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moonID.net - Please discuss stuff about moonID hereDiscussions → We need changes in KnightFight before INT 7 start

GarlWar
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Posted July 31, 2025, 11:43 p.m.

Thank you for open a new server - INT 7. We were really waiting for it! In my opinion you should open a new server every year!

This game is really cool, and we all love it. That's why we've been here for 15-20 years. However, nothing in the world is perfect. This game also has a defects. Unfortunately, not everything has been fixed, and there are issues that require your work.

  1. Imbalance between 1H and 2H - 2H players are much stronger.
  2. BattleGround is taking away activity on your home server. Open a "classic" server - without BattleGround.

First of all, 2H weapons are much better than 1H if both players are at the same level. 2H players will win 95% fights. 1H players only have a chance if they have a higher level or much better stats.

Do you plan to fix this problem? Anyone who has ever played KF knows this. Starting at level 11, one-handed players have no chance. It's similar even at levels 50, 70, 80, or 100. If a 1h player spends the same amount of gold on Strength and Dexterity as a 2nd-year player, but only on Strength, the 2nd-year player will deal 25% more damage than the 1hplayer.

There are several solutions:

  • Reduce the damage of all 2h weapons
  • Increase the damage of the 1h weapon
  • Increase the defense of armor and shields
  • Remove the "minus" on the dexterity shield.

And what's the problem? Why does a 2h weapon subtract dexterity when 2h players are berserkers?! They don't wear armor! This is a huge mistake, because subtracting dexterity prevents people from choosing the "2h + armor" option. Why are you weakening this game model? The more different models available, the more interesting the game is!

Back to BattleGround. Clicking 100 attacks a day can really get you high. It's incredibly boring and further ruins the game's atmosphere. Instead of searching for gold from enemies and attacking them, we go to BattleGround. Not to mention that players who start later have trouble catching up. Back in the day, there was no BattleGround, and people played anyway. I understand you profit from BattleGround (new session costs - 250 mooncoins, faster leveling = more frequent purchases). Let's do it differently. Raise the prices of premium items, equipment, and gold by double! That should compensate for your profit. People will buy more expensive weapons. They'll save on BattleGround ;))

These changes are necessary for the game to have a meaningful impact and not be the same old game for 20 years!

Best regards!

Show comments (4)
McSzuler
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Posted Aug. 1, 2025, 8:09 a.m.

I agree, we have to do it

cvd CRATR.games
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Posted Aug. 1, 2025, 10:41 p.m.

Hi GARLWAR,

Thank you for your detailed feedback and for your incredible loyalty over all these years – 15–20 years with KnightFight is amazing, and we really appreciate that you and the community are still here supporting the game.

We’re glad to hear the launch of INT7 was so well‑received, and it’s always exciting to see players enjoy a fresh start.

Regarding your points:

1️⃣ 1H vs. 2H Balance
We’re aware of the long‑standing imbalance and know it’s a key topic for veteran players. A combat system update is part of our internal roadmap.

2️⃣ BattleGround
We understand now the mixed feelings about BattleGround. Completely removing it is not an option, but we are exploring adjustments to reduce its impact on the home server and make gameplay feel more engaging again.

We’re always listening to ideas about how to keep the game dynamic while respecting its roots, and feedback like yours is invaluable in shaping those updates.

Thank you again for taking the time to share your thoughts – and for sticking with us for so many years.

See you on the battlefield! ⚔️

Best regards,
The KnightFight Team

APULUS
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Posted Aug. 2, 2025, 6:43 p.m.

I disagree with everything. I've been playing since 2006 and I know this game well. That's fine. If you're afraid of losing with two-handed knights, you'll just have to choose the two-handed weapon instead of the one-handed one. I've been using only two-handed weapons for about 20 years. You can do it too. Have a good game.

Show comments (1)
cvd CRATR.games
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Posted Aug. 5, 2025, 8:11 p.m.

Thanks for sharing your view – and respect for 20 years with 2H ⚔️
Our balance ideas aren’t meant to weaken 2H, but to make 1H a more viable choice for players who prefer that style.

Glad to see such long‑time dedication – have a great game!

iBakemono
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Posted Aug. 9, 2025, 5:53 p.m.

I disagree with all that you are saying. You seems to be a newer player because if you were a veteran you will have know that shields used to have more defense than they have now and then they nerfed to what they are now. The so called imbalance is only at low levels because at higher levels all levels down and at even higher level 1H can be way stronger than 2H.

Show comments (3)
Twenry114
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Posted Aug. 9, 2025, 11:50 p.m.

You know you have the right to disagree without coming in and saying, “You must be a beginner, I know the truth.” I've been playing since 2005 and I agree with everything he says. :)

GarlWar
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Posted Aug. 10, 2025, 6:05 p.m.

IBakemono - let's talk about facts, not emotions or opinions. 2h players are 20% stronger than 1h players, even at level 77. Previously, the difference was as much as 35%. If you think 1h players have a chance of beating 2h players if they have the same level and the same amount of gold, show me the calculations. I've run such a simulation. Read my post in this thread:
6.08 - 20:53
6.08 - 20:54

APULUS
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Posted Aug. 17, 2025, 3:29 p.m.

I don't know if you were referring to me as a beginner. In that case, the facts speak for themselves. I beat you almost every day on International 6, so I'm not the beginner.

NocnySokol
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Posted Aug. 1, 2025, 12:09 a.m.

True. 1 server with no access to BS wouldn't hurt your budget. anyways you don't have many new players playing it. most are same players from other servers creating another account or those coming back after years.

that would give us a feel of the KF from old days. it's very boring at higher levels.

and it makes it harder for people just staring it to chase the top.

Aeglos
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Posted Aug. 1, 2025, 1:12 a.m.
Edited by Aeglos Aug. 1, 2025, 1:12 a.m.

