Well the open beta sure as hell fixed this problem, at least for the weekend. Really hoping to see more players going forward. Last week was awful there was never more than one west/central server going and some nights there were NONE.
Posts made by gref
Reduce player count on TDM servers
Hey guys, I think the player count on TDM servers should be reduced.
- The maps are too small for 20 players, it’s a clusterfuck.
- Player count causes frame rate issues and server lag
- More players seems to equal a higher chance of the server crashing IME.
Drop it to 12 or 14 would be better.
Optimization and DX12
Congratulations on announcing the new game I’m really looking forward to it! With Mirage using UE4 will it be running on DX12? Also what is the situation with multi-threading in Mirage? Chivalry was limited to 4 CPU cores. It’d be great if Mirage had better multi-threading and took advantage of DX12’s low CPU overhead.
RE: What happend to the UE4 project?
Quality games take a long time to make and TB is not a very large dev team. I’d expect 3-4 years for a high quality UE4 game from them. I’m guessing their next project is either a Chivalry 2 or some kind of Skyrimesque game.
RE: Windows 10
I hope TB is using DX12 with their new title.
RE: Why all the servers lagging this afternoon?
Official TO #20 crashed twice dropping all players in only 30 minutes
was on TO #13 and it was lagging and skipping with only 2 players on it.
RE: Drags & Feints
You realize that your assumption that you should be able to react to a feint as a mechanic is based on a false premise?
I also find that those who rely on feints fall victim of them themselves because they are more aggressive than defensive. It is all about the player and time in the game. The more you play, the easier it is to predict when a player will throw one.
That’s my point, you can only predict feints and not react to them. It’s no fun. Someone around here once said how reaction based gameplay is more fun than prediction based gameplay in a game like Chivalry, and I couldn’t agree more. Given really good ping you can react to feints, but good ping is hard to come by.
Until I can play on servers where everyone’s ping is really low, I for one think feints should be removed. 'Merica needs to hurry the hell up with that fiber infrastructure.
RE: Drags & Feints
Again, lets just beat this dead horse some more.
Feints are a dead horse I am willing to beat some more, and then light on fire.
Feints would be OK if we always played in a fast LAN environment with 1ms latency. However with internet latency and some fast weapons feints are cheap and annoying. Because with internet latency the time to react is slim-to-none. You have to predict whether your opponent is going to feint or riposte. It makes Chiv a predictive dice roll game, instead of a reaction based game.
IMO fights where you trade like 6 ripostes in a row are fun as hell! OP has a good point that without feints fights could be won simply because of stamina drain. However, this is how it is with shields right now. You can 100% win-out a stamina battle against a shield every time, no one seems to care about stam battles there.
Furthermore, without feints I doubt most fights would turn into stamina battles. Someone would win before that by another means, e.g.: a player doesn’t block a riposte or two, one player slips up the other by waiting a second to attack instead of riposting, win by outmaneuvering your opponent, dodge his attack and land yours. Increasing stamina capacity across the board would make it even less likely that a battle would be won by stamina drain.
RE: BETA - CMW Patch 36
turncap bug fix feels so great. so smooth. hard to go back to live chiv after feeling that silky smooth camera movement.
It’s not really a bug, a bug is when code malfunctions. Turncap reversals is more like a bad mechanic with problematic implementation. Nevertheless I’m happy to see it go!