Mordhau
 EliteTeamKiller
  • Likes received 694
  • Date joined 18 Jul '16
  • Last seen 20 Apr '19

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848 694
  • 19 Oct '17
 EliteTeamKiller

@BATTLE_BEAST said:

@AngelEyes said:

@BATTLE_BEAST said:

How will it sour it though? Because of the "pro's" who play it now? I think it will sour regardless, this is a very niche game with a high learning curve that puts people who put thousands of hours into other sword fighting games at an advantage over anyone else. That same person who buys it in Early Access and hated it might hate it just as much once they buy it as full release. I feel like there is a bigger risk of people hating it when they don't have access to the game and a small collection of people end up mastering all the mechanics of the game and just massacre everyone.

I'm sorry, that is styrofoam weight to anchor your argument with and making claims about people wanting the game to stay closed for an upper hand is almost just plain child like thinking. Not even to mention all the work that needs to be done to combat and how meta will constantly be evolving.

So what about the people who buy months after retail?

I have actually seen in chat people saying "I am glad its closed so I can crush noobs". You can not be ignorant enough to think that people out there did not back the game solely to help the developers out, there are people out there who bought the game so they can get ahead of the curve. If people cared so much about being testers then the Alpha forum would be flooded with suggestions and feedback by everyone. I know plenty of people who play(ed) and have not yet made a single contribution to the forum in that manner. Have you made a contribution to the Alpha testing phase of the game?

And what about the people who buy months after retail, what has that got to do with anything? People will sour on this game no matter if its in EA or full release, it has a high learning curve and those people who do not like that about games will dislike it straight away. The game's difficulty level will filter out people who become regulars and people who drop it after a couple hours.

Chivalry had a high skill cap and learning curve too but six years later it is still rocking.

There are low level servers, which help. Maybe Mordhau can do that too?

848 694
  • 1
  • 16 Oct '17
 EliteTeamKiller

Team objective will fix everything. That is always the most popular mode, because it allows even the poorly skilled to make meaningful contributions to winning.

848 694
  • 16 Oct '17
 EliteTeamKiller

@Havoc said:

@King Sinclair The FluffyDragon said:

@Havoc said:
I'd assume they can fix dwindling player population it by fixing what needs to be fixed. Just keep poking @crushed with a pointy stick until either he dies or he fixes the things that need fixing.

Maby we should put guns in the game

Medieval firearms would be a nice addition, but this isn't the thread to discuss this.

Medieval firearms:

848 694
  • 16 Oct '17
 EliteTeamKiller

@Mizikiell said:

@EliteTeamKiller said:

@ThunderDuck said:

@DrEpochノಥ益ಥノ said:

@Frise said:
Are you not capable of logical thinking? The hype of alpha release is gone for most people, and they have shit to do and games to play. That doesn't mean the game is dying.

And the combat isn't broken, you just completely fail to understand it, and complain about every fucking thing that kills you. Grow up please.

all i've done is ask a question

No you also said the game is broken (from your factual and totally objective point of view). Every time you post I see nothing but bitching and whining. From the videos you post it's pretty obvious that you are, no offense, pretty awful at the game. That is fine of course, but the reason you're never gonna get good is your whiny attitude. You're the type of guy who goes "that's just bullshit!" instead of "wow, i gotta figure out how to deal with that!" after every death and thus end up never improving.

It's like the Chiv players who cry about dragging and roh, instead of learning out to do it and/or counter it, or the ones who cry about archers but want to play as a shieldless Hero Vanguard.

The thing is that you shouldn't be forced to use shield just because there is couple decent archers. In chivalry there was no other counter to archers or throwables than shield.

Where as in mordhau you can parry them so there is counter no matter what weapon or armor you wear.

Archers in chivalry were complete aids and killjoys.

All I saw there iss bitching and moaning. You shouldn't be forced to not be an archer because their health is so low waah waaah see how that works? Also there WAS another counter to archers: moving out of the way /situational awareness.

Chivalry was quite balanced with respect to archers. They are mostly one hit kills, which completely makes it fair and balanced (not the Faux news variety). Why do you think they were very rarely at the top of kills, even the great ones?

But, being able to parry projectiles is a great addition to the genre, so long as they don't make it super easy to do. It should be a badass skill moment.