I am not totally agree with you. Because I see a lot of 2handers on my lvl with armor. I where armor myself at int 5...

but all the other stuff looks well spoken

Show comments (1)
GarlWar
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Posted Aug. 1, 2025, 1:19 a.m.
Edited by GarlWar Aug. 1, 2025, 1:19 a.m.

Thank you for your opinion ;)

Maybe I'll expand the thread with 2h + armor. If you have the same amount of gold for stats and the same level as your opponents, for example 50, 100 ... every 2h and 1h character deals more damage than 2h + armor. This is because 2h takes away a lot of dexterity. If this penalty were removed, 2h + armor characters would be stronger, but currently, they're the weakest possible character. The statistics show this. As a 2h + armor character, you have lower damage/defense than a pure 2h and 1h character. I think this is unfair and unnecessary.

Slach
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Posted Aug. 1, 2025, 5:29 a.m.

And I would also add that there should be some bots that give gold, the game would be better because you could hunt and get gold.

Show comments (2)
cvd CRATR.games
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Posted Aug. 1, 2025, 10:44 p.m.

Thank you for your suggestion!

Adding gold‑giving bots is also an interesting idea – we understand the desire to have more active hunting targets and opportunities to earn gold, especially on quieter servers.

Right now, our focus is on balancing PvP and improving the gameplay loop, but ideas like this are on our list for potential experiments in the future. If we decide to add new types of NPCs, hunting features or raids...
we would like it und of course we’ll share the details with the community first.

Thanks for helping us keep the game evolving ⚔️

Gadi
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Posted Aug. 2, 2025, 8:46 a.m.

There already are bots giving gold.
Just see the highscore and sort by gold+ :D

LordWrona
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Posted Aug. 1, 2025, 10:01 a.m.

People suggesting changes to KF, episode 2137.
I appreciate your (Players) faith and hope, I really do.

Show comments (1)
cvd CRATR.games
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Posted Aug. 1, 2025, 10:46 p.m.

💪🤘

Waldan71
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Posted Aug. 1, 2025, 1:07 p.m.

I've been reading, reading, reading, and... I completely agree with your statement!
Dear admins! It's really worth trying to make the game more fair and balanced for 1st- and 2nd-tier players.
I've been playing this game since 2009, and I have to admit, I have the best memories of the early days. I don't know if it's because there was no BS back then, or because the size of a knight's purse determined 80% of their strength?
More play on my home server, and the gold and experience gained thanks to it!
I support your ideas!

TragiskKo
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Posted Aug. 1, 2025, 7:38 p.m.

I agree, especially the battleground part. Please make a classic server without the battleground happen. I wouldn't miss it if you even removed it entirely. The chore of attacking undead bots every 5 minutes 100 times a day is literally the one reason I quit the game. It's too much. You completely burn out eventually.

cvd CRATR.games
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Posted Aug. 1, 2025, 10:05 p.m.

Thank you all for your posts and suggestions – we believe we’re getting pretty close to what you’ve been asking for.

However, we’re a bit surprised by the strong aversion to the BattleGround.
Removing it completely is not an option, but we are considering significantly slowing it down as a possible adjustment.

What do you think?

Show comments (1)
Trambus
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Posted Aug. 3, 2025, 11:40 a.m.

Greetings
Maybe it would be enough to make the battlefield accessible from level 100

Ostaszewianin
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Posted Aug. 1, 2025, 11:12 p.m.

@cvd "but we are considering significantly slowing it down as a possible adjustment."

Is this significant limitation a reduction in the amount of experience received for battle points? This won't change the situation, players will just level up slower

Maybe you should finally remove this armor penalty?
Is it really that complicated to:

if($armorSkill>$oneHand+$twoHand) $defenceBonus=$dex*(($minDefence+$maxDefence)/100) - $penatlyFormula
else $defenceBonus=$dex*(($minDefence+$maxDefence)/100)

simply change it to $defenceBonus=$dex*(($minDefence+$maxDefence)/100)

Find a similar line in the game code and change it.

Show comments (1)
p_b
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Posted Aug. 6, 2025, 2:15 p.m.

I believe that penalty is in there due to the 1H turtle nerf done years and years and years ago.

It got to the point that 1H turtle builds couldn't be cracked, hoarded gold without needing to bank on the home world and thus because "the best" by essentially doing nothing.

This then led to the rise of the zerker - because RMS at the time didn't do any further balancing other than a hard nerf on the build.

TragiskKo
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Posted Aug. 2, 2025, 12:45 a.m.
Edited by TragiskKo Aug. 2, 2025, 5:25 a.m.

@cvd "Removing it completely is not an option, but we are considering significantly slowing it down as a possible adjustment."

I cannot speak for all players, but I believe many of us feel exhausted by the sheer amount of time investment required in the battleground in order not to fall behind. With a 100 battle limit per day and a 5 minute wait time between battles, it currently takes roughly 8-9 hours to finish a daily battleground session. That's assuming your timing is near perfect, in reality it takes even longer than that on average. Back when I still played, there was nothing draining my motivation to play the game more than knowing I had another day of yet another 100 battles/9 hours of clicking every few minutes waiting for me.

If removing the battleground is not an option, I suggest you drastically reduce the battle limit per day. Perhaps you could cut it in half, or even bring it down to a quarter? Not only would player progression indirectly slow down, but time spent in the battleground would reach a far more reasonable level (which in my opinion is the main issue). I'm confident this would significantly lower mental fatigue of players and prevent them from burning out.

The entrance fee would remain the same, and by extension your profits. What do you think?

Gotrek24
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Posted Aug. 2, 2025, 7:35 a.m.

I agree with the need for change. Especially ensuring balance between 1H and 2H knights.

Unfortunately, the game no longer attracts as many players as it did 15 years ago, and there's no hope for a sudden change. In my opinion, the focus should be on ensuring as many current players as possible remain loyal to the game. ;)
The topic of changes (both major and minor) to the game has been discussed many times, but to no avail.

