Chivalry: Medieval Warfare

Zork Nemesis
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Re: Chivalry: Medieval Warfare

Post by Zork Nemesis » Sat Dec 29, 2012 8:36 am

I can see why this guy's the king; fighting through a spear through his head, what a trooper!
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Re: Chivalry: Medieval Warfare

Post by Mortis462 » Sat Dec 29, 2012 10:09 am

chaffe[seagreens] wrote:i willl be buying this. waiting to see if it comes up on a flash sale. do 3 others want to go in on a 4 pack. it looks retartedly fun.

please everyone vote for chivalry its up for vote. I will be picking up this game once it is on sale.
I'm in for a 4pk, just went on sale for 50% off on the flash sale.
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Re: Chivalry: Medieval Warfare

Post by The Spanish Inquisition » Sat Dec 29, 2012 12:01 pm

Everyone hurry up and buy this so I can 'split thou in twain.'
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Re: Chivalry: Medieval Warfare

Post by chaffe[seagreens] » Sat Dec 29, 2012 1:19 pm

Mortis462 wrote:
chaffe[seagreens] wrote:i willl be buying this. waiting to see if it comes up on a flash sale. do 3 others want to go in on a 4 pack. it looks retartedly fun.

please everyone vote for chivalry its up for vote. I will be picking up this game once it is on sale.
I'm in for a 4pk, just went on sale for 50% off on the flash sale.

mortis. im going to be gone all day and can't work on a 4 pack. I am just going to buy it by myself. hope to see you on the battlefield! Chaffe
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Re: Chivalry: Medieval Warfare

Post by Earthworm James » Sat Dec 29, 2012 6:32 pm

picked this up today! snagged a copy for Measure too, good times ahead.
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Re: Chivalry: Medieval Warfare

Post by BigBiker05 » Sat Dec 29, 2012 7:42 pm

Any type of AFK timer we can get on the server, theres' about 3 afks on each team right now

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Re: Chivalry: Medieval Warfare

Post by Dog » Sat Dec 29, 2012 8:27 pm

This is not a Source game - it's based on Unreal so there will be no SourceMod for it.
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Re: Chivalry: Medieval Warfare

Post by Stevo » Sat Dec 29, 2012 9:48 pm

Yeah, it seems like the game hasn't yet implemented the idle time setting...

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Re: Chivalry: Medieval Warfare

Post by E.T. EddieTorrez » Sat Dec 29, 2012 9:49 pm

How about doing away with team elimination games? Seems like they really slow things down and are prone to team stacking.
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Re: Chivalry: Medieval Warfare

Post by BigBiker05 » Sat Dec 29, 2012 10:48 pm

E.T. EddieTorrez wrote:How about doing away with team elimination games? Seems like they really slow things down and are prone to team stacking.
Yeah, rotation really needs some work. I saw it earlier do a bunch of KOTH, FFA, and DM in a row and nearly killed the server. 5 minutes into an objective game and it filled back up.

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Re: Chivalry: Medieval Warfare

Post by Zork Nemesis » Sun Dec 30, 2012 12:09 am

BigBiker05 wrote:
E.T. EddieTorrez wrote:How about doing away with team elimination games? Seems like they really slow things down and are prone to team stacking.
Yeah, rotation really needs some work. I saw it earlier do a bunch of KOTH, FFA, and DM in a row and nearly killed the server. 5 minutes into an objective game and it filled back up.
You know, that strikes me as odd. Given what I see on those "official" servers, I would figure people would be more into the deathmatching than the objectives, most people such as myself tend to just charge in and kill people (or die trying) without any regard for objectives.

Case in point, I've seen the King in that one map rush the attacking force only to be cut down in seconds.
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This is hard to be cool and suave while being informative at the same time. Goddamn my coolness.
In my experience, common sense isn't too common.

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Re: Chivalry: Medieval Warfare

Post by E.T. EddieTorrez » Sun Dec 30, 2012 9:22 am

Last night it seemed like things really picked up while deathmatch mode was on then the number of players stayed pretty consistent until a middle eastern team elimination map came up. The game just seemed to peter out, two really good players stuck together the entire night and as soon as that game mode came on it really became their game. They'd wait until the opposing team lost members then just swoop in and finish off the rest but each game seemed to turn into a coward chase as the last player hid for a good remainder of the match.
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Re: Chivalry: Medieval Warfare

Post by Zork Nemesis » Sun Dec 30, 2012 9:32 am

Has anyone else noticed all the inconsistencies with the server browser and who's playing on the servers? It seems like the game doesn't know how to properly show that people have disconnected.

Also, how do you access voting commands? I know we don't have the server modded (I don't think we do at least; but something is preventing exp gains) but the game does have an in-game kick vote feature that I see people use but don't know how to open myself.
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In my experience, common sense isn't too common.

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Re: Chivalry: Medieval Warfare

Post by darklin0 » Sun Dec 30, 2012 9:47 am

The eliminations rounds are really bad, it always ends with that one last person running away and if you die early you have to sit through the whole thing doing nothing. I noticed that people leave a lot during this game mode a lot more than others. It is not all bad though, I think it depends on the map mostly. I played elimination in a fairly open map and it never dragged on. I think it was because there weren't many nooks and crannies to hide in.
Zork Nemesis wrote:Has anyone else noticed all the inconsistencies with the server browser and who's playing on the servers? It seems like the game doesn't know how to properly show that people have disconnected.

Also, how do you access voting commands? I know we don't have the server modded (I don't think we do at least; but something is preventing exp gains) but the game does have an in-game kick vote feature that I see people use but don't know how to open myself.
Yeah, I thought there were people on earlier so I jumped in and found no one.
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Re: Chivalry: Medieval Warfare

Post by The Domer » Sun Dec 30, 2012 10:23 am

How similar is this to Mount and Blade's multiplayer modes?

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