Here's How I Would Fix Bannerlord (After 5k Hours Played)

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  • Опубликовано: 8 июн 2024
  • 0:00 - Intro
    0:28 - Combat Is Very Limited
    2:16 - Damage & Armor Makes Little To No Sense
    3:30 - Fatigue System Is Missing (RBM - Posture)
    4:10 - RBM Features That Are Good
    4:57 - Tactics (Or Lack Of)
    8:13 - More Formation Options
    9:10 - Delegate Command Options
    9:51 - Smarter AI (Commanding Troops)
    10:18 - Economy (It's not a real economy)
    12:01 - Money (Denars) & How Useless It Is Currently
    13:06 - Too Many Caravans On The Map
    13:44 - Villages Need More Options (buildings, etc.)
    14:25 - Companions Are Bad (mostly)
    16:20 - Quests Are Bad Past The First Month In-Game
    18:04 - Late Game Needs MOAR
    18:43 - Why Is There No DIPLOMACY In Bannerlord?!
    20:03 - Vassals Should Require More Work To Manage
    20:23 - Bannerlord Needs Anti-Snowball Mechanics
    20:51 - Marriages and Companions Should Be More Important
    21:20 - Tournaments Are Decent, But Could Be Better
    22:58 - Dedicate Tourny Wins To Female Noble
    23:36 - Skills, Perks and Leveling Need An Overhaul
    25:08 - Crafting and Smithing Needs Balance & Expansion
    25:35 - Many More Sandbox Difficulty And Options Sliders PLEASE
    26:21 - Final Thoughts & Wrap Up
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Комментарии • 1,4 тыс.

  • @Dmitrisnikioff
    @Dmitrisnikioff 3 месяца назад +2245

    I feel like Talesworld has fallen into the Bethesda trap: they just go "oh those improvements you mention? Modders can take care of those for you!" which lets them avoid the responsibility for fixing core gameplay elements.

    • @barryfinkle1755
      @barryfinkle1755 3 месяца назад +30

      Nah, you're just a whiner. It's a quality game.

    • @quickquranrecitations3091
      @quickquranrecitations3091 3 месяца назад +324

      @@barryfinkle1755 Lots of game producers do that. Being a whiner is complaining about every little detail. He didn't do that.

    • @barryfinkle1755
      @barryfinkle1755 3 месяца назад +6

      @@quickquranrecitations3091 that's such a lie. A lot of you don't know what you think you know.

    • @ChessJourneyman
      @ChessJourneyman 3 месяца назад +145

      Exactly. They launched an, at best, early beta bare-boned game and expect the community to make it actually engaging and enjoyable to play.

    • @greenishapples1732
      @greenishapples1732 3 месяца назад +16

      Id they had mods on console, I'd agree with them lol

  • @Richi0h
    @Richi0h 3 месяца назад +640

    It is funny when you were talking about the late game village quests not scaling in importance at all. Imagine the king just rolls in to your village and you ask him to deliver the herd.

    • @Strat-Guides
      @Strat-Guides  3 месяца назад +223

      Hahaha "My lord, we need 5 sheep. If you don't bring them, I will be upset and not sell you as many of my troops".

    • @MG-cw4rw
      @MG-cw4rw 3 месяца назад +5

      @@Strat-GuidesI feel like it makes sense since if you don’t do something for the people then less people will grow up to like and fight for your cause and you can always task a companion to do these tasks for you…do they gain levels? It’s also tideous doing that but food for thought.

    • @randomsmile9064
      @randomsmile9064 3 месяца назад +20

      @@MG-cw4rw A king / lord wouldn't be doing it anyway.. They would be assigning their troops to do it. like not even good troops.. just recruits or something.. I wouldn't be sending my 2nd in command to deliver sheep .. I'd be sending a few recruits that I wouldn't miss. I would be leaving my 2nd in command for something I needed someone I could trust / rely on for.

    • @chrishaugh1655
      @chrishaugh1655 3 месяца назад +18

      @@MG-cw4rw it makes sense that a LORD OR KING would go deliver sheep for a villager? WHAT?

    • @user-kh6nn4vj8m
      @user-kh6nn4vj8m 2 месяца назад +5

      @@chrishaugh1655 It makes sense that a lord or king would help his people to improve the economy. But I think those things must not be quests for high-tier clans. Instead, I'd prefer some menu in which you could send your troops and clan members to those villages.

  • @demomanchaos
    @demomanchaos 3 месяца назад +1080

    Re-adding the ability to put specific units into specific formations would help a TON

    • @slacksviii9824
      @slacksviii9824 3 месяца назад +32

      Do you know if anyone has created a mod for this? It's one of my biggest gripes with the game as it stands

    • @igor8770
      @igor8770 3 месяца назад +6

      Do you mean assigning units to a specific formation from a party screen?

    • @demomanchaos
      @demomanchaos 3 месяца назад +66

      @@igor8770 In Warband you could pick specific units to assign to formations so you could have shielded units in group 1, pikes in 2, shock troopers in 3, etc rather than them simply being all lumped into "infantry" together

    • @dane1382
      @dane1382 3 месяца назад +5

      @@demomanchaosin bannerlord, you can specify which formation prioritizes shields, polearms, two-handed, etc.

    • @AdolfHitler-pm3lc
      @AdolfHitler-pm3lc 3 месяца назад +57

      @@dane1382 Yes, but even with the prioritization, troops will end up spilling over into the wrong formation regardless.

  • @plasticbazooka
    @plasticbazooka 3 месяца назад +591

    I'm still surprised they didn't just yoink all the Diplomacy and Freelancer mod concepts. Those two were easily the most popular non-conversion mods for Warband and the devs totally slept on them.

    • @Voleia
      @Voleia 3 месяца назад +36

      The Bannerlord Diplomacy Mod isn't *that* good but Taleworlds could easily just improve upon its features to at least improve their game a little bit

    • @viniciusms6636
      @viniciusms6636 3 месяца назад +2

      They copied party roles from Silverstag, keep siege from pop

    • @plasticbazooka
      @plasticbazooka 3 месяца назад +4

      @@viniciusms6636 I always treated Silverstag like Floris. Not a total conversion but almost, kind of like Warband v1.5.

    • @orbit1894
      @orbit1894 3 месяца назад +4

      Apparently the players are too dumb to handle diplomacy, they should just left click and slash.

    • @Riskyfortabisky
      @Riskyfortabisky 2 месяца назад

      ​@@Voleia pretty sure he meant warband diplomacy mod not warbands

  • @TootsyBootsy
    @TootsyBootsy 3 месяца назад +391

    Kenshi adding new animations to your character as they get better is one of my favorite aspects of the game, really adds a sense of progression to the character.

    • @Strat-Guides
      @Strat-Guides  3 месяца назад +92

      Oh cool, I didn't know that! I'm going to get into Kenshi this year - it's high up on my priority list :)

    • @HauntingSpectre
      @HauntingSpectre 3 месяца назад +44

      @@Strat-Guides You go from basic chop attacks, to full flourishes and combos, basic blocks, to dodges, back steps, counter attacks, rolls, and so forth.
      And it varies for each weapon. 100% Recommend Kenshi sooner rather than later. Your Bannerlord stuff is great, but I feel Taleworlds is more or less taking the money and running. We've had little to no real improvements for almost a year.

    • @drkracoon
      @drkracoon 3 месяца назад +3

      @Strat-Guides definitely would be up your alley! I'd love to see you make some videos on kenshi! Mods make the game better though!

    • @Flow86767
      @Flow86767 3 месяца назад +5

      @@Strat-GuidesYou’d love Kenshi!

    • @clawdius_
      @clawdius_ 3 месяца назад +5

      ​@@Strat-Guides when you play kenshi, remember, the fast way to earn money in early game is just beat people and sell them a.k.a slavery business ;)

  • @henri2058
    @henri2058 3 месяца назад +434

    We need this to blow up and to get noticed as much as possible!

    • @eivindmosesen767
      @eivindmosesen767 3 месяца назад +3

      Why?