@cvd, you always write that you have a plan for changes, a roadmap for implementing these changes, and that you support or consider many of the changes suggested by players. You say you want to make the game more attractive to players, etc. Unfortunately, there are no directly visible effects for players. I've been playing in KF since 2009, and not much has changed since then. You're creating another server and talking about changes, but can you say that any changes will be implemented with the launch of INT7, or are you just considering them again?
Can you say this time when and what changes you'll implement?
When will we see the effect of the planned changes?

Twenry114
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Posted Aug. 2, 2025, 4:06 p.m.

As for Battleground, I think it's a real issue. In fact, if we start from the basic premise, Battleground is a very good idea on paper. It theoretically compensates for the lack of players on the original world by giving access to players from other servers. In reality, it has just become a progression boost. The fact is that it's become absolutely MANDATORY if you want to be competitive on a recent server, because it lets you progress at lightning speed.

Personally, that's what made me stop playing on the INT6 server. I was in the top 10, but the pace required to keep up with the best players farming Battleground was unbearable. That means doing 400 attack sessions on repeat, each time in a maximum of 4 days, to stay at the top. And it's true, the players at the top of the rankings on the INT6 server, the most recent one, are the ones who are the fastest at completing 400 attack sessions on the Battleground.

In my opinion, this situation has two negative consequences:

- The in-game world is losing interest. This can be seen, for example, in PvP (no one really wants to do too much, because losing too much EXP on lower-level targets means falling behind those who are farming EXP on the Battleground). This has an impact on attacking other players, but also on guild wars, which are not “optimized” for progress. And the potential gold gain from PvP on the original world is in any case too insignificant compared to what the Battleground yields (even the lowest-level zombies quickly yield more gold than the very rare goldies).

- It's boring. It's boring to have to click click click endlessly for weeks and months on end. On top of that, since the generation of zombies is sometimes very random, it can even be a chore to find a zombie you have a good chance of beating, which means you have to spend EVEN more time on it. And in the end, sooner or later, it ends up being discouraging. Take me and my friend VIKING, for example. We stopped playing because it takes too much time and too much effort. What's more, due to the frenetic pace, it's almost impossible to catch up at the top of the rankings if you fall behind, either by starting after everyone else or by taking a break (I experienced this myself when I took a month and a half off last Christmas, and it was torture trying to climb back up the rankings).

I think there are several possible areas for improvement for the battleground:

- Release a server without Battleground. This would theoretically be the ideal solution, to push for a more “authentic” experience like in the old days. But I also know that this is the least reasonable solution, because BG is an important source of income for CRATR's economic health.

- Reduce the maximum number of attacks per day. Today it is 100, which means between 8 and 9 hours of attacks. One could say, “Nothing is forcing you to do 100 per day.” Yes, but since it's possible, some will do it, and that will always force others to do it to stay competitive. Halving this maximum to 50 attacks per day would be ideal for me. That would mean completing a session of 400 attacks in 8 days to remain competitive.

What is NOT a good solution for me:

- Reducing the positive impact of the Battleground. If, for example, we reduce the EXP gain on the Battleground, it won't make the home world more dynamic. On the contrary, it could push people to risk even less of their EXP on the home world, since it could no longer be made up on the Battleground.

On the other hand, one possible solution would be to reduce the EXP penalty incurred when attacking a lower-level character. Conversely, increase the EXP gain when defeating a higher-level character. I've always found it a shame that it's capped at a maximum of 2 EXP.

And of course, I didn't mention it (and I can only refer to the thread started by Zhenriel on April 1, 2024, in the “Ideas” section of the Forum, which I found extremely insightful), but a rebalancing of 1H/2H/2H+Amor.

I'll stop there because this is already a very long message, haha. Thanks to those who read it. :)

APULUS
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Posted Aug. 2, 2025, 6:44 p.m.

I disagree with everything. I've been playing since 2006 and I know this game well. That's fine. If you're afraid of losing with two-handed knights, you'll just have to choose the two-handed weapon instead of the one-handed one. I've been using only two-handed weapons for about 20 years. You can do it too. Have a good game.

Show comments (2)
Twenry114
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Posted Aug. 2, 2025, 7:34 p.m.

Everyone knows what's optimized to play, yes... But that doesn't mean it's a good thing. The basic principle of a PvP game when there are multiple classes/character types is to balance them.

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APULUS
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Posted Aug. 5, 2025, 1:53 p.m.

It's been like this since 2006 when this game was born. Even with this option, you can see the difference between expert and novice players.

GarlWar
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Posted Aug. 2, 2025, 7:39 p.m.
Edited by GarlWar Aug. 3, 2025, 11:12 a.m.

Thanks for your comment!

In my opinion you don't understand problem about imbalance between 1st- and 2nd-class weapons.
This is not a personal problem for me. I never had any problems in fights 1h vs 2h if I played 1h. If I was too weak, I would do 10 sessions of 400 fights and after a month and a half, I would start winning.
The real problem is that if a 2h player spends exactly the same amount of time in the game as a 1h player, 2h player is 30% stronger. Now do you understand what we are talking about? The power of knight should be based on the player's skill, not on the fact of choosing a particular class. This is kind of discrimination. The real lack of choice makes the game unfair for the players.

Show comments (1)
APULUS
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Posted Aug. 5, 2025, 1:55 p.m.

No one forces you to make choices. You are free to choose. If you are a novice and choose the weakest tools, that is your limitation.

APULUS
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Posted Aug. 2, 2025, 6:55 p.m.

Do you know what the real problem with this game is? The ability to exchange gems for gold. There are people so rich (?) that they exchange hundreds of euros worth of gems for gold to dramatically increase their art and parry. This is the real problem and the downside of this game.

Show comments (3)
Ostaszewianin
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Posted Aug. 2, 2025, 10:52 p.m.
Edited by Ostaszewianin Aug. 2, 2025, 10:53 p.m.

It's true. We already have the first KF "champions"

first
second

Show comments (2)
Twenry114
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Posted Aug. 2, 2025, 11:04 p.m.

Seriously? This is ridiculous. Well done to them...

