Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Horde Sandcastle
Some Suggestions!
1. Right now the 200 hp Armor Box buys double every time (if you have enough credits)
2. An alternate way out when wave is over when in castle, instead of having to walk backwards on ladder and lose health
3. Purchaseable barrels to put in fire
4. Reward: Ballista's on castle (higher lvl waves barely outside of castle anyway)
5. Sometimes ballista's bug, flying middle of map, sight stuck downwards
6. Close Combat Leech: perhaps make this activateable, so we can start to use it when we want. Otherwise when I buy it, before I can use it, it's almost done ( higher waves inside castle)
7. Some information on how extra HP works, stackable? only once? when hit permanent removed?
8. Perhaps faster rate of missions, only had 4 missions in full completion (not counting 4 tanks)

And the last and most important suggestion of all - Make more maps!
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Showing 1-15 of 30 comments
Elko  [developer] Aug 12, 2014 @ 12:05am 
Nice suggestions.
1. this is a general problem with the purchase boxes. When you buy sth, walk away and press E again, it is bought again. I just have a dirty fix for all other boxes checking for the distance between user and box. This is barely feasable for the helthbox(es) though. Maybe TB will fix it.
2. I'll make the gate close later. But jumping down the ladder should not cause health loss unless the ladder is removed (when the gate broke).
3. I can add an other barrel bomb but they are technically too complex to easily make more of them.
4. on the castle as well? Hmm, maybe...
5. Yes that ballista bug is known to TB. Maybe they fix it. I can't do anything about it.
6. You'r right. I don't want to use an other key for that (like the G key for backjump ability) because it can not be used for anything else then sadly... So maybe I just extend the duration? Or maybe it automatically activates at the beginning of the next wave.
7. You mean the 'armor' boxes I assume. They are not stackable but set the absolute amount of health. You will keep this health until you die. After wave-end it is reloaded. The 400 hp box is an exception: If you buy it, you will have 400hp after you respawn (but not when you only buy the 600 or 800hp). So I would always buy 400hp because the next one is way more expansive and gets lost. When I tested the map locally, players spawn with 200 hp (don't know why) but when I join some public servers (not much available) then I start with normal 100 hp. So buying the 200hp depends on the server it seems.
8. Hmm, there are 7 missions and only 5 rewards to gain for now (other than score). I usually get up to 6 quests. Maybe it adds some replay value for you then ;)

Thanks for your input.
Ok, it is understandeable that there are some bugs inherent to Chivalry that can't be fixed without TB's involvement. Thanks for the information, it is invaluable! The backjump ability is just pure genius I love it!

Maybe a better way for the Close Combat Heal is instead of having it run on duration, have it run on a certain amount of life steals, so after 50-100 hits it gets disabled? Depends on how everything is coded ofcourse, I have no idea to the complexity of this.

After replaying it I did get more missions and you're right, it might not be too low.

Another small bug that I noticed is that after the tank appeared (which is symbolized by sword), and the wave is finished, there is a possibility for that symbol to keep appearing in a far distance out of view. It's not disruptive at all, just something I noticed

And I was wondering, the speed run bonus, how much does it raise your speed exactly with? Because I've bought it several times and have not noticed a significant increase, nor did my friends. Any percentage to it or duration?

Thank you again for responding that lengthily to my post and I hope you see that we really enjoy the map!
Elko  [developer] Aug 12, 2014 @ 3:29pm 
I totally agree that health leech should end after a certain amount of hits instead of a duration. It is quite a feat to rescript that but I will have a look at that (probably won't be in the next update if at all).
I disabled the icon above the tank an extra time now when the next wave starts for the new patch.
The speed boost sets the absolute ground speed. So it has the most effect on the knight but very little to fast classes like MAA. The new value is 220. The normal speed for MAA I think is 210 but it may not affect sprinting. I dunno. I made it a little faster (again) in the next update.

Glad I could make sth fun for you. That's the point.
An idea:
You know the flamering rum from Chivaryl Dealiest Warrior from the pirate, maybe you could add that as a 3rd slot its kinda like the oil pot but you get more. It would be really cool if you can make it compatiable with horde mod
I'm not so sure if I like this update. I will list some pro's and con's, and finally major issues that need to be addressed ASAP. I'll start with the positives first.

Pro's:

1. The new weapons like the bardiche, battle axe, and the grand mace are major pluses. I felt that the old map lacked enough weapons for variety depending how some individuals play. I'm a bardiche vanguard, and I am very thankful you added one of my most used weapons in regular game.

2. The assistance from the mason npcs. They are extremely useful when most of your team is dead and you need backup. It takes forever when abusing the npc AI when your the last one alive. This saves time and effort when your the last one alive, and reduces your chances of getting kicked from a few inpatient individuals.

