Posts made by Mutinous
RE: FINAL ROUND of Mirage Closed Alpha Test Begins Mar 2
@Reithur Any idea when patch notes for the upcoming alpha version will be posted?
RE: Why For Honor won't kill Chiv
@GeneralGatelo On the last day of the open beta I turned the game on and played a couple duels. People had time to learn the game and I actually felt like the last couple duels were amazing. Unfortunately, corporate greed ruined any chance it had. P2P servers, pay to win gear, season pass, it has every form of corporate greed known to man. Shame really, the gameplay (at least 1v1 or 2v2) was amazing. That’s why I support indie developers. Corporations have destroyed the world. Not even video games are safe
RE: 35+ Hours (and rising) Feedback.
@Reithur It’s hard to nail down one thing that made it less exciting. The maps themselves do feel well designed, with good chokepoints and verticality making for some interesting teamfights.
There were flashes of greatness when someone would use the terrain to perform an impressive move that changed the tone of a teamfight. E.G. as 2 people were devoting their attention to pushing a Vypress off a cliff only to have her use her Q to fly back up and kill them. Another example would be a well placed bubble by a Vigilist helping to push through a chokepoint to save the game at the last second.
These flashes of greatness were much more rare than a round of Chivalry, where heroic pushes with your teammates get you through that hard to knock down door or past the enemy to kill the queen’s family or even the King himself. More factors than just map design play into this of course but if the characters are balanced well and the maps are fun to play, even if combat is slower paced you’ll find less people complaining about “this is clunky”. I realize this is a very high level explanation but I think that finding a way to recreate these moments is key to drawing out that satisfaction you get from accomplishing something as a team.
Another thing I would like to see in the objective based modes is more variety. In Chivalry TO you might be burning tents or buildings, breaking down doors to kill peasants, pushing the ram and then using it to break down a door before burning a library and smashing statues, pushing a cart full of bodies to poison the drinking water and then breaking down walls to murder the royal family.
This variety makes it feel like you are actually getting something done. Even if you are just pushing a rectangular polygon your subconscious doesn’t care about that. It just wants to ensure that Malric’s head rolls so it can feel that virtual satisfaction of communal accomplishment.
I wish it were as easy as tweaking some integers or removing or adding a wall here or there. But the act of logical creation is not an easy one and for that I do not envy game developers. At least you get to build something fun though and not have to build boring things like South Carolina’s child support website :)
RE: Sluggish Combat
@Jarodak I’ve heard the same thing. I don’t necessarily see it as clunky. There are a lot of moving parts involved with adding magic to traditional chiv combat. I’m sure you guys tweaked the values multiple different ways.
Perhaps faster paced combat made it hard to see incoming projectiles or felt cheap? It’s a different pacing than Chivalry but it’s also a different game. The Vypress feels like the most fluid character in the meta right now to me.
RE: 35+ Hours (and rising) Feedback.
I agree with the majority of what you said. I feel like for the most part the characters are balanced. It’s hard to tell without knowing what everyone’s Chivalry level is that I’m fighting.
I think that Vypress, Taurant, and Vigilist are deadly if you’ve put a few hundred hours into Chivalry especially in an alpha where people haven’t practiced that often or at all.
One thing that is you missed was the LEVEL design. I know that if I was on the development team I would be more excited about the characters and combat than the map. But when we all decided to stop playing the objective and just do classic duels for an hour it was more fun than the entire day I spent with the game. I’m not a big duel player either I mostly play TO. It just feels like the majority of man hours have been spent on the characters. If the developers are doing agile or scrum they need to dedicate a lot more sprints/tasks to map design. Even if the characters are amazing the core gameplay still needs to be exciting for the game to be fun.
As a developer myself I know what it’s like to get burnt out on building something and I understand why they wanted to make Mirage instead of Chiv 2. I just want to remind the team not to forget about map design and game modes. None of the modes I played rivaled team objective in chivalry. This game has huge potential and I want it to succeed. Just keep your eye on the big picture and continue making awesome games.
RE: A key would be nice
@Reithur Gmail filtered my key email into “promotions”(corporate term for spam). I missed the December alpha because of this. I haven’t seen you playing yet this weekend though! Last year in Chiv I talked to you about C++ and helped you populate a 6 man server.