    • @Thanan548
      @Thanan548 3 месяца назад +21

      @@eivindmosesen767dumbest question ever asked

    • @eivindmosesen767
      @eivindmosesen767 3 месяца назад +4

      @@Thanan548 I doubt it

    • @quickquranrecitations3091
      @quickquranrecitations3091 3 месяца назад

      @@eivindmosesen767 So bannerlord and more ppl who play bannerlord will hear this

    • @arthurg.calixto3338
      @arthurg.calixto3338 3 месяца назад +11

      This guy is pro-combat stamina system.. I love all his other suggestions but an stamina system would be so annoying in the long run

  • @Adawudd
    @Adawudd 3 месяца назад +212

    I couldn’t agree more with every single point
    I’d also add these:
    1. You can’t play tall at all, every game no matter what style/faction you choose will end up you being genghis khan
    2. More variety for sieges, from more siege weapons (such as Greek fire etc) and multiple stage sieges too
    3. Your commanders can disobey you if they have low affinity for you or they have low tactics
    4. Same as point one but with individual wars, either u win or lose, you can’t retreat and return back (the ai will keep chasing you)
    Other than that everything you mentioned is more than a need, there were even some points you mentioned I never thought of

    • @Strat-Guides
      @Strat-Guides  3 месяца назад +28

      Interesting point I hadn't considered - it would be really fun to play tall in this game! I like that suggestion a lot as it's one of my favorites in EU4

    • @azzor4134
      @azzor4134 3 месяца назад +6

      1- bannerlord isn't really assymetric
      3- would be so annoying you would just choose not to use commanders

    • @Adawudd
      @Adawudd 3 месяца назад +11

      @@azzor4134 1. Exactly that’s the issue. 2. That’s the point, it will put an emphasis on choosing your commanders and having them trust (good relations) you just like irl

    • @briishperson4555
      @briishperson4555 3 месяца назад +5

      Having rash commanders charge or flee without orders would be brilliant, basically what barbarian units could do in total war

    • @sirlee5264
      @sirlee5264 2 месяца назад +4

      @@azzor4134 It might work if we can make the rewards reaped justify the risk taken. In other words if we can see a real difference with commanders, then simply not choosing any would not have to be such an obvious option.

  • @bradleystevens4618
    @bradleystevens4618 3 месяца назад +194

    I haven't played Bannerlord in well over a year and have never made it to the late game. I still like the game, it's a fun time, it's not like I'm actively avoiding it, but a lot of your points illustrate why it doesn't have the same pull for me to keep coming back. One major thing for me that I would add to the list tho-
    Character for the NPCs. I really miss from Warband that the companions and notables had PERSONALITY! As well as something resembling stories/missions/questlines for each ruler, including usurpers to the throne. But even without interacting with that, we remember Jeremus and Rolf and Ymira and Matheld bc even though it was super barebones (ex. Deshavi and Rolf hate each other, so one of them will leave you if you don't separate them), their personalities were meaningful in-game, memorable and made your campaign feel more personal. It feels like a relatively super easy fix vs things like improving the tactical AI (esp since character traits have existed for everyone since day one, with no in-game use for them), so it's frustrating that TW insists that every NPC be as bland and lifeless and placeholder-y as possible.

    • @Strat-Guides
      @Strat-Guides  3 месяца назад +44

      Yes! Everyone in Bannerlord feels the exact same, but with a different skin and stats for their skills. They all react the same, lead armies the same, fight in battle the same, etc. Just a bunch of bland, soul-less NPCs

    • @andreasaldal415
      @andreasaldal415 3 месяца назад +3

      @@Strat-Guides Indeed! Their personality traits could be much more impactful! Too bad the nemesis system are Shadow of Mordor/War ONLY!

    • @themayhemera3046
      @themayhemera3046 3 месяца назад +1

      was Rolf a weasel of a character for u as well? like in warband I eventually made him a lord and he almost instantly defected to my enemy's side

    • @abrakadar
      @abrakadar 3 месяца назад +4

      Oh yes, those old NPCs. Fighting nord raiders with good old buddy Firentis is my first memory from M&B somewhere from 2007. Alayen, Bunduk, Marnid, those guys can tell a tale. But after 200 hours in Bannerlord I can't recall a single npc.

    • @PMNS1995
      @PMNS1995 3 месяца назад +3

      No mention of Borcha? The real chad.

  • @failproductionsdk
    @failproductionsdk 3 месяца назад +139

    13:45 Its kinda funny how settlement expansion options got worse from warband to bannerlord
    in warband every single settlement on the map, from the smallest village to the largest town had upgrade options. Not sure how much they really affected things, but either way it was nice to have stuff to load money into
    I remember some village upgrades costing 10-15k to make, which in warband was quite alot when u first start getting fiefs and villages

    • @TheBlackfall234
      @TheBlackfall234 2 месяца назад +2

      if i remember correctly, you could upgrade your village in warband to a point, where it was possible to fund a decent sized Group of Soldiers.

    • @strategsc2
      @strategsc2 2 месяца назад +2

      > Not sure how much they really affected things
      They were utterly useless.

  • @kolpere1625
    @kolpere1625 3 месяца назад +177

    I still remember this fella fighting against the game breaking bugs of earlier versions of this game and bringing us content. Props to you little strat! fly high!

  • @matthewgagnon9426
    @matthewgagnon9426 3 месяца назад +48

    I miss the feasts and dedications of your tournament victories to someone. Those were cool.

    • @nucleararmedhog
      @nucleararmedhog 3 месяца назад

      Yeah but it was dumb to go have a feast/tournament during a very active war.

    • @Floris_VI
      @Floris_VI 2 месяца назад +4

      ​@@nucleararmedhogthat depends, wars then arent like wars are now, you are looking at it with a modern eye

    • @KifKroker
      @KifKroker 2 месяца назад

      yes, this seems like a rather trivial addition, not sure why they didn't add this...

  • @nikolainightwolf1779
    @nikolainightwolf1779 3 месяца назад +15

    I hate the fact that there are no real tactics/orders or objectives to your armies or parties they just roam around the map doing nothing or getting into fights they can’t win.
    I would love it if I can open up a map and have my army patrol a certain route around a fief or something or have them block a bridge or tell them when and where to attack

  • @clearlypellucid
    @clearlypellucid 3 месяца назад +35

    The main things I'd like to see are pre-battle army composition options and pre-battle orders (preferably that are saved between battles) and a "tackle" mechanic so that mobs of low tier troops can pin down isolated high tier ones and stab them to death.

  • @randaru1527
    @randaru1527 3 месяца назад +31

    Here's a hot take: the 1-2% perks have to be this way because if you combine them together in a coherent manner, they work better than anything else in the entire game.
    I already wrote in comments before how END+INT build with some VIG captain perks sprinkled on top can make an unstoppable army out of just melee infantry (you know, the cheapest, tankiest and most plentiful unit in the entire game) that you can F1+F3 into anything and go make some tea while it's winning, and spending time on micromanaging them will actually slow you down without changing anything substantially, it's basically the most trivial way to play a combat-focused character (you're still using a 9-10 END demigod with very high melee skills) and still practically having all the benefits of other attributes, like charisma or cunning, because you single-handedly win wars so you don't need good policies or relations, and you can "autoresolve" a battle by just loading in and sending your troops while you switch your attention on something else instead of using the actual autoresolve function.
    Stat bonuses to your formation and party are far more impactful in base game than any form of tactics or global strategy you can apply. Even spreading your units across multiple formations sometimes is a bad idea, because moving them from a captain who is a melee monster to some random lord in your army, you just get *vastly* inferior units that you micro-control only a bit better. And I'm afraid that's fundamental to the entire progression system, so, unless TW decides to rework it from grounds up, that's not going to change.

    • @Strat-Guides
      @Strat-Guides  3 месяца назад +10

      That's exactly the point I was trying to make - if you want any of the smaller perks to actually make a difference, you're forced into picking the same ones over and over because the alternative perks are simply useless/not worth it. I wouldn't mind seeing fewer perks (maybe every 50 levels or more) but make them much more impactful and make me want to restart to see how the other perks would do. Currently, it's mostly the same perks being picked over and over.
      Long time no see btw, hope you're doing well! Thanks for the comment :)

    • @kubaGR8
      @kubaGR8 3 месяца назад

      I wonder if you could do the same, but only rasiing the Tactics skill.
      Tactics 330, one skill, might just make everyother skill far less relevant.

    • @randaru1527
      @randaru1527 3 месяца назад +3

      @@kubaGR8 Even back in the day, when you could just raise a "zombie" army consisting only of t1 peasants and autoresolve everything, it required you to run a dedicated charisma build with tons of leadership, as well as other blows and whistles, and even back then, it was annoying to constantly juggle recruitments and armies around, as well as train companions to even make it possible.
      After the autoresolve changes long ago, I would imagine it'd be infinitely worse.
      And that's only considering the sheer winning potential of such build. Don't get me started on how boring it would be to remove the battles from your gameplay, and just leave the tedious, repetitive preparation in.