3. Removing the maul glitch box was a good move. Now players can't abuse the enemy AI for easy victories.

Con's:

1. FOR THE LOVE OF GOD, WHY DID YOU ADD TREBUCHET'S? These mechanical monstrosities make it virtually impossible to do any missions outside the courtyard. They are extremely accurate, induce a wide splash damage radius, and launch players across the map. If you going to keep these things, you either need to A: Make a mission to destroy/disable the trebuchets, B: Make them have health so that players can destroy them w/ ballistas, or C: Just remove them altogether so that players do not rage quit from this fatal flaw.

2. The never ending spawn for the new skirmisher NPC. When I went to purchase the bardiche in the outside tent, I was mobbed by a never ending assault from these enemies. With the addition of the extremely accurate trebuchet fire combined with the spam pokes from the new spear skirmishers, I was witnessing a lot of players rage quit. Either put a cap on how many can spawn in one wave, or remove these npcs all together. They are really not necessary with the currently existing Fork Skirmishers.

3. The guard rails that lead up to the oil pots NEED TO BE REMOVED ASAP. I put this in caps because so many players with a horde of enemies chasing them have collided into each other due to this map flaw. The guard rails make it impossible for players to jump down and assist other players, purchase items, evade a horde when low on health, or just save time in general. I really suggest you take this into consideration.

4. The giant messer. This thing looks ridiculous when someone holds it in one hand. With a price of 2700, and it's two hit kill capability with most npcs, should this be the highest price weapon? I don't think so. I suggest substituting this behemoth with a more suitable claymore instead. Many players want this weapon, so why not make it the highest price great sword?

I've been playing horde ever since it came out. Your map is the reason why I have been playing this game mode for so long. If you do not address these issues soon, then I believe that many people will stop playing your map. This is only constructive criticism that will help you as a map maker.
Elko  [developer] Oct 14, 2014 @ 7:38am 
Thank you for the valuable feedback: i will go through the cons one by one:
1. Yeah, they needed for now and there are no plans to remove them. However, there can be a quest to destory one or 2. But there are already quite a few quests in place and only one quest can be done after the other. Maybe it can be some kind of extra mission. But how exactly? I need some imput there for a believable and fun mission.
For now it is planned to make them weaker during the waggon- or freeing hostage quest.
Elko  [developer] Oct 14, 2014 @ 7:40am 
2. They may be not balanced yet. I have to look into this. There is already a max in place for how many spawn depending on how many players are in or behind the hut. I will put an other max there limiting the amount of spawns per wave maybe?
Elko  [developer] Oct 14, 2014 @ 7:50am 
3. Can you be more specific which rails you mean? Do you mean the west side rise from the courtyard up to the walls? I put them there because it would be way too easy with the current ai in place to avoid them or deal damage to them. If you just jump down the bots chasing you will freeze at the endge. In camparision, I consider not being able to jump down the smaller issue. If you come up with a better solution, let me know. You can always use the other stairway if you feel unconfortable with this one. In fact, it makes it easier to defend because it acts like a bottleneck for large hordes. But u need to take care that the enemy won't approach you on two sides.
Elko  [developer] Oct 14, 2014 @ 7:53am 
4. adding the claymore? Maybe. But what is the issue with the Master Messer? Is it not strong enough. Should be way stronger than the normal messer. In my experience, most players go for the zweihander which is the seconds most expensive but way cheaper weapon than Master Messer.
Originally posted by lord_of_slyness:
3. Can you be more specific which rails you mean? Do you mean the west side rise from the courtyard up to the walls? I put them there because it would be way too easy with the current ai in place to avoid them or deal damage to them. If you just jump down the bots chasing you will freeze at the endge. In camparision, I consider not being able to jump down the smaller issue. If you come up with a better solution, let me know. You can always use the other stairway if you feel unconfortable with this one. In fact, it makes it easier to defend because it acts like a bottleneck for large hordes. But u need to take care that the enemy won't approach you on two sides.

The rails that I'm referring to are the ones inside the main castle. The issue was people having 10+ bots chacing them from opposite directions, and then inevitably crashing into each other due to the large mobs blocking the stairwells. To fix this problem, I would either space gaps in between the railing to allow players to escape to avoid collisions, or add ladders in the interior courtyard leaning against the northern walls (You would have ladders on the inside and outside of the main wall if that makes any sense). The other issue with the railings is the time it takes to get down into the main courtyard. With the older map design, this wasn't an issue for players.
Originally posted by lord_of_slyness:
2. They may be not balanced yet. I have to look into this. There is already a max in place for how many spawn depending on how many players are in or behind the hut. I will put an other max there limiting the amount of spawns per wave maybe?