APULUS
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Posted Aug. 5, 2025, 1:57 p.m.

Well done. I'm glad someone shares my opinion.

GarlWar
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Posted Aug. 3, 2025, 9:54 a.m.

Apulus, do you really think exchanging mooncoins for gold is the biggest problem in this game?

A new server launches every 2-3 years, sometimes earlier, sometimes later. If you buy in at the beginning it doesnt means that you will be strong all the time.

In my opinion that problem that Apullus is talking about - gold for mooncoins should resolved by only little change. Currently, 1 coin = 2 gold. If 1 coin = 1 gold, the situation would change significantly. The advantage of such players would still be visible, but it wouldn't be as significant.

Show comments (1)
APULUS
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Posted Aug. 5, 2025, 2 p.m.

Read what Ostaszewianin rightly wrote and you'll understand. And note who the millionaires are who are already at the top of the rankings. This game has become a farce precisely for this reason.

iBakemono
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Posted Aug. 9, 2025, 5:58 p.m.

While i disagree with the P2W think take it as a positive think because these whales keep paying for the game to stay alive or rather on life support. My guess is that these people will not be on top for very long because when they hit a difficulty treshhold they will quit because the P2W will be to big even for them. A very quick and good think to avoid this is to limit the exchange you can do a day.

Gaja
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Posted Aug. 3, 2025, 8:58 a.m.

Many people who play this game spend years building their characters. Therefore, before any changes are made, it would be wise to consider their work in achieving what they achieved under the current rules. On the other hand, after the changes (if any are made), players in lower positions in the rankings should still be able to catch up with those at the top under similar conditions as before the change.
What do I mean?
For example, some time ago, the maximum experience points per battle in a Battle Server was limited to 5. Players who had already leveled up their characters to a very high level before this limitation became unattainable for others.
So, if we're talking about changes to the Battle Server rules, it would be good if, after these changes, competition between players who actively played before the changes and those who actively play after them remained possible.
The maximum number of battles per day on a Battle Server is insane and, if you're a human (and not a script), forces you to click for about 10 hours. In the long run, this is incredibly tiring and exhausting, and as some have already mentioned, they've burned out this way, and in more than one case, this constant (hour-long) rush has led to players quitting the game. One could also argue that the game's creators bear a certain social responsibility (if such a thing even exists) in that they contribute to creating "no-life" people. And of course, no one is forcing anything on anyone. Everyone has free will and does what they think is right. Nevertheless, these rules (100 battles per day) create an environment conducive to losing themselves in the game. Therefore, I believe the idea of limiting the maximum number of battles per day is a very good idea. At the same time, if we leave the other rules regarding the PCs unchanged, the same result (400 battles and the amount of XP earned) would take twice as long, giving an advantage to those who progressed before the potential change. Therefore, assuming a limit of 50 fights per day, for example, I would double the amount of gold earned from combat and the amount of BP gained. The session would continue for 4 days, during which we would engage in 200 fights (instead of 400), but we would gain the same amount of experience and gold.

So, combat with combat effectiveness:
+0* -> 2 BP
+0.5* -> 4 BP
+1.0* -> 5 BP
+1.5* -> 6 BP
+2.0* -> 7 BP
+2.5* -> 8 BP
+3.0* -> 9 BP
+3.5* -> 10 BP
The above may not be a ready-made model for implementation. I was more interested in pointing out certain issues.

Regarding the balance between one-handed and two-handed knights, two-handed knights indeed crush one-handed knights in the early game. A reliable simulation would be necessary here. I am not going to present any ready-made solutions here, but what is undoubtedly immediately noticeable is that players with two-handed weapons use increasingly better equipment up to level 334 (601 weapon points and 401 armor), which gives an average damage of 196 and an average defense of 104, while characters with one-handed weapons only up to level 292 (475 weapon points and 401 armor) and gives an average damage of 132.5 and an average defense of 147.5, respectively - and this is a significant disproportion.

Show comments (3)
Twenry114
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Posted Aug. 3, 2025, 2:11 p.m.

I hadn't thought of that, but it seems like an excellent solution!

For exemple, two types of sessions.

Free = 50 attacks/day, 100 attacks in total, always 10 minutes waiting time between each attack and the current delay between two free sessions.

Paid at 200 Mooncoins (between the two current offers) = 50 attacks/day, 200 attacks in total.

Previously, if you earned 150 gold and 2BEXP for a victory > 300 gold and 4BEXP with the new system. In the end, the result will be the same in terms of both gold and BEXP, but with half the playing time, which seems much more reasonable to me (~4 hours to complete the 50 daily attacks).

This would make the pace more “human,” but it would also be less of a penalty for those who decide to stick with the free sessions, who could still perform well by investing more time. It would be closer to how modern MMORPGs work, with paid offers that are just grind accelerators, not “pay-to-win” as is currently the case on KF.

TragiskKo
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Posted Aug. 3, 2025, 2:58 p.m.

I really like this idea. It feels like the best and most realistic solution to the battleground's current state. It would solely affect time spent per day in the battleground, while leaving everything else unchanged. Players would still gain the same amount of progression per jewel spent and would still buy entry at the same rate, thereby not affecting profit CRATR gains from the battleground.

In other words, both parties would still receive the same benefits. I could see myself actually committing to the game long term with this adjustment.

PaPPaS
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Posted Aug. 12, 2025, 12:24 a.m.

Hello Gaja.

Your ideas are valuable and good, but if you increase the level difference like I did with int6 on the new server, some will get bored. Your 50 battles per day idea makes sense, but getting the same experience is bad. Again, it's for the sake of increasing the level difference. The closer the players stay to each other, the longer the competition will last. We'll fight half as many battles as the current battle session, earning 50% less experience and 70% more gold. A similar balance must be found. It'll still take 4 days. This way, with good strategy, you can even reach a reasonable level by catching those who make your character invincible on the first day. Otherwise, it's really hard to compete this way.

