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Red Thomas explores Conqueror’s Blade over the weekend and digs into the genre-challenged game developed by Booming Games. It might not exactly be an MMO, but it is interesting and Red discusses some of he liked and didn’t like about the game.
Comments
Not sure M&B is that much of a time sink, the move to ever easier gameplay does not make for better games. Another game just looked at on here recently had auto combat and questing, players are turning into bots.
And the combat is more like an action mmo lik ESO than M&B's.
The combat is really fun and the open world combat is so fresh and unique. The concept of only two nights a week to conquer towns, is perfect. We rolled out with our troops, cannons etc... We needed to pack extra food in our wagons for the trip. Then we ran into another clan who was going for the same city. A FFA 7 on 9 broke out, where another guild also jumped into our battle as well.
Assuming they are somewhat successful and continue to develop this, I can see this becoming my main game for years to come.
On the campaign map, if you bring cannons with your warband you move so slow. If you only bring horses, you can zip around the map. It is really well done.
If you guys need a house BloodMoon is recruiting!
In 2019, if you call yourself a MMO, you're a MMO. End of discussion.
I'm a cyborg, because I call myself a cybrog. End of discussion.
MMORPG.com approves.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
That me nitpicking, though.
Nah, I think they're different. I'd be hard-pressed to say one was better than the other. Mord is a lot better looking and runs well. I like how you can have units and order them around in M&B, though.
I think that if you accounted for how far apart they were developed, which was best would probably come down to what kind of games you like personally.
Largely in part because it's similarities to Kingdom Under Fire 2 and my continued wish to see that game or other like it make it to the west, or get made in general really.
I certainly didn't mean to imply Mount and Blade, or its combat specifically, is bad in any way. As you note, much different games. For example: the PvE mode in Mordhau didn't go so well because, quite frankly, it's possible to become impossibly overwhelmed by attacks from multiple directions. As you can imagine, spawning in 20-30 bots led to that situation more often than us enjoyable. The result was players climbing into towers and high ground to exploit AI trying to get at them and avoid becoming overwhelmed.
Mordhau was built from the ground up almost exclusively with multiplayer melee in mind, so that afforded it the ability to do a bit more in the actual melee systems.
Regarding resource nodes only being harvestable once a day - that is not accurate. You can harvest them as many times as you want, but everything after the first will cost you some bronze coins, and use up a Requisition Token, an item you get through doing quests, in open world crates and other methods. As you mention, there is a harvesting tech tree you need to progress through, and as this XP is acquired through the act of harvesting, limiting it in some way is important.
On the issue of travel and food - it is only a problem if you do not manage the logistics correctly, and that is part of the gameplay, especially when it comes to a Territory War. You can very easily travel across the entire map with no food issues if you do a handful of things, though the map is larger than it looks and it would take some time.
As for it not being an MMO...while I understand this genre classification can be as misused as the Survival tag (New World for example was called a survival game by many which was entirely incorrect), calling CB an MMO is fairly reasonable, considering it has all of the expected content - quests, harvesting, crafting (this too is somewhat different than you suggest, there are even Diablo-style armor sets with set bonuses), territorial conquest gameplay with the owning of holdings by guilds/houses, surprisingly good PvE content, AI, and raid-like Expeditions or Bandit Camps complete with cut-scenes and bosses.
As to it being Massively Multiplayer...one might quibble over scale, but right now there are almost 200 guilds or houses in game - the first 20 have between 20 and 80 members each, and the remaining 180 have between 1 and 20. There are also a lot of people not in houses as of yet. Do several thousand players quality a game as being an MMO? It is not WoW numbers to be sure, but I can tell you, in the last week, the world has become EXTREMELY populated, and at one point while sitting in the center of one of the NPC Capital cities I remarked on how much it reminded me of being in Lion's Arch in Guild Wars 2, it was so bustling with players.
For myself, I'm willing to accept the MMO designation, if not for the usual scale that implies, but the foundational content. On a Territory War night, where you have hundreds if not a few thousand players across a massive map fighting over land, it definitely feels massive. That's what matters to me, how a game feels - and right now, Conquerors's Blade feels pretty damn good.
No wonder huge threads bickering about the term still crops up all the time.
I don't think the terminology gymnastics makes a difference. MMO not an MMO. Fun is fun
I self identify as a monkey.
The terms are very conflated all the time, which is why I objected to the term. _I_ know that's not what they mean when they say it, but the term comes with baggage. That means potential players come in with a slight misconception of the game, which isn't good for business.
I'm right there with you on the point, though. RPG and MMO are not the same thing. But then, terms also change over time, too. I'd submit that Alpha, Beta, and Early Access don't mean what they once did, based on the way the terms are used in current projects.
w/r to the MMO, I agree. It's an MMO. I don't object on the grounds that I don't think it is. I object because a lot of people assume the RPG when you through in the MMO. Also, they assume a lot of specific mechanics and ideas that aren't really a part of "MMO" as a term, but have sort of grown into being a part of it colloquially. I think this is one of those cases where a game embraced the term, but it probably would have been better to not have used it when describing the game from a business sense.
Update: I just ran out of copper. I need to test, but I think it's charging you the basic rate for the daily yield, just like it does for requisitions. You just don't pay the additional tariff on that first one, but you still pay that base rate. It's not free.