Q: Are the objectives and missions gonna be set with tighter objective times[?] […]
A: Each objective has a timer set up in a way that helps with balancing and strengthening the fantasy. As an attacker you may have what seems to be plenty of time at the beginning of a map but you will see that it gets more difficult as you progress.
Q: Is there any map planned, where the attackers have more than 1 way to (defeat the defenders/infiltrate the castle/win the round)? Are chivalry 2 battle maps a linear experience? Or is there more than one path to the throne room?
A: Most objectives can be completed in only one way because they are very straightforward, thought there is always different ways to reach them and you have some leeway in how exactly they are completed.
The other objectives can be completed in different ways, though those ways are defined by us.
But in both cases, we are giving crafty and curious players options and tools to play with in order to reach their own goals and the map objectives.
Maps are linear (meaning that you have to do each objective one after the other) but we are making sure that it doesn’t feel like a brainless corridor.
Q: Will we be able to give feedback on the new game mechanics before release? Is the potential for a delay if these mechanics are not received well possible?
A: Absolutely you’ll be able to give us feedback. One of our main goals of public testing is to see how the game is received: what people love and what we can improve on. In terms of any sort of delay it’s too early to speak on that.
Q: Are you going to have the same amount of maps In the first chivalry or are you going to have more? If so, what type of maps can we expect? Was really hoping to fight on a large snowy mountain.
A: We will have a great number of maps at launch, with more to come post-launch too. At launch don’t expect an amount comparable to “current day” Chivalry 1 though, as so many of those maps were post-launch themselves. We are committed in offering you as many great experience and fantasies as possible. Don’t expect all of them to be available from the start though.
As for the type of maps I cannot tell yet but I can promise you that they will all be different enough that no two will look and feel alike.
Q: Can we use the some of the sounds posted on SoundCloud for other purposes such as e.g as Twitch Follower notification sound?
A: You asked earlier about using sounds, definitely go ahead and use any of the files on our soundcloud or Chiv sounds in general for things like Twitch notifications. That’d be hilarious. :slight_smile: Any content creator is welcome to use our media when streaming or creating their YouTube videos.
Q: Question for everyone involved in Chiv 2 development: What element or new game mechanic are you most proud of so far in Chiv 2? What new features are you excited about that are now possible in Chiv 2 compared to Chiv 1?
A: One of the main elements that I am most jazzed about is how Chivalry 2 feels like Chivalry 1 in terms of the general itch it scratches. I mean in terms of the overall feeling you get from playing, it manages to rekindle that sense I got from playing Chivalry 1 (the atmosphere, the sense of dynamic possibilities in combat, the general vibe and mood of things that all combine together). Which is cool for a sequel that is several years removed in development time from the first game. It instantly clicks, “hey it’s still Chivalry” and then you get to uncover a massive amount of new advancements.
A: I am excited for the new VO. The new personalities have the Chivalry 1 charm and over the topness that made Chivalry 1 so unique.
A: Getting up to 64 players stably on both the client and server is a fun and rewarding technical challenge.
Q: In chiv 2, will we see a similar minimalistic style in terms of HUD, in-match menus and map rotation menus? The great thing about chiv 1 is that your screen is perfectly clear except when the health/stamina bar are decreasing, no spawn menu, no voting for maps in between matches… so no time wasted. I feel it sets the game apart from other FPS-style games, allows for better immersion and keeps the tension going.
A: We are looking at our user interface from a user experience perspective. Some features can be cool and interesting but not vital. We want players to only see vital information so that they aren’t overwhelmed and can focus on the combat and the great scenery.
A: Also just to add to Kevin’s answer, our in-game UI is roughly as minimal as Chivalry 1, and we’re including a lot of options to disable HUD elements if desired.
Q: Whose idea was it to put a secret undead NPC that spawns and attacks the closest target?
A: I believe that was added by Justin Pappas, who lead the LD work on Hillside.
Q: Will there be custom hit sounds like in TF2?
A: Hit sounds will have custom unique impact sounds per weapon used. Those will also be mixed in with random sound sets based on armour type hit (leather, plate, etc.) and attack type used (chop, stab, slash, etc. ) and attacking weapon size.
Q: Question about swing manipulation: will the damage depend on the duration of the swing? For example, if a player performs an attack an intentionally drags it, will the damage be reduced due to increased duration of the swing? Same would also apply to accelerated attacks.
A: I’m not able to confirm something like this just yet, but there are many aspects of swing manipulation design we’ve been looking at and this is one of them. We want it to feel fair for both both sides whether you’re receiving the attack or dealing it.
Q: How important is fluidity in combat (especially in regards to team fighting) for Chivalry 2’s development? One thing I really loved about Chiv1’s combat was how free it felt…going on a kill streak felt like a well executed ballet. The reason I ask is because tackling the “cheese” from Chiv1’s “unfair” mechanics is obviously something TB is looking to address, but doing so without the combat feeling overly restrictive would certainly be a challenge. Does TB feel like there is a good balance there, or is that still in progress? Is achieving that balance a goal? Not looking for specifics, but a sense of how you guys feel about it.
A: Fluid combat is our ultimate goal, which means giving players the opportunity to rapidly make many, many micro-decisions in their combat moves and foot movement. Melee combat is of course a key area of ongoing development. We are constantly weighing the requirements of what it means to have a rewarding and fun combat system. For example, if we make it too difficult to fight many other players at once then that can feel restrictive, but giving too much power to a player that allows them to defeat 5 players at once could be going too far the other way.
Q: Is there the possibility of weird low fantasy elements in chiv 2 like the ghost skeleton in chiv 1? Related to this, will the subtle fantasy element of chiv 1 (sometimes only seen in map designs) be more or less obvious in chiv 2?
A: Compared to the first game, Chivalry 2’s maps tend to be more grounded and have less of that fantasy element to them. However there’s still a bit of an alternate world / anachronistic history thing going on, this still isn’t set on historical Earth and isn’t going for total historical accuracy but instead prioritizing the medieval cinematic experience.
A: Lore is the foundation to our maps and our objectives. We explore the means and wants of the Masons and Agathians to ensure that what they are doing in Chiv 2 makes sense and is in line with their backstory.
We have had to expand on the Chivalry lore since Chiv 1 so that we have more characters and more conflict that is explorable and playable in Chiv 2.