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moonID.net - Please discuss stuff about moonID hereAnnouncements → KnightFight: Second Delay – INT7 Launch

cvd CRATR.games
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Posted Aug. 29, 2025, 2:30 p.m.

Dear KnightFight Community,
First of all: our apologies!
Yes, it’s been too quiet on our side over the past days – mainly because we were still hoping to make it without another delay. Unfortunately, there’s no way around it: we need to ask you for two more weeks of patience before we can launch INT7.

Background

KnightFight is all about the battle system – but it’s not yet final.
The last two months have been intense: we thought we were done, then hit setbacks, then even had to restart parts of it. We’ve come a long way since, but there are still three edge cases where we need to define proper exceptions before we can go live.

Our Vision

Once those are solved, we’ll have a fully deterministic battle system – similar to classics like StarCraft – putting KnightFight back at the top of its genre.
On that foundation, we’re also preparing the largest marketing campaign in our history, to bring new life and energy into KnightFight and INT7.

The New Plan

In Germany we say: all good things come in threes
👉 September 12 = official launch of INT7.

As a thank you, and a little token of appreciation:

  • Everyone who has already created a character, and all new squires until 12.09, will receive 1,000 MoonCoins at launch.
  • If you’ve changed your mind, of course, we’ll refund any prior investment.

And one more thing: We didn’t just announce a new world – we also prepared a new design, which is being rolled out starting today.
Thank you for your understanding, patience, and trust. This time we’ll keep you updated more closely – and we can’t wait to open the gates of INT7 with you on September 12.

⚔️ Yours, the KnightFight Team

Show comments (1)
Trambus
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Posted Aug. 29, 2025, 3:25 p.m.

Are you kidding me?

Show comments (1)
cvd CRATR.games
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Posted Aug. 29, 2025, 3:53 p.m.

No, not kidding – totally understand it might sound frustrating after all this time. We’re serious about improving balance, even if it takes a few steps to get there.

GarlWar
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Posted Aug. 29, 2025, 3:18 p.m.
Edited by GarlWar Aug. 29, 2025, 3:19 p.m.

I read this post literally 1 minute after creating the thread. I really don't know what to say... ;)

Therefore, I have two questions and I'd appreciate your answer.

  1. Will there be any changes to weapons?

I've written many times about the absurd advantages of 2h knights 1 h knights. The reason for this is the complete lack of balance resulting from the damage and defense of various items.

  1. Will you remove the "minus X points to dexterity" penalty for two-handed weapons and replace the "-" with a "+"?

-> This penalty has no rational justification whatsoever. 2H players don't wear armor and shields because they are 2H players! This "minus" on 2h weapons eliminates the possibility of playing 2H + armor. Such a knight at higher levels has no chance against regular 2H or even a 1H.

-> We want to have reality choose in DIFFERENT types of knights. Currently, we only have two: 2H and 1H. We want a third type: 2H + armor. For this purpose it is necessary to remove the error in the form of subtracting dexterity for swords 2h

Show comments (1)
cvd CRATR.games
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Posted Aug. 29, 2025, 3:52 p.m.

Thanks a lot for putting the effort into laying this out so clearly.

Right now, the main focus of changes is not to alter the weapons themselves, but to increase the battle efficiency of 1H warriors, so they can keep up in the mid- and endgame. That way, we aim to make 1H a more competitive choice without taking away from 2H.

The point you raise about the dexterity penalty on 2H weapons and the idea of enabling a third build (2H + armor) is very interesting. That would open up more diversity in playstyles, which we agree makes KnightFight more fun.

We’ll take this input into the balancing discussions – can’t promise an immediate change here, but it’s definitely on the table for review.

⚔️ Thanks again for the detailed feedback – it really helps us refine the direction.

Show comments (4)
GarlWar
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Posted Aug. 29, 2025, 4:31 p.m.

Thank you for your answer. However, I have a question and would appreciate an honest answer.

-> What is the real reason for the imbalance between 2h/1h and 2h + armor?
-> Is this a very costly change for you financially (e.g., complex IT work), or is it a simple change that you don't intend to implement?

I'd like to know the real answer.

As players, we appreciate your willingness to make changes to the balance between 1h and 2h in the mid- and late-game. However, this isn't a complete solution, only a partial solution. The most interesting part is the beginning of the game, not the middle and end. Furthermore, the vast majority of players quit early in the game, after 2-3 months. Late-game changes don't make much sense, as most players have already finished the game.

Furthermore, what you're proposing isn't a real change, but only a superficial one. Balancing 1h and 2h won't be achieved without a weapon change. The only possible solution is to introduce zombies with very high durability and low damage into the battle server, which 1h players can easily defeat (for 3 experience points), but 2h players can't. This will even out the balance, as 1h players will advance several levels higher than 2h players and acquire better weapons. However, not everyone wants to play 10-12 hours a day. Secondly, 2h players will have no chance of achieving a high position in the higscore (I mean TOP 10 +).