848 694
  • 15 Oct '17
 EliteTeamKiller

@ThunderDuck said:

@DrEpochノಥ益ಥノ said:

@Frise said:
Are you not capable of logical thinking? The hype of alpha release is gone for most people, and they have shit to do and games to play. That doesn't mean the game is dying.

And the combat isn't broken, you just completely fail to understand it, and complain about every fucking thing that kills you. Grow up please.

all i've done is ask a question

No you also said the game is broken (from your factual and totally objective point of view). Every time you post I see nothing but bitching and whining. From the videos you post it's pretty obvious that you are, no offense, pretty awful at the game. That is fine of course, but the reason you're never gonna get good is your whiny attitude. You're the type of guy who goes "that's just bullshit!" instead of "wow, i gotta figure out how to deal with that!" after every death and thus end up never improving.

It's like the Chiv players who cry about dragging and roh, instead of learning out to do it and/or counter it, or the ones who cry about archers but want to play as a shieldless Hero Vanguard.

848 694
  • 14 Oct '17
 EliteTeamKiller

@NewYariMeta said:

@DrEpochノಥ益ಥノ said:
Combat is stale and whether some players like it or not. completely broken.

It's not, even without perks or a proper stam system implemented yet the combat is already deeper than chiv.

I know most people and ppl from chiv are going to rage hearing this. But facts are facts.

The fact is your just garbage son.

https://clips.twitch.tv/RelentlessBrainyAlfalfaSuperVinlin

Yes i definitely trust your opinion on the game over people who have thousands of hours in chiv and m&b comp, some of whom being the ones balancing it.

I love how the one due he swung at hit him once, then returned to fighting another player as if he was just a gnat, then took the time to finish him off a little later before returning to what he was doing.

848 694
  • 8 Oct '17
 EliteTeamKiller

@GIRUGIRU said:

@EliteTeamKiller said:
Most of this is decent, but punishing team damage? No sir no no no. That defeats the purpose of team damage (Team Killing).

EDIT- also, why nerf shields so that it is more fun for you? (jump attacks). This isn't Chivalry. Jump attacks shouldn't even be a main stay. When have you ever seen a jump attack in a real fight? It's very rare, and you certainly don't see much of it in HEMA.

And projectiles flinching you, how is that a bad thing? You don't think an arrow to the shoulder would flinch you? It seems like you want to just have the game unfairly balanced toward your preferred style of play, tbh.

I agree with a lot of this, but some of it seems erring to far away from mah realism.

So the reason i'm advocating against 100% team damage; ask yourself the question - why would I be punished for the incompetency of my team when i have no control over who they are in pubs? All it does is breed a more toxic environment because currently team damage is far more annoying than funny. Complaints in the chat are way more common in Mordhau than they are Chiv because it's 100% full TD rather than something like 25-30%

Shields currently don't have a way of being outplayed (i'm talking about a good shield player, not some random joe) and currently the only way to beat a shield is for them to fuck up - which is not fun or engaging to play vs. At least by adding jump attacks you can mixup a high attack with lows to bypass the absolutely massive parry box that they have

Projectiles flinch; it dilutes the skill of the game and massively drops the skill ceiling - very difficult for me to clutch 1vX scenarios when people can just throw stuff into my back when it takes them 0 skill or effort at all. The damage is whatever, but the flinch will fuck you over entirely not to mention half the time it's not even the enemy team hitting you. I don't see how it's "unfairly" balanced because it applies to everyone.

Realism has never been a concern of mine seeing as the game never intended to be a HEMA simulator

@Kingindian said:
the problem with "elite feedback" is usually that they focus on balance 90% of the time when the focus should be on the design

Design and balance are intertwined. If you're talking about us suggesting entirely new things i'd imagine the dev backlog is way too full to bother doing so

The only thing I can agree with is allowing jump attacks, or perhaps dash or lunging crouch attacks, of some sort. Not necessarily entirely realistic, certainly not jump attacks, but maybe making shield playing a bit more difficult. But IMHO the best way to balance shields is to make having a shield cost a large penalty (through weapons slots or something).

Projectiles not flinching? Maybe it should depend upon the projectile. An arrow is going to make a person flinch. A pommel, perhaps not so much.

