulfward
destroying the Hideout doesent really do much.

While this is how it works right now, this is likely a bug. I read developer's posts suggesting to go after hideouts to control bandits and looters. In my experience this does nothing. You can however, send out your companions to roam, they do attack bandits.
Morkonan 2020 年 8 月 7 日 上午 9:36 
引用自 Supply Side Jesus
引用自 Wulfward
destroying the Hideout doesent really do much.

While this is how it works right now, this is likely a bug. I read developer's posts suggesting to go after hideouts to control bandits and looters. In my experience this does nothing. You can however, send out your companions to roam, they do attack bandits.

One of the problems with hideouts is that any bandit groups that had a job to go to a hideout that was just destroyed will respawn that hideout. That was supposed to be fixed in a past patch. BUT, even if it was fixed, the respawn rate and the density of hideouts is just... bad. Every single spawn location for a hideout will spawn a hideout regardless of how many hideouts are currently spawned. That just can't be what's intended.

Companion armies will also do extremely stupid things... At least when I last tried the mechanic. The lack of any useful order set to give them other than "Join Army" makes them fairly useless.

(I know it's kind of a rant. But... it is a rant. :) Just had to give it a voice.)
Dermenore 2020 年 8 月 7 日 上午 10:02 
Again, I think the main reason there is so many looter is because you need them to train your troop. So if you supress them without add a thing like mentor, it would created problem.
But otherwhise I agree, it should be good to have some option for reduce the number of brigand (or cretaed guard), especially next to your fief.
Teralitha 2020 年 8 月 7 日 上午 10:03 
There are not enough bandits around to train my recruits. We need more.
Dermenore 2020 年 8 月 7 日 上午 10:06 
We need a equivalent to mentor. Maybe not as powerfull than Warband but still. Even the IA need it. A lot of lord parties are 30-40% recruit. When it's not 70%...
Teralitha 2020 年 8 月 7 日 上午 10:08 
There is a leadership or tactics perk that allows troops to gain exp daily, but the amount of exp is so small its useless.
最后由 Teralitha 编辑于; 2020 年 8 月 7 日 上午 10:32
Morkonan 2020 年 8 月 7 日 上午 10:24 
引用自 Dermenore
Again, I think the main reason there is so many looter is because you need them to train your troop. So if you supress them without add a thing like mentor, it would created problem.
But otherwhise I agree, it should be good to have some option for reduce the number of brigand (or cretaed guard), especially next to your fief.

I think that is truly TW's intent behind the mechanic as well as to introduce the player to an early-game "threat" of combat that they've got to face. After all, the player can't just start learning about the game's combat by attacking a King's army.

But, the effect on the rest of the game is telling - The intended game element is unbalanced.

Faction/Campaign Map AI can't handle the hordes of bandits that are capable of accumulating right now. In certain regions, Lords can't survive for very long. Patrolling Lords are basically just free experience points for accumulated bandit groups."Infested" is a conservative term when it comes to describing certain regions where the geography of the map naturally forces bandits to accumulate.

It's not so very terrible for the early-mid-game player onward. But, it remains problematic for certain regions and certain group types (farmers, mostly, and small patrolling Lords) and towns/factions throughout the game.

If Towns had "Patrols" it might help and may be a "lightweight" solution to the problem that doesn't require a ton of balancing work or tricky pitfalls. If they had a suitable "leash" then they wouldn't range far. And, if they were mounted units, like a "Mounted Sheriff" unit from PoP (Or whatever it was called) then they could be of a size that could still catch small bandit groups in the area, yet still be strong enough to survive when they did. :) And, they'd be weak enough to get overwhelmed, too.

Base their respawn on town prosperity or some Lord attribute/improvement and it may "balance" out a bit - The player would be safer near prosperous towns, but would find increasing danger the further out they ventured past that town's patrol range.
最后由 Morkonan 编辑于; 2020 年 8 月 7 日 上午 10:25
TaleWorlds Community Team 2020 年 8 月 11 日 下午 3:07 
Thank you for sharing your feedback. Balancing is an ongoing task, so you can expect to see changes to campaign, hideout and bandit mechanics throughout early access.
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发帖日期: 2020 年 8 月 7 日 上午 2:47
回复数: 15