I don't want to criticize you too harshly, but I in fact these won't really be any changes, just a repackaging. As many people have already written, as a gaming community, we value honesty and truth, even if it hurts. But none of us likes or wants to be misled or deceived.

UnderCloud
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Posted Aug. 29, 2025, 6:15 p.m.

But - dexterity in case of 2h weapons actually makes sense. It doesn't matter that you have no armor or shield, you are still wielding a huge, heavy sword, how should that increase your dexterity? You are using two hands to even use it, so it's not comfortable for sure. :) That should be the case only for 1h IMO, as they are light and easy to swing with, if we are trying to go with logic here.

Lila785667
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Posted Aug. 30, 2025, 7:08 a.m.

So, historically speaking, knights wielding two-handed swords were not at a disadvantage — quite the opposite. With the advent of plate armor, they were so well protected and mobile that they could do without a shield. It was an advancement in the art of warfare. So much for logic. ;-D

But of course, you’re right that in a game this can’t be a factor, since it would make the whole game design absurd, where all knight types should have equal chances.

Twenry114
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Posted Aug. 30, 2025, 11:54 a.m.
Edited by Twenry114 Aug. 30, 2025, noon

Well, Lila is 100% right! From a historical point of view, it was actually much easier to wield a sword with two hands than with one! For a very simple reason, basic physics: weight distribution. When a soldier fought with a shield and a one-handed sword, he held his sword with one hand, which meant that the entire weight of the sword (between 1.1 and 1.6 kg for the most common swords, with a length of between 70 and 90 centimeters) rested on the tip of his arm. With your arm outstretched, it ends up being very heavy, especially when you want to swing the sword around in all directions to hit your opponent!

On the other hand, with a two-handed sword, both hands are placed on the hilt, which allows the weight of the sword to be distributed much more evenly. And contrary to legend, a two-handed sword was not that heavy, weighing between 1.2 and 1.8 kg, rarely more! They were between 110 and 130 centimeters long (some flamberges could exceed this size, but they had a very specific use, often to unhorse a rider or protect against a cavalry charge, not really for hand-to-hand combat with another soldier). In reality, therefore, you are much more agile with a two-handed sword, as the weight is distributed over both hands and using both hands allows for a greater range of strokes and a much wider range of movements!
If only because with a two-handed sword, you can grasp the blade halfway down to guide the tip through the gaps in the plate armor of the knight opposite you.

Our vision has been greatly altered and distorted by historical inaccuracies in fiction, whether in TV series, films, or video games, which constantly present us with gleaming knights in heavy armor with iron shields and one-handed swords. In reality, this vision almost never existed. As Lila says, knights in plate armor very rarely carried shields, for the simple reason that plate armor was already more than sufficient protection. The shield was paired with a spear in the case of a knight on horseback, but very rarely with a sword. The shield was mainly reserved for the foot soldiers (the poorly armed and defended soldiers who made up the bulk of medieval armies) paired with a pole weapon, such as a spear or halberd. Those who had short swords, maces, and other short-range weapons often carried “rondache,” small shields that were much easier to handle than the large Norman shields used by the spear-armed shock troops.

So in reality, the historical reality was rather:

  • Heavy armor (late medieval plate armor) = two-handed sword
  • Light armor (chain mail, leather armor, or thick fabric) = sword (or mace) + round shield
cvd CRATR.games
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Posted Aug. 29, 2025, 4:48 p.m.

Thanks a lot for your honest feedback and the clear questions.

Why does the imbalance still exist?
It’s not about one single flaw, but about how several systems interact (stats, armor, progression). Small changes can easily create big side effects, so we have to move carefully.

Is it a financial issue?
Not really. The challenge is technical and mechanical. Any weapon/armor tweak can unbalance the economy, PvE, or PvP elsewhere.

Why focus more on mid/late-game?
Because that’s where balance differences affect rankings and competitive play most clearly. But you’re right: the early game is crucial since most players drop out within the first months. That’s something we also want to put more focus on.

Ideas like “durable zombies” for 1h players:
We must be careful not to create forced grinding or a one-way strategy, but the idea of using PvE mechanics to help balance progression is worth exploring further.

We don’t want to sugarcoat things: balancing is never just “pressing a button,” it’s an ongoing process of trial and error. We’d rather share the honest reasoning with you than wrap it up in shallow answers.

Thanks for keeping us sharp and for caring about the game’s direction.

UnderCloud
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Posted Aug. 29, 2025, 6:18 p.m.

All good if it means better balance in the long run and more players to have fun with. But I hope we won't see similar post to this after 2 weeks. :)

GarlWar
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Posted Aug. 29, 2025, 6:28 p.m.
Edited by GarlWar Aug. 29, 2025, 6:33 p.m.

I wrote a rather long post, so I'll leave it below. I'll be brief here.

This game currently pathologically rewards 2h players. They're 20-65% stronger. Changing this requires only one day of work, and it's very simple.


CVD, thank you very much for your reply. We're discussing very important issues that have been troubling many players for years. I believe that such honest answers from you build trust with the entire Cratr team and also give the player community hope for a greater enjoyment of KnightFight.

