Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Horde Sandcastle
JelqMaXXer 10 Jul, 2015 @ 12:25pm
Feedback and Improvements
Some feedback and suggestions... currently playing Version 2.9

Disconnecting from game: Currently you keep your score but all upgrades and weapons are lost. Anyway to remedy this would be great.

On-screen messages: Make the font smaller and move them to the top of the screen so they are not in the way.

Ballistas spawning/respawning crooked: They sometimes respawn at a weird angle which throws off the aim severely rendering them almost unusable. Destroying them does not fix.

Game failure threshold: Had 3-4 enemies left that were glitched/ unable to find them in time. Had about 15 people left alive on wave 36. Perhaps a check could be put in place if player count greater than or equal to enemies left, that wave counts as a win when timer runs out.

Trebuchets: Some sort of warning sound when they are first launched would be helpful.

Lifesteal upgrade: Uses charges while at max life. This is minor but would be great if it only consumes charges when life is missing.

Speedboots: Great effect but needs balance regarding either price or permanency. At current cost of 3500 it should persist after death. Otherwise sensible thing would be to lower the price if it is not permanent after death, somewhere in the 2000-2500 range.

Undead Archers (on platform in desert): Their range could be tweaked or perhaps lower their accuracy a bit.

Horde Rogue: Main complaint is the charge attack they can do while stationary or walking. Could be tweaked so only occurs while they are running/sprinting.

Klinge: Could use more damage for being the highest priced weapon.

Flame arrow trap: Really weak considering you must go into an enclosed area that is pretty much a death trap. Maybe add new feature to it or different trap. Perhaps adding knock back effect to arrows would be ok.

Mercenaries: Need to be worthwhile! Maybe increase the number that appear or if only 1 is to appear, increase Max health/armor, damage or both. Not worth the coin to buy right now.

New ideas:
- Purchasable archer mercenaries to put on top of the two towers of the castle. They could shoot enemies coming up the ramp, maybe have a range that goes as far as the well in the main courtyard/ruins. Function similarly to the undead archers out in the desert. Maybe give them flame arrows or have them be upgradeable in some way.

-Box to sell your weapons or upgrades. Maybe half the price of purchase amount.

-Could use 1-2 more different super weapons in the throne room. Some cool looking weapons to consider reworking (since they are under used): Falchion, quarterstaff, or flail ( 2-hander?), Javelins, Warbow.
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Showing 1-10 of 10 comments
Binson 11 Jul, 2015 @ 10:32pm 
I esoecuakkt like the sell-back box, the lifesteal fix, and addition of more javelins that actually work.
Osmosis Crohns 17 Jul, 2015 @ 1:48pm 
I'd like to see the addition of points for assists. Either 50% of the points for a full kill or a percentage of the damage done, with who ever gets the kill getting the full kill percentage. As it stands you have people trying to kill steal or when you whittle down a big guy and have to run, someone kills it and you get nothing.

Elko  [developer] 19 Jul, 2015 @ 12:02pm 
Hi,
seems like you mean version 2.59.
Ballistas are indeed a main issue. They are not respawned though. A way to reproduce any ballista bug is needed before I can fix them.

Not finding the last few enemies is a problem which should not occur anymore. When you are 15 ppl left on the server, you should be able to find 4 enemies. When the countdown starts and how much enemies are allowed to remain and how much seconds are left can be adjusted in the config.

Tweaking the range of undead archers or their accuracy is not that easy.

I can lower the price for speedboots.

You have a point with the life steal still discharging when at max life. Maybe it should only take effect when an enemy is killed and you have less hp than max? Of course the hp gain would be greater then.

Ain't bots always sprinting or running? Never saw them walking.

Klinge has strong attacks, but the one which throws enemies away causes very little damage.

Yeah, the fire arrow trap rather traps players than bots ;P

Mercs need to be adjusted. Some want them to be removed others want to enhance them. Just don't buy them for now. Maybe scaling their stats based on wave number is fine?

I can hear players already raging about bot archers if such could be bought. The issue is they don't really care if players are in the way.

This selling box seems very popular, but I think it makes the game too complicated. Just buy the weapons u really want next match. Also it is annoying to implement...

Yeah, I'm working on new weapons ;)

Javs do work. There is no issue reported with this weapon.

