Q: Are you guys going to focus on the game being fun or the game being an esport?
A: Our main focus is to give people fun. eSport is not out of the question but this is not our main goal.
Q: Assuming we didnt hold you to an answer, when might we find out more about the game part of chivalry 2?
A: We are still in “heads down” mode and making the game as awesome as possible, so don’t expect any significant videos or deep dives into gameplay to come out in the rest of 2019. We are focused on keeping this community looped in by sharing cool pieces of content and little teases in the interim, but we’ll soon be taking a break from that too so that the last part of the year is focused purely on development. Expect to hear much more in early 2020.
Q: Will the lore for the Mason Ordah and Agatha be expanded. Maybe a cool third faction. A mini-singleplayer campaign would also be cool.
A: No third faction is planned, our lore is based on the decades-old conflict between Mason and Agatha.
We don’t plan on adding a single player campaign, most if not all of the lore will be in the multiplayer maps themselves.
Q: Why pick 64 players? Is 50 or 60 or 70 impractical?
A: 64 is a power of 2. All the kids love powers of 2
Q: This has most likely been asked before but I’m unable to find a definite answer, will horses be included in all maps? It would quite immersive if they were included only in some maps.
A: There will be horses where it makes sense to have them. Some maps or portion of maps may not have them.
Q: TO and 32v32 cater a lot to the casual player base, do these same maps scale well for a 5/6v6 format or is there a mode outside of skirmish that will be specifically designed for competitive play?
A: I think that this is something that remains to be seen right now. Certainly our Team Objective maps are best suited for large-scale battles, but they do scale depending on the players connected to the match in terms of time allotted to complete objectives, and also respawn timers.
Q: Will you run this as a “games as a service” with MTX and/or DLCs? If not, will there still be a constant stream of updates for years to come after release?
A: We aren’t ready to talk about things like microtransactions yet, but there will be considerable free post-launch content. Our agreement with Epic puts us in a great position for that. The specifics and roadmap for post-launch content is something we’ll talk about more towards / after release.
Q: that new gif looks very nice, the armor doesn’t look like it’s stretching or distorting. Were specific bones added to just the armor plates for animating?
A: Yes we added bones for better animation result for stuff like heavy armor.
Q: Are there any plans of adding more to the story and the world’s lore?
A: You bet. There is so much we want to tell about this world and its dynamics. Stay tuned for an upcoming lore trailer!
Q: Where Chiv 1 focused heavily on game mechanics (Footwork, swing manipulation, feinting etc) and had very few “class based features” IE, Vanguard charge & MAA dodge.
How is Chiv 2 in comparison?
A: Chivalry II is still heavily focused on core mechanics like the ones you mentioned. Classes primarily distinguish themselves with their loadout and health, but there will be other differences. The “core” has been greatly expanded upon with new features shared across all classes. There are many other exciting changes to classes we aren’t ready to talk about quite yet.
Q: So in mordhau there is a way you can record your game and then go to take screenshots in it in freecam. will Chivalry 2 have this ?
A: Replay files are a feature of UE4, we haven’t been focused on making it work in Chiv 2 yet (we did in Mirage, though just for us developers to use).
Q: Will the music be the same as in chiv 1? I mean like in chiv1 it appeared only at the starting menu, starting and the end of the match. Will chiv2 contain some new sorts of spawn-rate for music?
A: We expect to follow a similar template as Chiv 1, some changes here and there dependent on design. Music in Chiv 2 is inspired by a lot of what made Chiv 1 great stylistically. We want music to complement gameplay so we’re working it in where it feels natural.
Q: Are you focused on more accurate helmets and other armor pieces, or just how it was in the first chivalry?
A: Our goal for armor appearance is a look that fulfills an exciting, realistic-looking medieval fantasy. Our main inspiration here being various medieval movies. While the look of armor is not tied to a specific medieval date range, it is its own universe in itself with plays on real-world references and the idea of what medieval times looks like.