I would like to expand on the points you raised. First, I'll comment on the points you raised, and then ask questions.

IMBALANCE BETWEEN WEAPONS

Of course, I understand that every change carries risks. Therefore, changes should be made after a thorough and comprehensive analysis and testing of various solutions.

Let's be honest – this isn't (as the Americans say) "building a space rocket." These are very simple things, although they require several hours of work. A calculator and a list of weapons from Wikipedia are all you need. I recently ran a 1h vs. 2h fight simulation from level 11 to 80. It took me 2.5 hours. If I ran simulation number 2 (after the changes), it would have taken me another 2.5 hours. A total of 5 hours. Let's say you always have to add 1 hour for unexpected problems. A total of 6 hours. That's how long you need to make changes to this game. I don't have a monopoly on knowledge. Origin or Emrys, for example, could do the same.

You say you don't want to break anything. But face it. This game is already broken. 2-hour players have a 20-65% advantage over 1h players. These are facts, because they're based on calculations. The math doesn't lie. To put it simply, a 1-hour player doesn't stand a chance against a 2-hour player. Do you think this is fair? I think it's pathological and deeply unfair. In practice, it only offers players one possible way to play: two-handed weapons. Otherwise, they'll be punching bags.

APPARENT CHANGES to INT 7

Why am I writing about zombies with increased stamina on a battle server for 1st-year players? Because it's something you want to implement on INT 7, which will further ruin the game.

Currently, you're proposing that 1st-year players will get 3 XP targets on an INT 7 battle server, and 2h players will get 1 XP targets. I think this is even more unfair.

Yes, I'm sure you have such a plan. Why? Because there are only two ways to increase 1h players' chances of fighting 2h players:

  1. changes to weapons, armor, and shields – you've already ruled that out.
  2. increasing the level of 1h players so they have a few levels ahead of 2h players. Since you've completely ruled out the solution in point 1, only point 2 remains (deductive reasoning).

The latter method is terrible because it denies 2h players the opportunity to achieve a high ranking.

Furthermore, it forces 1h players to play intensively on a battle server, while 2h players don't have to because they are, by definition, stronger.

Now let's move on to the realm of emotions, not just facts. CVD, Patti, have you ever played KnightFight for a long time? Do you know how a 1h player, or a 2h player with armor, feels if they ALWAYS lose to a 2h player? A 1h player has to do 3,000 battles on a battle server, while a 2h player only does 400 because they win anyway.

How do you feel when you play 7 hours a day as a 1h player/2h player with armor, and your 2h opponent plays 2 hours a day and ALWAYS wins? They win because you give them better weapons.

FrancoiseDCH
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Posted Aug. 29, 2025, 6:47 p.m.

Good information, i will still waiting

TragiskKo
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Posted Aug. 29, 2025, 7:35 p.m.

I already shared these thoughts on Discord, but I think they’re just as relevant here, so I’ll reiterate them:

This is what many of us feared would happen, given how little had been communicated in the days leading up to launch. Another postponement is obviously disappointing, but what concerns me most is the way communication has been handled. Once again, the news only comes at the very last minute, which makes it hard for players to trust new timelines, as well as adjust their plans. Hopefully this time the promise of earlier, more regular updates will truly be kept — past postponements announced at the last minute have already affected some players’ trust and patience.

Alternatively, instead of setting new dates that risk being postponed again, perhaps it would be better to wait until you’re 100% confident everything is in order. Only then announce the official launch, so players can trust the date is final and plan around it.

p_b
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Posted Aug. 30, 2025, 12:20 p.m.

I just wanted to double check:

The changes being made are not changes on the Home world for INT7 - but only for the "Battle Efficiency" which is purely a BattleGround thing; correct?

When you say it is going to be deterministic does this mean that RNG is going to be removed? (I'm looking at you FA/PA)

If yes - why is this only on the BG if point 1 is true?

Why are these things only being considered for the new world and not for the older ones?
How will old chars from non-INT7 be affected on the BG by these changes?

I don't mean to be rude, but you really have to do better with your communication.

The messaging of what you're actually changing is not clear and the last minute nature isn't very professional.
(my job often has penatly clauses if we fail to make dates, so we communicate much earlier to mitigate that - one earlier this year had a $1M penalty clause + daily charges....)

You really do need to send out system wide messaging too, to enable all your active players to be aware of things, not just those minority that are on here periodicaly or discord.

and i know i mentioned this on discord, but 1K mooncoins for new Int7 players is a real slap in the face to older players who do not want to start on a new world - and yes I know I could create an account get my coins and delete the knight, but that's just abusing the offer....

Ostaszewianin
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Posted Aug. 31, 2025, 8:29 p.m.

CVD: You're promising a specific date, but again, you're speaking in generalities—no details.

-What extreme cases are you talking about? Details?

A new design? Could you please provide details? What stage of development are you at with this? What stage of development are you at with this?

-Are you making language packs? Will it be like this, where parts of the game aren't translated into other languages?

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