I like the idea of giving the main CMW community being able to play to an extent to get a feel for it, would be a respectable way to get more sales and improve community spirit.
Definitely agree a single playable map for that would be the way to go. Cant give none-paying “demo” players too much access otherwise the people who are paying will be dis-hearted by the fact that they’ve paid full price for a game and others have so much access for free.
I like the idea of a shift between attack and defense, but I feel it’s a bit complicated for it to be introduced in DW. Still, maybe something for the new expansion or Chivalry 2 or whatnot if that is ever made. ;)
I think that the Training map is a good start of something that would be perfect for newcommers to Deadliest Warrior, even for Chivalry if I may say so. Sorry to get a bit off-topic, though this is an excellent idea that should also be available in Chivalry : Medieval Warfare training mode, cause face it guys, it needs a re-do after all the patches, and a little “Free-space” for any newcommers to play around with could be excellent for them to test out things on an enviroment where they decide. Anyways, I did a map like this myself back in Age of Chivalry, that had several course that would simulate enviroment of something online, I believe a weaponary to choose Any weapon you want in that section could be needed, also perhaps some high advanced AI bots for those who think they are prepare for that. Archery training area is also an good idea.
overall, good idea. bit of details and ect to the map to make it look less “Debug/testish” could be nice, but I guess its suppose to be like that though.
There will be better art, more refined room layouts, and UI elements to replace the draw text. Beyond that, we want to keep it simple and open. More of a sandbox training that doesn’t force you from one room to the next.
The combat follows with new types of weapon with new types of attack animation that are both unique and interesting to see. Also there is this type of “Sweet spot” added to the swing tracer, as a campaign against Accelerated and Delayed attacks. Blue, Green and Red. Red will be made at the middle of a swing attack, whilst at the end of a Stab/thrust attack. Bash attacks are Always red, this is a very good methode to increase the skill cap / learning curve in the game. Though a lot of “Elite” players may say this may add a huge random factor in the game, though personally I believe it would make the game more skillful.
Though take to consideration that some sweet spotted weapons on the Knight’s One-handed are directly above the head, meaning that you DO have to accelerate to make the sweet spot, which is the opposite of what you guys are trying to prevent :-)
Archery weapon should also have this “Sweet spot”. Increase damage on the distance, and decreased upclose with some weapons to prevent Shotgunning.
A fine balance could be made, Throwables DO definently need a short penalty for shotgunning as they are suppose to be upclose and personal, though longranged weapon such as the bow should have penalty upclose, but of course greater reward at distances. This would form a nice balance of the Sweet spot with Throwables and Bow/crossbows.
As for Bows / Crossbows, I think using them should slightly wear down the user, so that if they use it too much, it will serve as a penalty if they are forced Directly into melee somehow.
Heyo, so I’m in charge of art and design for the viking map! I just wanted to let you all know that I have been reading all your feedback and incorperating changes into the map based upon it.
A ton of the art has been improved upon, and the main design change has been a new path that king hinted to in the “back area” behind the longhouse, near where the blockout of the stave church is (complete opposite side of the water). I’ll definitely be looking for feedback concerning this new route.
I’ve also been including more visual indicators, points of reference, and generally trying to make each side of the map a bit different to help differentiate where you are while still keeping the enclosed feeling.
Right, so they will be separate and significantly different. That’s good to know. Of course you want an expansion to be different, but I think if you go too far on that it may turn people off who’ve been playing since the start. Personally I’ve found it difficult to adapt to the combat in DW so far. The increased speed and faster weapons means less dragging and also more importance placed on accuracy. It’s still Chivalry at the core but after investing hundreds of hours into vanilla, it’s hard to change I suppose?
That was just the light question though, a concern sure but not the biggest one. I’d really love to know what you guys want for chivalry as a whole, that’s your primary focus, and do you ever want it to be taken as a serious competitive game?
Oh yeah so planting the flag, not capture the flag :). Its fun, easy to implement. Variety=win. It really lets you know where the action is all the time, new players and veterans alike have a arrow pointing them to battle.
Then there is the catapult, right when I saw the flag marker I ran to the catapult. The flag marker gives you a great indicator where to aim. Also I really like how the knight map has 2 well placed catapults. I foresee this being a really fun map.
Art: Superior forest art is commendable! I just love Chivalry’s medieval European look. Easily the most complete of the maps thus far, but obviously so because of some reusable assets.
Layout: Like Moor, but with larger hills. Simple and clean combat, which is my favorite. Especially towards the top of Blue hill, that fortress is just neat. Catapults are in a great spot for covering the entire map.
Flow: Straight forward, can’t get lost or go wrong with it. Everyone charges the middle, and the victors grab the flag to make a push.
Fairness: Two sides, two hills, one flag in the middle. Can’t get any more fair than that. :D
Size: A respectable size, not large enough to create any issues.
Other thoughts: Draw bridge! Provided far too much entertainment value for what it is. I was determined to stand on it when it was completely vertical. Though it is in a spot that would be considered pointless, unless the moat were filled and there was some kind of objective in the fortress it guarded, with a way of forcing the bridge to lower // alternative path that was less than optimal, but necessary to pass through into the keep.
Though by making players on blue spawn behind the bridge, other players can troll with the bridge. Just a thought.