Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Horde Sandcastle
tsebullach May 29, 2017 @ 4:15am
My suggestions to balance of default weapon's price's
tl;dr worse weapons should be cheaper, to be much more interesting to play with in comp to stronger weapons, latter ones should be more expensive.

WARNING LONG POST!

Price balance is preety broken now, just look at price of bows vs light crossbow. First are inferior vs light crossbow, but they're more expensive. Another example, halberd vs billhook. First one is better in every way vs billhook, but second one is more expensive.
As a opposite (almost) good example, quarterstaff = 500 points, after price reduction it could be interesting option to buy and play with in early game, later it becomes useless.

My suggestions are based on weapons stat's available here
https://docs.google.com/spreadsheets/d/12DHW01hj-1m8bTdYJT54wPNPluHW2NVh1tfle3dZMcw/edit#gid=102
Feel free to post your suggestions.

My weapons price suggestions, and why : (x -> y; x - current price, y - suggested price, +/- few points, x-y price in range between x,y)
Early game weapons
Most players are playing with these in early game for few waves. Most of them should then have enough points to buy cheaper things, while better players can buy even most expensive.
Maces, clubs
  • Holy water sprinkle (210 -> 190+/-) - worse dmg and shorter than flanged mace but it's faster so player's have better dps with that
  • Flanged mace (160 -> 230+/- - 250) - it's only a bit worse than warhammer but it's way too cheap
  • Morning star (410 -> 300+/-) - current price is too high to play in early game, while being longer than flanged mace
  • Heavy flail (750 -> 500) - it's inferior to almost every other 1H weapon because it's really slow but comes with buckler shield
  • Quarterstaff (500 -> 275) - after price reduction it could be interesting option to play in early game, quite long and fast
Axes
  • Hatchet (165 -> 225+) - it's only a bit worse than war axe
Swords
  • Saber (150 -> 80+/-) - is not that much worse than cudgel, but still it's better option vs peasants
  • Falchion (250 -> 280) - imo it should be priced as same as brodsword, surprisingly good overheads (almost as maces) but weaker stabs
  • Norse sword (290 -> 240+/-) - a bit weaker than broadsword (except stabs) but more expensive
  • 1H Sword of war (750 -> 350) - it's much worse than broadsword, but it's also much longer
  • 1H Longsword (600 -> 425+/-) - not that much better than 1H sword of war
  • 1H Messer (750 -> 450-500) - really good secondary weapon for ranged characters, so they can be effective even in melee fights, but imo it's overpriced

