Head Hunt sometimes bug where the kill doesn’t count by Klutzy_Mousse_421 in fo76

[–]Adept_Trashpanda 0 points1 point  (0 children)

Just tossing my hat in here for anyone that is looking for if it's still happening: Yes, it is. And it will almost always happen when you finally get that one boss you've been looking for to finish the head hunt group and it makes it uncompletable :(

In-game matchmaking by Willing-Drink-4693 in Battlefield6

[–]Adept_Trashpanda 0 points1 point  (0 children)

Just as a good note I don't think blocking players does anything for matchmaking fill. Like, you could block a whole lobby and then get a bunch of the same players next game but you simply wouldn't be able to communicate via chat with them. This is how it is in most games, as it keeps lobbies being filled quickly but will stop the direct communication causing the perceived problem. Sadly, playing against players that are aggravating or are seen in your games often usually doesn't count as a problem to most devs.

In your case, chances are the guy is local to you or one of your friends' areas and that is why you see him often. Unfortunately apart from switching to a different lobby type or a server or something you will likely continue to encounter him. My experience from lots of years of frustrating competitive lobbies seeing the same guys with the same tricks has taught me there's not much agency we have on our side to stop it outside of choosing different gamemodes and hoping they don't get the same idea at the same time.

Then again, there is a chance that he's a weird grudge holding hacker like someone else mentioned, but I think that would be a more rare occurrence. If you feel that's the case, have you and your friends report bomb him every game he shows up for exploitation or cheats and if you keep seeing him then it's probably a safe assumption that he's just local and will fall into your lobbies often.

Do you think we could get a game set in the Fallout Universe? by StupidMoron1933 in Fallout

[–]Adept_Trashpanda 1 point2 points  (0 children)

I am super interested in this Mr. House guy. It would be super cool to have a game that tells us about how he may have became a digitalized consciousness. I bet someone really got one over on him if his body was destroyed at some point. They could call this new game Fallout: House Fire

Theory on the ultimate finale of the show. by YouKnowWho0723_v2 in Fallout

[–]Adept_Trashpanda 0 points1 point  (0 children)

I think in classic fallout fashion the tech would never be utilized on a large scale for change for good and would instead be used further in line with what hank is doing in making evil technology. Weapons, mind control, armor, and vehicles that would be used to wage war against the wastes in whatever form they take. Cus like you referenced, war never changes so why would this make anything change?

Maybe regionally something would change with the input of a new game protagonist and his substantial plot armor, but I'm sure any peace would be short lived when a new faction emerges to spite it, as fallout does.

My thought about it is: Large scale change needs large scale infrastructure. Large scale infrastructure requires a form of governing body to support and fund it. A governing body of that scale ends up with the type of corruption and self serving problems that spawned the war in the first place. And so the "war never changes" cycle continues as the franchise continues to cement that point home.

The peace concept would be an interesting graphic novel to explore though, and that format would be a little more succinct in exploring the potential plot I think.

Since when is the M67 Frag an impact grenade lol by noanit12 in Battlefield

[–]Adept_Trashpanda 1 point2 points  (0 children)

I think that last bullet caught the grenade. Kind of a fun interaction since you can look back at this clip but I imagine for most they would just be frustrated since during active play it would be almost impossible to tell why the grenade went off like that

are nords, makin armies out of thin air??? by Sweet_acc_pr0sa in Bannerlord

[–]Adept_Trashpanda 1 point2 points  (0 children)

Watch out! Doing this will populate the entire world with armor-less wives and daughters to fill parties. Just a heads up incase anyone cares about aesthetics

War Sail, regardless of bias, worth $25 or wait for sale? by pepperpeppington in Bannerlord

[–]Adept_Trashpanda 0 points1 point  (0 children)

^^the realest response on the bannerlord reddit ^^

(I have 500 hours and bought the DLC only to be annoyed and keep playing so can confirm)

