Mount and Blade: Bannerlord – Some additional thoughts on the game

Some more quick thoughts about Bannerlord:

I’ve been in a number of large (500v500) battles now, and can safely say they are far better than in Warband. The AI is smarter, the battlefields more varied, and the performance is already great. I’m sure all of this will continue to improve during Early Access, but even now these battles are awesome.

On a similar note, sieges are also much improved, in many of the same ways. The AI here does need some work (soldiers run past enemies to get to the location they want to reach), but again compared to Warband they are far more fun. One interesting note is that defending a castle isn’t a huge boost in strength; you can beat a slightly stronger army, but its not close to as difficult to take a castle as it was in Warband. I’d like to see defense boosted just a bit, especially making breaching the walls take a little longer. Right now ladders go up really quick, and then its just a melee on the walls.

Itemization is ok, but feels a little too easy to reach the best gear too quickly. You also progress from junk gear to the highest tier stuff too fast, with little room or reason to use the mid-tier items. That said, the feel of different weapons is very noticeable, and becoming a master with one item doesn’t instantly make you a master overall at combat, which I really like.

Finally, the game has had a patch fixing issues daily, which has been great. I have not had a technical issue after the first day, and none of the smaller issues have been enough to impact my enjoyment of the game.

Posted in Combat Systems, Mount and Blade: Warband | 6 Comments

Mount and Blade: Bannerlord – Early Access impressions

The below is based on roughly 12 hours of Bannerlord Early Access, much of it prior to the patch yesterday. In short, Bannerlord is a sequel to Warband; better graphics, newer engine, larger scope, but ultimately the same core game. If you liked Warband, I suspect you will like Bannerlord. If you hated Warband, first wtf is wrong with you? But second you likely still won’t love Bannerlord.

I mentioned the patch yesterday, because prior to that the game was crashing for me a good bit, which was getting very annoying. In a similar vein, Bannerlord is very much an Early Access title. The core stuff like combat, the overworld, and the overall ‘point’ of kingdoms fighting is there, but a lot of smaller stuff is either incomplete or not balanced.

I do love the graphics. The overworld is beautiful, and the character models are good-enough, which is important because this is a game where you can have 500+ characters, so if each one had a million polygons, performance would be terrible. And right now performance is solid; I’m getting 70 FPS or so with the graphics on high, and I’m guessing this will only improve as EA continues.

 One early highlight so far: I joined an existing army (collection of lords) and as part of that army we went around sacking enemy villages. As you aren’t the commander, you follow around the leader, so it was fun sitting back and watching them pick targets and sharing in the spoils, all while beating down the helpless villagers. The whole things was rather profitable, and culminated in my first large (200v200) battle, which looked and played great.

If you are dying for more Mount and Blade, get Bannerlord now, what is there is more than worth the cost of entry. If you can wait and don’t want to deal with a true Early Access title, maybe do that. Bannerlord is planned for a whole year of EA, just to give an idea of where the dev team things they are and where they want to end up.

Posted in Combat Systems, Mount and Blade: Warband, Steam Stuff | Comments Off on Mount and Blade: Bannerlord – Early Access impressions

Mount and Blade: Bannerlord is finally here!

Exactly ten years after the release of Warband, the Bannerlord Early Access starts today. Expect some posts about it assuming I can stop playing it long enough to write something.

Posted in Mount and Blade: Warband, Steam Stuff | 4 Comments

Quick little update

While the rest of the world is stuck at home, I’m stuck at home and swamped with work due to Covid-19. It could be worse, of course, but it could be better too.

Anyway on the gaming front, I’m loving the recent Rimworld expansion, Royalty. The key problem with games like Rimworld is once you master them, playing again becomes too routine. The best thing about Royalty is how much it mixed things up via its quests and the needs or royals. It’s a great addition on top of the excellent base game.

On the mobile front I’m still very much into Mighty Party, as I still find the combat system really fun and there are lots of different varieties to it. The guild is doing really well too, with a solid active core that has so far performed well during Turf Wars. We have a couple of open spots, so if you are interested message me in-game under ID IXBZHG.

Posted in iPhone, Random, Site update | 1 Comment

How to enforce everyone staying isolated for a few months in just one easy step

Release Mount and Blade: Bannerlord early you cowards! 12 more days? 12! That’s just not responsible in a time when people need reasons to stay away from others.

PS: Covid-19 is serious and you should stay home and avoid contact with people. Stay safe everyone!