Strenght: 60
Stamina: 60
F.Ability: 80
Parry : 80

You'll encounter this character on the first day of INT7, and under current conditions, it would take at least six months to win against him. If Battleground loses its relevance, it will send a clear message to players that they can't beat such characters, and this will have a significant impact. I have 1,146 losses in INT6 and haven't lost a single one in six months. It wasn't easy to get to this point, but I did it. If Battleground loses its relevance, as they say, how can I win against this person? I'd appreciate it if anyone who wants it to lose its relevance could explain it.

@garlwar After what you said, I realized that I spent 56k mooncoins this year and 15k of it was for battle entry.The player I mentioned above has already spent 250k mooncoinss. Do you think this game is a pay-to-win game? Then let's give the medal directly and none of us should play. However, this isn't a pay to win game like you might think. It's a game that requires years of effort, like the fable of the hare and the tortoise.

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GarlWar
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Posted Aug. 12, 2025, 2:11 a.m.

Pappas, I understand your comments perfectly. As I've written before, in my opinion it's worth to change the coin = gold ratio. Currently, 1=2; 1=1 would be reasonable. 1=0 is impossible (realistically speaking), because this game needs to generate profit for its owners.

I can't agree with you that only through a battle server can you catch a player who started the game with high stats. Quite the opposite. You're completely failing to consider that such a player can also perform 100 attacks per day, which is the same as you! 400' battle session in most cases provides gold for 3-4 points of statistocs, regardless of whether you play on 1.0 or 25.0 battle efficiency. Let's take an example. If you do 10 sessions, you'll gain +35 points to your stats. Your opponent will have the same result. However, you start the game with +5 stats, while he starts with +50. After 10 sessions, you'll have 55 stats (5 + 55), and your opponent will have 85 (50 + 35). Do you still think a battle server will help you to catch him?

Contrary to your opinion, ion a classic server, like the one from before 2010/2011, you'll catch up to your opponent faster. Do you know why? Because your stats are very cheap, and you can add 3-4 per day. Your opponent will only add only 0.5/day, bbecause his stats will be many times more expensive than yours, and you have the same amount of gold because you're playing at the same level.

In summary, battle server causes the gap between weaker and stronger players to not diminish at all, and in fact, it increases.

You also said that we should avoid situations where the game turns into a "pay-to-win." Unfortunately, this can't be eliminated, as it's inherent to the nature of the game. The only thing we can do is try to mitigate this effect.

The truth is, if you didn't buy equipment for mooncoins, but only for gold, you'd lose to players 15-20 levels below you. Constantly buying shields, armor, swords, etc. effectively wastes half of your gold, as you'll spend it on gear you'll soon change, not on permanent stats. Not to mention that with "regular" equipment, you're actually 10 levels lower than those who bought equipment for mooncoins. Why am I bringing this up? Because you think that battle server reduces differences between strong and weaker players, but in fact if you didn't buy equipment for moocoins on INT 6, even your 100 attacks a day on a battle server wouldn't help you at all, and everyon on the top 10 could defeat you.

KOBUDO
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Posted Aug. 12, 2025, 2:40 a.m.

From the very beginning, I've been saying to myself that I won't get involved in this issue, but I felt compelled to support Pappas here.
In my opinion, the main reason people are still playing this game is Battlefield. Battlefield not only saves player activity from reaching a dead end, but also ensures that game developers don't abandon the game and leave it to die because of the mooncoins spent here. That's why I don't agree with players on the forum who say that the daily battles in Battlefield need to be reduced.I am writing these, as someone who is primarily participating in 100 seasons of battle.Some people say they are falling behind in the rankings because of BF.
There are still active players in this game who have chosen to stay below level 100 for 10 15 years. Not everyone has to stay below level 100 for decades like you do.Let people fight as much as they want. There are many retired players in this game. They have the time to easily complete 100 battles a day. Maybe they turned to this game due to health issues and are using it to relieve stress. Trying to take away others' right to fight just because you can't is nothing but weakness.

			    	You can now lynch me with your fancy words :))
PaPPaS
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Posted Aug. 12, 2025, 2:59 p.m.

@garlwar You're wrong. Let me tell you why. If a character has power beyond their level, they'll struggle on the battleground. This is because the opponents they attack are front them in level. Since I'm a 1H character, I have an advantage over someone who plays 2H in the battleground. And those who play 1H know that the higher your level, the greater your chance of defeating other opponents. The situation is a little different in 2H. I'm speaking as someone who has defeated everyone who spends moonstones. You made a valid point about the price and stat boosting, but there's something you didn't take into account. That person will not stockpile items and you will stockpile items to avoid losing gold to that person.

What you said about skill upgrades is valid in Battleground. The weaker the person, the more skill they will increase with the gold they receive.

As I said, especially for int7, it makes sense for the battleground to be balanced in terms of experience. No one will be able to increase their level difference and become bored with the game, but if there are going to be 50 battles a day, the gold requirement needs to be increased, because without it, you won't be able to catch anyone corrupting the moonstone.

@Kobudo Yes, many retirees play this game, and they may have nothing better to do in their daily lives. I'm 33 years old, and since I work at a software company, I have to be in front of my computer eight hours a day anyway. So, as you can see, I can play this game without losing my social life, and I don't consider myself lifeless.

One of my goals is to level my INT6 account to 400 and then move it to INT1. I want to do this because I love the competition, but if Battleground loses its relevance, I won't be able to do that.

GarlWar
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Posted Aug. 14, 2025, 3:22 a.m.

To Pappas and Kobudo.

To Pappas

-> "You're wrong. Let me tell you why."

Honestly, I'm not sure what part of my statement you disagree with. I can't find the context either. If you could explain what you mean again, I'd be happy to respond.

-> "if there are going to be 50 battles a day, the gold requirement needs to be increased, because without it, you won't be able to catch anyone corrupting the moonstone."