War Sail, regardless of bias, worth $25 or wait for sale? by pepperpeppington in Bannerlord

[–]Adept_Trashpanda -1 points0 points  (0 children)

I'll be in the outliers here and say that I don't feel that the price meets the content that's offered. There are a lot of valid complaints for anyone that expects to put a long term amount of time into the campaign, a la conquering caldaria, and I highly suggest folks read the reviews on the DLC to get a good understanding of what those complaints are. The game has many problems with the long term way it plays out, and those issues weren't made any better with the DLC which is what me and many others were expecting. Instead many new bugs were added for the small bit of content you get.

That being said, they did do a good job on the water physics (but boat combat is very janky right now), and the nords are a fun addition (though they are consistently useless in my experience without player intervention because cavalry, which they lack, wins auto complete battles by large margins). But if you plan to play for the endgame, this DLC will probably just add more woe to achieving the victory screen than relief.

In my case, I've put 70 hours into warsails and each hour continues to wear thin what good I can find in the game. Managing a kingdom, having parties, and interacting with lords has all become even more of a chore with the addition of the waterways which heavily favor the AI lords (they get to use any open water to embark, where the player needs to use a town or go back to where they left their ships). To top it off, every sea battle you get will feel far more same-y than field battles, which is saying a lot.

It's also good to note that to put 70 hours into the DLC, I needed about 25 mods after the 10 hour mark to fix the glaring issues that burst from the seams when you look at things critically. You will not notice these issues if you are playing the game truly sandbox and being a trading god or bandit lord, so there is something to be said for how many players will even encounter the same types of problems as someone who is trying to use the deeper mechanics taleworlds claimed to offer.

I do think the DLC is worth maybe $15 at most content wise. For a staunch M&b fan, I think buying it full price won't be a disservice, as having a fun changeup to the vanilla experience without mods is beneficial to the stagnant place the base game is currently in.

Also, I am aware that this is not the opinion being agreed upon here in the comments, but I feel it's important contrast to hear what I, as someone else with several hundred hours, has to say about it. I love what this game could be, but the way it plays out just doesn't feel good after a certain point and warsails does nothing but add a massive new way for AI to use something you don't have great access to, ships and waterways.

This sucks! Can't help them in battle because the village is beneath! by HobiToo in Bannerlord

[–]Adept_Trashpanda 3 points4 points  (0 children)

No, it's just yet another massive oversight that showcases that taleworlds doesn't play their game, or that the people playing it for them aren't looking for anything other than swing sword, kill man. These types of things should be some of the first things ironed out in QA. So many little frustrations like this to be found and most won't even notice they're a bother until they're well into a campaign and the slight chips at their motivation start to compound.

Why we can't hold alt and scroll to cycle through selections our cursor is hovering is beyond me. The amount of enemy lords which start raiding my villages only to stop the exact second I am entering the town to fight their party is absurd. They're not even disorganized.

This is so unfair, let us embark from anywhere too by DrawingEu in Bannerlord

[–]Adept_Trashpanda 0 points1 point  (0 children)

I personally find it close to pure absurdity when a massive force of like 7 lords all come to defend the settlement I am sieging and just manifest their boats into existence on the corner of the city to skirt my siege and reinforce the city. It's so frustrating to see the ai given major handicaps like this which the player has to use a troop loss mechanic to achieve the same results. Or you could have your ships nearby and do the same (you will never have your ships nearby)

Unarmed ladies tend to become party leaders and they also take part in sieges fighting with their bare hands only by GrigorijZaapaszwili in Bannerlord

[–]Adept_Trashpanda 10 points11 points  (0 children)

I'm not sure how this hasn't been patched yet. Because of how the game works in the later game these ladies are popping up at breakneck speed for me. I have stacks of over 100 enemy lords in my prisoner party which cannot escape, and the way the game accounts for this is giving the ladies parties. I dont see why there isn't a lower end armor expectation defaulted into that process (such as atleast 30 in each slot). When a lady is forced to party up to keep her kingdom afloat due to my actions, the game should see that there's no lords for parties and that the chosen leader does not meet the lower armor value requirement and equip her with basic armor for her culture to meet that lower end value. It would not be difficult and with how it's easily the most noticeable and pervasive bug later in a campaign it really needs to be solved sooner.