Posted in Mount and Blade: Warband, Rant | 4 Comments

I paid to skip the fun parts of this game and now I’m mad the game isn’t fun!

A few gameplay observations for Mighty Party, and then some commentary on the business model.

For gameplay, our guild is finishing up our first Turf War, which is the guild-based PvP event. Basically how this works is there is a board of squares, and guild members can assign troops to those squares to take them. Rewards are based on the squares you hold, but you only get the rewards at the end of each round. During a round there are multiple phases where you can assign troops and the board will change based on who has the most troops. To prevent a guild from dominating, neutral troops can riot (attack) a square, and if you don’t use enough troops to defend, you lose that square. How many troops each player has is based on the cards you own and their levels.

This setup initially looks simple, just assign some troops and you are done. But to maximize rewards, the guild must coordinate well, and pick its battles. If you expand too quickly in the early rounds (as we did), neutral forces will end up taking your tiles, and the guild simply won’t have enough troops to both defend everything and keep expanding. Other guilds are also a factor; battling over a single square might cost both sides a lot of troops, for ultimately not much gain. On the flip side, being in a position to take a lot of squares late with few troops is incredibly beneficial.

From my initial experience with the system, I’m really liking it. It’s quick in terms of time commitment per member, but feels very open-ended from a leadership/coordination aspect.

Drifting towards the business model side, early on in Mighty Party it’s tough to fully complete events and challenges, in large part because not having access to things like Raids and the Dark Tower means you can’t collect event points around doing those activities. The game ‘helpfully’ lets you pay to gain event progress (usually indirectly), and this can feel both tempting and unfair.

At least until you take a step back and realize that the point of doing well in events and challenges is to get more loot, and you want more loot to progress forward. Progressing forward is the entire point of playing, because 99.999% of players won’t come close to competing to ‘win by being #1 on a leaderboard. You play and try to do well so you can get more stuff, and more stuff helps you do better, which in turn gets you more stuff, and on and on the circle goes.

In games like Mighty Party and other such F2P games, you go around the circle fastest at the beginning. Every reward has a legitimate chance to be an upgrade, and generally things unlock quickly for you and you really feel like you are making progress. The more you play, the longer it takes to go around and around the circle. In Mighty Party, the first chests you earn take 5 minutes to open, while for me right now the fastest chest takes 2 hours. That’s a dramatic increase, and that kind of increase is basically found in all parts of the game. A hero going from level 1 to 2 takes 25 copies, but then you need 50 to go to 3, 75 to 4, etc. Early on you are upgrading frequently, and this slows as you play more.

This is all ‘normal’ in many games. In an MMO it takes far less xp to get to level 2 than it takes to hit level 100. You find item upgrades faster as you level than you do from end-game raiding. What’s different about F2P games, because they need to make money (imagine that!) is they sell you the ability to progress faster. Some games sell less, some sell more, but there is a fine line between selling progress and selling power. Selling power is being able to buy something only money can buy that helps you. Imagine in an MMO if one non-fluff equipment slot could only be filled via the cash shop; that’s power. Selling a powerful item directly to you that also drops in a raid is selling progress; instead of raiding for that item you can just skip the ‘playing’ part and buy the reward.

To return to Mighty Party, spending money gets you heroes, often times the higher tier epic or even legendary ones. That helps you progress faster, maybe even MUCH faster because legendary heroes even at level 1 are much stronger than lower rarity cards. If you face such cards in PvP, it feels extra bad to lose to them because of how strong they seem, vs losing to higher level heroes of the same rarity you are using. The end result is the same (you lost), but seeing that legendary smash you just feels worse. And make no mistake, part of the game’s design is to elicit that emotion so you get mad and ‘fight back’ via your wallet.

What amuses me is people get mad at this AND then get mad at the game’s business model. This anger completely misses the point, which is not that they haven’t spend enough money, or that they are being ‘force to’, but the simple fact that they have not progresses far enough into the game to be at that level. It’s the very reason levels exist in the first place. We don’t complain that a level 1 MMO character can’t defeat a raid boss, but we do just that in F2P ‘pay to progress’ games.

The anger is especially misguided because paying just pushes you into the slower circles of progression. It’s like buying an RPG for the story, and then buying the ‘skip all story elements’ DLC, and then ranting about how the RPG sucks because its all grind and no story. YOU PAID TO SKIP THE GOOD PARTS DUMMY! If you like progression, and that’s what a lot of these games are all about, maybe don’t pay to skip it?