I've written many times on the forum that the battle server INCREASES the gap between those with strong stats and those with average stats. Your statement would only be true if those who bought the stats DID NOT USE THE BATTLE SERVER AT ALL. Reality doesn't support this.

Only on a classic server without a battle server do weaker players quickly catch up to strong players, because weaker stats are cheap and can be acquired quickly, while strong stats are expensive and grow very slowly. I've written this to you many times.

I can see you're constantly criticizing a player who exchanged a lot of mooncoins for gold - stats. On the other hand, you spent 56,000 mooncoins on a single server this year. Also you didn't say how much you spent last year. Furthermore, if you don't buy the €199 packs but the smaller ones, you're paying 100% more for the same number of mooncoins. That's why you've probably spent exactly the same amount of euros over two years of gaming as another player who has now exchanged mooncoins for gold. The conclusion is: This player spent exactly the same amount of euros on game over two years as you. The only difference is that you spent it differently than he did. So why are you criticizing him and others players when you're doing the exact same thing yourself (spending the same amount of money)?

Everyone has the right to make the their own decisions.

To KOBUDO:

I've never heard of any doctor recommending playing 10-12 hours a day on the computer for the elderly or sick people, or for that matter, for anyone else. I'm not a doctor, but I know that such behavior will further worsen their health.

To Pappas back again ;)
I'm 33 years old, and since I work at a software company, I have to be in front of my computer eight hours a day anyway. So, as you can see, I can play this game without losing my social life, and I don't consider myself lifeless.

I don't believe you. Of course, I only believe that you're 33 yo, because 70% of people here (from my observations) are aged between 28-38.

I don't believe that your 100 attacks a day, non-stop, for a year and a half haven't affected your professional or personal life at all. I spend a lot of time on the computer myself, even more than you, and I know that if I'm doing something serious, I won't open this game for even five minutes. I think you're lying to yourself and you can't admit the truth.

Twenry114
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Posted Aug. 18, 2025, 12:22 a.m.

This obviously only involves me and my personal experience, but I agree with GarlWar.

I'm not here to prejudge anyone's life, but I find it hard to imagine that 100 attacks a day, at a rate of one every 5 minutes, for 1 and a half years, has no impact on personal and professional life. Even working on a computer. I also work on a computer in a closed office, I have two cell phones, one personal and one professional, and I too used to do a lot of attacks on the Battleground during my working hours. But quite often, I was forced not to, because I simply had to concentrate on my work ahah, or because I had a meeting that kept me away from my devices (many lost golds, lol), or business trips that prevented me from having the time and means to do it. Obviously, this is only MY case, you may not have meetings etc. But there's always an occasion at work when you have to concentrate more on your work than on KF, not allowing you to relaunch attacks at a strict 5-minute pace, ahah. Because yes, when we say that 100 attacks take 8h, in reality that's the best-case scenario, where you have the terrifyingly inhuman rigor of relaunching every 300 seconds.
But it's humanly impossible to be so rigorous and regular over 1, 3, 6, 9 months... So in reality, we need more than 8 hours to complete 100 attacks. Even if we're very attentive and rigorous, I think we're closer to ten hours than 8. Which already inevitably encroaches on life outside work.

I myself have often found myself pushing very late at night to "force" myself to finish the 100 attacks. And I have to admit, it's not healthy. Social isolation, exposure to screens, risk of addiction. There are many risk factors involved in "forcing" gamers to spend more than 10 hours a day on a virtual world. So no, I don't think we can say it's negligible.

And in fact, even IF it's true, even if FOR YOU it's not a problem, the exception never makes the rule.

As I've said over and over again here and on Discord, there will always be exceptions, players who manage to give a lot of time because they have favorable conditions (like you, easy access to a computer all day long). But you can't base a game's balance on the 2 or 3% of players who have such conditions. The game has to be balanced for the 97% who have an average of 4 hours of free time a day (i'm not pulling this "4h" out of thin air. In France, that's the official average). So you have to let them have fun in the game, and be able to compete even if they spend less time.

This won't stop you from being better than them, by optimizing your attacks on the Battleground to miss fewer fights, by optimizing your distribution of skill points and stats, by managing securing and stealing gold better than they do. But it will be based on real skills, not just on "only those who have 10 hours a day to give can claim to be competitive".

Twenry114
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Posted Aug. 3, 2025, 9:51 p.m.

@CVD I'm sorry, but I have a question... how am I supposed to feel excited about this server, tell myself that I'm going to invest money and time in it, when a player is already 3 weeks ahead of everyone else? The server hasn't even been released yet and we're way behind this player (who will be able to attack the whole server at will). I hid his nickname on purpose (even though it's not very hard to find out who it is) because I'm not attacking the player himself, but the system that allows it. I was honestly pretty excited about starting from scratch to compete with everyone, but the competition is already "over", since unless he makes a big mistake or lacks investment, he will be virtually impossible to catch up.

Show comments (2)
Ostaszewianin
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Posted Aug. 3, 2025, 10:14 p.m.

This player has already won the KF, the rest of the players can now delete their accounts. Game Over. It makes no sense. The game and the equal competition were ended before it even started. Ridiculous...

Show comments (1)
Gadi
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Posted Aug. 6, 2025, 9:15 a.m.

So do it. Really.
No?
You see - players decide and so far players said that everything is okay.
And they all will join INT7 and other servers - instead of solving this once for all - by quitting.

APULUS
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Posted Aug. 5, 2025, 2:02 p.m.

This confirms what I said in my previous post. This game has become a farce. A joke.

Viking
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Posted Aug. 4, 2025, 1:05 a.m.

One solution would be to limit the transformation of mooncoins into gold, to cap it at 10 mooncoins per day.

Show comments (1)
APULUS
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Posted Aug. 5, 2025, 2:03 p.m.

This game has become a farce. A joke.

Gadi
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Posted Aug. 5, 2025, 2:50 p.m.

I am sure there is very easy solution for this.

  1. Do not pay for the game if you do not like it.
  2. And, of course, do not join servers with paying players.
    Simple.