But team damage? You realize you're talking to a guy named... ELITE TEAM KILLER? >:D

848 694
  • 8 Oct '17
 EliteTeamKiller

@Walworth said:

@EliteTeamKiller said:

@GIRUGIRU said:
loving mordhau so far, just gonna quickly put down some criticisms;

  • chambers need a particle effect/sound, alot of people have no idea when i'm doing chambers in 1stp on stream, a chamber feint would be alot scarier if chambers had a sound, etc. Tons of reasons why this should be added in, but mostly for spectatorship

  • overheads feel totally useless with alot of weapons, it's impossible for me to make consistent switches let alone fake switches. Currently if i'm playing ES or bax its just far more effective for me to lmb spam and manipulate/leg strike my way out of being chambered. Overhead is the most satisfying attack and its sad to see it in this state - my advice would be to increase the turncap (unlock it abit more) during early release and then during release put it back to normal.

  • 220 degree turncap (to prevent spinning) is still triggering incorrectly - far too early - during combos. Been unable to replicate it consistently but can show some footage of it happening. Really cripples 1vX

  • kick has legitimate uses but i just find most noobs give up on actually trying to fight and continually try and cheese me by gambling with kicks if i go for a drag etc.

  • active parry is incredibly inconsistent, LMBs seem to be the way to make it work the most but especially on accelerated overheads chances are you will just get flinched

  • queue windows are abit awkward, i input a riposte but sometimes they come out later than i want them - i'm guessing that it's because i queue a riposte before my parry connects and if i time that slightly wrong i wont get an active parry when it feels like i should have riposted. I think that's slightly unfair because its very difficult to consistently input a riposte with like 100ms accuracy of when your parry is going to connect with the realtime swing system. My solution suggestion would be allow you to queue a riposte a hundred ms before your parry has connected

  • sometimes i get hit by stabs when they dont really seem as though they are going to hit me, and it happens quite often; i feel like it's something to do with the netcode. Makes it very difficult to judge turncaps by eye and i just have to go off pure gamesense or guesswork to know if i will be able to turncap punish a stab. EDIT: just to clarify i mean a stab tracking towards me, not talking about the range of the stabs

  • teammates flinching me, had enough of it now, please remove

  • projectiles flinching, really annoying and unfun

  • teammates RAPE you if you're using light armor, a perk to offset this or something would be great in future

  • 100% team damage is a pain, not only is it annoying to get hit by your team but also when mongols unintentionally deny stamina and hp from me with their own ignorance.

  • try to ensure that projectiles dosent render light armor useless (like vanilla archer does to chiv vg )

  • thrown mace doing like 45 damage to full plate, why. 90% of the time i play heavy armor is to avoid projectile cancer but i still take a disgusting amount of damage from them it seems

  • every time ive been headshot by a projectile its just been a random throw from some goon who will never do it again, Dosen't feel like a skillshot, just feels like luck and isn't fun especially when im getting 1 shotted as a light build from behind me in the middle of nowhere while im already 1v4

  • shields need some kind of rework - playing vs shield and playing shield v shield is very boring atm and i'd expect most new players to be taking shields at the start of the game's release

some suggestions for that:

Jump strikes are very ineffective vs shields currently, pls change

targe shield would allow you to have almost no penalty on raising/lowering shield, more vision and less turncap on block but much smaller parry/block box

tower shield (if you have plans for it) or kite, delay when raising, much bigger parry/block box and alot less vision

shield should ALWAYS lose a stamina war to a 2hander, (unless it's like a dagger or smth) because otherwise they will be way too strong and with such a low skill requirement. Shield user can offset weakness by chambering, so it balances itself out. otherwise shield is probably gonna be broken in 1v1

shield users still have a huge damage output, that 1h mace does retarded damage to full plate for what it is

  • potentially replace riposte kick with a quick jab or something

  • windup animations for riposte are unclear alot of the time (but this is already being worked on, just thought id throw it in there)

  • add more variants/playstyles to shield, so tower shield, new weps etc. i would focus on. Currently the game is very 2h focus and parrying is much harder in mordhau than chiv, which will make it very difficult for noobs

will probably add some more bits and bobs, just again to clarify; the current state of the game is still honestly really good so this post isnt me bashing on the game. Thanks for reading

Most of this is decent, but punishing team damage? No sir no no no. That defeats the purpose of team damage (Team Killing).

