Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Horde Sandcastle
Elko  [developer] 29 Sep, 2015 @ 3:02pm
Dynamic difficulty mode
I noticed contradicting reports about the normal mode being too hard for some players and too easy for others.
The donor weapons my lower the difficulty in overall a bit (yes, will be patched again next update) but the general issue is not new.
To increase the difficulty in general just frustrates newbies.

For what I've heard, the random team on online servers differ a lot in their skill level. For each player the difficulty is increased linearly without taking any skill into account.

The idea is to have a new game mode with adapting difficult to how the players are doing to keep the difficulty intense.
Of course the difficulty already increases with each new wave, however, sometimes players are bored until high waves after playing for hours.

One way to measure the skill level is how many score all players have altogether. An other way is counting the number of deaths in relation to playernumber.
Also some powerful weapons/ equipment could be taken into account. E.g. more donor weapons in action increase difficulty.

Any ideas about this?
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Showing 1-15 of 86 comments
BrUtAl_DeLuXe 29 Sep, 2015 @ 11:41pm 
its true trying to please all skill levels very hard, but if it is possible to scale difficulty depending on how quickly wave was cleared, if main gate not destroyed could be another trigger to make it harder. Your suggestions
"One way to measure the skill level is how many score all players have altogether. Another way is counting the number of deaths in relation to player number.
Also some powerful weapons/ equipment could be taken into account. E.g. more donor weapons in action increase difficulty" seem like a very good place to start.
Sandman.Dreams 30 Sep, 2015 @ 10:48am 
Your mod is great Elko.

Interesting idea.... I think it WAS perfect the way it used to be on hard mode, as I enjoy this mod as a challenge so I play on hard mode where usually every wave is an exciting struggle.

Normal mode definitely needs a dynamic difficulty adjuster because it usually turns into a grindfest where the same game will go on for many hours..... but it should always stay somewhere between normal mode and hard mode in terms of difficulty. Brutal's ideas about round time and main gate is good, so is yours about how many players had died vs lived the last round.....

But don't base it off of the number of new OP weapons are in use, because then the vanilla weapon users that are in a melee with the horde will get slaughtered while the firebow heroes will be laughing from the castle wall :'(.........

It''s supposed to be hard, hard mode WAS perfect until these new god weapons came from the great creator lol, and normal could have always used a dynamic boost in difficulty for sure.
Sandman.Dreams 30 Sep, 2015 @ 10:56am 
Also I find new players spend too much time at the oil pots on castle walls trying to get kills that way. Often they dump it too early nerfing the team because they want to use it to get 'free kills'. They also try and steal the moveable spikes for more free kills. lol.

Could you remove the points and kills awarded from using the oil pots and moveable spikes?

Then these new players would spend time learning to survive and where things are on the map, and think of all the fights that have broken out over the oil pots and that oil pot glitch.
Last edited by Sandman.Dreams; 30 Sep, 2015 @ 10:57am
Elko  [developer] 30 Sep, 2015 @ 12:47pm 
Boosting the normal mode difficulty depending on if e.g. the main or throne room gate break. Yeah, sounds good to me. I think too that weapons should not impact the difficulty directly either.
I remember quite some requests about rewarding kills for using the firepots. Your arguments explain why I did not do that. But there are also arguments for kill rewards, so I think let the spikes be.
I can't do anything about the oil pots. They are done by TB.
Inexperienced playerbehavior is one of the advantages of playing this in a LAN instead of online server. It is not my intention to make this map foolproof.
The random matchup in online games can be fun but has its drawbacks.
Elko  [developer] 30 Sep, 2015 @ 1:42pm 
How to judge if a wave ended quickly? Higher waves always take longer.
I would say it ended quickly when the time to clear it stays below 3 min + (wavenumber * 15 sec). For instance, that sets the threshold for wave 20 to 8 minutes.
Just a wild guess...
Sandman.Dreams 30 Sep, 2015 @ 3:25pm 
Sounds good! Should keep normal mode more interesting, and thanks for the explanations.
Elko  [developer] 1 Oct, 2015 @ 3:13pm 
It's in now with version 3.5 and can be configured. Details in the log.
BrUtAl_DeLuXe 2 Oct, 2015 @ 12:15pm 
wow elko its HARD, i think u might get a few complaints ;). I love the idead mybe it needs tweaked a little. if its much harder surley first thing should be some cheaper weapons im playing now and we gettin murdered lol
der Gspritzte 2 Oct, 2015 @ 12:43pm 
Short question: Does this also increase enemies health or defense values? I played solo 2 rounds and suddenly peasants took multiple cudgle hits and skirmishers were also a pain. Its easy to keep the main gate unharmed in the first 2 waves, even for new players so maybe now u will get even more complains about difficulty... xD
Elko  [developer] 2 Oct, 2015 @ 12:51pm 
Oh yes I received complaints^^'
Was too easy now too hard.. oh well, balancing can be a pain.
I'll release a hotfix today. Meanwhile there is the config param (check logs) to turn the difficulty increase down/ off.
Elko  [developer] 2 Oct, 2015 @ 1:13pm 
And to answer ur question, difficulty is increased wherever possible when the system thinks it needs to. Stronger enemy types, more hp, more enemies and whatnot.
But defense values are not yet changed for bots. Only players can increase their armor (not hp).
Last edited by Elko; 2 Oct, 2015 @ 1:15pm
der Gspritzte 2 Oct, 2015 @ 1:16pm 
k I admit it, its way to hard for me now xD

we were 5 guys playing normal, 2 good ones, first 2 waves no problem

Suddenly on the 3rd wave over 90 npcs spawned with crazy hp values, impossible to finish with only a cudgel, hatchet and no 400hp, looking already forward for that hot fix :P
Last edited by der Gspritzte; 2 Oct, 2015 @ 1:17pm
Elko  [developer] 2 Oct, 2015 @ 1:30pm 
version 3.6 up
Though I'm not gonna restart the EU server when still 8 ppl are playing.
Last edited by Elko; 2 Oct, 2015 @ 1:34pm
BrUtAl_DeLuXe 2 Oct, 2015 @ 2:29pm 
elko i like it being a challange a game always has to be, i likes how it made us use teamwork 1000% more , im now trying hotfix get back to u
BrUtAl_DeLuXe 2 Oct, 2015 @ 2:32pm 
lol now too easy, i think it was good but a few too many bots now its easy again
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