Mordhau

Lets face it, Mordhau is dying and we all know why

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Just stopping in to drop my 2 cents in this thread,

From the moment I saw Mordhau i got hooked immediately, I never played Chiv but I had friends who did. I never found it appealing but something about Mordhau was different. Having seen how it exploded was nice and good, there was a player base to play with but from the very second I saw the developer count for Triternion I knew from the get go It wasn't going to last long. The structure of Mordhau, the melee system and the need for servers and the like cannot be supported by a team that small. Take Slay the Spire for example. Slay the Spire was made by a smaller group of people. The main reason for their success is the fact that the game is self sufficient. The only Online feature are leaderboards, the rest is mainly offline. Granted, this game isn't necessarily multiplayer as well. What I'm trying to say is, they took on a enormous task for such a small group of people. We're already seeing the repercussions of this, 55k base loss since release.

US Servers are wonky. Generally speaking, On most servers I maintain 9-18 ping on East Coast Servers. On Mordhau's NA East servers, I maintain a flat 68 ping, whereas LA Servers give me a lower ping. Why? Either the NAE server is some cheap server or... The NAE Server is not located on the East Coast period. Packet loss is a major issue, it exaggerates and creates illusions of other issues, desyncronization, phantom swings, teleporting.

Level Design is hit or miss. This is purely on the perspective of Front line. I'm excluding Crossroads in this, we won't discuss that absolute embarrassment of a map. It doesn't matter what kind of drought there is. I'd rather be dying of thirst than be given muddied sewage water.

Camp- Idea is fine. Siege tower placements are weird. Not only are two of the towers so close to each other. Shore Siege tower (the one right next to the objective) is WAYYYY too close to the objective.It's not a big issue, but its a minor one in my eyes.

Grad - Probably the best map imo.

Mountain Camp - I was never a fan of even number objectives. The map itself is somewhat fine, if one side takes their time to stack up and rush into the center it swings REALLY REALLY hard in their favor. I don't like red's tent burning objective, its easier than blue's objective by a landslide.

Taigia - This is absolutely a joke of a map. Initially, the map was Immensely Red sided, post the changes the map flip flopped to a blue sided map, it wasn't as bad as when Taigia was 95% Red win but it's still not good. Lumberyard which was almost never seen on the map is horrendous. More than half of that area isn't used. Two narrow funnels into the lumberyard makes it nigh impossible to push out if you attempt to push in. If you get pushed into the lumberyard itself you get spawn camped by the blue team if hey haven't completed the objective yet. Long Story short, This map is a trouble map.

Frontline - The game mode from a ideal standpoint is absolutely perfect for this genre. An absolute pinnacle of medieval combat. What we got is half baked to be honest. There are very few people who go on defense, There is only offense. Heavy pushes that risk losing the objective almost immediately because there is no one there. I've played For Honor, What I would generally do would be defense objective sitting. I do the same thing in Mordhau but I can't 1vX 5+ rushing me at once. It's just impossible for me. There is no sort of reward for defending the point either. Rarely do I see people defend nowdays and we lose these points immediately. Gold/Xp gained doesnt even matter if you defend/attack/win/lose. The Algorithm to calculate gold/xp is so simple it actually makes grinding for stuff even more tedious.

I've honestly had more fun messing around, playing the lute or sneaking around having fights away from the objective more than playing frontline in general. The massive Meta gaming in frontline is boring. People who sit on horses all game, Boring. People just constantly throwing firebombs? Boring. Sure some of this is being addressed, which is good. How long will it take though? What are we going to do about the problem with Taiga? they already stated that they won't be working on the current maps to balance things out and are focusing on releasing more content.

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  • 20 Aug
 RizlaBlue

its just a game chill guys wtf lol

83 51
  • 20 Aug
 Budd

@RizlaBlue said:
its just a game chill guys wtf lol

People on these forums are very passionate about this, many coming from chiv and other previous games in the genre.

Its something that has alot of potential to be one of the greatest games of all time, but it simply doesnt have the manpower to do so.

If you're going to show up and just say "its just a game chill guys wtf lol" then that just means you clearly dont care about the game. Why are you even here?

Duke 548 912
  • 20 Aug
 Goatie

Yeah some of us paid hundreds because we liked the developers vision after coming from chivalry. To see it in its current state is disappointing.

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  • 20 Aug
 Threule

RO2 had a Campaign mode, we could get the same

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  • 20 Aug
 esturias

@Threule said:
RO2 had a Campaign mode, we could get the same

Do you have any idea how much effort and work that would require?
They aren't able to give us a single playable map in months and you want a whole campaign?

312 241
  • 20 Aug
 LoPan

I play strictly duels so my opinion is only based on the duelist populous.

That being said I have over 600 hours and the only things I dislike in this game are held block shields and being 1 shot occasionally by a maul.

Otherwise I’ve always dealt w good servers. My ping, depending on the server is always somewhere between 30-80. But whatever part of that spectrum it is it remains steady. And despite what ppl say I don’t notice any difference in my experience unless my ping is 100+ but I don’t join servers that far away.

