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I never sold/captured prisoners in warband, played the chivalrous playstyle now i need to do it just because it's the only way to raise roquery to get more loot from battles.
Game does not feel like an RPG anymore it feels more like a skillsraising simulator.
I played Warband for over 1500 hours, I played for every faction, I used every weapon and army combination possible and I had fun. I had fun becoming mercenary for the Swadians starting a war with the Nords and then joining the Rhodocs so we can crush Swadians while they are occupied on the other border. I had fun raising my int over 30 so that my party can see further, run faster and have almost no casualties because together with jeremus our surgery skill was over 9000 and still while doing that i could ride around on my Horse throwing spears in the faces of the enemies. I had some playtroughs where I started out a trader and became a Beer Baron of all Calradia, I could have a Brewery in every Town, now I am limited at 5 ? Why can i not open a shop in every Town?
Why am I forced to trade in Bannerlord if I want to field an army as fast as possible? I tried to play without trading, It doesnt work since tournament rewards are crap, obtaining money to field high level troops is way too tedious compared to trade (i dont mention smithing since that is obviously just broken)
I could field a companion only troop if i wanted to, equip them with whatever I want and they felt somewhat alive, they had issues with other companions, they didnt like certain things but still they were unique and fun, i still remember their names, Matheld, Alayen, Deshavi the Nag, Jeremus, Borcha the Horsethief, Firentis, Klethi, Marnid, The engineer guy, Rolf the impostor, that one guy who flocked my troops and was exiled. That made Warband into a RPG. In Bannerlord the companions are completely generic, they suck.
And the Lords/ Kings in Warband, everyone who played that game for a while understands the joke about the Lord of Butter and Feast Harlaus. Or Count Klargus who was annying me in almost all my playtroughs. Tell me anything about the Bannerlord characters that makes them feel unique? Nothing! Just a few people simping for Rhagea.
Warband was a sandbox game where I as the player could do whatever I want, Bannerlord forces me to play the way the devs want me to play.
They took my R out of the RPG.
Rescued nobles don't say thanks and give relationship points, there is no feast, no one fights you for trying to marry the same women, companion backstory is irrelevant.
Owning a fief used to mean something and losing it used to be devastating, but not in Bannerlord.
Fighting alongside other nobles and winning used to build relationship points, but not anymore.
You could report victories to your liege for relationship points in Warband. that's also missing.
Win a tournament and improve relationship with the town? Dedicate the win to a lady to impress her? No a thing in Bannerlord currently.
Angry noble sending assassins after you in the tavern? Don't see it.
Asking the bard who are the eligible ladies of the kingdom?
Faction-to-faction diplomacy still not implemented.
A noble defects with all his fief, loses it all and somehow rejoins the faction.
Ping-pong ball nobles who betrayed every existing factions no longer disappears to Genoa.
All the "social interactions" with the NPCs just went away. It's only fighting battles and more of it.
Maybe, but it's just as likely they will go live close to their latest release date in Q4 and anything that isn't already in the game either won't happen, or will be a DLC a few years from now.
There is very little attempt to get the player engaged with the NPCs in Bannerlord. Well, actually... NO attempts at all, really.
Other than an opening conversation with some dirty little hobo one is going to hire to fill a slot in a game mechanic, there's not much of a reason to interact with NPCs, get to "know" them, seek to feed one's roleplaying need, look at certain NPCs as if they're truly "allies" or "enemies"...Just "nothing there."
To be fair - Some very vocal players of Warband hated having to run around and talk to Lords in order to try to secure a fief. These would be the same players that didn't like clicking on the campaign map or having to take loot somewhere to sell or maybe swinging a weapon in a battle... (In short, while I understand their complaint, it's actually baseless.)
So, TW has apparently responded in their "design" of Bannerlord.
But, they whopped this concept with a heavy hand and now all the NPCs are basically non-entities with no more roleplay value than a bag of rocks... Less, even, since once can apparently conquer an army with a bag of rocks.
Most players don't have a clue what their allied Lords look like, much less what their names are. Most don't know their relationship status, how to affect it, or any Traits of anyone, anywhere... or if they matter.
If the whole Kingdom screen was ripped out of the game, there'd be arguably better opportunity for feeding roleplaying needs through character interactions.
Of course, there is still the crew of dirty little hobos spread throughout the land... I guess someone decided that having a content generating script is "content?" That has never worked, not even in the Diablo series... It can not work in a vacuum and TW thinks it can.
I keep trying this game and the whole time I play it I am thinking "prophecy of pendor was so much better... why am I playing this again?"
IKR? I mean, I even forgot my wife's name. Hell, I forgot I had a wife!
