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I would agree, but probably for different reasons.
Campaign has that fubar main quest, but you can totally ignore it . . . and play it like a sandbox. You do not need the main quest to create a kingdom. Repeat: You do not need the main quest to create a kingdom.
If fact, you do not need that main quest for anything. Up until, I believe, 1.9, that banner didn't do ♥♥♥♥ for you anyway. With 1.9, it does a little something, but nothing worth having to deal with that fubar main quest.
Campaign also has the quest to rescue your siblings, which sandbox does not. Your two brothers and your sister are three of the best companions in the game.
Sandbox does not have the main quest, nor does it have your siblings. All it offers is a different starting place based on your culture and a chance to choose your starting age. Big deal, right.
The only reason we have a sandbox is because a bunch of nimrods who were unable to understand that you could ignore the man quest and play campaign mode like a sandbox.
I play the campaign mode and do the quest to rescue my family, but then I ignore Neretzes' Folly and let it expire. If Neretzes' Folly expires, you never have to deal with the main quest.
I think Campaign is the worse version of Sandbox but to each his own. Those who play Sandbox only gave up on Campaign because of all the bugs or they realized they didn't need the brother or the sister or the banner or the Campaign.
Bannerlord is more of a Sandbox, like Warband, rather than a story-driven game. They added the story because some people have zero imagination to create their own playthrough with what Taleworlds sells us.
Just a lovable old curmudgeon. And thanks for asking.
They are not nimrods for not interested in following the story. They are snowflakes for not just ignore the quest all together and play the campaign module as a sandbox But.. Nooooo, had to cry about need a sandbox that removed that choice for them. And then you have people come around ask what's the deal with sandbox..... and the answer is just.. snowflakes, snowflakes everywhere -)
And that's pretty much how it happened --
"We don't want the main quest. We want a sandbox with no quests."
So they got a sandbox with no quests. Many people were genuinely surprised to find that 'no quests' also meant 'no quests to save family'.
And now it's "The sandbox doesn't have enough to do and enough variation in its starts."
I left out the "Wah, wah, wah . . . ' that usually accompanies these remarks.
For me the sandbox is the most preferred regime of the game. In the sandbox, I can create my own clan, my own dynasty, my own kingdom. Or i weav conspiracies and intrigues trying to become a royal dynasty in some default kingdom.
For me, this gameplay is more interesting than quests for saves relatives and the madness of the old dead emperor.
Mostly this, but there's also the "Warband doesn't have a quest, it's a open-world sandbox game" issue that, predictably, TW felt it had to respond to for some reason...
Which, is one of those weird things about TW - If a secret cabal of Butterlords got together and made a big stink about something that was entirely trivial to change, TW would "respond" and change it 'cause... it's something they do. I don't know why or how they make the "responding to the community" choices that they do. If they saw large number of players complaining about "ducks that don't quack," they'd be just as likely to release a devblog and patch notes post, with accompanying video, highlighting the "NEW - DuckQuacking!" content addition as they would announcing "Bufixes - Corrected the bug that caused the game to explode and kill small children and family pets in "real-life.""
I was actually positively motivated by the introduction of "Sandbox." Why?
I thought it paved the way to "Custom Game Starts" where they could introduce unlockable game-starts in the game. That would pave the way for "Start as a Lord" or "Start as a King" or even "Start as a Soldier, Bandit, Merchant, etc..." beyond the narrative of the "choose your bonuses" character generator. (IOW - Adding an element of "Scavenger Hunt" to gameplay, where players would be awarded for random xx "doings" with unlocking an interesting game start.)
Eh, whatever - I don't and never have payed much attention to any of the "story quests." I DO think the narrative of the main quest is interesting, though. Truly. But... eh, it's just kind of clunky alongside the standard evolution of open-world/freedom of play. I don't know where or why it's supposed to "fit" in the game's standard progression/gameplay loop. /shrug
Well you have "less" choices in the sandbox module... So dunno what is more about it -)
You describe exactly the same things you can do in the campaign module. So no idea how that make the sandbox module that more special -)