Yes, I see the high packet loss msg from time to time but it’s never seemed to effect my gameplay despite flashing on the screen.

As far as mechanics go I don’t have a problem reading feints/morphs/drags/accels and think they are a necessary part of combat. Sure it was frustrating dying over and over in the beginning to more experience players and chiv vets but I chose not to blame the intended mechanics and cry out “animation abuse.” Instead I chose to keep fighting those better players over and over again until I understood more and could read the animations almost by second nature. Without these combat mechanics it would just be an arcade pong back and forth of whoever hits first wins the stm war. yawn

Sure I’d like some new skins/maps/game modes to be added eventually. And modding would keep this game alive for years from now. But as it stands I still love this game.

9 3
  • 20 Aug
 ImaShadyguy

@RizlaBlue said:
its just a game chill guys wtf lol

Either passionate people as others have stated or people who have done QAT (Quality Assurance Testing) related work in their career. I happen to be the latter. I enjoy the game but I'm not passionate nor am I a Chiv Vet. I like when things flow like a well oiled machine and to be honest this machine needs works. That's my stance as to why I'm not cruising right now.

9 3
  • 20 Aug
 ImaShadyguy

@LoPan said:
I play strictly duels so my opinion is only based on the duelist populous.

That being said I have over 600 hours and the only things I dislike in this game are held block shields and being 1 shot occasionally by a maul.

Otherwise I’ve always dealt w good servers. My ping, depending on the server is always somewhere between 30-80. But whatever part of that spectrum it is it remains steady. And despite what ppl say I don’t notice any difference in my experience unless my ping is 100+ but I don’t join servers that far away.

Yes, I see the high packet loss msg from time to time but it’s never seemed to effect my gameplay despite flashing on the screen.

As far as mechanics go I don’t have a problem reading feints/morphs/drags/accels and think they are a necessary part of combat. Sure it was frustrating dying over and over in the beginning to more experience players and chiv vets but I chose not to blame the intended mechanics and cry out “animation abuse.” Instead I chose to keep fighting those better players over and over again until I understood more and could read the animations almost by second nature. Without these combat mechanics it would just be an arcade pong back and forth of whoever hits first wins the stm war. yawn

Sure I’d like some new skins/maps/game modes to be added eventually. And modding would keep this game alive for years from now. But as it stands I still love this game.

I respect your opinion fully. We're on different ends of the game, I unfortunately don't have time to go into the knitty gritty details in duels so I jump into Frontlines. It's a vastly different environment. One thing that I feel needs to be changed animation wise however is the speed of certain overhead ripostes on speedy weapons. I tend to spend half an hour with a friend of mine or multiple bots attacking me to build up my reaction times for fighting against players but it doesn't matter how many times I practice. I can't parry or chamber the overhead in time before it hits me. This could quite possibly be due to the 60+ ping and high packet loss on the US servers. I'd have to ask a friend of mine to replicate it.

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I get high ping (not high packet loss) that fluctuates and there are definately moments, specifically against overheads and underhands where I can't input a chamber in time @cliffracer. Underhands are worse, sometimes I can't input a parry in time since underhands can be partially hidden.

Nothing to be done about it unless the game gets slower.

131 54
  • 20 Aug
 CarnifeX

@mr_jah said:

@Jax said:
The thing is the SDK will take a lot of resources (ie manpower) to get working, it doesn't make sense to do it before having a more acceptable amount of base content - if we dropped everything to work on it now, we wouldn't have the content. Working on it post content-update, we'll have more stuff in game that will make the small official content drought more bearable than now.

Stop justifying your fucking moneygrab, grab your balls, stand tall and tell everyone that you have enough money to not to care about the game at all. Can't believe that devs still are like "we are low on resources" after getting that much money.

24 hour peak is 6917 players, average player loss is: -54.55% for June, -45.16% for July, -23.62% for last 30 days. I hardly imagine how bad this should be for any sane dev team to look at.

exactly, i thought the same about this - when devs dont care about player loss, specially this very very huge play loss, they seems dont give a fck about the game/community itself - my opinion.

83 51
  • 20 Aug
 Budd

@LoPan said:
I play strictly duels so my opinion is only based on the duelist populous.

That being said I have over 600 hours and the only things I dislike in this game are held block shields and being 1 shot occasionally by a maul.

Otherwise I’ve always dealt w good servers. My ping, depending on the server is always somewhere between 30-80. But whatever part of that spectrum it is it remains steady. And despite what ppl say I don’t notice any difference in my experience unless my ping is 100+ but I don’t join servers that far away.

Same boat, only issues I got is that I had high packet loss for about 5 days straight for some reason?
but it went away, only problems I roll into is Phantom Swings and the occasional teleport.

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@CarnifeX said:

@mr_jah said:

@Jax said:
The thing is the SDK will take a lot of resources (ie manpower) to get working, it doesn't make sense to do it before having a more acceptable amount of base content - if we dropped everything to work on it now, we wouldn't have the content. Working on it post content-update, we'll have more stuff in game that will make the small official content drought more bearable than now.

