Chivalry 2 Idea Thread!

  • Guess Chivalry 2 start develop due to Mordhau’s success… the medivel warfare still have it’s fans!

    1st, what Mordhau did well need to follow. such as riding a horse, customerlized armor, shield, weapon, skills, etc. People can also pickup the weapons that someone has dropped.

    More characters would be better. FE: the engineer is more fun in Mordhau, the bear trap as well.

    And the catapult can move is more fun than a fixed poisition one. It means we can steal it from the opposite :)

    more maps! more maps! more maps! Chivalry is much better than Mordhau, but more maps can have more funs. but don’t forget the map balance. It’s important. Chivalry is doing well way than Mordhau.

  • Especially the comp players would wish for an archer-free or even completely ranged-free game mode (including no throwables, firepots, ballistas, catapults, horses etc.) or archer-free public servers.

  • Global Moderator

    @intox said in Chivalry 2 Idea Thread!:

    Especially the comp players would wish for an archer-free or even completely ranged-free game mode (no throwables, firepots, ballistas, catapults, horses etc.)

    Creating modes for everyone’s wishes would be difficult, So maybe like Chivalry Medieval Warfare, where you could limit each class through the Game.ini. Maybe allowing more customisation through the cfg’s (all weapons, class, mountables, respawn times etc etc) to create private server suitable to your wishes ?

  • More Emphasis on Cinema and Common Sense.

    New players are often turned off by Chivalry, Mordhau, Mount & Blade, For Honor etc. because the multiplayer combat becomes all about the meta (which always looks bad). Please make the game look Cinematic and follow common sense even at high ranks.

    For example, spears should out reach daggers. Make the weapons count as a “collision” box (e.g. a wall) even when they’re inactive. That way people can’t run past your weapon model (not without some forethought at least) and facehug spam you as was so common in MW.

    See how they can’t just walk past your point and get in your “bubble”? ee769041-d54e-4aa7-a1fd-f3996e4d9d6c-image.png

    A second example would be animations that look like the character has at least a single athletic bone in his/her body. The Mordhau animations are objectively terrible with their one-handed polearm thrusts that also use the wrong foot to lunge with (and Chivalry: MW’s animations are just old). Yes, the bar has been set low…but please go above it.

    P.S. Can we please stop trying to fix shields by making them take more stamina? It looks bad, it feels bad, and it’s terrible logic. If you don’t want held blocks then give them a 10% bigger parry box and 20ms longer parry window (and maybe they cost less stamina to use like the Mordhau targe).

  • Destructible environments ala battlefield that would make each map playthrough unique and make the world feel more alive

  • Gday guys.

    As long as there’s sling, flail and the dubaxe I’ll be happy tbh.

  • @Lilboots if they handle the restriction of classes like it’s possible in CMW in the game files it would simply be no improvement at all (and it would require the rental of an own server; and creating a private game each time is no permanent solution).
    As I’m still playing CMW actively, I know that there’s a huge interest in the option of archer-free servers to make the gameplay more fair and more competitive (could be used for pugs or scrims for example).

    If the concept of a ranged-free game mode is not viable, I’m sure that many people would love archer-free public servers.

  • I really hope you can focus weapon balance around team objective mode first and foremost. Also ranked team objective with smaller squad based objectives would be awesome. Please have good team objective maps, or this game will turn stale fast…

    • a multiplayer campaign mode :
      Other people already proposed this idea but i think it would be a huge addition to the game : you link the maps together if agatha win, they push and vise versa. but let the winning team chose which territory they want to fight next via a global map of the continent.

    • beeing able to see the potential next map in the back ground :
      connecting the world together in addation of a multiplayer campaign mode would be amazing.

  • Bring back some Age of Chivalry maps! Those who never made it to Chivalry: medival warfare

  • @savvym yes this ^ ally griefing was a big problem. Mordhaus system of deducting points works well enough. So perhaps it could hinder your rank progress.

  • Fix the hit detection! In CMW it looked and felt off so often. It needs to be point accurate. Often it would look as if you needn’t block an oncoming Norse sword or dagger attack because it was so far away, yet seemingly the arm of the person thrusting the weapon at you would stretch like elastic and would hit you. This looked so hanky and felt wrong.

