Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

檢視統計資料:
Jack Niggleson 2021 年 5 月 19 日 下午 1:20
Suggestion: Give Companion Gear Back After Death
For those of use who like to play with death on this would be a major quality of life improvement. There's no reason we shouldn't get companion gear back when they die in battle, especially given how insanely rare and expensive mid-late game torso armor and helmets are. They die in large battles and sieges semi-regularly and every time I'm out tens or hundreds of thousands of denars and/or a piece of gear that I'm unlikely to see spawn again for awhile. It feels like the game is penalizing you for bothering to equip them with anything better than battlefield salvage.

Their gear should show up in your post battle loot pile or just go straight back to your inventory.
最後修改者:Jack Niggleson; 2021 年 5 月 19 日 下午 1:20
< >
目前顯示第 16-21 則留言,共 21
Clovis Sangrail 2021 年 5 月 20 日 上午 6:56 
引用自 Galroche
引用自 Clovis Sangrail

No, the game is penalizing you for not knowing where to look to get it back.

If you win the battle, your dead companion will still show up on the loot screen. You can pick their bones there if you want to be a scavenger.

But better yet -- Don't let your companions get killed.

that's the way, don't fix anything and simply bug exploit the poorly made loot interface to get loot from a character that isn't supposed to be here anymore. amazing !

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).
RoamingCharges 2021 年 5 月 20 日 上午 8:15 
引用自 Morkonan
引用自 Jack Niggleson
...
They don't. I literally just lost a companion with a t6 sturgian chest piece in a siege and neither it or any of his other gear showed up on the loot screen. Losing companions in sieges is basically unavoidable, unless you're going out of your way to drop them off at settlements before each and every battle. In which case, why use them at all?

While I think Companion Death is a bit extreme, that's only because I was expecting us to have pre-generated Companions. These hobos? Who cares if they die? Just let the game pump out another collection to get massacred. Pump in some more spare change, get your new bag of fried, nutritionally deficient, cholesterol! Didn't you know that Taverns are Wanderer Vending Machines?

But, to more appropriately address your point: Warband has always penalized the player when they lost a Companion by letting the companion take their gear with them. Yes, it can be brutal. But, then again, Companions couldn't die in Warband. They left you because they didn't like what you did or didn't like the other uber awesome cool Companions you had chosen to associate with because they were, of course, uber awesome cool too! They had birthplaces, reacted to what happened to them, expressed their opinions, had personalities that reflected their values...

But, since these "Companions" are just meaningless flaccid vacuous meatbag airbreathers in this game, I can see why TW doesn't mind killing them off.

I'll tell you a secret - It's the only way they could figure out how to add "drama" and "player attachment" to these mobile still-life portraits of sludge in Bannerlord... They have decided that your feeling of "loss" is only going to be meaningful because of "their stuff." Great idea, huh? :) It's brilliant! Welcome to "Roleplaying Gaming" at its finest!

So, don't worry. Just recycle! I'm sure you'll find another Tippy the Wonder-sponge somewhere to occupy a whole, critical, meaningful, hard-won, strategically useful Companion Slot for a whole ten minutes before they get ganked by a horse-archer.

I mean, after all, you only played for several hours to acquire that extra Companion slot, right? Maybe it took you a few sessions over a couple of days? Sure, no problem, congrats on your "Unlock!" Feel teh powa of player agency! Now, you too can have another new ambulatory tax write-off to add to your casualty report every thirty minutes!

And, the gear? Never fear! You spent hours aquiring that money! So what? That's not important! What's important is that you character spent it for some that you thought was a meaningful, well though-out, reason, right? You used your game knowledge to pick a really great thing for that Companion to have. Good job! And, what about that "feeling of achievement" and the gratification you received after finally finding the perfect gear for your beloved little unwashed hobo? Congratulations, now you get to revisit that experience every couple of battles! Won't that be great! Repeated expenditure/reward mechanics! This is what "compound interest" looks like on your house's third mortgage. Stay in school, folks!

/sigh

Who are you supposed to "adventure with" now? Is your Clan like a Costco Club or is it supposed to be more personal. Heck, at least you can get a free frisk at Costco if you've got a nice smile and a suspicious bulge. Who's going to help give the player that feeling of permanence and of having a carefully built "team" they can rely on? Who is really in your "Clan?" What NPCs are actually supposed to be "meaningful" to us, the player? It's certainly not the "colorful" Lords and "substantive" interactions with them...

What sense of pride do you have in finally getting Flotsam the Fishmonger that new double-breasted arrow catcher? Why does the value in that get flushed down with every casualty report? And, when or if he finally levels up, is it... rewarding for the player when he's just going to end up as battlefield carpet tomorrow? TW thinks so. IT'S DRAMATIC! And, if it happens again and again and again? IT'S DRAMATIC! Straight out of the school of game design, everyone! Pay attention and you too can develop the next Hellgate:London!


PS: Sorry, I'm just trying to be entertaining while agreeing with you and making a point... I agree with you, but it's more for the entire "Companion Death" mechanic than losing gear. it's dumb decision on their part. It makes no sense. I swear, I don't think anyone over there has thought about what a "game" is. They know what processes are in a game and what game mechanics are. They can figure out the basic "stage" to put the game on and something revolving around "progression." But, they don't know... "Why is game?" Millions of copies of game assets will perish on the electronic battlefield because TW doesn't realize their value to the actual player of the game. That's not in their design docs.

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.
Morkonan 2021 年 5 月 20 日 上午 10:06 
引用自 RoamingCharges
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.
最後修改者:Morkonan; 2021 年 5 月 20 日 上午 10:10
Galroche 2021 年 5 月 20 日 下午 2:24 
引用自 Clovis Sangrail
引用自 Galroche

that's the way, don't fix anything and simply bug exploit the poorly made loot interface to get loot from a character that isn't supposed to be here anymore. amazing !

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).

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.
Friendly 2021 年 5 月 20 日 下午 2:30 
I agree with you OP, doesn't seem right. You can take it on the sly on the loot screen before they are officially considered dead but that's more of a workaround than anything else. It is just in general really annoying since your companions do seem to die rather easily, doesn't really make me want to invest in them.
Clovis Sangrail 2021 年 5 月 20 日 下午 3:03 
引用自 Galroche
引用自 Clovis Sangrail

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).

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.
最後修改者:Clovis Sangrail; 2021 年 5 月 20 日 下午 3:15
< >
目前顯示第 16-21 則留言,共 21
每頁顯示: 1530 50

張貼日期: 2021 年 5 月 19 日 下午 1:20
回覆: 21