Stop justifying your fucking moneygrab, grab your balls, stand tall and tell everyone that you have enough money to not to care about the game at all. Can't believe that devs still are like "we are low on resources" after getting that much money.

24 hour peak is 6917 players, average player loss is: -54.55% for June, -45.16% for July, -23.62% for last 30 days. I hardly imagine how bad this should be for any sane dev team to look at.

exactly, i thought the same about this - when devs dont care about player loss, specially this very very huge play loss, they seems dont give a fck about the game/community itself - my opinion.

I was still putting 15 hours a week into Chiv when Mordhau dropped, and it "only" had 1k peak players at the time. I'm glad Mordhau sold well enough to support long term dev goals. Ranked and SDK appeal to long term players like kick starter backers, indie devs, and the competitive community.

I don't understand the rush to save the playerbase when it clearly was not the devs' intention to cater to the unexpected swarm of casual players who tried and didn't like Mordhau. Degrading the devs of a game you enjoy is not supportive or even respectful. It's unrealistic to expect Triternion to transform their development team overnight to quell the whims of impatient gaslighters. Y'all need to stop acting so entitled and accept that the devs are only human, not money-powered patch dispensers.

/rant

83 51
  • 21 Aug
 Budd

@Fred Dawes said:

@CarnifeX said:

@mr_jah said:

@Jax said:
The thing is the SDK will take a lot of resources (ie manpower) to get working, it doesn't make sense to do it before having a more acceptable amount of base content - if we dropped everything to work on it now, we wouldn't have the content. Working on it post content-update, we'll have more stuff in game that will make the small official content drought more bearable than now.

Stop justifying your fucking moneygrab, grab your balls, stand tall and tell everyone that you have enough money to not to care about the game at all. Can't believe that devs still are like "we are low on resources" after getting that much money.

24 hour peak is 6917 players, average player loss is: -54.55% for June, -45.16% for July, -23.62% for last 30 days. I hardly imagine how bad this should be for any sane dev team to look at.

exactly, i thought the same about this - when devs dont care about player loss, specially this very very huge play loss, they seems dont give a fck about the game/community itself - my opinion.

I was still putting 15 hours a week into Chiv when Mordhau dropped, and it "only" had 1k peak players at the time. I'm glad Mordhau sold well enough to support long term dev goals. Ranked and SDK appeal to long term players like kick starter backers, indie devs, and the competitive community.

I don't understand the rush to save the playerbase when it clearly was not the devs' intention to cater to the swarm of casual players who tried and didn't like Mordhau. Degrading the devs of a game you enjoy is not supportive or even respectful. It's unrealistic to expect Triternion to transform their development team overnight to quell the whims of impatient gaslighters. Y'all need to stop acting so entitled and accept that the devs are only human, not money-powered patch dispensers.

/rant

Yes, but most people on the forums are the small playerbase it is now and wants this games potential to be better and actually used.

5 3
  • 21 Aug
 Riflas

Let's be honest, the newly released Mordhau playerbase is unrealistic. You should expect at least less than 5,000 players at max at a steady rate. 3,476 players are in-game right now and that's pretty fucking good. Some days it usually goes 5,000-2,500 players. Mordhau is not dying because you guys don't have realistic expectations.

I have been on Steam for 9 years (sadly) and I have the experience of seeing dead/alive games. Mordhau will keep going on for another 3 or more years despite slow updates. Bashing the developers isn't going to help, you just have no idea what they're going through. Go play another game on Steam, I'm sure than is more than one game or two.

Another thing, there is so many players with more than 100+ hours, it's a game that players will stick around for a while.

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Reminds me of the this first scene:

367 340
  • 22 Aug
 Peacerer

@Riflas said:
Let's be honest, the newly released Mordhau playerbase is unrealistic. You should expect at least less than 5,000 players at max at a steady rate. 3,476 players are in-game right now...

Yes, it's getting better and better with each day passing by.

Screen captured few minutes ago. Worldwide concurrent players online:

bla.JPG

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The average for July was 7000, now it's around 5000.

Even within the last week the numbers on average are dropping by a few 100 every day. Weekends get a little boost but by the next weekend the averages are lower.

I don't see that the game is gaining any players, only losing them.

23,000 average in June down to 5000 2 months later.

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  • 22 Aug
 Unlikely

@Fred Dawes said:

Degrading the devs of a game you enjoy is not supportive or even respectful.

This.

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  • 1
  • 23 Aug
 Guts

Chivalry had a ton of bugs on release. Team Objective made it fun. It's a core part of the game that they lacked on their later games. Mordhau has a lot of great features that took Chivalry years and years to implement. We need solid TO maps. In TO you can play it a lot of different ways. Go for KD, go for the objective, camp, backstab people. Fight with your team, go off solo, rambo in, lead the other team away from the objective. You can set out to play different ways with every stage of the map. You can have certain loadouts you prefer at different points. You can become a tank with a shield and absorb arrows. So it changes, even minute to minute with players pushing in different areas. With team objective you feel something when you win. It gives the game a purpose. It's the most popular mode in Chivalry for a reason. It's fun!