The ideal medieval fps



  • Everything in real time

    This would mean….
    -Everything from the parries to the attacks to the clashes are all real time and can be manipulated differently. This makes encounters feel alive, dynamic, and never repetitive. Each swing feels live and not just countless pre set animations.

    -not only should you have to time parries correctly, but you should have to aim it properly and you should be able to adjust this aim by following the direction of the enemy’s blade. You should also have to step to the opposite side of the side you are being attacked on and actively turn towards it.

    -not only do you have to throw your opponent off guard through accelerating or decelerating your attacks, but you should also have to use correct angles to attack from and proper footwork alignment to guarantee a successful hit. You can readjust no matter where the attack stage i in, but the more you re angle the less likely it is you’re going to be bale to align yourself properly and the easier your attack will be to parry. Fluid strokes and patterns are key, and reckless poorly thrown gamble attacks are extremely ineffective and easy to parry.

    -clashing takes incredible skill to directly cause in and of itself, but to avoid continuous clashes, someone has to be able to take initiative off of it, therefore the person with the most advantageous footwork and angle will usually be able to connect his attack faster and beat his opponent to it, this can be easily countered if their opponent swings around in the correct direction to avoid said initiative.

    Everything can be custom built to your play style

    -there are many basic weapon subdivisions, each of these weapons types you can then customize to adjust to certain reaches, damage types, and weapon speeds. This truly allows a perfectly well balanced experience with no clear player ever having the edge with a loadout type. No matter what you choose there will always be a trade off, no clear edges period. Each weapon type will also have several clear playstyle types and tracer differences to allow dynamic gameplay.

    -different armor types, different movement speeds. Some armor types can be specialized to be particularly resistant to an attack of the players choosing but there will always be a downside to this, as it will be vulnerable to another attack. This allows the player to choose his strengths and weaknesses perfectly, and strategize and prepare accordingly before a game.

    No throwables

    -speaks for itself

    If there must be archers, balance for it

    -any game with range HAS to be balanced around that aspect. It plays by different rules and should not be able to play by no rules. There should be very clear and heavy disadvantages to playing with range. movement speed, stamina drain, and accuracy are all part of this.

    -accuracy should be tied to stamina. the longer you hold a shot the more stamina it takes, the less stamina you have the less accurate your shot will be. 100% stamina means what you see is what you get, however when your stamina becomes imperfect your shoot is completely unpredictable. The unpredictability depends on how much stamina you have, 75% stamina maybe a few inches off, 25% probably a foot or more. This forces archers to fire much less often and introduces a lot of risk when firing close range as they will probably not be able to defend themselves at all if they miss.

    Don’t balance around stamina (excluding archers)

    -only clearly missed attacks should drain stamina, everything else should take up no stamina. (one again, excluding archers)

    Rework feints

    -feints should be directional misleads and footwork deceptions. Typically when deceived by the weapon it is called a fake, and when deceived by the body it is called a feint. At the beginning of any attack there should be a split second of opportunity to change direction of your footwork and your attack forcing your opponent to react to it. Technically you can do it whenever, but it will be highly ineffective after the initial start. Example, your going for a stab but a stabbing motions transforms into an overhead. These are all clearly visible and reactable, and much less guessy and more consistent unlike feints in current game.

    Different blocks for different attacks, but only one button to activate

    -as you would guess you need proper footwork and aim to change your block type.

    What am I missing? Am I being way to harsh? Did I not go far enough? Discuss pls



  • mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmk

    does this go into off topic?



  • @50ShadesofClay:

    mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmk

    does this go into off topic?

    “Do not post disingenuously, or in an inflammatory manner for the sole purpose of upsetting others. Negative commentary and minority opinions are not frowned upon, but members are expected to be able to substantiate their positions.”
    -Da Ruleszezez



  • I moved this to off topic. Even though some of this could overlap into suggestions for the next iteration of Chivalry (if there ever is one), this seems to be more of a general thread of ideas for a game that you would like to see made. Topics posted in the Chivalry:MW section of the forum should revolve entirely around C:MW.



  • @Huggles:

    “Do not post disingenuously, or in an inflammatory manner for the sole purpose of upsetting others. Negative commentary and minority opinions are not frowned upon, but members are expected to be able to substantiate their positions.”
    -Da Ruleszezez

    just cuz you got mad doesn’t mean anything. Members are expected to be able to substantiate their positions - it was substantiated as being off-topic and not related to chivalry medieval warfare, but huggles : Dream game


  • Mod

    I agree with everything. I hope slasher can implement some of this.



  • Choo choo boocha boo.



  • If onlys we had dis



  • There are literally no populated US east TO servers right now. Can people stop complaining about balance and start complaining about things that matter? For example, being able to play?



  • @Skindiacus:

    There are literally no populated US east TO servers right now. Can people stop complaining about balance and start complaining about things that matter? For example, being able to play?

    inb4 m0ar b0ts



  • One day, a medieval fps akin to Chivalry will be released, and when that day comes, Chivalry will either have better bots or be killed.



  • slasher lol



  • @CRUSHED:

    slasher lol

    yes but where it is



  • @Monsteri:

    yes but where it is

    In development.

    Poke developers if you want them to rush it and become a unpolished game.



  • slasher when?



  • We have the ideal Chivalry just take out the 3 main bugs MAV’s being the key word all is good.



  • @zombojoe:

    slasher when?

    Not gonna reveal that to archer apologists.



  • oh soon so very soon the end of chivalry is near soon

    ( ͡° ͜ʖ ͡°)



  • @Kreittis:

    Not gonna reveal that to archer apologists.

    wait till i shoot you from afar in slasher m8



  • @zombojoe:

    wait till i shoot you from afar in slasher m8

    You have to choose if you want to flinch or do damage tho’.


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