  • @Yerza777
    @Yerza777 3 месяца назад +47

    @Strat Gaming Guides : On the topic of elite troop being more expensive I believe that their maintenance cost should be partly in influence. Also noble troop should only be recrutable in castle if you are of the right faction.

    • @Strat-Guides
      @Strat-Guides  3 месяца назад +21

      Oooh that's an interesting idea! I hadn't considered that, but it makes sense because noble troops are nobles. I also think vassals should require daily influence to maintain. It's so odd to think that we recruit them into the kingdom and that's pretty much it lol

  • @janolbratowski1814
    @janolbratowski1814 3 месяца назад +74

    Great video and I would add one more thing. I wish there was some difference between the factions. Because at the moment they have different troops and colours, but there are kind of the same. And this creates a bit of a dissonance for me. On one hand you have Northern Empire that supports Senate, Western Empire which is a militaristic faction, Vlandia which is a feudal kingdom or Battania, which is some kind of confederacy of tribes. But their lore is just a note in encyclopedia because in game you don't feel any difference between them. It's not like Lucon has to consult with the Senate, because this doesn't exist anywhere in the game.
    I think that giving each faction a bit more depth would be advantageous. For example, image that the Empire has a capital city, like Rome or Constantinople, where you have an imperial palace or a senate building. Those unique buildings could grant some bonuses. And this could be the case with all other factions.
    Or add different types of governments. You can have a republic, monarchy, confederacy ect. Each might give you some bonuses but also certain limitations. And could lead to some interesting long quests, like: "Reestablish the Calradic Republic" or "Rebulit Calradia as an Empire"or "Transform Battania into a feudal kingdom" or "Fight to preserve Battania's old ways".

    • @Strat-Guides
      @Strat-Guides  3 месяца назад +18

      Yeah 100% agree! It also feels like nibbles are pretty much the same with different skins. I don't get the sense that anyone has their own "personality"

    • @janolbratowski1814
      @janolbratowski1814 3 месяца назад +3

      ​@@Strat-Guides Couldn't agree more, this world is an interesting early-medieval battle simulator, but that's all. It doesn't feel "lived in", all the lore is interesting, but you can't see it present anywhere in the game. If I remember correctly, Vlandia was once the part of the empire, but I don't recall seeing any ruins of remnants of any old imperial buildings anywhere. But all feels like it was static for couple hundreds of years or started to exist when the player enters it.

    • @lucasZr113
      @lucasZr113 3 месяца назад +4

      That would be awesome, while the other factions would benefit from it as well, the empire factions really really need it as of rn the only thing that's actually different between them is the leaders

    • @Flow86767
      @Flow86767 3 месяца назад +1

      100% this

  • @vulkanofnocturne
    @vulkanofnocturne 3 месяца назад +51

    I like the idea of an endgame option for trade players. If there was a limited amount of gold in the world and the player can obtain it all, or a majority of it and become the Bank of Calradia. Instead of conquering the world with armies, conquer it via trade and barter and rule from behind the Throne/s or being the kingmaker funding who you like and disenfranchising who you don't./

    • @meer7872
      @meer7872 3 месяца назад +5

      this is actually sick idea. The game needs more ways to be played

    • @vulkanofnocturne
      @vulkanofnocturne 3 месяца назад

      This way you could even play it as a pacifist : )@@meer7872

    • @Minkybyl
      @Minkybyl 3 месяца назад +6

      The Mansa Musa playthrough.

    • @fluto6997
      @fluto6997 3 месяца назад

      Ck3 Bohemia gameplay crossover

    • @kubaGR8
      @kubaGR8 3 месяца назад +4

      You know, it's kinda weird how there's all these gold coins around, but no actual gold mines.

  • @jameshenry8821
    @jameshenry8821 3 месяца назад +47

    totally agree! I usually burn out from a campaign after I've gotten a few towns as there is nothing unique to do in the late game. I remember getting so excited from perisno with the zann invasion. Something like this or a revolution when you take a certain amount of fiefs to have something to build up for in the late game would be awesome. I also really like the idea of reduced amount of quality perks. It always seems like there is just 1 real option to choose from. Great stuff, hopefully the taleworlds devs can see this and see a thing or two to implement into their amazing game!

  • @DaciaJC
    @DaciaJC 3 месяца назад +89

    You make tons of great points, as usual. I am equally as frustrated at the lack of diplomatic options in Bannerlord, and I've always been bothered by the fact that battles always end in one side getting utterly wiped out, completely ahistorical.
    Have you ever tried the De Re Militari mod? I've not used it myself, but it overhauls the troop trees and recruitment to better represent authentic medieval armies where levies would comprise the bulk of forces and nobles or professionals only a minority. I imagine it would go a long way towards preventing the type of snowballing you see where one faction obliterates the rest with hordes of T5/T6 units.

  • @msg308
    @msg308 3 месяца назад +15

    I remember Warband having flee and rally mechanics too, but it'd trigger before the fleeing units left the field. Chasing down fleeing enemies could be dangerous.

  • @lub7013
    @lub7013 3 месяца назад +21

    very thankful to have such a dedicated bannerlord channel, your 5k hours show, especially in the livestreams; i like your suggestions i hope they reach the taleworlds team, keep up the good videos

  • @pHixiq
    @pHixiq 3 месяца назад +13

    Even tho I enjoy the game for what it is(and it’s very unique), I could not fathom putting 5k hours into bannerlord. They haven’t even remotely added 5k worth of content

  • @BrutusAlbion
    @BrutusAlbion 3 месяца назад +62

    A closed loop economy with actual resources would be such an awesome and novel idea to see in a video game.

    • @Strat-Guides
      @Strat-Guides  3 месяца назад +10

      It would change so much! I might actually want to play a trade campaign.

    • @kubaGR8
      @kubaGR8 3 месяца назад +3

      We have that in Dwarf Fortress.

    • @BrutusAlbion
      @BrutusAlbion 3 месяца назад +5

      @@kubaGR8An individual fortress simply isn't a large enough part of the entire economy to count as a closed loop.
      Now it is true that on the map itself you could have a closed resource loop but the entire world itself isn't a closed loop. Trade caravans bringing in goods and dwarves are essentially generated out of thin air.
      Dwarf Fortress is a pretty cool game though for its complexity.

    • @damianabregba7476
      @damianabregba7476 3 месяца назад +4

      Closed loop seems two orders of magnitude harder to get done properly. I don't think there is a game that fully works that way. Balancing that to not derail into broken state will be a nightmare

    • @XonokMe
      @XonokMe 3 месяца назад +1

      Distant Worlds: Universe tried something like this. Ships are built with actual resources, mining them has a very severe cap and you will always crunch on fuel.
      The issue is mostly that you can't control how resources are moved or how many ships actually do it, since that's handled by civilians. (NPC ships on your side)
      Also, fuel crunch completely kills the endgame of every single empire unless you're a player and know how to manage it. The AI doesn't, so that's an autowin.
      Still, one of the better games I've played.

  • @unamedname2748
    @unamedname2748 3 месяца назад +51

    haven't seen the vid yet, but my suggestion would be better revolutions. If you could recruit other lords in your kingdom to your side before you rebel, or AI lords can rebel against you that would force kings to care about their lords and actually give land.

    • @dickyboi4956
      @dickyboi4956 3 месяца назад +10

      Thats how warband worked

    • @soleo2783
      @soleo2783 Месяц назад

      Diplomacy mod btw, the devs are crap, just walk with the modders.

  • @ozymandias3097
    @ozymandias3097 3 месяца назад +72

    “The only winning move is to not play”

  • @NotNotSatan
    @NotNotSatan 3 месяца назад +7

    Adding more man made structures (perhaps randomly generated) to battlefields such as watch towers, charcoal burners, logging camps and small farmsteads could help diversify tactics a bit more by breaking up battlefields and make them feel more varied. It could also make the world feel more alive and lived in as there aren't really and artificial structures in the game besides towns, villages and hideouts (and bridges). It just feels like a missed opportunity that I haven't seen anybody mention.

