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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
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
Weapons prices scaling would be really interesting, but I don't think it's possible in Chivalry.
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.
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).
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.