There needs to be a hotfix to at least solve the issue of the game freezing up. The thing is a successful connection seems to be luck of the draw. Occasionally you can connect to the same server that caused the freeze game without any problems.
Posts made by hamster
RE: Long loading times and freezing after last patch
RE: Crashing, Long load times, Weird Server Join Issues
The game can sometimes get stuck on loading screens of a server has one slot and you start a connection, but someone else manages to beat you to the last slot. You often get stuck on loading then after a long time a connection to the host has been lost type message.
Hamster, did you try the renaming the configs thing from earlier int his thread?
Haven’t had confirmation whether this solved the original issue of crashes (even if the long loading thing did rear it heads again)
I did but it didn’t help.
Is there any way i can get the game to just disconnect from the server when that happens? Loading the game again just takes far too long. The console commands “disconnect” and “exit” don’t even work when i’m stuck in limbo joining a server.
And i don’t think the problem is with the server being filled up either. The ones i’ve tried joining had more than enough capacity. I know because occasionally i join the same server that i froze on and it works with the same population/capacity as indicated.
RE: Crashing, Long load times, Weird Server Join Issues
Getting similar problems. Game takes ridiculously long to load past the splash screen and occasionally when i join a server, it just loads an incomplete version of the map and stays there. I can’t even exit or disconnect from the console. I’ve managed to connect to a few duel servers but no such luck with TO servers (only 1). I’d verified my cache, reinstalled my game and deleted my config: didn’t help. And yes when i pop open the console i get the same “no connection from ds…” message. It’s really annoying but would be somewhat bearable if the game didn’t take SO DAMN LONG to load. It’s been a while since i played and i NEVER had these problems before. Anybody have a clue what’s going on?
when i load the game steam pops up and mentions something about downloading a redist but it seems to skip the step and go straight to the game. Is this the problem? What redist is it talking about?
i also get the occasional client integrity error message - it’s rare but it happens. Don’t get any errors from verifying cache though.
RE: Will duel user interface ever get fixed
There should be a seeding system, based on player rank. Eliminations from the first round (2nd draw players) should play against each other and further eliminations of these 2nd draw players should play each other (the number of times this is repeated depends on the number of players.) The winner of the 2nd draw should be made to compete against the winners of the lower order draws (i.e. the 3rd, 4th, 5th…draw players) in a wildcard draw until two players remain. THEN:
The two non-eliminated “finalists”, after the semi-finals of the main draw, should be made to square off against the finalists of the wildcard draw (i.e. they’re given a second chance into the main draw). This should provide an adequate level of competition instead of the system as it exists now, where players are randomly put against each other.
This would mean that the challenge system has to go but who the hell uses it anyway? I only use it to play against the guy i just won or lost to because it’s taking ages for me to be paired up against another opponent.
I would also like to see the stupid selection box that appears after a win/loss to be removed. Often i want to whine or congratulate (mostly the former) and the box stops me from typing. Nothing is more infuriating than being prohibited from venting your anger - not even intentionally, just from a kink in the system.
Also please preclude archers as a class from duels.
While you’re at it, i would also like to comment about that duel map which is a winding trail surrounding a gold mine with a wooden elevator going up and down. Yeah, i think it’s needlessly complex and absolutely horrid. The trail is ridiculously narrow and constantly blocks slash and even overheads and ground floor is stupid because of the constant threat of the lift crushing your head. Speaking of lift, what the heck is it even there for?
RE: Racial slurs: Why you should speak up.
These words are permanent staples in competitive gaming and I don’t think Chivalry has a community small or mature enough to eradicate them. Around the very early 2000’s, the word “nigger” really took off among 15 year old boys as the hyper offensive insult to use online because they were taught how taboo it was in school and growing up.
Unfortunately that word (and those like it) spiraled out of control and some kids still see it as the epitome of all that is “edgy” and insensitive, so as long as this game (and all others) have late Millennial Generation players, these words will continue to exist.
I don’t think any sensible person could be truly offended when called one of these names, especially online in a game - we’re all mostly adults here, and these are just words. There’s a major factor with redundancy though, and to me insults like this are about one thousand times more worn out and boring than they are offensive.
Exactly the right attitude. Guys are being called nigger/jew even though they ain’t black or jewish.
RE: Vanguards and Archers: The only thing people are playing.
The Vanguard class doesn’t have many overpowered attributes, but every other single class does – and Archers rule the top of the Unfair & Aggravating pyramid.
