I had the same problem. They made it bewilderingly unclear on how to actually play the beta. I only worked it out from seeing people on my friends list in-game; if you go to your steam library, it’ll be called “Chivalry: Medieval Warfare Beta”, right click on that and there’s an option to play the Deadliest Warrior beta.
Posts made by Vire70
RE: I can't activate Chivalry Deadliest Warrior
RE: No servers showing!!!
I’ve had the same problem since the recent patch. Press refresh in Server Browser and nothing happens. No servers show up. Sometimes if you leave it for a few minutes servers will start to show up, but they often don’t, too.
RE: Rank table
Ok, so a quick interpolation (roughly rounded off) of the values as you increase in rank would look something like this? Not quite sure if it’s right. Not weighted properly.
The values in my UDKstats.ini still indicate I should be much higher rank, but it does close the gap somewhat.
! ! rank k/rank total kills ! 1 20 20 ! 2 23 43 ! 3 26 69 ! 4 29 98 ! 5 31 129 ! 6 34 163 ! 7 37 200 ! 8 40 240 ! 9 46 286 ! 10 51 337 ! 11 57 394 ! 12 63 457 ! 13 69 526 ! 14 74 600 ! 15 80 680 ! 16 91 771 ! 17 103 874 ! 18 114 988 ! 19 126 1114 ! 20 137 1251 ! 21 149 1400 ! 22 160 1560 ! 23 183 1743 ! 24 206 1949 ! 25 229 2178 ! 26 251 2429 ! 27 274 2703 ! 28 297 3000 ! 29 320 3320 ! 30 366 3686 ! 31 411 4097 ! 32 457 4554 ! 33 503 5057 ! 34 549 5606 ! 35 594 6200 ! 36 640 6840 ! 37 731 7571 ! 38 823 8394 ! 39 914 9308 ! 40 1006 10314 ! 41 1097 11411 ! 42 1189 12600 ! 43 1280 13880 ! 44 1463 15343 ! 45 1646 16989 ! 46 1829 18818 ! 47 2011 20829 ! 48 2194 23023 ! 49 2377 25400 ! 50 2560 27960 ! 51 2926 30886 ! 52 3291 34177 ! 53 3657 37834 ! 54 4023 41857 ! 55 4389 46246 ! 56 4754 51000 ! 57 5120 56120 ! 58 5851 61971 ! 59 6583 68554 ! 60 7314 75868 ! !
Interesting, but if we’re going by the stats file it is still miles off… my ingame rank accounts for only half of the kills in my stats file according to this. Of course, it was even worse with my table. Either way, kind of worthless as a measure at this point. I wish a developer would just comment officially on how it works.
RE: Rank table
20-40(starting with lvl 7)-80(14)-160(21)-320(28)-640(35)-1280(42)-2560(49)
table slightly off shift all the kills by rank up 1
You’re saying… 40 kills at rank 7, 80 at 14, 160 at 21?
What does the 20 mean? How is this any different from my table? I’m afraid you’re going to have to be a lot clearer. I’d like to fix the table if there’s any problem, but I can’t decipher this comment.
By doubling every 7 ranks I thought ot was to get to rank 1 required 20 and rank 8 required 40.
That is exactly what my table indicates. From rank 0, it is 20 kills to rank 1. Then another 20 kills to rank 2, another 20 to r3, etc. Thus, 20x7 = 140 kills for that bracket, at which point you’re rank 7 going for rank 8, which requires 40 kills and so on…
But inbetween it increases too. So rank 1 is 20 kills rank 2 23 kills rank 3 26 kills and so on. That’s how I thought it went.
Can anyone confirm this? And does it just consistently increase by 3 kills per rank, or what? Seems kind of arbitrary. Going by that, first bracket would be 203 kills instead of 140… so yeah, might account for the rank difference I’m seeing with my stats.
RE: Rank table
Although I’m not defending my table (it probably is wrong in some way), I don’t think the stats file is particularly accurate either. So if there’s a huge disparity there, I wouldn’t just assume the stats file is right and tables wrong. According to this table for instance, I ought to be like rank 58 or 59, going off of my stats file, but I’m only rank 48. I would guess servers glitching out and not counting as ranked accounts for a bit of that disparity at least.
To check your stats, go to Documents/My Games/Chivalry Medieval Warfare/UDKGame/Config and open UDKStats.ini in a text editor. You’ll have a row of values. The first and top value is your total experience. All the values beneath that down to bResetStats=False are your weapon kill counts; so just add those up to get total kills. But my friend and I have confirmed it doesn’t track kills properly, so I wouldn’t rely on it too much. I’m curious as well as to what the rank bug does to your stats file… do they suddenly gain tons of kills, or tons of experience?
