I’ve often thought this but I guess it’s just balance. I think you should be able to attack/defend with torches though
Posts made by TheCheekyTree
RE: Allow Throwing Axe to be used as Melee weapon
RE: Thoughts On Respawn Length?
I think on certain maps the attacking team should have shorter respawn times.
especially for the first objectives on Citadel and Hillside… and the last objective on Battlegrounds.
I think defenders should have a longer spawn the closer the attackers are to the objective (like in a lot of games)… the system that’s there now is very thrown-together; it counts down from 17 seconds and whatever time you manage to catch it in when you die is your respawn length.
I actually think that in some cases it should be longer. Ideally, the maps could just be bigger, with more time to get to the objective. But as it is now, kills don’t mean too much when it comes to the objective; generally you need to outplay the defenders twice or even three times, as a team, in order to take the objective.
This is especially egregious on Treb 3 on Hillside, but then that’s just a poorly balanced map. Shortening respawn time would only make things worse, though.
the day the respawns get longer is the day I stop playing lol
A Huge List Of Stats
A Huge List Of Stats
Favourite Weapon: Poleaxe
Heads Exploded: 42
Heads Decapitated: 60
Limbs Severed: 23
Archers Killed: 169
Man At Arms Killed: 245
Vanguards Killed: 320
Knights Killed: 253
Objectives Won: 30
Objectives Lost: 28
Filthy Peasants Killed: 62
Trebuchets Destroyed: 11
the list will be a lot bigger than this but you get the general idea. I think it would also be nice for a screen to appear upon death showing some of your opponent’s stats too - such as his favourite weapon.
RE: Eliminate weapon unlocking.
I enjoy unlockables. It’s hard to keep a multiplayer game new and fresh if everything’s laid out for you on the table from day one. It’s good to make players feel as if they’ve earned the equipment they’re using and that they have something to show for the time they’ve sunk into the game. It’s also a way to give it a potential start and finish which is great if you’re a completionist - or the so called “carrot-on-a-stick” gamers - but they’re just there to complete the game and then move on which I don’t have a problem with. It’s what they enjoy.
I think unlockables only hurt games in free-to-play environments, or when unlocked equipment is actually better than the last.
RE: Patch? More like salting the wound.
To be honest, the patch made almost everything worse.
! OPINIONS INCOMING
-Server browser is still a joke
You encouraged LMB spam by buffing the living hell out of the vanguard’s FIRST POLEARM
-The only viable weapon as a vanguard is now a polearm, everything else is obsolete
-Vanguard is the best melee class hands down now
-Alt attacks’ animations are atrocious, and just need to be scrapped
-Van Backswings are absolutely ridiculous now
-The polehammer is still a crappier halberd
-The quarterstaff is still a barely better cudgel
-Shields are almost completely useless due to the new kick weakness
-Flails are almost if not entirely pointless due to crap damage, crap speed, and crap range, and dont even get me started on the knight’s movement animation when using said crap weapon
-The sling is still UP
-Vet helms bugged out of the game
-Knights appear to be even slower than they previously were, which makes that class nearly pointless in duel settings, if not in any setting
-The stagger system doesn’t even look like it exists anymore, everyone can just LMB through the animation
-The tutorial is even buggier, just look at the starting cutscene now as opposed to what it was before
-Vanguard sprint attacks are still garbage
-Giving server owners the ability to limit what ranks join their server (NEVER put power like this into the hands of the people)
-Everyone who wants to win just plays LMBguard, because you can even two-shot knights with the bardiche
-MAA’s are so useless now that it’s not even funny
-Dat MS Paint red/blue class background in class selection menu
-Chat text is gray and hard to read
I think they should have polished the game a lot more instead of adding new content - problems that need adding;
- you still spawn with your secondary or fists sometimes
- throwing objects can bug out which results in you unable to throw them
- ammo boxes still bug out when you spam the E button to refill
- javelins are still janky, especially after you’ve been hit
- UI is obtrusive on lower resolutions
- still get stuck on certain parts of maps, like stairs and pathways, debris on the floor
- weapons bug out resulting in your entire loadout and rank being reset for a duration
- no “duel” option on gamemode selection of server browser
- kicks are janky and unresponsive
- I’ve noticed loads of people run vanguard now.