Only then things will change fast.
Maybe this will force someone responsible to open "proper" world without coins paid only from adverts (or with different but not so strong p2w options).
Or maybe not. So be it.

And if you do not want to compete on new world INT7 with already hyperboosted players, do not join. I will not and I know many others will not join either and rather quit.

That is the future of this game, unfortunately.

p_b
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Posted Aug. 6, 2025, 3:16 p.m.

I don't personally believe a blanket - nerf the 2H buff the 1H is the right approach to finding balance.

an off the wall but "easy" approach would be:
The rate the 2H can get new pointy sticks should be reduced. make there be a real level based pain you have to go through to jump up to the next item

IMO the buffs/ de-buffs on stuff makes zero sense in many cases - other than PA bonuses on shields that's an obvious corect one.

what "should" make a difference is stamina - it's a totally pointless stat currently. and the bigger the swords/shields/armour the bigger the penalties should be applied + potentially better other bonuses too

  • make health means something / STA be needed to get to the end of a fight....

same with STR and DEX penalties on items (across 1H, 2H shield and armour), re-calibrate them to mean something - you want a huge sword/axe to go bash people's head, fine but that takes a long time to wind up and you gotta have a ton of strength to even pick it up, let alone hurt something.

you strap on a huge chunk of plate armour - yes you stop damage but good luck avoiding being hit etc.

Or how about looking at a finesse type build, where ligher swords have better crit options because they're easier to find armour weaknesses.

any extreme build - EG all weapon or All Armour or all PA/FA should be nerfed to the point of being untenable / so high risk you don't "want" to go down that build route
You don't want to wear any armour - fine, but opposition with X points in armour get huge crit bonuses vs a naked player & their only defense is huge FA/PA spending and not able to put it into STR.
If you load up on a huge bit of plate armour, you have to be able to move around still, as otherwise a more agile build picks you to pieces regardless of the high defense values

Put stat based equipemnt requirements potentially.... to further the above to avoid flat our nerfs & force players to spend gold more evenly regardless of the build choice.

We don't want cookie cutter at level X put XYZ into each primary stat builds either

All we "need" or want is that if a char has spent (using a random figure here) 2M/10M/100M gold across any of their stats/equipment they have a fair chance (allowing for that horrible RNG) of beating any other build who's spent similar amounts.

IMO KF1.0 as it stands needs so much work to properly fix it, it may as well be done as a 2.0 and a ground up rebuild - because the BG has utterly broken it. (and I say that as some-one who has an 18yo knight)

It just feels that effort to start over is probably going to be less than unpicking all the existing/legacy code and historic decisions & finding a balance that doesn't piss people off for all the real money & time they've put towards their current chars.

GarlWar
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Posted Aug. 6, 2025, 8:53 p.m.
Edited by GarlWar Aug. 6, 2025, 8:59 p.m.

Imbalance between one-handed and two-handed weapons. My conclusion is this: two-handed players have a 20-35% advantage in a single round! I made the simulations at levels 16, 32, 53, and 77.

My basic question is: Why is a 1h weaker than a two-hander by 20-35%? What's the point of these settings? Why doesn't anyone change this? Is this fair?

I've simulated and calculated the following assumptions:

  • players have the best possible equipment for mooncoins;
  • players spend the same amount of gold to gain damage (2h pays for Strength, 1h pays for Strength + Dexterity)
  • the 1h profile is a knight who has a slightly higher bonus from weapons than from armor and shield, meaning a moderate 1h, but slightly more offensive (*regardless of the 1h style – more or less armor, the result is similar).

I've included detailed calculations in the comments. I used the Polish private KnightFight Wikipedia and a Czech calculator. The data is 100% accurate.

  1. https://kfinfo.blogspot.com/p/zbroje.html
  2. https://kf.maweb.eu/calculator/

Post scriptum
Another absurdity in the inequality of this game. Why does a 2nd-level weapon subtract dexterity? Every 2h player is naked berseker without armor! This makes the game incredibly difficult for players with 2nd-level + armor, effectively excluding them from the game. They're even weaker than regular 1h level players.

Show comments (2)
GarlWar
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Posted Aug. 6, 2025, 8:54 p.m.
Edited by GarlWar Aug. 6, 2025, 10:28 p.m.

lvl 16
lvl 32
lvl 53
lvl 77

LVL 16
40 str (costs 29800 = 30 000(
I. 2h: weapon 19-24(+3), rings 4 str
0,46*39(44-5)= 17,94 (18)
stones 3x3=9
min: 46
max: 54
medium: 50 dmg

II. 1h: 19 armor + 29 weapon
35 str (18910 gold)
30 dex (11050 gold) = +- 30k gold (the same as for 40 str in 2h type
armor: 3,5-5,5
shield: 2,0-2,5
= 5,5 - 7,5
30 + 6 = 36 dex (-5 = 31)
0,1331 = 4,03 bonus
Total defence:
min: 9,5 - 11,5 (medium 10,5)
Dmg: weapon 9-11 (+3)
35 str + 4 (-5) =
0,23
34= 7,82 (+-8)
+ 6 dmg stones
Total dmg: 23 - 28 (medium 25,5)

1 hit:
2h - 50 dmg - 10,5 = 39,5 dmg
1h - 25 dmg - 0 = 25,5 dmg
= In 1 round 2h damage + 35% more than 1h!