Main melee weapons
Usually bought after farming enough points using 1H weapons. Weakest should be avaible for most player's even after first few waves.
Swords
  • 2H Sword of war (900 -> 400) - even worse than 2H claymore, true POS
  • 2H Claymore (930 -> 550) - much weaker and shorter than most 2H swords but faster
  • 2H Longsword (600 -> 700) - only a bit weaker than greatsword but much shorter
  • 2H Messer (860? -> 1000) - this sword have good dmg, decent range and speed, it should be more expensive
  • Greatsword (995 -> 850, same as billhook) - it's much weaker than zwei, but has better dmg than billhook vs peasants, skirmishers
  • Zweihander (1500 -> 1250) - it's not that much better weapon vs armored dudes then greatsword
  • Klinge (2950 -> 2000) - extremely good weapon to spike enemies, but nothing more
Polearms
  • Billhook (1000 -> 850) - much shorter and a bit weaker than halberd
  • Halberd (912 -> 1050) - only a bit weaker overheads than bardiche, with much better stab's
Axes
  • Bearded axe (910 -> 650-700) - much weaker than double axe
  • Poleaxe (1150 -> 900) - overall better than bearded axe, but weaker slash, ovh than double axe
  • Double axe (820 -> 1050) - good dmg/speed ratio vs single/few targets, the best axe
Hammers
  • Maul (860 -> 1200) - current price is way too low, this weapon is true beast even in later game
  • Polehammer (1300 -> 1400) - this is even better than maul (a bit less dmg), so it should be more expensive than that
Ranged weapons
Bows
  • Shortbow (500 -> 300) - dmg is not that much better than slighshot
  • Longbow (720 -> 450) - overall better option than shortbow
  • Warbow (710 -> 600) - dmg almost as good as light crossbow but shooting with that is much slower
Last edited by tsebullach; May 29, 2017 @ 4:18am
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Showing 1-9 of 9 comments
Elko  [developer] Jun 2, 2017 @ 3:35pm 
ah thank you. Will have a look at it. Dark knight intends to suggest new prices as well.
Hes seems to have left out the regular xbows, they should be even cheaper than the bow alternatives imo.
ok, sorry to say that but i think your 2 handed weapon prices are WAY too low.
With those prices there wont be any challenge for better players, therefore i would like to ask Elko if it is possible to change the weapon prices depending on the game difficulty the players did choose?
Would be cool if you could use the prices suggested by Illu for normal mode, but for hard mode they are too low.
For hard mode i woul recommend to double the prices above for EVERY 2 handed weapon and the OP weapons like cactus etc
so lets get to it: (for hard mode only)
Main melee weapons
Usually bought after farming enough points using 1H weapons. Weakest should be avaible for most player's even after first few waves.
Swords
2H Sword of war (900 -> 1300) - even worse than 2H claymore,
2H Claymore (930 -> 1500) - much weaker and shorter than most 2H swords but faster
2H Longsword (600 -> 1650) - only a bit weaker than greatsword but much shorter
2H Messer (860? -> 1800) - this sword have good dmg, decent range and speed, it should be more expensive
Greatsword (995 -> 2000, same as billhook) - it's much weaker than zwei, but has better dmg than billhook vs peasants, skirmishers
Zweihander (1500 -> 2500) - it's not that much better weapon vs armored dudes then greatsword
Klinge (2950 -> 3500) - extremely good weapon to spike enemies, but nothing more
Polearms
Billhook (1000 -> 1700) - much shorter and a bit weaker than halberd
Halberd (912 -> 1850) - only a bit weaker overheads than bardiche, with much better stab's
Axes
Bearded axe (910 -> 1500) - much weaker than double axe
Poleaxe (1150 -> 1600) - overall better than bearded axe, but weaker slash, ovh than double axe
Double axe (820 -> 1750) - good dmg/speed ratio vs single/few targets, the best axe
Hammers
Maul (860 -> 2300) - current price is way too low, this weapon is true beast even in later game
Polehammer (1300 -> 2500) - this is even better than maul (a bit less dmg), so it should be more expensive than that

additionally we have the OP weapons:
master Messer: 2700 -> 3200
cactus (really op): 2800 -> 3800
ballista xbow: 2400 -> 4000 (without having to pay attention to teammates that one is really OP)
22 throwing axes: 1800 -> 2000
Magic Weapons: (sorry i almost never use them so i dont know what they cost now)
- Firebow --> 2000
- Fireaxe --> 1800
- Firesword --> 2200
- Lightning Sword --> 1800
- Trebsling --> 3000
Do weapon upgrades work for those weapons? If they do then the prices should be even higher


Then there are the other upgrades:
400 hp should stay at 400 score, but i would highly reccomend to place that one at a more obvious place, most new players are not able to find it without beeing led there.
public armor upgrade: same here, 350 is ok, but the placement isnt that good
for those two maybe a shield working as a pointer for new players near the spawnpoint would be good.
11% armor: 1100 is also ok
6 hp regen: 1300 -> would go up to 1500

