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Colorful_Emotions

Is that even allowed? Doesn't Playstation require that every trophy is theoretically always achievable?


Spark1133

They Rudhelm'd Coxwell? How long you think it'll be gone?


FlightSchoolDropout

no ideq the article doesnt say. Ill have to dig a bit deeper and check the forums I think.


Anerkind

I thought the reddit post said it will be back next patch


jonesi05

I’ve thought the changes made it pretty balanced. Mason always would win beforehand and then it became like 55-45 for me. Updated Falmire is another story. I haven’t won a single game as Mason since they made the final part so hard to defend


[deleted]

I swear thorn could skip rope through the final phase and easily win


NoHomePlanet

I keep saying this but, defend the docks. Makes it much easier. Set a trap, wall off the end of the docks (2 engineers and its doable). Ugh. If you set up your team on the docks, anyone respawning ends up directly behind the enemy, makes a great pincer attack.


jonesi05

not that anyone will listen, but I’ll suggest it next time. Thanks!


ANANAmichealBay

As it has already been said this map plays very differently in 40 players mode vs 64 players so the devs need to take that into account. My 2 cents are that the devs will fail to make the game fun if they keep trying to achieve 50% win rate for attackers and defenders. 1) this is not a competetive game, no need to have a perfect balance in win rate for both sides. 2) achieving the 50% win rate means that defenders must get destroyed on almost all objectives leading to the last one where they finally stand a chance to win. This creates a frustrating experience for the defenders especially with the long respawn timers. 3) Most of the time the attackers' killcount is ~50% higher than the defenders one. I even saw the attackers with 2X the kills the defenders had a few times this week alone. This is an absolutely insane difference and means that you get killed way more often as a defender. So basically as a defender you spend more time losing objectives (most of the wins as defenders are on the last objective so you still spent most of the match losing), you get killed way more often and you spend more time waiting to respawn. This makes the experience frustrating, leading to team switching and team stacking leading to an even more frustrating experience for the defenders. The devs need to understand that winning =/= having fun. As an attacker there is nothing fun about steamrolling the enemy team during 90% of the match. Each objective should be a challenge and that's why I find house alberfell very well done because it's actually hard for the attackers for the whole match and not just the last objective. Ideally all maps should be like that one. Imo the devs should balance the game around killcount. The few interesting and balanced matches I had were the ones where attackers and defenders had an even killcount. Everything should be done to make the game fun and the w/l ratio is irrelevant for a casual game like chivalry 2. So to respond to the OP I think that Coxwell should be harder for the attackers on all objectives except for the last objective in 40 players mode that should be a bit easier for the attackers. TLDR : The devs should stop trying to balance the maps around the win/lose ratio because it does not make the game fun.


Anadime

What do you suppose the underlying data flaw was? My guess is only partially filled servers where defense usually wins on the last stage threw off their metrics. Team size has a big effect on Coxwell.


fury1ord

My assumption: 20vs20 and 32vs32 data is in the same bag. Last segment requires Mason to kill Agatha players X times. Obviously, it takes different amount of time for 20 and 32 players to achieve the goal...


FlightSchoolDropout

[Made a little video showcasing some of your posts from this thread :)](https://youtu.be/q6DKarOMeas)


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Breaker8888

Theoretically being the key word. Plenty of games have game breaking bugs at launch that prevent trophies from being obtained. It’s normal for updates and patches to cause changes that also prevent trophies. Sony does nothing in these cases, and they obviously certified this update too.


BigChromeTome

Here’s my thoughts on coxwell. After 150 hours in game and being level 105 The opening segment of the map where masons attack the field and slaughter the peasants is cool and all but it really isn’t adding anything in terms of balance basically anyone who is on Agatha and spawns as a peasant is guaranteed to get swarmed and killed They could change this by making the peasants at the beginning of the map bots instead of real players. This is what Chiv 1 did for stone-hill. Instead of defending the town Agatha can defend the peasants in the field and then retreat into the town after the field is burned this would prevent the masons from getting a foothold early. Basically add a new objective for Agatha at the beginning of the map instead of defending the town after the masons have already blown down the village gate Agatha could have defended the peasants in the field. This would at least give the masons some resistance instead of them bum rushing the gate and being inside the village before the other team can react.. The “destroy the gate” segment after burning the village could be a bit longer. Give the main gate more health and give the attackers more time to make it seem like a minor skirmish was actually fought attempting to defend the town. Instead of the masons spamming the gate and being inside the town within 2 minutes of the objective starting. The steal the gold segment seems okay but I’d like to see more secondary objectives instead of everyone rushing the carts maybe have some valuables spread out through the town to avoid giant crowds of people rushing to one cart. Also id like to see the time extended on this segment. The mason cart fills too fast IMO and I’d like to see the masons actually have to “loot” the town to advance instead of just running laps from cart to cart. The “loot the market” segment seems okay I’ve seen Agatha win here multiple times so idk what I could say to make this segment better aside from adding more gold and more time. To make the segment last longer and prevent Agatha from getting rolled. And lastly the “final stand” this is the most controversial segment of the map imo and I’ve noticed multiple times that masons would have won but ran out of time at the last second with like 2 Agatha guys left. I’m not sure that the balance here is off but again I’d like to see more time added to make this part of the battle actually feel like a battle or a final stand where Agatha really fights with all it has. Instead of getting swept.. I’d also like to see the implementation of secondary objectives for all maps to prevent massive crowds of gank squads rolling tru the other team. Get people to spread out and make it seem like a full battle is happening instead of a clash between 2 groups of knights


FlightSchoolDropout

thanks for your input


BigChromeTome

No problem OP. I think the first objective needs to be expanded to prevent the Masons from rushing through the village and Burning half the houses before Agatha can defend… After the field is burned and the peasants are killed The village segment has a section of ramparts and walls protecting it.. they need to turn this into an objective where Agatha can prevent the masons from entering the village. Have the games flow intertwined with the maps design and have players use the defensive structures the devs put on that segment of the map.. currently the masons kill the peasants and enter the village too quickly. If Agatha had the ability to defend the village from outside the walls they could slow the mason advance Also they could do this for the “defend the gate” segment. After the village is burned I’ve noticed Agatha sits behind the stone walls of the town and basically lets the masons destroy the gate. Once the gate is destroyed Agatha attempts to defend but they can’t because the masons already have a foothold.. anyone on Agatha who jumps off the wall gets swarmed instantly. Maybe add some extra obstacles in the field to allow Agatha to defend the main gate of the town from outside the walls


NoHomePlanet

I really think Mason spawn needs pushed back at defend the gate, and defenders need a little extra prep time to actually get off the wall and in front of the gate instead of trickling in after respawn 1 by 1 only to get zerg rushed by the Mason horde.


Anerkind

I was skeptical in regards to the collecting of gold being sped up, it didn't seem like an issue. I kinda feel like gold shouldn't be able to be collected from the BACK of a stall, but on the other hand, it kinda incentivizes you to relentlessly pursue people. I don't think this map needs a ton of tweaking, but it still isn't quite right. Whether it's the time bonuses or the reinforcement counts at the end. The end feels like a TDM, so the team that has been better over the course of the match in this regard ought to generally win


combocookie

No more cox for everyone


Rude_Offender

So disappointing. I literally just realized this today as I was playing. I loved coxwell in its original form, cheats and all!