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You don't need to execute them, if you can kill them in battle.
I have one hostile hero death per battle in average and battania is really dying out, because of battle death.
It's way too easy to gain honor, way too difficult to gain valor, next to impossible to get calculator if you didn't get it during chargen, etc
I also wish traits were more polarizing, who cares for -2 or +2 relations
I mean, right now you can +100 any lord by dumping a handful vassal prisoners at their dungeon
Make it -30 just because they don't like out face, so they don't want us anywhere near them or their properties, and give us more diplomatic options to try and fix relations if we're so inclined
I think executing lords and ladies is fine as it is, the problem is that -100 relations does nothing
As you say, the -100 doesn't hurt me at all. There should be consequences, they should be meaningful, and frankly, the game-play aspect would be exceptional if I had to deal with whatever the consequences were.
I mean, there's no INTERPOL, is there? No KGB-style state security. And yet we have a clear historical record of what happens when you get enough power to worry a king... remember the trumped up charges against the Templars? "If some among them are innocent, it is expedient that they should be assayed like gold in the furnace and purged by proper judicial examination.” What about Thomas Becket? "Will no one rid me of this turbulent priest?"
Royalty is jealous of its prerogatives and its power. The game should reflect that, at least.
Missed opportunities, IMO.
Give in to the dark side. We don't have cookies, but our executioner whistles old Burt Bacharach tunes on his way up the scaffolding "What the world needs now is love, sweet love..."
I wonder if its still true and if that would be your "consequence"
Taleworlds well knows the situation with what is called "Lord Drought."
It was a significant issue in Warband. Lords would abandon a losing faction or one where they couldn't get Fiefs and try to join ones that had fiefs to give. And, when they wouldn't accept them due to "AI Reason" or they still didn't get factions? They would go off to "foreign lands" and physically leave the map. There was a chance they could return, though, but they'd stay gone for long periods of time, sometimes permanently.
Why is this a problem in Warband as well as in Bannerlord?
Because the only way any faction can project force is through Lords and their parties/armies. That's it - It's the only way they can participate in the game.
Taleworlds knows this.
But...
They added the Execution mechanic presumably because a lot of very vocal people wanted to chop the heads off of NPCs in a Warband II game.... Somehow, they thought that the reputation hit would counteract the possible negative effects on gameplay by a willful human that is more intelligent than a machine.
It was a terribad idea and I've long complained about it, but nobody listens to me even if I point out it's introducing the same game-breaking design problem encountered in Warband.
Nobody listens. This "participatory" Early Access program is just me shouting in a dark jungle, not knowing what terrors lurk in the shadows.
IMO - Executions should be removed entirely. They are an "exploit" and an easy way to cheese the game despite "Clan Dynasty" births/replacement features. If they absolutely must be in the game, then the player should be declared "Exiled, Kill on Sight" by every faction and curb-stomped out of the game if they Execute more than just a couple of really annoying (Roleplayed, since NPCs are pieces of wood in Bannerlord) Lords.
So you still get the same stupid conversation threads "I hear you have defeated my ally so-and-so; ever since, I have wanted to avenge them." I mean, that's not even correct. "I slaughtered your wife after I captured her. I slaughtered most of his/her troops and sold the remainder in to slavery. I'm death. Your children will be raised without a last name. You should have run when you had the chance."
Oh, got my butt handed to me last night... I've got an 80 in scouting, and for the life of me I can't see what good it does if I can't see an army an inch away. Blundered into a 560 man army with some decent troops in it. I had my 150 mixed cavalry. Nothing to do but fight it out. When they knocked me out, they had 135 guys left, mostly wounded. The game should have ended for me right after knock-out, but instead, they lost 4 lords in the process of taking me prisoner, and then didn't kill me. Eventually, I escaped and returned to threaten them again. Every time my country agreed to peace, I burned a farm and we were back at war. I should have been banished, but there were NO CONSEQUENCES. My influence even went up.
I intend to take Flint tonight then cross the bridge and start picking off their lands piece by piece. i'm almost T4 and have enough influence to raise my own army a few times over. Let the scorched earth campaign begin.
Without a mechanic that is purposefully put into the game to replace Lords with ones of equal caliber, not just spawning in RNG Lord Nobody, the game will never "adapt" to a player making frequent use of the Execution mechanic. NPC Clan succession helps, but it can not keep pace with a determined player.
So, we'd have to have a more robust penalty system or else... somehow reduce the success rate of Executions?
"Sorry, milord, but Lord Devito has no neck."
An important note on that - Gamers do not like it when the are hit with things that they don't like that are the result of something being out of their control, especially in an RPG where it involves their own character.
So, when captured, what if the player could themselves be executed?
The forums would explode and Steam would crash and someone would end up kicking over Gabe's Wallet to invest in additional hosting to handle the rants. As it is, players complain about NPCs just "not liking" them after Executing Lords. (I haven't seen as many of those threads, so I imagine there's a mod now that takes care of that.)
The player just needs to be curbstomped by "The Entire Map" once they go "renegade" and become Public Enemy Number One. They shouldn't find any safe-haven in respectable society. They should be treated like a criminal. (It could be that they could still be hired as a Merc by desperate factions, though.)
But, they should then be able to peacefully visit Bandit Hideouts, since they too are a refuge from "The Law." :) There, they could buy/sell, hire bandit types, get some rep with Bandit Faction and maybe then sneak into Towns by paying off Gangs to lead them through secret passages in the sewers if they were truly desperate.