things you loose when you die (prices are overall good because you loose those things when you die which happens quite often because of teammates etc :D)
539 hp: 1000 is good
650 hp: 2222 also good
9 hp regen: 2450 --> 2000
giant upgrade 3500 good
speedy shoes: 3000? 3500? --> 2000, otherwise almost nobody will buy it
backjump: 1200? price is good but it does not work that well, if you are surrounded you still get rekt because you cant get out of the group, would be nice if the backjump would also make you jump backwards over their heads so that you can crowdsurf out of the mob :D
sorry for horrible formatting. didnt have much time :D
tsebullach Jun 3, 2017 @ 1:32am 
DarkKinight imo your prices are too high, with them I'd probably get any more serious weapon after past 13-15 wave. Is this is not too much to stick with warhammer(usually)/mace/whatever 1H weapons for such long time from beginning?

Weapons prices scaling would be really interesting, but I don't think it's possible in Chivalry.
Elko  [developer] Jun 3, 2017 @ 2:44am 
I would be careful with lowering price on 9 hp regen, it is really a good buff.
So your suggestions are for hard mode only? The point of hard mode for many players is to gain more score because of more enemies. If you make the prices higher, I doubt many players would like to go with it.
2H Longsword (600 -> 1650) that is quite a raise. I don't think it makes sense to make it that much more expensive because standard weapons in Chiv do not make that much of a dffierence. They need to be balanced for MP. For instance, a mace would do more damage with less reach I think but would could be bought for less than half the price? Idk, imo Chiv really requires more difference in weapon powers for horde mode to justify the prices.

Magic weapons don't cause more damage with higher tier.
Well i can only speak for me, i just always skip the cheap weapons and get maul or greatsword in wave 3-8 depending on how the rest of the team plays, i think it would be ok to only be able to buy better weapons later and to have some kind of a challenge at the lower waves.
the point in raising the 2 handed weapon prices that much is because range is everything in sandcastle. with the short weapons you have to be very careful, especially when you have many fork/polearm enemies behind because you have to get in range and quickly get away to avoid getting rekt.
With 2 handed weapons you can just blindly run forward and swing like a madman, you still get many kills and stagger the enemies.
Thats why i would raise the prices for longer weapons that much.
I think the point of this mod should be a survival game, with higher prices you will have to be careful and think before buying stuff.
My point is, when there are some good players online and they mix with a bunch of noobs they slay around 80% of the enemies alone because they can get the big weapons too fast, the newbies cant even get many kills.
With only short weapons for cheap prices, we also have to be careful and cant just farm the biggest part of the waves.
The last few times i played i just felt really bad for the new players, for example i started with 7 others, i got around 85% of all kills for the first 4 waves.
Then i had enough points for greatsword while the rest did just earn enough to buy a cudgel or a mace. For the whole game noone except for me was able to buy anything because they could not get enough kills before the harder waves started.
I hope you understand my reasoning.here. I dont know if my idea is the best solution for this problem but it would be nice if we could just try it that way for a few days to see if the newer players can have more fun/kills/points then (when we get "restricted" like that).
Elko  [developer] Jun 4, 2017 @ 4:27pm 
I understand. We need score communism to distribute earned points evenly among players regardless of skill.
Or I just introduce a new mechanism which doubles the price if the player name equals 'Dark'Knight' :P
Don't get me wrong, you have a very good point that on open servers great skill differences among players cause advantages in development for better players because the additional bots spawned for additional players are killed by the same person.
Increasing the weapon prices for everyone is hardly a solution imo.
That's why this is best played on a LAN where players know and help each other. Skill differences are compensated with attitude. You can't and should not always automate such balance processes imo.
My attempt to address this was to spawn the avengers and dynamic difficulty scaling. Both not very well received concepts.
IMO, the basic setup is flawed. Players should not be the target no matter what. If a player wants to withdraw from battle, so be it. There should be a greater goal for bots to accomplish. This would also solve these annoying save spot exploits which never cease to pop up.

I am thinking about the Dark Messiah map with the human castle attacked in crusade mode. Now exchange the undead player with bots. Et voila.
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