  • @therealdannymullen
    @therealdannymullen 3 месяца назад +15

    Trade -
    Id like to see it have added effects that focus on boosting a town. Loyalty, food production, recruits, etc. Basically a governors/lords skill tree. I literally 9nly use it to buy feifs, but the problem is, by the time I've leveled it to max, it would literally be easier to just TAKE the city.
    I def want more options/sliders.
    For example, i use a mod to make exp gain 50% of vanilla. But then make arena exp 300% (basically simulating training; if i rely on fights to train them, itll take forever; get them in a tourney, watch their fights, and they'll gain combat exp faster. Training lol)
    I WISH there was a mod that reduced recruit spawning by at least 50% (slower to build armies). AND i wish taking recruits from a village reduced its hearth. ("I wish i could take these guys, but the village is BARELY feeding the castle as is").
    I love RBM; I laugh and said "bullshit" when losing a close arena fight (laughing because its FUN to be challenged, and losing means its working 😂)
    I love xorbacks legacy (or whatever) that adds scholars to towns (again, training).
    I love Agricultural Estate (but DO wish vanilla had iptions to buod up the village. Training grounds for better militia, actual animal breeding, have high end villages ables to unlock the ability to grow more than one type of food (basically clear fields like in AE).
    I NEED A FEAR MECHANIC
    Basically, if I'm KNOWN for taking no survivors, even larger armies should ACTIVELY avoid me, and kingdoms should be too aftaid to declare war on me. (Unless in a coalition, maybe; but even then only "reckless" lords should willingly attack you.
    Theres more, but we all have a list lol.

    • @DiabloMet
      @DiabloMet 3 месяца назад +1

      Yeah having your own kingdom is really fucked for some reason. You'll take a small castle in Battania and then for some reason kurzhaits will declared war on you for no reason

  • @user-bd1vt5np3z
    @user-bd1vt5np3z 2 месяца назад +5

    For me the one thing I love in games is actually the cutscenes and the story like in campainge i feel like they don't make a big enough deal about you reuniting the empire or whatever. As well I think all of the mentioned things are really important as well. Great video!

  • @tolveor
    @tolveor 2 месяца назад +3

    want to add that mount and blade has come a long way since its early developement days of couching looters with a quarterstaff. it just takes time, but it has been a fun journey. one mechanic from warband/viking expansion that i would like to see return, is you could pay bards to increase your standing with clans/within kingdoms. You also could buy your troops a feast and other services from taverns to keep them happy. Little things like that makes a difference. also, viking expansion was a hard game

  • @danyelpaladintheimpetuous1438
    @danyelpaladintheimpetuous1438 3 месяца назад +13

    My suggestions for combat:
    - add skill to speed scaling, meaning not only do people swing slower when in lower skill, but they block, recover, and react slower to attacks.
    - increase spear attack animation. It does not need to be op like in RMB, where getting a stack of javelin makes you the most person on the battlefield. Spears need passive dmg hit box and realistic trusting speeds, which can be very fast even when wielded by low skill people.
    - Bring back warband couch lancing flexibility. Allow for a wide range of movements during couch lancing and not the restrictive motion we have currently
    My suggestions for sieges:
    - allow players to control where he can be deployed, and if the player is a lord, allow the player to deploy his own troops. Disable auto delegate on siege start, since it causes more issues than it is beneficial.
    - please, and I mean it, please add some way to tell the ai to get off the goddamn catapults. It is so annoying to have to physically waste all catapult ammo or destroy it to prevent ai from rushing to using it even when the catapult is overran by enemies.
    - for the love of God make the ram take at least some damage when we hit the roof. As of now if you hit the roof, the ram itself takes no dmg and act as if it isn't even part of it.
    - remove infinite defender ammo. Add general ammo pool that all defender units share. Remove infinite ammo on siege ambushes. It is just broken and makes no sense, unless winning a 30 v 1500 men siege is OK for taleworlds
    - make ai rush defenders when they reach the top of the walls instead of waiting or rushing for the gate.
    - reduce accuracy of sieging archers units against archers on walls. It makes no sense that the best strategy currently is to not have archers on walls (bar for a few high ground castle maps)

    • @Light_Skully
      @Light_Skully 3 месяца назад +2

      Wait, is skill level not involved in weapon swing speed at all in Bannerlord? Weapon Proficiency levels dictated that very thing in Warband!

    • @danyelpaladintheimpetuous1438
      @danyelpaladintheimpetuous1438 3 месяца назад

      @@Light_Skullyit affects swing speed, but not really reaction time of the AI nor the block speed of weapons used

  • @fkboyStalin
    @fkboyStalin 3 месяца назад +12

    my biggest peeve is, if you fight as a commander within a larger army and whether you're given a small detachment or not, the allied commander leading the battle will usually give you explicit orders, "skirmish here, hold here, fight here, engage here, retreat, regroup" etc, giving the players a way to input those commands and those commands make the ai do it, would not be that hard in my mind, most of the necessary mechanics are already there, you just have to make sure it's done in that manner, love the game hope something like that is added, cause larger battles feel like I either have to micromanage or it's f1-f3 time.

    • @TheDolphinTuna
      @TheDolphinTuna 3 месяца назад +2

      I kind of like those orders that superior commanders give you. It makes fighting as a small fry different from fighting as the big cheese.

    • @kubaGR8
      @kubaGR8 3 месяца назад +2

      @@TheDolphinTuna Only after you figure out what the fuck "Skirmish sparsely" is supposed to mean lol

    • @TheDolphinTuna
      @TheDolphinTuna 3 месяца назад

      @@kubaGR8 1. Skirmish
      2. Spread out
      :]

    • @SuperGreyknight
      @SuperGreyknight 3 месяца назад

      F1 F6 I believe is the answer to that been a little bit since I played

    • @cherryrook8684
      @cherryrook8684 3 месяца назад

      @@SuperGreyknight Thats just handing the ai your troops without being able to give them explicit tactical orders, wich means they will basically go off and do their own thing (suicide charge) instead of being compliant to a bigger battle plan. Might as well just F1+F3 since its the same thing.
      What the OP meant was giving overarching orders to "squads" that you do not have to micro yourself, such as defend this radius, skirmish or flank this side. So you could still have a coherent plan without having to micro like you're playing 3rd person total war

  • @DropdeadGamingLive
    @DropdeadGamingLive 3 месяца назад +8

    I haven't played Bannerlord in a while but I'm with you.
    You're raising good points and I feel like these changes/additions would truly help the game feel much better and less boring.

  • @toker93
    @toker93 3 месяца назад +5

    Your videos are always most welcome my dude. Hope all is well.

  • @Knoloaify
    @Knoloaify 3 месяца назад +13

    To me, the biggest shortcomings are definitely battles and diplomacy, a cassus belli system similar to Paradox games would be amazing (it can be as easy as giving a bunch of objectives before declaring war and having your vassals vote on it). You already explained why so I won't add anything there, I'll just say that not having to do more than 110 sieges to paint the map, or have conflicts play out in specific parts of a kingdom would be among the amazing consequences of these additions.
    A lot of things can be suggested, but trying to stay within the confines of what's easier and more pressing, I think sieges could do with more attention. They are the second thing you do the most after battles after all. A lot has already been done to improve them, but I think it could go even further.
    Diplomacy is nearly useless, towns should have the option to negotiate a surrender rather than contest every army through force. Sneaking in town to open the gates...would give a purpose to sneaking inside hostile towns, bribing the gatekeeper (charm), sapping (ingeniery)...should all be options available to the player. Sneaking in town should be easy enough to implement, bribing as well. For sapping it could involve a trench battle or even just fighting a sortie to protect your sapping works, if the sortie succeeds, then it's back to square one, if it fails then the next assault will load a map where the city lacks one of the walls.
    Overall, sieges really need some variety in what can happen while besieging an enemy or being besieged yourself.