- not really, people love to pile-jump the charge attack with swords, and zweihander = long range maul.
- you use the polehammer for blunt damage
- shields aren’t that bad, all you need to do is back-peddle and most kicks miss
- if you look at the sling as a harass weapon, it’s pretty good - stagger opponents, stop them sprinting
- I usually play knight and I haven’t noticed a difference
- yeah stagger doesn’t work too well, and most people hit-trade vs squishier classes
- I see vanguard sprint attacks as quickly being able to close a gap without being staggered
- yeah that’s ridiculous, butt-hurt people will just prevent archers from playing
RE: New Objective Type - Escort
What self respecting King would be found without sword in hand?
Other than that, it’s a great idea. It has an awful lot of balance issues though, particularly if the VIP is player controlled. Certainly beats the current state of the Citadel final objective.
I’m glad you like it! Of course, everything is up for interpretation, but the basic idea is there and that’s what matters I’d say :] I was thinking that prior to this particular escort mission, the King could have been busted out of a prison or something which explains the no weapon
VIP game modes are proven to be a bit of a fail, while fun certainly, it comes down to bad players being put on VIP or people exploiting/trolling with the VIP (teamkilling, feeding the VIP to the enemy).
I prefer TF2’s solution to VIP mode, which is Payload. It eliminates the trolling/exploit potential while limiting exploration and free movement, it still proved to be fun and very popular.
We already have payload-style objectives, such as the bomb-cart and the battering ram.
The person selected as King will be the highest scoring amongst the team, just like usual.
I don’t think trolling will occur because we already have objectives where you need to defend the king and I have never seen a teammate purposely kill the king haha
New Objective Type - Escort
New Objective Type - Escort
The King (the player with the most score upon the mission starting), will need to get from point A to B to complete the objective, and will have to be escorted by fellow players as he will only have fists to defend himself with.
Why Will This Be Fun?
it’ll be one of the few objectives where players will need to coordinate themselves and work as team, possibly using tactics such as the shield wall… or whatever you can come up with! Do anything you can to get the King to his destination!
Q: Where will the king need to go?
A: I think it’s best that he has to get to a mode of transport; like a boat. I also think that when the king finally gets to his destination, players should have to defend the position for a while (similar to destroying trebuchets, but have them set up the sails or equivalent). It prevents the ability to solo the objective.
Q: Why fists?
A: The whole point is that he is vulnerable - if he had a weapon, most incoming attacks would be parried whilst he bum rushes the objective. It would make the mission too easy, especially with his high health (of course, this is if players don’t have to defend when they get there).
Q: What if he dies?
A: It’s game over - and because of this, I think it’s best that this escort mission is at the end of the map.
RE: Shield and hammer blocking
as much as we would love a hyper-realistic Medieval game, it’s not going to happen unfortunately :[
game balance > realism
if Chivalry had any sort of realism, swords would be secondary weapons and would break easily and poleaxes would be the most overpowered weapon in the game.
but anyway - in Chivalry, the bigger the weapon you block, the more stamina it takes off of you :)
Thoughts On Respawn Length?
I think 17 seconds maximum for a respawn is a little excessive don’t you think? I wouldn’t mind it if you were dumped straight back into the action, but you aren’t - in most cases you have to run a marathon just to get to where the gameplay is again. I also noticed that there’s a delay for when the respawn timer actually starts to count down too - it should start as soon as you die, not a couple of seconds after (not to mention the respawn is painfully long if you dare decide to change your weapon during this time too).
In total, the time it takes to respawn and then run back to where the fun is happening can take 30-50 seconds long… so if I die 10 times, that can potentially be 5-8 minutes of sitting there doing absolutely nothing - that’s not fun at all, just frustrating. It’s not the simple matter of “not dying” either, or that it’s there to “make people more cautious”.
it’s just my opinion, but the long respawn timer doesn’t feel like it has any purpose other than to arbitrarily force players into attacking in waves to me, and not to mention it throws the balancing of the maps out of the window too - since attackers/defenders aren’t nowhere near frequent enough (that’s why some maps seem to favour one side more).
what do you all think?