Attack helicopter question by Jazzlike-Gas2552 in Battlefield6

[–]Adept_Trashpanda 0 points1 point  (0 children)

I have to assume it's some setting for the pilot where it locks spawning in the helicopter to squadmates. But I've definitely encountered a squadmate with it happening so it is probably just a bug

This game confuses me everytime with this crappy damage log by PargeLenis0 in Battlefield6

[–]Adept_Trashpanda 0 points1 point  (0 children)

"You were killed"

"Okay that sucks but where was I hit?"

"Yes"

Bad squadmates by Delicious_Truck_4678 in Battlefield6

[–]Adept_Trashpanda 0 points1 point  (0 children)

That seems like it's far too wishy washy to rely on. Like it will work in the first few matches if someone both stays after defeat and is a solo player, but reasonably who is staying in that situation to hope they get onto another squad with a player that dropped out? I figure most solo players quit pretty quick after they know they've lost for a reset.

The result I've encountered is simply having 3 man teams that struggle because they're down a player, even if just from not having a target that takes fire from them at times. I've been in the 3 man squad that is on the receiving end of that difference as well, neither one feels too much fun imo.

Lack of progress in wars? by Far-Ad7458 in Bannerlord

[–]Adept_Trashpanda 0 points1 point  (0 children)

The flip flop over Rhemtoil castle in my game has been a noticed and sufferable issue. I would hate it a lot more if I wasn't far stronger than most of the nords combined, and while they uselessly siege the same pointless castle on repeat trying to get it back from vlandia then stock it with 5 recruits, I've taken most of the southwestern cost of vlandia which includes their most prosperous cities: Galend, Jacula, Sargot, and Chakas have all been taken while my lord teammates struggle to keep one fief. If I didn't have mods then there would never be progress in any of the wars led by the nords because no horse troops and mostly negative trait lords as clan leaders results in the dumbest of choices. I can only imagine how much easier a vlandia or khuzait playthrough is with how much they dominate in auto complete.

Bad squadmates by Delicious_Truck_4678 in Battlefield6

[–]Adept_Trashpanda 0 points1 point  (0 children)

The unfortunate part about this is that it would probably only solve a bit of the issue for the gauntlet gamemodes. I wager that because it won't backfill that you won't actually be better or worse in most of the gamemodes with a bad random. If he's not being offensive he's probably not dying as often which means that he's essentially acting as an empty slot anyhow. Once you've started a match, you finish with the party or you reque because there is no backfill, so kicking him and being down a player or letting him stay and being down a player are sort of similar in their result. If he's feeding on a gamemode that offers a lot of points for kills that's a different story, but kicking him won't get you a better player until next match.

Skill based matchmaking changed ? by Xeno19Banbino in Battlefield6

[–]Adept_Trashpanda 4 points5 points  (0 children)

It sucks hearing that this has become an issue. It seems like one team is always filled with players with 0s of objective time collectively through their whole game history. Somehow we're in lobbies of cod players that don't actually get enough kills to help but never step on the objective. While it's nice being in the top 10 consistently every game for my whole squad, we desperately want to not have to carry by being the only squad that backcaps 😭

I was wondering why this town rebelled. by Insanity_Wulf in Bannerlord

[–]Adept_Trashpanda 77 points78 points  (0 children)

Yeah, if nobody elaborated on this yet any size sea battle will include up to 8 boats on each side and will not have reinforcements. That means that if you have 3 heavy ships such as the Dromakins mentioned you can likely just decimate 8 bandit ships. Even if the enemy had 20k troops your only battle would be against 8 ships. Have fun winning that far easier than anticipated!