  • @reaganeidemiller7132
    @reaganeidemiller7132 2 месяца назад +7

    in medieval combat, all out field battles were rare; armies tended to deal largely in skirmishes resulting in lost supplies and wounded to take care of, a long battle of attrition
    here's how I'd handle it; when you encounter a large army, you enter a turn based tactical grid in which you move portions of your forces defending certain points. each army has its resources physically placed on this grid map, a central camp, supplies, prisoners, money being carried, even siege equipment. you move your forces on this grid and when one skirmishing party attacks another it will pull directly adjacent parties in tetris style so if everything is clumped together a massive battle may result; otherwise you can split your forces up and join individual units on skirmish assaults to take tactical resources damaging their army
    depending on your respective leadership and tactics skills, after a number of turns armies may disengage and the battle ends
    if there are many parties involved, they control the actions of their own skirmishers and have their own camps and resources; if you wanna jailbreak your prisoners just press the assault against the tile holding them and jump into that battle, if you wanna break up the army and make them regroup back in their own territory then raid their camp, cut their progress by taking their food or dispersing their pack animals, end a siege by attacking their siege weapons

    • @shadowsensei9040
      @shadowsensei9040 2 месяца назад

      Wow.. i like that😊

    • @reaganeidemiller7132
      @reaganeidemiller7132 2 месяца назад

      @@shadowsensei9040they have boardgame AI, so it seems plausible in concept that they could do something like this seeing as it follows the same general principle.
      Biggest issue coming to mind for me is how you'd divide your troops up into turn based units. I'd say probably 20 troops in a single tile unit and the distribution of troops is by unit type (so don't leave archers unattended)

    • @shadowsensei9040
      @shadowsensei9040 2 месяца назад

      You can great "divisions" on a table.so, for little battles 30vs30. As on a tiered tray ​@@reaganeidemiller7132

  • @D-boi-12415
    @D-boi-12415 3 месяца назад +5

    3:30 there was a stamina system that was used for one of the dlc's of warband, granted it originally started as a mod and was eventually made into an official extension.
    It would be interesting to have that system implemented into bannerlord, or at the very least some version of it.

    • @kylekelly1167
      @kylekelly1167 3 месяца назад +6

      I think that was viking conquest mod. Spears were strong in that.

  • @isaakwalker85
    @isaakwalker85 3 месяца назад +3

    One thing that's small but I'd love to see is a small zone of control around cities and castles. Somewhat like total war. It just seems so dumb to have a cool castle in a small mountain pass that enemy forces can just walk past. Maybe it wouldn't be balanced but it could be super cool to be able to force an enemy to attack a castle to break through a pass or to take a longer unguarded way around.. perhaps even have rougery or scouting Perks that allow you to bypass the zones of control or the option of ambush battles where the idea is to cross to the other side of the map using your elite troops to make a rear guard.. I'd also like to see more consistency in the bridge battles. Would be nice if there was a little icon that showed you when you would have a bridge battle or a coastal battle.. or perks to hide in rougery.. I hate how if you attack a caravan especially early game its super hard to attack any others since they have so much calvary they can just outrun you. Would be awesome to have the option as a rougery perk to take time to set up an ambush and after a few hours your party can hide and wait for enemy armies or caravans.. likewise you should have the ability to make a fortified camp with high enough engineering.. imagine being able to find a critical pass into the mountains and you fortify a camp giving you a village like battle with walls but no gates..

  • @HomemadeSubmarine
    @HomemadeSubmarine 3 месяца назад +3

    I’m all for these & I hope they get noticed. I think two of the simplest additions that would have the largest impact would be adding more diplomacy options & reworking delegating command. Both of these would improve the core draw of the game: the ability to be on the ground in battle personally leading an army you recruited yourself & a large campaign map with unique factions & cultures the player can shape & mold by their actions.
    Adding even a Medieval II Total War level of diplomacy would go a long way adding to role play & provide much needed variance in how the world plays out & responds to the player & other factions.
    Giving the player the option to choose the approach of their captains would offer a real reason to delegate & free up time & focus to personally fight in a battle more frequently if they choose.

  • @heyrocks8766
    @heyrocks8766 3 месяца назад

    Great vid dude. Lots of good points :) 16:21
    One thing I would like to add in regards to quests ( 16:21 ) is that there are some quests that give village hearths on completion. Quests like "village needs tools", "village needs draught horses" and "deliver herd to x/y town" give a flat +40 hearths which is nice to get recently raided villages back to the 200 hearth breakpoint for town food supply.
    Little known mechanic that I would love to see more of in game

  • @igor8770
    @igor8770 3 месяца назад +1

    Great video as always!
    As a mod maker I'm going to use some of these ideas in my future mods.

  • @Lorendrawn
    @Lorendrawn 3 месяца назад +5

    Strat
    I appreciate you and your game content.

  • @irrelevantirrelevant7332
    @irrelevantirrelevant7332 3 месяца назад +3

    Damn mate, those are some very well funded opinions. Good video. :)

  • @gil6970
    @gil6970 3 месяца назад +1

    This video gave me ideas on how to approach creating the medieval combat for my game. Thank you

  • @broefkip
    @broefkip 3 месяца назад +2

    Love the video!
    A lot of things kind of bland together. But to combine caravans and economical warfare. It would also be nice if Caravans made better decisions. So you could for example find a spot on the map make it economically prosperous and have Caravans try and stay in the safe area. Now raid parties also become more valuable. It would in the same light make sense for caravans from hostile factions to avoid these areas. Something that never made sense to me was seeing empire caravans traveling in Khuzait territory when they are at war (even when they aren't, they make war all the time). One could also use bandits to then specifically target said areas for example.

  • @OneEyedOneHornedGian
    @OneEyedOneHornedGian 3 месяца назад +4

    We should be able to higher smiths to customize/temper our equipment for large prices.
    (I'd prefer this to get all the end game weapons and armor than the current skill. The skill could be replaced with a block/parry skill)
    I also dislike the perks, I would prefer to have the skill points themselves do more to improve my abilities than to suddenly be able to fire a long bow/xbow from horse back. (I'd prefer that not to be an option, but if it is perhaps we receive a greater penalty from them which reduces with a higher skill)

  • @JackieFishHD
    @JackieFishHD 3 месяца назад +2

    Great Video 100% agree with every point!

    • @Strat-Guides
      @Strat-Guides  3 месяца назад

      Hey Jackie! Thanks man - hope all is well with you

  • @eldrad69
    @eldrad69 3 месяца назад +2

    I aslo think it would be great if sieges had more options. It would be nice if defeating an enemy army next to a town or castle, increased the chances of said fief to surrender. You could also add the ability to sneak inside the fief to open the gates of the take the keep under cover of darkness, or even if you have good relations with notables they might help you during a siege wether you are the defender or attacker, and the AI could do the same. Maybe as the defender you could also raid the enemy camp, destroying their supplies and lower their army cohesion. Perhaps even force them to give up the siege or send forces to gather supplies, making them target for an ally relief force. I also believe it is too easy for catapults and trebuchet to break down the walls. Stone walls were much harder to destroy from bombardment. If you want to tear down the walls you could always do some sapping.

  • @TheBl4cKH4wK
    @TheBl4cKH4wK 3 месяца назад +1

    I love your videos and the work, thought and dedication you put into them.
    I agree with most of what you mentioned here but I feel like there isn't much going to change from the Taleworlds side of things.
    Considering this, I'd like to know your "must have" mods for an experience that is as close to your vision how to fix Bannerlord as possible.

  • @HistoricalWeapons
    @HistoricalWeapons 3 месяца назад +3

    Different archery reloads plz and they should fix that impossible archery animation that is impossible to do in real life

    • @Strat-Guides
      @Strat-Guides  3 месяца назад +1

      Yeah this!! It would be so cool to see the animation change at different skill levels. I know RBM adds the ability to "preload" 3 arrows in the hand for rapid fire after a certain level, but it would be nice to visually see the progression.