Posted in Combat Systems, Inquisition Clan, Mighty Party, Rant, RMT | 3 Comments

Mighty Party: How to get into our guild

As previously stated, our guild “HC Casuals” is up and running in Mighty Party.

It’s now been upgraded to level two, meaning we have 20 spots. Currently we are full, but there are still a few randoms that can be removed to make room for blog readers. I think the easiest way to get in is to friend me in-game (my ID is IXBZHG), and then I can invite you via the friends list.

Also highly recommended you join the blog Discord, as in-game chat isn’t nearly as easy to follow as Discord: www.discord.gg/rnPykH4

As far as in-game activity, I’ve reach league 20 which opened up the Dark Tower daily event. So far I’ve yet to win more than 5 times before getting knocked out after 3 defeats, but even those results give a decent reward. Between Dark Tower, Journeys, Gold Mine, and regular ladder battles, there are certainly plenty of game modes to earn rewards in. On top of that you have the daily and weekly quests, and whatever event happens to be running. It’s a ‘busy’ game without feeling overwhelming, even just a few days into the game.

One tip: If you intend to spend any money, make sure to join the guild first, as many money spent while in a guild gives all members a small bonus, and earns the guild points towards increasing the guild rank (more member slots).

Posted in Inquisition Clan, Mighty Party | 2 Comments

Might Party: Guild has been formed

Guild in Mighty Party has been formed: HC Casuals

Should be able to just find it via the guild search, but you must be in league 24 or lower to join a guild.

Posted in Inquisition Clan, iPhone, Mighty Party | 2 Comments

New mobile game Might Party review, and maybe guild formation?

As readers here know, my two longest running games right now are both mobiles game (Clash of Clans and Clash Royale, with CoC going 5+ years now), so I’ve long since crossed over into the idea that not only are mobile games ‘real’ games, but they have the chance to be as-good or better than ‘real’ PC games. Not to suggest that MOST mobile games aren’t garbage, they are, but the good ones are in fact ‘good games’, and not ‘good mobiles games’.

I saw this to set up the sales pitch for Mighty Party, a game that was recently recommended to me and one that I’m currently very into, mostly because of its turn-based combat system. Around that combat system are all the usual trimmings of a F2P mobile game; the cash shop with plenty of pay-to-progress and convenience items (I don’t believe there is any outright pay-for-power exclusives behind a paywall), the daily quests, the weekly events, etc. The game is also polished and feature-complete, with plenty of things to do.

But as mentioned the key selling point for me is the combat system. You create a ‘deck’ of heroes much like in Clash Royale, and those heroes level up via getting more copies from chests. Unlike in CR, higher levels also open new abilities, which can substantially change how that particular hero plays. Once you have your deck, you go into a grid-based battle, where you take turns playing a card (hero). The grid is 3 squares wide and 4 deep, and heroes will hit the first enemy in a line. If no hero is in that line, you hit the enemy leader. You win when the enemy leader loses all health.

There is a huge variety of heroes, coming from three different factions (Order, Nature, Chaos), two genders (male and female, gotta specify in 2020!), and either melee or ranged. You can put any hero in any deck, but there are tons of synergies to create. For example a hero I use now will gain increased power and health when summoned for every friendly Order hero already on the board. This not only suggest you should make your deck mostly, if not all, Order heroes, but any Order hero that has the special ability of summoning other Order heroes is especially strong here. Deck building is incredibly fun for me right now, and every new or upgraded hero has the potential to mix things up.

Once you have your deck, combat itself is also surprisingly tactical. When it is your turn, your hand contains four of your heroes selected at random, and you can only play one. You retain the other three, and when its your turn again you draw a fourth. Who you play, and where you place them on the grid has massive tactical impact. Board control seems to be king, and its difficult to come back if things tilt against you, though there are heroes who specialize in just that. There is a lot of nuance as well. For example, one of my heroes gets more power from every ally that has attacked. By placing him at the bottom of the grid, he will act last on my turn, meaning all allies ahead of him provide him his power buff. Sometimes you will want to place him higher, but when possible placing him lower is great. Another example is a hero who gets a buff from each adjacent ally, so often times I will try to craft a good spot for this, and when things come together it can be game-changing. However if the opponent is able to remove key heroes, that card can be difficult to play in a meaningful way. I could go on, but the point is that the combat is deep, and you will do a lot of thinking and decision-making turn-to-turn.