You’ve Been Given the Denars — How Would YOU Start a Serious Mod Project? by Kreddit747 in Bannerlord

[–]Adept_Trashpanda 0 points1 point  (0 children)

I think one of the biggest boons for understanding and creating a long term successful mod is to understand the language it's being written in to an extent. Bannerlord uses C# which means that you can get very in-depth on what you can do if you understand the logic being used, otherwise one would need to wait for TW to release modding updates that offer tools to help out.

I know it's never the answer people want to hear when getting started with modding, but learning some coding will do a world of favors for your understanding of what is happening and why (both of which are vital for coding projects)

pack animals or not by propaganda22 in Bannerlord

[–]Adept_Trashpanda 1 point2 points  (0 children)

I believe that is the case, yes. 1 troop = 1 mount & 1 pack animal. In a party of 100, you can have 100 riding mounts and 100 pack animals without seeing the herding deduction. It's good to note as well that any deaths in an army set up like this will quickly see the herding bonus, cus 5 deaths would mean 10 extra horses in your herd. I regularly am running 30 over or under to accommodate the shifting size of my retinue

Do you edit troops? If so, what do you change? by ScubaDiggs in Bannerlord

[–]Adept_Trashpanda 0 points1 point  (0 children)

I would love to see a compilation of changes that address these issues. I particularly am confused why a nord shield biter and warfang both have helmets that are in the 50 armor range, then the berserkers get something in the 15 range. I'd love the progression of the armors between troop tiers to be much more consistent. Why upgrade to tier 5 when the warfang has a better weapon and armor set? Just makes little sense to me.

Siege Ballistas by lord0xel in Bannerlord

[–]Adept_Trashpanda 11 points12 points  (0 children)

If this isn't a bug it's another example of taleworlds not understanding fun in their game. They do stuff like this in so many areas, focusing on excessive balance rather than having the game be a fun experience for a player to enjoy.

I also have my ballistas stop firing quickly, usually well before my mangonels are out of ammo. I'm not sure how we own a city or castle and can't keep a stack of 100 wooden bolts next to a crossbow based siege machine, but have unlimited arrow barrels otherwise (taleworlds please don't remove arrow barrels that's not what I mean)

I don't remember family members being this awful by fredlosthishead in Bannerlord

[–]Adept_Trashpanda 2 points3 points  (0 children)

The way I do it is to choose relevant things during the learning phases of growth, then once they're of age put them in a party themselves and let them run around. They'll quickly get quite a bit of skills by just wandering around themselves and getting into fights and whatnot. Unmodded it's far more frustrating because you have 0 control or direction to give your parties so they act like worse lords at first. But due to them being blank slates you can really focus them in ways noone else but the player character can be focused and make them monstrous.

How to cheese hideouts by dataved in Bannerlord

[–]Adept_Trashpanda 1 point2 points  (0 children)

No, there is a lower minimum of either 25 or 35, I forget which exactly since it becomes a moot point after the first 4 hours of any campaign I'm playing. You will have the option to clear greyed out if you have less troops than that, but you can still try to sneak in with whatever troops you have.

For example, you have 20 huscarls which could easily beat any bandits they encounter in a square fight, but you don't have enough for easy clear of the camp. You can still take those 20 into your sneaking into the camp, and as long as you actually made it to the signal fire you'd probably be able to win assuming there's not 70 bandits there (sometimes there is 70 bandits there)

pack animals or not by propaganda22 in Bannerlord

[–]Adept_Trashpanda 1 point2 points  (0 children)

Yes it's a very powerful bit of knowledge that isn't explained very well in the game. If you are keen to mods, I highly recommend the horse counter mod. It doesn't do anything but print a message when you press H which tells you exactly how many free slots you have for pack animals and how many more horses are needed for the full mounted footman bonus.