    Please to God tone down the classes special actions. Particularly the MAA magic teleport dodge which looked ridiculous and completely unrealistic and also the Vanguard’s flying charge attack which was fun but also unrealistic as to the distance traveled.

    Keep the siege and objectives you had. Belmez was one of the most exciting maps. Castle sieges and defence are tonnes of fun. As someone mentioned in a previous post destructible elements add to the fun a lot. The king mechanic was great fun. Keep that. Maybe the top 3 players would become generals?

    Looking toward Mordhaus massive success. I’d say steal any and every good implementation they had. Particularly fun would be the addition of a builder or support class who carries medic bags and is able to build defences such as stockades, traps and palisades.

    Honestly. You had a fantastic game in CMW but graphics and animation fluidity could be largely improved upon as well as server optimisation.

    Lastly, humour! Please don’t neglect this aspect. It is one of the things that made CMW stand on it own. The hilarious voice taunts, Easter eggs and even something as simple as size disparity between the classes made for some hilarious situations. You could even improve upon this by adding physical taunts and actions such as can be seen in Mordhau.

    My chiv vet friends and I have always said the amazing TO mode, claases, map choice and hilarious voice taunts made chivalry.

  • @Skindiacus 100% on the lore enhancement. Made the game exciting and fun to find out there were links in the story between maps and characters. Going deeper into that lore and expanding it makes the game unique and intriguing.

  • Large statue of me as a knight with a maul or a clock tower map will do :)

  • @Helrin2 said in Chivalry 2 Idea Thread!:

    Make the weapons count as a “collision” box (e.g. a wall) even when they’re inactive. That way people can’t run past your weapon model (not without some forethought at least) and facehug spam you as was so common in MW.

    This also.

  • @Papsi said in Chivalry 2 Idea Thread!:


    Memes quickly die out, and game developers are usually out of context when it comes to introducing memes, and it ends up being cringy.

  • TL;DR

    • TO mode with more active teamplay. Teams who play better together should win the objective.
    • TO with side-objectives which should make winning easier, much like opening the second door of the cathedral.
    • Better balanced gamemodes
    • Slow movement deal less damage, fast movement drains more stamina.
    • As stamina drains, movement gets heavier gradually.
    • Not only punish bad behaving players but reward the good ones!

    Team Objective
    By far one of the best modes for the general audience is Team Objective, although I like LTS myself TO is fun for everyone. Clear goals, not too much waiting for respawns and everyone is able to contribute to victory no matter the rank. Different stages of the map call for different team based playstyles. I hope to see more active team based gameplay than just standing near objectives, I.E. hauling boulders for the catapult, trebuchet cranking the lever etc. This results in mini-objectives where you need to protect players during boulder hauling and where enemies can attacking the boulder haulers. Objectives where you can break through multiple parts of a wall for different strategic advantages.

    Balanced gamemodes
    Usually the winner is already decided before we start the map, either attacking or defending an objective is easier or the team with the highest ranked players win. This could be ‘solved’ in multiple ways, create maps which forces teams to work together to win. Balance teams based on playerskill by recording average k/d ratios of players (which is harder to do). Teams who play better together should win, not the egotistical team with the strong arrogant rank 59 throwing rocks around like it’s a stone skipping contest.

    Duel mode should be a competitive mode, others modes should be more casual (just my opinion).

    FFA is more of a mindless hack and slash mode where players can swing without thinking. TO and LTS should be quite the opposite of this and victory should be achieved by using your brains and working together. Teamdamage plays one of the most important roles in this aspect, you cannot mindlessly swing through your team to kill opponents as this would mean you would lose. Getting teamkilled however is less fun. Reflecting teamdamage on the player is also bad as the enemy expects you to teamkill when swinging your sword through a teammate and not kill yourself due to reflected teamdamage (this would make for some very odd gameplay). Therefor teamdamage done on purpose should be better punishable, won’t explain it on here but devs know (BadBoy formula). Basically means that you are ‘allowed’ to do a reasonable amount of teamdamage before being punished. Also, see reward system.

    More realistic movements and corresponding damage. You should be able to drag and spin to a certain extend but slowing your movement should also lower the damage you deal. It’s more difficult to move when crouching as you cannot use your bodies movement towards a faster swing, crouching should result in heavier movements. Standing up and jumping should drain stamina, it would also be funnier if it drains gradually and you notice your movements getting slower/weaker instead of just reaching a threshold, going stun and than be able to move fast again.