I would recommend scrapping the fork skirmishers and spear skirmishers all together. If you absolutely must have skirmishers with polearms, then give them Billhooks. The reason for this is because Billhooks have the shortest reach out of any polearm in the game. It would also be more historically accurate for peasants to wield Billhooks, instead of War Forks or Spears for that matter. The issue with skirmishers you must realize, is that when Torn Banner added the new "chasing" feature (The speed boost when someone charges at you from behind), it gives an unfair advantage to players trying to retreat or regen health. They would automatically die by simply getting poked by a spear (straight forward attack) as opposed to a grand mace weilding Knight (arced or overhead attack which are dodgeable). This alone will make new players stop playing your map, while it is still frustrating for veterans to parry these attacks alone.
Originally posted by lord_of_slyness:
Thank you for the valuable feedback: i will go through the cons one by one:
1. Yeah, they needed for now and there are no plans to remove them. However, there can be a quest to destory one or 2. But there are already quite a few quests in place and only one quest can be done after the other. Maybe it can be some kind of extra mission. But how exactly? I need some imput there for a believable and fun mission.
For now it is planned to make them weaker during the waggon- or freeing hostage quest.

I understand the purpose of the Trebuchets, that they were implemented to stop players from camping in the desert. However, now NO players will do missions because of the rediculous splash damage and recoil it causes players that are trying to do missions/get items. The wagon mission is useless now, since the cart pushing speed is slower than molasses. Add the fact that now 20+ bots are comming after you while you do this (if you have a crappy team to begin with). So now individual players how to dodge projectiles with splash damage, while trying to cope with the massive amout of bots following one player? Reduce the amount of Trebuchets, and limit the damage output to a really low amount. One direct hit will instantly kill a player with no health upgrades. This is one of the biggest setbacks with the update that will cause players to leave.
Originally posted by lord_of_slyness:
4. adding the claymore? Maybe. But what is the issue with the Master Messer? Is it not strong enough. Should be way stronger than the normal messer. In my experience, most players go for the zweihander which is the seconds most expensive but way cheaper weapon than Master Messer.

It's more of a comedy weapon than anything. You have a small messer which is one handed, and now a giant one which basically does the same thing with better reach. I think the claymore would fit as a "master" weapon due to it's extremely fast speed and stabbing potential. If you want to make it ginormous, that is entirely up to you as the author of the map. I would like to see a huge claymore, but not upscaled to the ridiculous size that you have the messer. Perhaps three times its normal size if you choose to upscale it. If you want, I can playtest your maps for you before you make them publically available. That way as a player, I can help you with any design flaws or suggest personal opinions that would ultimately help your maps gain more popularity.
Not the only one that really appreciates this SandCastle map it seems! You got yourself another fan ^^
Elko  [developer] Oct 15, 2014 @ 10:16am 
1.
For hostage and waggon quest the trebs will be weakened/ partly disabled. Reducing the amount of trebs won't work since they all cover a seperate area. And you normally don't do these quests right after wavebegin so you don't have these 20+ bots chasing ya.

2.
Originally posted by The Strength of 10,000 Babies:
The issue with skirmishers you must realize, is that when Torn Banner added the new "chasing" feature (The speed boost when someone charges at you from behind), it gives an unfair advantage to players trying to retreat or regen health. They would automatically die by simply getting poked by a spear (straight forward attack) as opposed to a grand mace weilding Knight (arced or overhead attack which are dodgeable).
Uhm, do you mean DISadvantage? The skirmishers are strong only when you run away from them. They have low health however. Next update will lower the skirmishers spawning around the outer hut. Skirmishers are the only bot type which u can't run away from for too long. If I remove them, this map degrades to a hide and seek game due to dumb ai.

3.
Hmm, I might consider adding a gab. But why is a horde blocking the stairwell? Are they stuck there? I have to see this for myself.

4.
I don't see how playtesting the map makes sense with a single person. I think the main issue is balancing the horde with increasing playernumber. And anything else you can test already. The master messer is indeed quite funny being a messer scaled 2.5 times with more damage. I'm surprised that ppl can afford it, maybe I should decrease the score gain again?^^ (just kiddin')
But it might be a good idea to include a 2 handed weapon (like Claymore) which persists after death. Sound good to me.

I don't really seek this map to gain popularity or else I won't get a spot on the 2 servers anymore :/ Soon Ruub will decrease the playernumber to 15 or 17 when he has some time. But for now it is ok i think. Thanks to Ruub this map is played at all.

@Ruub: :)
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