Q:Will gameplay balance be centered around individual dueling or a team based gameplay
A: It is a bit of both really. While dueling is an important part of the core game, working as a team is essential to achieve victory.
Q: Has TB tested 32v32 already during development? As in, have there been Chivalry 2 games with 64 people all playing at once? If so, how did it go? I’m wondering if that many players on the same map actually works out well on the game without it being too chaotic.
A: We have playtested with 64 players, people from Torn Banner and from Tripwire. This went really great, we are happy to see that we managed to nail the experience for such a great number of players!
Q: Will Chivalry 2 always be an Epic Games exclusive?
A: Only for one year, then you will find it on Steam.
@Roag Glad to hear it will be fixed. But its already been broken for about 4 days. I’ve been playing Chivalry since release with thousands of hours sunk in, skins have never been broken for a week straight in my memory. I told all the players to calm down because it always got fixed in a day or two previously. They believed me because of my experience. Now I look dumb because its taking TB a whole week to give us back the content we already paid for and had. :l
The person who would normally fix this was away, and then the weekend happened. Unlucky timing which has made the problem stay for longer than normal.
Age: I’d prefer not to say. (But I’ll give it to anyone who asks in PMs)
Region: NA East (Montreal)
Reason for Applying: I have been putting off writing my mod application for a while, but now that Chiv 2 is (more or less) right around the corner, the time is right. Assuming the release of Chiv 2 creates a large influx of players and community members, the mod team’s numbers will need to be bolstered to maintain the same level of fairness and care. After experiencing Mirage’s launch, I want Chiv 2’s launch and subsequent lifespan to be as smooth as possible. It would be awful for a launch day server to be ruined by something easily preventable like hacking or griefing. Post-launch, as was seen with Mordhau, a large challenge Chivalry 2 will potentially have is in managing toxicity in its playerbase. It is my belief that the best way to deal with this challenge is with a present and active moderation team who can ensure that the rules are being upheld in a human manner. The balance of finding what is okay to say and when can only be struck through hard work; there’s no easy solution. I can bring extra hands to the deck for this.
Relevant Experience: I’m pretty lacking in previous experience honestly, but I’ve watched the Chiv mods do their thing for years and years. I have a construction of Chiv mod conduct (including behavior and responsibilities). Due to my background, I’m pretty good at recording and organizing data, which is probably useful for managing reports and such.
There is not much that has to change from Chivalry 1 that game is still alive even though its release was ages ago for a good reason.
Because it works.
Yea yea we have seen it the complaints like feints and reverses but apparently it wasnt so bad that the game died out quickly after it release, Because people learned how to use it and counter it.
I believe a game like chiv and surely chiv 2 should be all about skill.
People have spend thousands of hours in chiv 1 for this very fact, To improve and aim to become the best player.
Skill should be a primary focus.
You guys have reworked the animations, In a attempt to solve certain issues that excited
Reverses most notably.
Personaly i dont like this, Its a nice idea but thats just it an idea.
I fear by going down this path there are going to be limitations to what you can do regarding combat.
In my experiance what made chivalry great was because it had a simple combat system with a lot of freedom on what you could do with it.
Decreasing this freedom i feel that would destroy what made chivalry great.
There are certainty better ways of fixing the issues that exist.
Suchs as Add more variables to the damage system.
Speed, By adding this many things will be instantaneously solved.
Lets say there is a goldy lock zone for it where your damage output is at its maximum and go downhill from there.
Drag to long the damage will be significantly decreased.
Do a handle hit and you dont have enough speed build up and thus damage will again be decreased, Same goose for reverse attacks.
It would be also balanced from the get go, Because a normal attack aka maximum damage output shouldn’t be to difficult to parry, The other attacks (Drags, Handle hits, Reverse) significantly harder to parry but it wouldn’t be nearly as punishing.
points on the weapons.
Hitting someone with the handle should do significantly less damage to certain Armour types(Notably plate armor).
Also this would go hand in hand with the speed system, As the point closes to your hand will be the slowest rotation point and the furthers away would have had the longest time to build up speed.