The game has a guild feature, and my player code is IXBZHG to find me for the friends list. With enough interest I’ll start up a guild, and hopefully there will be as right now I’m really enjoying what Mighty Party brings to the table.

Note: I have not received any codes or funds from the Mighty Party devs to promote the game. That said if they want to give me some, I’m here with hands wide open!

Posted in Combat Systems, Inquisition Clan, iPhone, Random | 7 Comments

Kingdom Come: Deliverance Review – A frustrating game that could have been great

This is not a ‘fair’ review of Kingdom Come: Deliverance (KC:D) because I only got to quest 10 out of 28 in the main chain, and did just a few side quests. Feel free to dismiss because things get better later. Maybe they do.

The reason I am doing this ‘review’ now is because I just can’t deal with KC:D anymore, mostly the combat, but also other issues. The sad thing is KC:D has a lot of good going for it, and that good is why I put up with the bad, but I just can’t anymore.

Here is a perfect example of why KC:D is ultimately more frustration than fun: Load up the game, do a quest where I talk to someone, go through some dialog chains that feature decent to good voice work and some fun dialog, get asked to find someone in an area. Start searching the area, enjoying the scenery and the unknown. After some searching, including finding some hidden loot spots and other points of interest, I find the person I’m looking for, only they have been captured by bandits, so I now have to fight them. Because the combat is dogshit vs two enemies, I die. Because the game also features a dogshit save system, I’m back at the start of the play session. Zero progress made in let’s say 30 minutes. Assuming I haven’t quit the game for the night/forever, I replay that section, only this time I fast forward through the dialog, know exactly where to go for the search (missing out on the random stuff I found because it doesn’t matter ‘that much’), and cheese my way through the fight. Maybe. Or I die again and once again repeat. Maybe I cheese that and drink a ‘save the game’ item right before the fight. Either way by the time I beat the fight, I’m exhausted rather than entertained.

The above happens every single time the game asks you to fight more than two enemies. Hell, it might happen when you fight one if you lose, but at least 1v1 the combat system doesn’t feel terrible. If the game was smart it would auto-save before every combat encounter, so if you lost you would reload to right before it, and then have the option to leave or fight again. Not only does the game not do that, it doesn’t even let you manually save without using an item (that initially you don’t have a lot of, though even at my point I had enough eventually).

That is my main issue with the game, but it’s not the only one. The economy in the game is a complete mess. If you don’t abuse lockpicking and stealing, you will be dirt poor. If you do steal, you quickly become filthy rich with access to basically all the gear you could want. And much like combat, stealing is as much about saving and trying again as anything else, because the penalty for being caught is so extreme it’s pointless to accept failure. Inventory management with weight restrictions is a pain, and you end up transferring your loot to your horse, and then back to your inventory when it’s time to sell. Just pointless clicking for the sake of clicking. Bonus annoyance points with every interaction with a shop keeper and the haggle mini-game, where the game thinks its fun to play the same canned 3-4 dialog lines every time, every offer and counter offer. The first two times its cute, the 100th it gets added to the long list of annoying things the game does.

There are also a lot of little things, like the clutter of so many items that have no real value or use, or the lockpicking mini-game being as annoying as the one in Skyrim. There are a variety of UI issues, between info being hidden deep in menus or just obscure, to there being a lot of systems that are in the game but don’t feel important enough to care about. In short, the game is far, far from perfect, and contains a lot of stuff that I would consider amateurish design mistakes.

I saw all of the above because it sadly takes away from what KC:D does well. For starters, the world is gorgeous. Not just from a technical perspective of polygons and such, but in that it feels lived-in, and looks the part. A small village and its layout makes sense, as does that of a larger city. That pulls you into the game and its setting. I also enjoyed the story overall from what I saw, at least the main quest. The side quests were pretty hit or miss. I liked the little details, like an accident scene of an overturned wagon that you can search to find some treasure in, or a random encounter with an unsure knight who challenges you to a duel because that’s what we believes he should do. The character you play, Henry, is also for the most part relatable and enjoyable. He’s not a shining paragon of virtue, but he also isn’t the recent trend of complete moral grey. He mostly tries and cares, and that makes you try and care (until you ragequit anyway).

If nothing else, KC:D makes me more excited for the next Elder Scrolls game. Give me this level of detail for world design, but with better combat, and I’m all the way in.

Posted in Random, Review | Comments Off on Kingdom Come: Deliverance Review – A frustrating game that could have been great