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回報翻譯問題
I don't really give a crap whether it gets fixed or not. I'm just telling how to get your ♥♥♥♥ back. Your options are to either (a) do that, or (b) save and reload when things go bad, or (c) whine about how the game needs fixed.
I see you have chosen (c).
You wrote an entire essay on the death of companions. Meanwhile I'm over here looking at the options for disabling death like your saying its not there, but its there. If you wanted to really get to know the fishmonger or betrayed or whatever, why play on death enabled? Sure the companions are cut and dry but maybe they were that way because they along with lords will perish in fights. Why create elaborate backstories and information for them if they'll die in a battle or a siege? Just turn on disable deaths and roleplay with your hearts content.
First, I must be fair to the OP by continuing to agree with their complaint - Losing expensive gear and equipment due to Death mechanics is not fair. There is no viable argument against this fact. And, yes, of course I will explain. :)
It's not fair because these Wanderer/Companions are unworthy of having such expensive gear. It is not fair at all, not even if one has never played Warband and had the luxury of experiencing what real Companions are like in this franchise. The current short-bus crew of Companions are the Adam Sandlers of a Calradic world that is supposed to be constructed for Lawrence Olivier. Giving those Companions treasured items is like handing grandmother's jewelry to a blind toddler and telling them to go play on the freeway. We were promised engaging Companions. We got "that one guy nobody talks to at parties."
Why? Because these Wanderers are a small part of a game mechanic that was promised by Taleworlds to be much deeper.
The Companions we have in the game right now were never supposed to be relied on for what they are being used for. The game is supposed to include a selection of Companions that were pre-generated. Each of those was to have fully voiced dialogue, quests associated with some or all, a set of Skills and abilities that would be much more than that of the empty-headed one-trick-poney hobos we have, today. THOSE Companions could survive in battles and many of them would be expected to frequently make the top of the Kills List.
But, we don't have them. The Companions all of us were supposed to be eager to hunt for and hire are not in the game. Taleworlds has not mentioned that content promise in a very long time. And, the Wanderers that are generated now are not even as good as the ones that were generated in the very earliest versions of the game in EA. Those old Wanderers were actually pretty good, with varied skills and capabilities that were much more suitable for some NPC we might consider a "Companion." Those Companions could likely survive combat, too, and some might have actual combat skills as well as non-combat uses.
Wanderers are generated somewhat randomly. Their Skills are drawn from categories, much like "Prefixes" and "Affixes" one might find on in-game weapons in an ARPG like Diablo. There is no governor for this process, either - You could start a game where there were no Wanderers generated that had any Medical skill and the game would not care one little bit.
These RNG Wanderer/Companions were always meant to be either "placeholders" or "fill-in" Companions. They are there as supplements, intended to fill-in for roles that you don't yet have a pre-generated Companion available to fill. So, they're suitable for things like Governors or Caravan leaders and if you loose one, you can just go hire another with little impact felt. They are not supposed to be warriors that would survive a tense fight. Yet, TW expects players to treat them as exactly that.
We don't have the pre-generated Companions that Taleworlds promised. Why? Budget cuts? No voice actors? Too much effort? A penchant for overstating capability while understating shortcomings?
In Warband, these Companions were significant parts of the player's experience. They formed a cadre of NPCs that was very much like having a "roleplaying game party of characters." Because some of the Companions would not like each other and many had certain traits that went well with roleplaying styles, players could create a party of Companions that wouldn't mind raiding villages and attacking caravans if that's what they wanted to do. Or, they could hire Companions that wouldn't support such activities. Companions would undertake tasks for the player and were even a necessary part of certain quests offered by NPCs. There were many combinations possible and players could even push their own Skill scores to prevent discontent and allow them to have combinations of Companions they wouldn't be able to, otherwise.
The one-trick-pony Wanderers the game spews out are unworthy of filling this gameplay experience role. They are also entirely unworthy of "roleplaying with." They are utilitarian, slope-headed, robots, being shoe-horned into roles that were designed to be filled by their betters. They are undergraduate Marketing and Business Majors who have been catapulted to the status of the CEO of an international company by a clerical error.
They were never designed to be worthy of the rewards the player works so very hard to give them.
"Death" - What is that? Taleworlds wants Bannerlord to be a dynastic game. Yet, look at it... In every case, Bannerlord is not designed to be a dynastic game because it does not have dynastic game "play." At best, the player is supposed to be able to play as their descendants. Doing... what? The same thing they've done all day, every day, as another character? "The King is Dead, Long Live the King." Yet, it's a roleplaying element in a game that is outrageously short of roleplaying elements needed to support it... It's bland.
But, if you don't choose "Death" you don't even get to do that. It's an entire game mechanic someone at Taleworlds paid for that can be cut out of the game by a toggle... Tell me of a game that survives the toggled removal of a design mechanic that must absolutely be fully supported by the rest of the entire game... I am eager to learn of such a miracle.
This decision was seen as "smart" by someone who is getting paid too much for working at Taleworlds. Though, to be fair, it's possible it was decided upon by someone who doesn't work there. Perhaps Taleworlds RNG's its department heads and design discussions are overseen by the pizza delivery guy?
PS: Your reply was worthy of a detailed explanation of the argumentative points. Your post demonstrated that you're not familiar with Warband and may not know how how Bannerlord has evolved during its EA period. You may also not be aware of what Taleworlds has promised us in the past and during the early period of EA. I chose to give you the information necessary to more fully understand the issues involved.
and you seem to have chosen the total fanboy mode .... telling people that the game is perfect and that they should exploit but instead of having the dev fix stuff. nice choice to end up with a half baked game.
First, I never said the game is perfect. It does need work. But some things are more important than others. And dead companion gear is to me a very low priority.
And second, I just don't feel a need to pop a vein because a game doesn't work the way I think it should. If things aren't quite right, I'll find the workaround to use until it's fixed rather than get all fired up abut it.