Man At Arms have an impossibly fast dodge maneuver that can defy even the longest ranged weapons; some classes (I don’t know which ones) come with shields that can block any attack without any cost of fatigue (or if so very little); some others have short range javelins that can kill in one hit; and then Knights, at the cost of a slightly lower swing time, are immune to almost all attacks at low volumes – and some of them even have shields! Wow!
But the great part of this completely backwards attempt at a “balance” is that each class has a special perk, regardless of how overpowered it might be.
So if you’re a Knight that is disgruntled that you can’t touch a Man At Arms because he has the uncanny ability to teleport back and forth, be glad it took him six attacks to actually kill you.
But then there’s the Archer.
It’s been covered in this topic and countless others so it doesn’t need to be emphasized: but the ability to kill players from another side of the map in a melee based game overrides all faults the class might have.
I don’t care how weak you are. If you have the ability to kill someone from 200 yards away, you’re pathetic and ruining this game.
And like every FPS arcade shooter has to deal with the wealth of childish snipers who enjoy hiding in one spot the entire game and killing people from an impossible distance while others are actually trying to play the game, the majority of Chivalry servers are plagued by people who want to do nothing but enjoy the cute giggle they have every time they kill someone from far away.
(20 yards could be considered far in this game.)
I am 100% confident in saying that this ruins the game. This isn’t an exaggeration or some product of childish rage every time I die in a video game – they completely liberate servers, destroy the balance, and absolutely ruin the gameplay. This is unquestionable.
I went from leaving Archer populated servers to just not playing as much as I used to. I refuse to play a game – one that I even spent money on – that isn’t fun anymore.
I completely agree with this.
This can’t be compared to long ranged weapons in other FPS - it is nothing like the AWP in CS. The awp kills you in one shot but critically you can shoot back. You can do precisely nothing other than lob throwables at an archer (of which you have two?) Good luck with that particularly why you are in a melee with someone else.
RE: The "Panic Parry" Mechanic is Bad
Um no panic parry? The game would be 100x slower and would consist of both players sizing each up other up, standing about 10 meters away constantly winding up and feinting out of it. The first person to attack (or run out of stamina) loses. Unless they drastically reduce recovery times removal of the panic parry would change the game more than the previous patch did by several magnitudes.
RE: WMFC - World Medieval Fighting Championship LTS 4Real
What the fuck is this lol? It looks dangerous. Axes/blunts/polearms are used to cause fatal concussive damage through armor, so i’m guessing the weapons are toned down? The knockdown rule is also weird since you could just easily trip and push a guy (as seen in the vid) - unless, like boxing, tripping is disallowed? Furthermore, having a guy “tank” sword slashes is pretty weird. Either way i sure as hell don’t see this as becoming the next boxing/mma. I’d imagine a sport form of melee/armed combat would be something like Kendo with different weapons with authentic weight distribution.
RE: Default Archer Limit
They are strong and annoying. I can tolerate them being strong but cannot tolerate them from being incredibly annoying to fight - they shoot you with impunity 100’s of yards away and you can do NOTHING about it other than switching to shield, which you may not want to do, and zigzagging like somebody in a seizure. Furthermore, archers love shooting at you when you’re in a melee with somebody else. You can’t possibly react to arrow fire in those circumstances. You can on the other hand react to multiple melee opponents coming at you at the same time. Setting up a limit is the right step forward - hell i say remove them from the game. Who the hell bought Chivalry to play as an archer anyway?
RE: I can't stand the patch any longer..
It’s more complex, i feel. Upon executing the second combo strike, you have the choice to either proceed with the attack, or feint out of it to parry. However, you only have a very narrow window to make that decision - within the wind up of the combo’d attack. You may wish to proceed with the attack on the assumption that you would trade or even better interrupt your opponent’s attack but you may also wish to proceed in another context where you do not wish to trade but wish to interrupt. Or you determine that you can’t even make the trade so you feint and parry. To make the right choice within the short time frame available is a difficult task.
Another thing i didn’t like is that the feint window was tightened. I agree that it was a great idea to stop people from feint-attacking constantly but the problem is it also prevents people from feint-blocking - even with the first attack. I often made adjustments that way and there was a lot of back and forth, forward moving and backpedalling, attacking and cancelling. There was a much larger scope for somebody to miscalculate and try to interrupt/trade with you only to get interrupted themselves. Now you have to commit - the feint window is super short.