    More fun, its a game after all!
    Final stage at a TO map where instead of fighting a King with more HP you fight a mountain like figure who is not only bigger and stronger but can flick enemies around like they are bugs. Only team based combat should defeat him, his team can’t stand too close to him to protect him or they risk getting hit by him. Maybe add more means to kill him other than hand to hand combat, I.E. a ballista/catapult (it adds more side objectives than just “kill the king” as you would also need to secure the ballista or other certain strategic areas).

    Also being able to light up a catapult boulder, fling it across the map and let it roll through a crowd would be amazing.

    Instead of punishing bad behavior, why not encourage good behavior? Dealing very little teamdamage, being a loyal Chivalry player, not spamming chat or breaking any other rule should reward a player with extra cosmetics. Players can literally see you are a top tier nice guy just by looking at you. Maybe even other rewards that give no real advantage like headbutting a player instead of punching him, possibilities are endless. Being able to achieve the right to vote would be great, less likely to be abused. I believe rewarding players for good behavior would automatically improve the atmosphere ingame and will upgrade the gameplay experience a lot.

    I’m slightly biased when it comes to prioritizing these but if I had to choose:

    1. Rewards
    2. Physics/teamdamage
    3. Team Objective

    Also a honorary chicken helmet for Wilt.

  • Server Host side:
    Server admin should be fast and easy. Auto login admins, overlay admin button menus.


    KICK (player list - steam ID - IP address)
    - duration (Time options)
    BAN (player list)
    - ban by steam ID (check box)
    - ban by IP address (check box)
    - duration (Time options or Permanent logged in a config file)
    UNBAN (banned player list - deletes banned player from config file updated on map change)
    MUTE (player list)
    - Mute voice (mute/unmute)
    - Mute Chat (mute/unmute)
    SWITCH TEAMS (player list)
    SPECTATE (kicks player into spectate mode only -enable/disable)
    - Current Player list
    GIFTS (player list)
    - Health (# amount + or -)
    - Stamina (# amount + or -)
    - Speed (# amount + or -)
    - Invisible (enable/disable)
    - NoClip (allowed player to move anywhere in the map in 3D space)
    PUNISHMENTS (player list - some with 3rd party admin plugins the punishments were very funny)
    - Slap (# amount damage)
    - Kill (Kills player)
    - Freeze (Freezes the player for a duration of time covered in ICE and could easily be killed)
    - Inebriate / Drug
    - Chicken (turns player into a small chicken with a dagger until killed, fast, no health)
    - Ignite (lit player on fire - fire pot damage)
    - Rocket (launched player high into the sky and explode like a bottle rocket)
    - Uber Pimp Slap (would spam slap player with 1 point of damage till they died)


    PAUSE (enable/disable - pauses the game)
    MOTD (Message of the Day)
    - HTML Text or images or website link for rules and info about the server
    Next map
    Last Map
    Restart Map
    Change Map
    - List of installed map as buttons
    - game mode (if applicable -FFA, -LTS, -TO)
    - change map (launch map change)
    - Password
    - Lock/unlock (on map change not on server reboot)
    - Log chat (on/off - could access file in browser for copy/paste)
    - Team Chat (enables/disables team chat so that only the same team can read chat)
    - Team Voice (enables/disables team voice so that only the same team can hear voice)
    GAME SPEED (# amount + or - Changes speed of game)
    GRAVITY (# amount + or - Changes the physics of gravity)
    - Reserved Slots (player list to add players to reserved slots - number of player reserved slots)
    - High Ping Kicker - ping range for kick and time at that ping for kick
    - Reboot (reboots server)
    - Add user to admin (# = level of admin permissions)
    - Remove Admin (deletes admin or admin permission level)
    Remote Administration - remote administration tool would also be awesome

    Client Side

    1. Stats, stats, stats! Keeping track of stats, kills, deaths, type, weapon stats all that can be viewed in game and on steam.
    2. Clan and or Party options - basically the ability for teams to join a party for match making and joining the same server.