    • @HistoricalWeapons
      @HistoricalWeapons 3 месяца назад +1

      @@Strat-Guides another thing is for mounted archery perks you can switch hands to shoot ambidextrously allowing you to skirmish 360 degrees. All famous horse archer cultures did this

  • @zanderman4059
    @zanderman4059 3 месяца назад +7

    I have roughly 2100 hours in Bannerlord with most of it being multiplayer because lets face it, singleplayer is boring and has no complete total conversion mods to add flavour to it. And so I just want to quickly add my thought on the sections in this video.
    1. I disagree with basically everything about limited combat as I think its already in a fine state and its only seems limited if you play against the poor AI. I do agree with the shield part however as the invisible shield range was a problem in warband as well and it sucks that I made it into bannerlord.
    2. I agree that there needs to be more damage group and should basically adopt a RBM Lite version for Bannerlord.
    3. Stamina could work but yeah RBM posture system sucks.
    4. Yeah battles should later longer, 10-20 minutes should the the ideal range and in general troops just need to be more self preserving and AI generals use unique tactics based on their personality traits. Also if armour is properly improve then the battles with be generally longer. Also I liked in RBM how damaged/unshielded troops would retreat to the rear of the formation instead of suiciding in the front.
    5. Generally AI just needs to be improved. Cav AI is still as useless as ever.
    6. I would love to see more improvements to settlement management, I think the problem is that everything can be built given time and money. How about some culture buildings or limited build slots with unique building options forcing to pick between economic buildings or military building etc.
    7. Companions need more variety. Where are the nobles, the brigands, the hermits etc. And I would also like to see companions be hired by AI clans like in Bannerkings because it makes the world feel lot more lively and encountering perhaps a former companion now working for a rival cool for story building. Wanderers just need to have more freedom to do their own thing in the world instead of waiting for the player to hire them. I also think it would be cool if you could privately train companions in spars sessions like warband had with the training fields. However having a companion limit is good and I don't want that to change. Hiring unlimited companions is okay for a unique playthrough like companions only but for general game purpose it makes no sense to hire massive amounts of them as it just means every companion is even more forgettable.
    8. I think that villages should just not make noble troops but instead noble troops need to be recruited in castles at a very limited amount. It never made sense to me how I can conscript an entire army of vlandian squires and gallants just from a couple of villages. They should be more rare.
    9. I think I would like more quests that come in multiple parts. Basically all quests are "do this thing then come back to me" I would like some more long term missions.
    10. Yeah late game is just boring and it really shouldn't be as kingdom building is a great gameplay concept. They need to improve diplomacy and long term clan behaviour. I also want them to ditch the hivemind relation and just build relation with the individual and not the clan like it was in warband. Also I do like the idea of mid game crisis like a brigand warlord of a foreign horde wandering the map. I remember mods for warband like Pendor which had invading armies and unique spawns that just make the game so much more interesting.
    11. Vassals are easy to manage because personalities have very little impact and all kingdoms just run the same. They need more difference between cultures like with the calradian civil war they say they are all different but just play the same. One should be a republic, another a absolute monarchy and the last one a military junta etc. Also more interaction with vassals would be nice, hosting tournaments and feasts to appease them. Losing a war should have some serious consequences when you make peace and have to pay money to an enemy with vassals being upset at your poor leadership.
    12. Tournaments need to be leveled. Local tournaments could be hosted for low reward but anyone can take part while royal tournaments only accept nobles but have much higher reward outcome.
    13. I think Bannerlord should adopt the project zomboid approach to learning where reading books and studying do not directly increase xp but simply increase xp gain up to a certain level depending on the quality of the book. A level 1 social book would increase all xp gain to skill in the social tree to a level of 50, requiring better books to continue the xp boost. Also makes it a good money sink.
    14. Just add the option to smith armour, that's all I want.
    And that's about it from me >.<
    It is amazing how this game still feels like its in Early Access despite being released like 2 years ago now.

    • @Strat-Guides
      @Strat-Guides  3 месяца назад +1

      I can see where you're coming from with combat - I've got maybe 100 hours online and it's like night and day difference. But it's still pretty sad that a left swing will always look the exact same no matter who is throwing it. I don't have much experience with armed combat, I've got a lot in hand to hand and varying up your speed and power can make a huge difference in throwing off your opponent. The Diaz brothers are a perfect example - they throw a ton of soft, slower punches to train the enemy to block them, then vary the speed and power to sneak through the guard. I'm not sure how they would implement any of that to be honest, but it would be fun to have!

    • @Dautar748
      @Dautar748 3 месяца назад

      singleplayer is def not boring, it only becomes boring lategame

  • @Atompilzy
    @Atompilzy 3 месяца назад

    Love the insight and the ideas.
    Any chance you would go over these points again and provide a mod list solving as much as possible?
    If that is too much work, I wouldn't mind seeing a mod list you enjoy using which attempts to fix issues and add realism/engagement etc.

  • @AndriiGryganskyi
    @AndriiGryganskyi 3 месяца назад +2

    Brilliant analyses and propositions, respect to the author!

  • @norXmal
    @norXmal 3 месяца назад +4

    0:50 - Your movement can also dictate the "speed" of your attack(more specifically travel time from start of swing to target),
    if you move the same direction as your swing you will hit faster or if you look to the right as you do right swing, there's a shorter travel time, albeit the latter can have reduced damage because of it.
    You can combine the two to hit your target even faster, a technique that we used to do in Warband, was looking straight down while having our target directly left of us and doing a left swing, this was the shortest possible swing distance we could create and would be used to counter an attack by attacking as they attack, your attack would always be quicker unless they did the same as you.
    These are all equally applicable in Warband as it is Bannerlord.
    But, I do agree that the format is too basic, it hasn't really changed since first game other than slight adjustments on swing patterns, possibly speed and blending of animations.
    Shields have always been a frustration, it was equally a problem in the previous titles, they are just far too powerful and ends up being the de-facto choice for survivability.
    I can't imagine it would be too hard to fix that, assuming you just change values on the shield and the shield skill that increases that invisible hitbox.
    Stances is a good idea to increase the complexity of combat, could even be as simple as switching between thrusting and swinging stances.
    I also like the morphing that was done in games like Mordhau, where you can start as a swing but switch to a thrust and everything is animated for it.
    I'd also like to see the possibility to half-sword and Mordhau/Murder-stroke for more potential damage against plated enemies.
    Shield + spear has always been the worst combat style in the franchise, it's far too slow and only has two forms of attacks which are both thrusts.
    Because of its slowed attacks, it can often botch the attack, making the "bump" sounds instead of doing dmg, leaving you open for an attack.
    Personally, I wish they kept the swings for the spears, while it would be useless against a heavily armoured, it would be useful to non-armoured and to confuse your enemy.
    While it also should be affected by what type of spear/polearm it is, if it has more mass or is hafted with a blade or spike, it should do more swing damage.
    Personally, I think the crush-through overhead strikes are far too strong at times and can easily be exploited by maintaining the correct distance, I think if you block(deflect) at a timely fashion, it should counter-act the crush-through.

  • @OdinAndSons
    @OdinAndSons 3 месяца назад +5

    Strat! Can we expect a M&B Warband playthrough?

  • @mk-sb8fc
    @mk-sb8fc 3 месяца назад

    awesome video, thanks for the in-depth analysis ✌️

  • @amirhosseintb1521
    @amirhosseintb1521 3 месяца назад

    Man i love your videos your points are solid and you speak my hearttttt thank you for the beautiful content your the best game guide youtuber on the entire platform imo ❤

  • @somebooty7586
    @somebooty7586 3 месяца назад +7

    Fun fact 5000 hours is what it would roughly take for an average person to finish highschool in the states.

    • @Strat-Guides
      @Strat-Guides  3 месяца назад +3

      Lol sounds about right! I'm probably halfway through a PhD at this point :)

  • @rro3540
    @rro3540 3 месяца назад +3

    Will there be a mount and blade 3

    • @Floris_VI
      @Floris_VI 2 месяца назад +1

      How tf is he supposed to know

    • @rro3540
      @rro3540 2 месяца назад

      @@Floris_VI I am asking for his opinion u idiot whether he thinks there will be a mnb 3

  • @TalonAshlar
    @TalonAshlar 3 месяца назад +1

    They could add playable phases to major battles via a card minigame with higher tactics unlocking new battle stratagems. Ie raid camp/ supply line. Ambush. Skirmish over forage, poison well etc Both you and the opponent could each take turns playing cards. You could also have other skills play a part ie a high athletics character could scale the walls of the castle and attempt to fight their way through the city to open the main gate from inside. or a high roguery character could raise the gangs is revolt within the city.
    They could also reuse the bandit lair and village maps which are unloved since its entirely likely that 2 armies would fight a small skirmish between forage parties around the nearest village.

  • @Girodriald
    @Girodriald 25 дней назад +1

    great video and awesome suggestions!

  • @512TheWolf512
    @512TheWolf512 2 месяца назад +3

    i was under the impression that bannerlord is still in early access, i had no idea things were that bad... the devs abandoned their game...

    • @cat_city2009
      @cat_city2009 2 месяца назад +1

      It's a really good game and there's a very active modding community.

    • @512TheWolf512
      @512TheWolf512 2 месяца назад +1

      @@cat_city2009sure but most ideas in the video aren't possible to properly implement without access to source code, especially AI.