You get 5 points for assisting a kill. I do agree that it is annoying that sb kills an enemy you were fighting a while with. Ideally, the one dealing the most damage should gain most score.
Each enemy needs to remember who damaged them the most. This requires a complete reimplementation of the current score award system. Maybe one day...
Binson 19 Jul, 2015 @ 4:47pm 
Originally posted by Elko:

Yeah, I'm working on new weapons ;)

Javs do work. There is no issue reported with this weapon.

I appreciate your responses and thank you for taking the time to engage with us.

However, the javelins do not work. Javelins in Chivalry are meant to be both ranged and melee weapons. Right now, you can only use them as melee only or ranged only randomly depending on how you buy them. The Javelin's capability to do both is its main strength. Why take away the main purpose of javelins? Without this flexibility, there is no point in buying javelins at over 900 points. It's better just to buy a bow or any other melee weapon at that price.

I understand if it is not possible or not worth the time for you to implement javelins as they were intended - being able to both melee and range. But, to say javelins work and there have been no reported issues is simply not accurate.

Lastly, I'm glad to hear you are working on new weapons :) There are all different versions of Bows and Melee Weapons. If it would be possible to add short and heavy javelins to the selection, it would be much appreciated.

Thanks!


Elko  [developer] 20 Jul, 2015 @ 2:14pm 
Didn't know u could switch Jav from ranged to melee in normal matches. They are distinct weapons behind the scenes (I did not implement them) and u can only equip one of them. In this case I picked the throwing version. The only issue would be that sometimes they are melee only when bought. But I could not reproduce this issue.

How do you normally switch between melee and throwing version of Jav?
Binson 20 Jul, 2015 @ 5:51pm 
I see. Yeah, normally, the Javelins are both melee and thrown.

Here's how it works:

With no buttons pressed, the Javelin is primed for melee.

1) Primary Attack: Throw (Click then Hold to bring it into throwing position, release when you want to to throw. If you just click, it will throw immediately when it reaches the throwing position)
- While in the throwing position, the player can cancel the throw via Feint and bring the javelin back to melee position.
- The player is unable to block or melee until he/she throws the projectile or cancels the throw via Feint.

2) Stab Attack: Melee Stab with the Javelin

3) Overhead Attack: Shield overhead attack with the buckler.

4) Block: Bring up the shield to block melee (and ranged) attacks

---
So, from my point of view if there are 2 versions of Javs is that melee is the default. The primary attack of the Javs switches from the melee version to the throwing version - reversing to the melee version after the throw or cancellation by feint.

I hope this helps! Please let me know if I can be of further assistance.

Thanks!


Last edited by Binson; 21 Jul, 2015 @ 3:48pm
JelqMaXXer 21 Jul, 2015 @ 12:43pm 
Firstly, thank you for reading and considering what I have written. I have a great deal of respect for game modders since their work is voluntary and for the betterment of the gaming community. Horde Sand castle is pretty fun but with some tweaks it could be even better.


Other comments:
- Issue when attacking near the gates. After a gate breaks down, if you are fighting on the spot where it was, your weapon hits the air as though there a wall there. Seems like the collision is still registering after a gate is destroyed.

- Would be great if some sort of marker could be added to the area where the oil pots( up top on wall) splash so newbies dont waste it, maybe blacken the surface of the stone or add a skeleton or something. Also the oil pots on ramp could use some more damage.
Elko  [developer] 24 Jul, 2015 @ 6:01am 
@Binson ty for the info, I don't know why it doesn't work this way when the Jav is assigned to a player. I actually had to rewrite the Jav code so it works at all. Maybe that's the reason why it is not available in horde town.

@Blackula I noticed the gate collision fail too but it seems to be a networking issue. It doesn't happen in offline matches. I see no simple fix for that yet.
There are some splashes on the ground infront of the gate.
Hey elko, since the update there is a problem with the paths the bigger enemies like deathbringers and feydrid should walk, they are kind of broken, and they dont attack anymore just stand there until a player gets near them, then they go for the attack. Also it seems the glitch for going up to the roofs by trebjump still works. I will post a screenshot of the problem with the paths.
Elko  [developer] 3 Aug, 2015 @ 1:09pm 
Thanks, I will check the paths now. I don't know why they don't use the navmesh anymore.... When I enable the Pylons they just use it as waypoints.
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