32 lvl
2h: weapon 33 - 38 (+3)
70 str (total cost: 187 330 gold)
+ 4 + 6 = = 80 (-5)
0,74*75 = + 55,5 bonus
stones 3x 5 = + 15
In total
min: 103,5
max: 111,5
medium: 107,5

1h: 42 armor + 53 1h
61 str (120 232 gold)
50 dex (62 790 gold)
= 183 000 gold = the same as 70 str in 2h

armor: 9 - 12
shield: 3,5 - 5
= 12,5 - 17 defence
= 0,295 bonus per 1 dex
50 dex
+ 6 dex (rings) + 4 dex (amu) - 4 dex (shield) = 56 (-5)
51*0,295 = + bonus 15,045 (15)
Total defence:
min: 27,5
max: 32
medium: 29,75 (30)

Weapon: 16 - 20 (+3)
0,39 bonus per 1 str
61 + 6 + 4 = 71 (-5)
66*0,39 = + 25,74 bonus (+26)
+ 3 stones x 5 dmg = + 15
Total damage:
min: 57
max: 64
medium: 60,5

1 hit:
2h - 107,5- 30 = 77,5 dmg
1h - 60,5 - 0 = 60,5
= In 1 round 2h damage + 28,9% more than 1h!


53 lvl

2h
100 str (total cost: 580 640)
weapon: 46 - 53 (+3)
+ 62 + 7 = +19 = 119 (-5)
1,02
114 = + 116,28 (116)
+ 3x 7 dmg stones = +21
Total dmg:
min: 183
max: 193
medium: 188

1h: 67 armor + 92 1h
89 str (cost 402 220)
69 dex (cost 178 880)
in total +- 180k = the same price in gold as 2h (100 str)

armor: 12 - 20
shield: 6 - 7
= 18 - 27
= + 0,45 bonus per 1 dex

  • 7 dex (shield) + 5 weapon + 12 + 6 = 85 (-5)
    80*0,45 = +36 bonus
    Total defence:
    min: 54
    max: 63
    medium: 58,5

weapon: 24 - 30 (+3)
= 0,57 bonus per 1 dex
89 + 7 + 12 = 108 (-5)
103*0,57 = 58,71 dmg (+ 59)
+ 21 dmg stones
Total damage:
min: 104
max: 113
medium: 108,5

1 hit:
2h - 188 - 58,5 = 129,5 dmg
1h - 108,5 - 0 = 108,5
= In 1 round 2h damage + 19,3% more than 1h!


lvl 77

2h - 135 str (cost 1 481 610 gold)
weapon: 67 - 75 (+3)
+ 24 dmg stones (3x8)
+ 9 + 8 + 8 = 160 (-5)
1,45*155 = + 224,75 (+225)
Total dmg
min: 316
max: 327
medium: 332,5

1h:
105 armor / 125 1h
110 str (cost 782 810 gold)
106 dex (cost 697 102 gold)
in total cost 1 479 912 (the same as 135 str - 1 482 000)

Armor: 23 - 34
Shield: 11,5 - 14

  • 9 dex + 8 weapon + 18 rings = + 17 = 123 (-5)
    0,82*117 = 96,5
    Total defence:
    min: 131
    max: 144,5
    medium: 137,75 (138)

125 1h
weapon 33 - 40 (+3)
0,79 * 130 = + 102,7 (102,5)
+ 24 dmg stones
Total dmg
min: 159,5
max: 169,5
medium: 164,5

1 hit:
2h - 332,5 - 138 = 194,5 dmg
1h - 164,5 - 0 = 164,5
= In 1 round 2h damage + 18,2 % more than 1h!

Show comments (2)
Ostaszewianin
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Posted Aug. 7, 2025, 12:50 p.m.

You add the value of critical hits and you'll get even more difference.

Level 77

Weapon cost (125 1h) is 1800 MC

Armor (105) - 1750 MC + Shield (105) 1500 MC

1800 + 1750 + 1500 = 5050 MC. A 2h weapon cost is 3350 - meaning a 2h player will pay 1700 MC less (34%).

The 1H player not only pays 30% more for equipment, but is also 30% weaker.

Twenry114
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Posted Aug. 7, 2025, 5:45 p.m.
Edited by Twenry114 Aug. 7, 2025, 5:45 p.m.

+++ 1 Ostaszewianin.

I was just talking about this with a playmate who is going to play a 1H for the first time on INT7. I told him, “Welcome to the world of players who pay more to be weaker.” xD
1H is often much more expensive. I did a 1H on INT6, and even though I skipped several steps to save money, it still hurts when you have to buy all the equipment again. I don't have the patience to calculate exactly how much it would cost, but I'm pretty sure that if you take the total progression of a 1H knight from level 1 to level 150 and the total progression of a 2H knight from level 1 to level 150, the price difference must be huge in terms of equipment that can be purchased with MC.

(Of course, we don't have to buy weapons, shields, and armor with mooncoins, nor do we have to buy them every time we can. But even so, the fact that the paid options are so much more expensive for one build than another doesn't really make sense. It feels like it dates back to RMS, that it's outdated and totally unbalanced.)

p_b
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Posted Aug. 7, 2025, 10:20 a.m.

Not every knight is a naked Zerker - I purposefully built the "flawed" armoured 2H because that was just the route I wanted to go down.

So while I accept that it is the meta build you can't just base all the things off that one use case.

And in the early game you're right the zerker is streets ahead - and imo lvl 70 is still early game. (esp with the BG to get a lot more xp than was prevously possible if desired)

IIRC when I last ran the numbers it is much closer around lvl 150 - but if the 1H player builds their char just a little "sensibly" they can mitigate a lot of the damage of a 2H with FA/PA rather than pure base stats. + the shield boosts help there.

on my world there's 1 2H I can beat that's a higher level than me, and I can't crack any of the 1H lvl 192 for refernce

which is why the way the game needs to be rebalanced in all areas - not just the early pain.

Show comments (1)
Twenry114
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Posted Aug. 7, 2025, 5:51 p.m.

That's also why we shouldn't just boost 1H or weaken 2H. Because there are three possible builds:

  • 1H
  • 2H “naked” (the berserker)
  • 2H + Armor

Today, this third build is definitely the weakest. Two options:

  • Completely remove the ability to wear armor with a two-handed weapon. This is not my preferred solution, but at least it solves the problem and leaves only two builds to balance (easier).

  • Find a way to balance the three builds. The consequence of weakening 2H in general and boosting 1H in general is that 2H + armor will be EVEN weaker than they already are.

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