  • @grousewithakeyboard
    @grousewithakeyboard 3 месяца назад +5

    Basically for combat we need the Kingdom come deliverance system.

    • @alqualonde2998
      @alqualonde2998 Месяц назад

      That fails within that game when fighting 3 people at once lol.

  • @AmarothEng
    @AmarothEng 25 дней назад +1

    4:57 As someone who does actual reenactment (1300 Centra Europe), I can attest that many open field battles can be finished pretty damn quickly, and the game actually shows very well what happens when you do what the troops in the game often unfortunately do. They run into each other, break their formation and start hacking each other into pieces. Keeping the formation's cohesion is absolutely critical for success in a melee battle, because any break in the formation introduces individuals fighting against multiple opponents at once without their side being protected. Once a single side breaks the formation, it perishes. If both sides break their formations (happens pretty much always in MB), it is going to be incredibly swift bloodbath for both sides. A battle taking days is not realistic. In full heavy armor, especially under direct sun, one can fight (with generous breaks) for an hour or two before being pretty much completely spent. Longer battles were so long because they inculded small skirmishes, sieges or long maneuvers. But that time was anything but filled by the actual melee.
    In real battles, if the formation of one of the sides was broken, it would immediately try to fall back and re-form its line. If either that was not successful or the discipline was too bad for this to be even seriously attempted, the entire group of troops would just break into open rout (which could have been stopped later, like in Total War). The reasons are two. The first is described above: your formation is broken = you are going to die, and soon. The second is the following: in many battles, especially in early and high middle ages, you would often be able to tell the friend from foe mainly from the direction they were facing. Are they facing you? An enemy. Are they facing the same direction as you are? An ally. There weren't uniforms back then, certainly not for common troops. Forget about Total War units bearing shared colors. Nothing like that up until the late middle ages. Sure, you can tell a Mongol from and European, but if 2 Austrian lords are battling each other over some inheritance and both brought bunch of foreign mercenaries with them... yeah, good luck. So, once the formation breaks, you are suddenly surrounded by combatants and may often be unsure about who is your ally and who your enemy. And that is the moment when you want to bail. And fast.
    So, formation cohesion should be #1+++ priority for all units. Losing it should introduce massive morale hits. Units trying to keep their formation would also fight way more defensibly and carefully. And losses would be coming way slower, at least until someone's formation breaks. Then it's a bloodbath. That would fix your concerns and make the battles way, way more tactical.

    • @Strat-Guides
      @Strat-Guides  25 дней назад

      This is incredibly detailed, thank you for sharing this!!

  • @amritten
    @amritten 3 месяца назад +1

    Loved the video, been watching all of your bannerlord content for a while now. I wish most for more end game content. We need a late game crisis desperately.

  • @lucho9911
    @lucho9911 3 месяца назад +1

    main things for me are the diplomacy, the party troop organizer (warband style) and i would love for a more restricted map (large armies can only use roads and if they want to go through mountains/dense forest/very ruff terrain, they would incur a heavy penalty to movement and soldiers would eat ration faster) to simulate that the land can actually offer actual benefits other then your troops are just barely slower. Also i know there is the (very buggy) sally out option but i would love to have a second entrance to the castle in order to do a proper sally out with my knights when being besieged. Granted i always use MLW mod so i can make my own troops but it still makes cavalry a bit pointless when during a siege. I would love to be able to sally forth with my knights to hit the enemy archers real quick while the enemy infantry is busy with the walls then come back into the castle/town, or to hit the enemy siege then fall back during the siege battle itself.
    Very good vid as always Strat !!

  • @deadtotheworld00
    @deadtotheworld00 3 месяца назад

    Man all of these sound like awesome additions to the game! I love the idea of being able to effect the world more with economy, quest completion or what you build in villages and feifs. Also I always thought and endgame crisis like the game Battle Brothers has would be something fun to add spice to the endgame

  • @sandyman9696
    @sandyman9696 Месяц назад

    100% agree with all of your suggestions, though I doubt most of them will be possible (maybe some will eventually be tackled by some incredibly dedicated and skilled modders), but fingers crossed.
    Anyway, just want to say thanks for all the work you've done on your Bannerlord videos. You've been my go-to RUclipsr for the last few years when it comes to Bannerlord. Your videos are extremely helpful, and the meticulous care and attention to detail is appreciated.

  • @mikeumm
    @mikeumm 3 месяца назад

    One thing I would love to see added is time passing while you're in battle.
    It would be great if you engage in a battle out numbered but have a friendly party/army on their way, if you could hold out long enough for reinforcements to arrive. Or conversely having to finish an opponent quickly before theirs do.
    Also just the aesthetic of a long battle going into the night or the like.

  • @MsFreegaza
    @MsFreegaza 3 месяца назад +1

    Amazing video. I feel TW's need to listen to all of this. Even if they addressed some of what you said with their own take on it id be happy. currently i need to limit myself in game to one workshop and no selling crafted weapons,just orders,as well as a few other things.

  • @ForeignSpazm
    @ForeignSpazm 3 месяца назад

    If they still made those “guide books” I have no doubt tale worlds would reach out to you. Dream job for two years haha. Love the ideas and when you said it’s like a spreadsheet that mostly works is spot on.

  • @MadMax-bv7vb
    @MadMax-bv7vb 2 месяца назад +1

    On the subject of late game challenges, Talesworld already has one, I THINK. I remember hearing someone saying that the Khuzaits were fleeing from threats further east. So for an endgame crisis, the threat that they were fleeing could be one of them.
    Another idea that I have is a custom unit that you design and equip yourself. Granted this would be very overpowered and would easily break the game but it would be funny, so worth it.

  • @ferhatozancakr1232
    @ferhatozancakr1232 3 месяца назад +1

    Actually some of your suggestions were already covered in warband. And they decide to remove, there was a misson for raiding a caravan for war declearation and economy was somehow effect the aggressions, like lack of a some materials can motivate the one kingdom to declear a war to a kingdom has surpluses

  • @FakiuChairo
    @FakiuChairo 3 месяца назад +1

    Will you update your console commands video? I tried but only the commandos to add points worked for me.

  • @reybladen3068
    @reybladen3068 3 месяца назад +2

    They should definitely make shields have accurate cover since shields are directional now.
    As for events, the Mount and Blade lore can be used for that. The Nord invasions and Rhodok rebellion.

  • @Mstrzelecki
    @Mstrzelecki 3 месяца назад

    I only played 500 hours but still have completed a dozen of campaigns/saves and tried a lot of builds and stategies (through domination, through executing everybody, through economy and buying out thiefs, through charm perks and then betrial to make vassals abandon their empire, and ofc like in 18:58 building up money, declaring war, taking a theif, making peace, repeat. This video was very interesting and I completely agree with basically everything mentioned.
    Hopefully taleworlds sees this and maybe they'll consider some of your ideas :)

  • @LahtariFIN
    @LahtariFIN Месяц назад +2

    Good video. Personally, I think armies should be able to use at least some heavy equipment while on the march. Currently, going full Genghis Khan and spamming horse archers is is too overpowered. But imagine if a slower moving army could bring a ballista or even a catapult to the fight. This would help re-balance the game and give players more of choice when building their armies.

  • @orka5352
    @orka5352 3 месяца назад +1

    I feel like fatigue/posture/stamina was always done incredibly well by kingdom come deliverance where the stamina recharges to where your health is and when you swing too much and get fully exhausted then it slows you down considerably and has a delay before recharging relatively quickly. I think this would be a good balance that would allow an unarmored peasant that has taken no damage overcome a fully armored knight that is incredibly damaged and barely holding up. Sure it'd be a little annoying but I think it would be fair.

  • @Kaethena
    @Kaethena 3 месяца назад

    I agree with most of what you talked about here. Just a couple of tiny changes I would like on top of that: Firstly add an extra formation option for Crossbows, as they use a whole different set of perks to bows and lumping them together with only one leader slot means unless that leader has both sets of perks, one group will miss out. And they have different effective ranges and ammo limits. Prioritising units with shields doesn't work most of the time as half of the crossbow units don't have shields and even more at lower tier levels. I've always wanted to try specialist crossbow units but the fact that you have to use either them or archers to have effective units, and not messy mismatched units when you use both in an army, makes me avoid them entirely.
    The other tiny change I would like to see is... a complete re-working and overhaul of the campaign in campaign mode, lol. It's about as much fun as toothache. The developers clearly don't understand how to make an engaging narrative experience that makes you want to play the game beyond "because reasons." If the best you can say about it is "Well you don't have to do it..." there's very obviously something wrong.
    Not only does it not reward you whatsoever for following the questline, after a certain point it actively punishes you for NOT following the questline (which itself becomes horribly obnoxious and offputting). This is absurd and utterly misses the point. It's unfulfilling, unengaging, unappealing, lazy, low-effort and the only reason to play campaign mode over sandbox is that you get a few family members. It needs to be scrapped and redone.