I saw somewhere on the forums that Chivalry ranks are based off of how many kills you have, and that the number of kills required per rank doubles every 7 ranks. I don’t know if that’s true, but I was bored and decided to make a table of it anyway.
[EDIT] Removed my rank table since it was wrong. Here’s a quote to a proper rank calculator made by others later on in this thread.
RE: I love this patch
Personally I’m loving the new patch. Before playing it at all I scoured the patch notes and could understand 90% of the the changes they made from the get-go. In fact I’m kind of amazed that they got so many things spot on, weapon changes included.
As for actual in game experience… the player response is pretty much what I’ve been expecting for a while now. A lot of ‘good’ players who were coasting on buggy/exploitative mechanics - since release really - and patches like these render those untenable. So they’re all quite upset. I’m not saying that that is everyone, maybe some objections are understandable, but it’s at least a sizable population of those complaining. I’ve seen claims that MAA is now completely useless and broken (even though I was still topping the scoreboard as MAA in every game I played in today, with a 10kdr at times)
After playing all the classes, I think I’m with everyone else when I say Archer is a little overpowered. I don’t really understand what they were doing there, although I think they mostly must have underestimated the effect increased projectile speed would have. Sniping people across the map with crossbow/heavy crossbow is quite viable now, even easy if they’re not mobile. I feel like they could have given crossbow the reload speed or the projectile speed, but not both.
MAA, which I’ve seen the most crying about, I think the changes were mostly positive. The class is still incredibly viable, but a lot of people are used to being able to just dodge rather than actually really move in a fight, which IMO was kind of ridiculous and needed adjusting. This way dodge is a utility, not a complete playstyle. It also reduces the effect of instant-stabs which really needed to go.
Vanguard, probably the least changes there. I think the new sprint is pretty good, although the range can be strange at times. But at least it’s viable now. Claymore is the main change there and I do think it’s a little too fast. But it’s not unbeatable, and the damage is a joke against knights.
Knight got nerfed a bit, but they also probably needed it the most. Let’s face it, when it really comes down to it there was little reason to play Vanguard before. Knights were faster when it came to SoW/Longsword, despite needing 1-2 hits less to kill the opposing class, which the range (already being the most trivial attribute, after speed & damage) being fairly insignificantly less than VG weapons. SoW combo times were a joke before, and I find myself bewildered that anyone can even argue about that, but I know it’s a favorite amongst a lot of ‘good’ players who like to 2-hit newbs in under 2 seconds, so the whining there is expected even if imo pretty blatantly irrational.
As for feints… well, it’s definitely a good change, but I’m not certain it’s changed enough to really resolve some of the issues. Feint spamming still works pretty much the same; you can ‘technically’ react now, but certain weapons like spear are still really difficult to survive feint spamming. Especially given the extra knockback. But it is much better, so I’ll take what I can get.
RE: Feint crybabies
Let’s actually talk about majority player-base rather than a tiny niche community of high-level comp players.
You don’t even have to bring a team of pubstompers to do this. Just bring a friend, and refer to the basic 2v2 strategy in most situations. Synchronize with your buddy, switch targets often, play aggressive, watch each other’s back, and you’ll do amazing unless the rest of your team is pretty much non-existent.
Just goes to show, feint apologists really will argue just about anything to keep their crutch in the game. Considering the main other suggestion for defeating feinters is “duck” (a largely novelty mechanic), and now we have “go 2v1”, I wonder how you even take yourself seriously.
You are right that teamwork trumps feinting. Teamwork also trumps most skill based play as well. It trumps everything, as is the case with most things. How that is even relevant to the inherent flaws in feinting is beyond me.
RE: How Many Kills Do You Have? (Roughly)
Rank = 43
Hours = 393
One handed sharp =3393
One handed blunt =380
One handed axe =1091
Secondary weapons =809
Heavy Blunt =685
Two-handed sword =8253
Two-handed axe =599
Bastard sword =2530
Total EXP =5135000
Kills = 25461
Assists = 214 (seriously?…)
PS: These exp values cannot possibly be correct. A kill in team obj. is like +10 exp, a kill in FFA is +2 exp. That alone would make calculating exp purely by kills impossible since these logs don’t distinguish. I’m also a little dubious of the kill counts personally; I use heavy blunt and 2h axe fairly often, yet those values are barely 5x my javelin kill count (which I used solely to unlock javelins and then never again).
RE: Speedhacker Odyssey *Video proof*
Based on the walk speed alone I’d say he was speed-hacking. Given that he has a <50 ping, the wacky hit detection on his swings is also pretty good evidence, since speedhack fucks up your swing speed and the animations fall out of sync.