The real problem is when a patch comes out and breaks most of the stuff the modders worked hard on, it discourages them from continuing. I've seen it happen with other games as well, some of the best mods for Stellaris that I used to love no longer exist because patches break so much.
Things like kingdoms going to war because the leaders hate each other or clans hate each other causing tension increasing the likelihood of war.
Clans proposing to revoke other clans fiefs or to kick another clan out of the kingdom due to bad relations.
Better courting system overall rather than just buying a spouse. Having relations play a part until you can marry them.
There is so much more but I'll stop there. If they add stuff like this instead crap like devastating towns ( which nobody will ever do) it would be so much better.
Yup... All I know is I married my last wife because she was the only one left at the bar at closing time.
"You can play board games with your wife in Bannerlord!"
Why?
^-- This sums up the hollow, meaningless, drivel thrown at the player as an excuse for designing good roleplaying/NPC interaction elements. Sure, it's in the game because someone suggested years ago that it'd be "cool" if one could do things like that with one's spouse. I agree - It was needed.
BUT, it was needed in "Warband." In "Warband II" the expectation is that it's worthy of being a "sequel."
I do not expect "Dragon Age" level of NPC/Companion interactions. I don't. But, I do expect interactions being worthy of being in a successor title to Warband.
There aren't any.
ZERO.
There aren't even as many deeper interactions with NPCs in Bannerlord as there were in Warband.
There is a new class of NPCs - Notables. Do they offer extra gameplay value that is exceptional when compared to Warband? It's "possible" some can be found, there, in "Thugs." But, as with every other, supporting, gameplay mechanics that has been put into the game, it's either shallow or unfinished. (Or, would be shallow, even if it was finished as designed.)
Note: I've complained a lot. To offset that, I can say that personal combat is good, progression is good through to mid-game, after which the experience tapers off dramatically. Some battles can be fun. The game looks good, animations are good, music/sound is good and there are few unfinished elements that do show promise. The rest isn't noteworthy enough to be in "Warband II," though. It could be... but it isn't yet. It is truly "worth a buy" for Warband fans, but the "Wall of Disappoint" is real.
Nobody is going to try and have you attacked in town because they hate you, though your relationship does have some influence over whether they will support you for getting a new fief and/or how difficult it is to try and recruit them for your kingdom.
Your wife is someone you make governor of your main town and stop by to see a bit until she has a kid or two, and is then safely ignored for the rest of the game.
Your companions are basically just governors in waiting, since that's the job most of them are going to wind up in eventually (especially if you try and play as a king). On the plus side they do make pretty decent smithing assistants, since you can use them to do most of the smelting of captured weapons and save your own stamina for actually crafting something.
The rest of your lords? They're just someone you pay influence to hire into your army on an "as needed" basis.
Edit. I forgot that the main reason to have a wife other then to get kids is so you can steal her gear and weaken the clan she comes from. :)
Ah, I see you've met my ex-brother-in-law... :)
Bannerlord Player-Characters are the "that one brother-in-law everyone complains about."
No job, no direction, needs a place to stay, can't even keep decent clothes on their back, always shows up on the week-ends expecting to be fed, brings their "new girlfriend" who is just someone that was slower than the rest of the herd, and has a lot of "friends" who, for some reason, are hanging around just because they think they might get a hand-out from... the guy who is now at your place sitting at your dinner table eating your food and has invited themselves to watch the game on your television in your room in your house on your day off.
Sorry, went a bit overboard, there. :)
And, yeah - Anyone remember trying to marry into a big family in Warband in order to get that little extra support in the kingdom? You know, kind of like trying to leverage one's marriage for the best possible benefits?
Though there have been some mumblings about trying to improve some kind of visibility for some kind of positive relationship mechanic there... I've never noticed anything of the sort. So, marry for "looks" or "skills" or "she's breathing." It's just as effective as marrying into a "good family" IMO.
IMO, there have been tons and tons and tons of good suggestions from players for NPC/Roleplaing interactions. On introspection, I think it's because I'm a man in a desert and anything that's liquid looks like it'd be good to drink... Something. Anything.
I wish TW would give me a satisfying reason why I should remember any NPCs name at all or have some worthwhile gameplay memory of them. Other than some particularly funny, maniacal, intense, stupidly happy expressions on some anonymous faces, I only have one worthwhile gameplay memory of an NPC. One.
eg: Some anonymous Lord who I arranged to be a "neighbor" to one of my fiefs, because he had nothing and i wanted a Lord to patrol that region (which is all he would really do, having just one castle), happened to be actually doing that when I checked to see if I had been successful in my choice for pushing him to get that castle.
"Oh, cool. That worked."
^-- There it is. That's it. That's my most significant memory of any satisfying experience with one particular NPC in the game. Everything else is just a plug-in-gotta-do dialogue choice.