  • @GameCritics
    @GameCritics 2 месяца назад +1

    I usually dont watch bannerlord vidceos but when trusted Player with high playtime is giving suggestions i show respect to him. Developer should do too because developers most likely arent playing theri game.

  • @kiethmergard
    @kiethmergard 2 месяца назад

    There used to be a mod in Warbands that was a completely different theme, called Anno Domini. It solved the village problem, by allowing a player to completely upgrade the village. As soon as that happened, an option to create an additional castle directly next to the village, was unlocked. It protected the village and had other upgrade options. There was also "manors" and other things that affected gameplay directly or indirectly.
    It feels like Taleworlds completely ignores theme mods and the major options within the themed mods, while focusing on other things that feel underwhelming.

  • @mannman627
    @mannman627 3 месяца назад

    You did a sturgia tactics video a while back. How did you get that shield wall with the square formation? The shields on my squares only face forward and theirs none above.

  • @matthewmiller8297
    @matthewmiller8297 2 месяца назад +1

    Love the comments about companions. It's why I don't have Bannerlord yet, and still play warband.
    Companion only playthroughs are the only way I'll play now, modded or unmodded. It's too much fun.
    I just completed a companion only playthrough with all 16 companions on vanilla (xbox), no horses, no vassels. Just the 16 lovable rascals and me.

  • @mrgames3772
    @mrgames3772 3 месяца назад +2

    They should make us give orders to noble within our kingdom like capture castles or invade from a certain place

  • @shadowsniper9542
    @shadowsniper9542 3 месяца назад +1

    I recently did a merchant playthrough and was distinctly disappointed with the lack of depth trading had to offer. It boiled down to buying a bunch of trade goods from villages and towns with low prices and going somewhere with low access to that resource to sell them, and repeat. In addition to your thoughts about dynamic economies and trading monopolies, I'd love to see something like a trader/artisan/village notary trade agreements to give more depth to where and who you should buy goods from. Instead of just letting you buy more troops from them, high relations would let you propose trade agreements at the cost of influence, relation, or both to give you lower trade penalties, exclusive access to goods, or allow you to buy a higher tier of goods from them for the chance at better profit margins. It would actually make decisions about which villages or traders to help and which you shouldn't feel impactful, and give weight to things like raiding villages and caravans during wars.

  • @dimo9463
    @dimo9463 3 месяца назад

    Great video, I pretty much agree with everything you said. However one big thing you didn't mention is the potential for the passage of time and permadeath to play a actual role in the game similar to Crusader Kings 3. At the moment you can just conquer the world in like 5 years or less with you very first character, having kids and a wife really doesn't matter at all.
    I would love for the times it takes to complete certain tasks and mainly traveling and sieging to be increased by a lot(not actual time just ingame time) so that you can build and play with an actual dynasty trough the game, this would also make daily income and expenses a lot more meaningful and allow you to experiment with different builds for the different characters you play with.

  • @ghostblackmormor8120
    @ghostblackmormor8120 Месяц назад +2

    Yeah if the guys retreating, instead of simply running from the combat, would just retreat to safety and after some time resting joining reinforcements would definitely be a game changer

  • @viniciusrosasilveira2344
    @viniciusrosasilveira2344 3 месяца назад

    Nice ideas! I hope Tele Words watch and keeping improve :)

  • @mattk38918
    @mattk38918 3 месяца назад

    Great suggestions! The countless number of videos and posts with such well developed feedback goes to show how much potential this game has. It’s a shame that Taleworlds doesn’t seem to care to do anything more with it and simply let the modders sort it out. I only get excited and return to the game when overhaul mods come out. It was the same case with M&B 2, but the base game lasted quite a bit longer. In short, thank you to all the modders who put so much time and passion into improving the game

  • @mustarastas88
    @mustarastas88 3 месяца назад +1

    I think economy/trade and diplomacy are the things I'd want to be changed/upgraded the most. FE it's fun starting out as a trade character but it doesn't scale well and after a certain point the profit margins become neglible + you have too much money anyways. Also being able to properly affect/damage the economy of cities/regions/enemies would be nice.

  • @muhammedgaber3357
    @muhammedgaber3357 2 месяца назад +1

    It's actually super interesting having watched the video a month later and seeing (potentially) some results of the criticism here be in the game. The game does indeed have Alliances and non-aggression pacts now! :D
    PS. this is just one of the things I noticed, I more or less agree with most things aside from the over-realistic battle stuff, I was an avid supporter of RBM at some point but over time it got on my nerves just how much time things took despite the overall massive enhancement to the experience, it almost stopped being a game in a sense which I think Bannerlord should still stay as.

  • @philipdavison459
    @philipdavison459 3 месяца назад

    a couple of your suggestions have been added by some mods. for example, RBM added a fatigue system to where you (or AI) eventually can only gain back half of your posture.

  • @chrishaugh1655
    @chrishaugh1655 3 месяца назад

    The mention of land concessions would be so fun in BL2, if the map could change so that each area wasn't static. Go to war and take over half of Vlandia but then agree to a peace deal that gives back a portion of that land you took would be cool to see.

  • @hexo2342
    @hexo2342 3 месяца назад

    Glad to see you back!

  • @mahmoudelezramli1537
    @mahmoudelezramli1537 3 месяца назад

    Giving us the ability to better control the ai captain would also be amazing like instead of just delegating we should be able to delegate for example the cavalry and provide orders like to protect the archers or focus on rear ending enemy infantry or protecting our flanks the same thing for seiges we should be able to assign companions to lead each front then be able to order them to do stuff like to focus more on the gate or take it slow and let the archers do their thing etc

  • @EnRandomSten
    @EnRandomSten 3 месяца назад

    One thing I really wish they had with the unit formation system is a way to blacklist options.
    Currently you can whitelist that a unit may include say heavy armour and shields. But the problem with a lot of higher end units is that they have mixed weapons and gear meaning that there is no real way to stop them from ending up in the wrong group.
    So have a feature where you whitelist the unit types you want to pick from and then blacklist the specific options you dont want.
    You know, that or just allow us to customize units again so we can avoid this weird chance manipulation just to have units of a single type.

  • @xXHollowkillerXx
    @xXHollowkillerXx Месяц назад +1

    I know many people complain about that aswell: but I honestly believe for more complex games the Paradox approach to games might be really good. Most paradox games come at full price at release. Alongside normal update which include minor balancing and bugfixes paradox also publishes new features. Some of the features are free (incorporated in the base game) and some come with a paid dlc.
    Sure we would have to pay for some „premium“ features but this approach rewards devs (and ultimately the stakeholders/management) to keep developing the game and keeping it alive over the years. Heck, EU4 is from 2013 and still going. It’s a comparable business model like older paid MMOs (excluding the monthly subscription costs).

  • @hugofavier1892
    @hugofavier1892 2 месяца назад

    The was a mod that added almost everything you talk about, I think it was many cities for warband. Pretty amazing and full of content

  • @chriss4855
    @chriss4855 3 месяца назад

    just curious, have you also put in a considerable amount of time into m&b warband? i fell in love with the combat system in that game (ended up with 8k+ hours in that game), but haven't nearly enjoyed bannerlord's combat in the 300 hours i spent playing it so far
    would love to know if it's just a thing where i'd enjoy the combat more if i put in more hours, if you've got any opinion on that

  • @j.h.2495
    @j.h.2495 3 месяца назад

    The Warband mods prophesy of Pendor v3.9.5 and The last days of the Third age, are prime examples of the ideas or things you wanted. They can be implemented if the dev team takes the time or asks to borrow from said mod teams. (obviously, they are not everything into each one, but they are worth a look.)

  • @yeetjohann2114
    @yeetjohann2114 3 месяца назад +1

    I think just by adding extended diplomacy and politics the game would become even greater. Also i would love to see some naval stuff, like trading ships or pirates who invade your kingdom as well as Warships and Naval combat, so the Naval citys would actualy have an impact