Add first hit flinch.
It has been field tested on both comp-mod and mercs-mod.
There is no reason for it not to be in vanila.
It significantly balances the game.
Armour in chiv and i will asume in chiv 2 are not real things.
I mean this in a sense if it where considered as actual armor it would protect you, Senario archers, an arrow would not penetrate plate armor.
Well i have no problem with this however to balance the game out it would be nice to be able to parry projectiles.
Otherwise your stuck with 2 choices
Use a shield -> this will make you significantly less effective in combat
Dont use a shield and your forced to tank projectiles.
These things arnt that difficult to implement and would make the game a 100000 times better.
Additional ideas Squads
Having squads would be a neat concept.
Just like you can see your friends in game you could do this for your squad members.
Flinch on team damage
In my experience team damage was by far the biggest issue chivalry had made worse by having nearly no punishment from it.
Flinching on hitting your team mates would avoid people from constantly hitting you while being in a combo.
Also would make people more careful as they will have a instantaneous punishment as they cant parry for a brief moment when they are being flinched.
People have begged for years for competitive chivalry and many have left du the lack of it.
Hold tournaments from time to time, Perhaps have a ranking system like they do in counter strike.
Encourage people for continue playing the game and that all the time they spend into it isn’t for nothing.
How does it currently stand with the animations, The trailer showed off well how to put this lightly ‘odd’ things.
Like the animations are not smooth at all and just kinda stops in cycles (Parry => Pause => 2 sec later continue).
I sincerely hope that this inst going to be in the final game.
@Elite-Team-Killer Vanguards dont have shields. Archers are not necessary to have a medieval warfare experience. Archers are unfair in TO because they don’t have to fight in melee whereas every other class has to. They just sit back behind their team, shooting people. No shield or smoke pot can save you reliably, I’ve worn shields and I’ve thrown countless smoke pots in my thousands of hours in the game and still I got shot in other parts of my body or through the smoke which lasts 10 seconds or so. They are so unbalanced that they are the only class that has a limit of players that can choose it in TO, otherwise it would be downright unplayable for everyone who isn’t an archer.
I don’t care that battles are where archers were used, I am trying to have fun in a video game. We don’t want archers removed from all TO, we want the no archer FFA server to be set back to TO so that we have atleast one server of TO where there are no archers. It is not an instance of git gud, there is no amount of skill, strafing, dodging, equipment or anything that can reliably save you from even a newer player who is 30 meters away and is playing archer. And that is the best case scenario, when you know he is aiming at you and there are none of his teammates in the way, you still can only decrease the chances he hits you, never erase them, and thats not what I am playing this game for, to run around hoping I dont get shot.
Please make the no archer FFA server TO again Torn Banner, there are still a few hundred players who play this game and we would benefit from that server immensely if it were TO, as FFA it does not help nearly as much because in FFA archers are not such a problem as previously explained.
But your team will have the exact same advantage. I think having some cover, rather than completely blocking off any and all ability to attack the spawn would be a decent compromise, but making them eternally blocked off already raises problems, like with Team Death Match, where someone can just hide. Not to mention it would remove some very hilarious moments.
I assume you’re coming from Mordhau then. Traditionally, in Chivalry, the team deathmatch and last team standing maps do not have protected spawns, which worked fine. The maps that feature protected spawns are the objective-focused ones, so that hiding in spawn accomplishes nothing. (Now, there are some exceptions to this, but they only show that protected spawns are generally fine even in TDM and that accessible spawns in team objective really don’t work. Citation: Argon’s wall, Coldfront, and Outpost)
As for how their inclusion would interact with the quantity of funny moments, I really don’t know what you’re talking about having not played Mordhau.
Edit: Whoops. After reading your other posts, you definitely have played Chivalry. You tripped me up by talking about TDM. Really any of my opinions about map design are going to be TO-oriented.
But if you are talking about Chivalry, what hilarious moments are you talking about? Spawncamping in TDM? That’s all I can think of.