    Game Play - Lore

    1. Add the 5 team 5 player LTS/TDM game mode that was in Deadliest Warrior.
    2. World / faction battle servers
    • Master server where players are forced to join Agatha / Mason and they cannot change sides for 24 hours
    • World map with all the playable maps being located on it and game state of each map that players can join and attack or defend.
    • All maps are linked in order and once won they become owned by the faction that won. This continues till the entire world is won by one team or another. World is reset when won or twice a week.
    1. Add third faction - Peasant Rebellion that is also fighting for the same resources and objecitves
    • Peasants classes are made up of found/stolen/won weapons and armor along with peasant weapons.
    1. Bring back AOC style catapults where players can accurately aim catapults with a aiming bar, auto load and trigger launch without the players being “mounted” to the weapon. Aim cat straight down and players can hop on cat for self destruct.

    • Doesn’t have to have a full campaign, but a fully realized tutorial would be nice to see, explaining niche mechanics instead of just the surface level ones

    • Weapon clashing can solve hit trades without giving an inherent buff to fast weapons like first hit flinch would

    • Hope to see varying animations and special usage of specific weapons I was liking the pommel hit on so I think that’s heading in a good direction. A good example is probably chiv 1 quarterstaff animations. I just hope that I won’t see Zweihander underhands because those just don’t look very good or make sense.

    • No auto-feint to parry clicking RMB, a player should either have to feint manually to parry or RMB to feint and rmb again to parry, this should increase reading ceiling

    • Feints used more defenisvely than offensive ( Attack lockout, or more readable feint animations, but no parry lockout )

    • Directional parrying (much tighter parrybox than chiv I or mordhau even, or if you want to get extreme, weapon model parrying collision)

    • A much more fleshed out damage system, make it matter where you hit much more than just head, body, and legs. As well as emphasize weapon roles (small bladed weapons being horrible against something like plate)

    • That being said, weapon descriptions and a nice UI would go a long way for players to know what is good against what

    • More bow types and more arrow types;, , different bow mechanics like holding bow draw drains stamina depending on bow

    • more intricate objectives, maybe things like dynamic ways to take on the objective with different siege engines

    • keep the collision box between players small, I want to see facehugs happen because it definitely intensifies the action, its what kicks are for anyway right

    • Shields should not work as a held block in a timing-based game, it breaks game flow and its very broken in team fights, it needs to be worked around the same as a parry would, or needs a huge stamina penalty for held parries

    • if we’re going to have wounded enemies topple to the ground, we need some cool kill animations

    • Would honestly love to see fist fighting incorporate more kicks

    • having emotes for teamplay would help a ton for immersion, things like pointing or a follow signal or halt

    • Quests that could unlock specific weapons or new cosmetics would be nice to see, maybe they could ONLY be unlocked by completing a specific quest, a cool archer helmet for 1000 headshots kills or something

    • Ranking is a good way to add incentive for long term gameplay, but it should not be a priority, fun and engaging maps should be the primary focus


    • in game clan system is a must

    • I feel like weapons should unlock over gameplay time, not with gold or xp, only cosmetics should be bought with that, it would encourage players to try new weapons*

    • No voice pitch slider please

    • No body sliders please; even if they have the same hitbox, they usually do not look very good and break what you actually see vs what you can actually hit

    • I did like the new special helm every 10 ranks in Chiv 1, maybe keep something like that on top of unlockable gold/xp helms

    • Things like cosmetic belts, banners, scabbards, special sabbatons, or engravings would go a very long way to have people feel unique, on top of armor cosmetics of course

    • Lots of armor customization to grind for - I’m not opposed to paid cosmetics but it would be nice to see lots of free to grind armors

    • while I say more add customization, please don’t overdo it, I hope the overall theme of the game will fit any character you can create in it, and not something like Shrek

  • Add flails of all kinds =) Ball and chain flail. Maybe this flail has 3 miniature flails that are better suited against lightly armored opponents whereas this big blunt spiked ball is better against armored opponents. Pole Flail

    Don’t slack on the sdk. Try to get it out as soon as possible. It will help bring new life to the game! Tutorials for map-making specifically for Chivalry 2 would be nice. Topics like setting up an ammo box, pushable carts, or even importing marketplace assets into the game as custom content. You know you’re slacking when the community releases an unofficial one first.

    Also a Multi-Team mode of up to 4-6 small teams would be nice =)

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