EDIT- also, why nerf shields so that it is more fun for you? (jump attacks). This isn't Chivalry. Jump attacks shouldn't even be a main stay. When have you ever seen a jump attack in a real fight? It's very rare, and you certainly don't see much of it in HEMA.

And projectiles flinching you, how is that a bad thing? You don't think an arrow to the shoulder would flinch you? It seems like you want to just have the game unfairly balanced toward your preferred style of play, tbh.

I agree with a lot of this, but some of it seems erring to far away from mah realism.

jpgjpg.png

HMM.gif

It's true I am most concerned with the ability to execute glorious team kills.

848 694

@GIRUGIRU said:
loving mordhau so far, just gonna quickly put down some criticisms;

  • chambers need a particle effect/sound, alot of people have no idea when i'm doing chambers in 1stp on stream, a chamber feint would be alot scarier if chambers had a sound, etc. Tons of reasons why this should be added in, but mostly for spectatorship

  • overheads feel totally useless with alot of weapons, it's impossible for me to make consistent switches let alone fake switches. Currently if i'm playing ES or bax its just far more effective for me to lmb spam and manipulate/leg strike my way out of being chambered. Overhead is the most satisfying attack and its sad to see it in this state - my advice would be to increase the turncap (unlock it abit more) during early release and then during release put it back to normal.

  • 220 degree turncap (to prevent spinning) is still triggering incorrectly - far too early - during combos. Been unable to replicate it consistently but can show some footage of it happening. Really cripples 1vX

  • kick has legitimate uses but i just find most noobs give up on actually trying to fight and continually try and cheese me by gambling with kicks if i go for a drag etc.

  • active parry is incredibly inconsistent, LMBs seem to be the way to make it work the most but especially on accelerated overheads chances are you will just get flinched

  • queue windows are abit awkward, i input a riposte but sometimes they come out later than i want them - i'm guessing that it's because i queue a riposte before my parry connects and if i time that slightly wrong i wont get an active parry when it feels like i should have riposted. I think that's slightly unfair because its very difficult to consistently input a riposte with like 100ms accuracy of when your parry is going to connect with the realtime swing system. My solution suggestion would be allow you to queue a riposte a hundred ms before your parry has connected

  • sometimes i get hit by stabs when they dont really seem as though they are going to hit me, and it happens quite often; i feel like it's something to do with the netcode. Makes it very difficult to judge turncaps by eye and i just have to go off pure gamesense or guesswork to know if i will be able to turncap punish a stab. EDIT: just to clarify i mean a stab tracking towards me, not talking about the range of the stabs

  • teammates flinching me, had enough of it now, please remove

  • projectiles flinching, really annoying and unfun

  • teammates RAPE you if you're using light armor, a perk to offset this or something would be great in future

  • 100% team damage is a pain, not only is it annoying to get hit by your team but also when mongols unintentionally deny stamina and hp from me with their own ignorance.

  • try to ensure that projectiles dosent render light armor useless (like vanilla archer does to chiv vg )

  • thrown mace doing like 45 damage to full plate, why. 90% of the time i play heavy armor is to avoid projectile cancer but i still take a disgusting amount of damage from them it seems

  • every time ive been headshot by a projectile its just been a random throw from some goon who will never do it again, Dosen't feel like a skillshot, just feels like luck and isn't fun especially when im getting 1 shotted as a light build from behind me in the middle of nowhere while im already 1v4

  • shields need some kind of rework - playing vs shield and playing shield v shield is very boring atm and i'd expect most new players to be taking shields at the start of the game's release

some suggestions for that:

Jump strikes are very ineffective vs shields currently, pls change

targe shield would allow you to have almost no penalty on raising/lowering shield, more vision and less turncap on block but much smaller parry/block box

tower shield (if you have plans for it) or kite, delay when raising, much bigger parry/block box and alot less vision

shield should ALWAYS lose a stamina war to a 2hander, (unless it's like a dagger or smth) because otherwise they will be way too strong and with such a low skill requirement. Shield user can offset weakness by chambering, so it balances itself out. otherwise shield is probably gonna be broken in 1v1

shield users still have a huge damage output, that 1h mace does retarded damage to full plate for what it is

  • potentially replace riposte kick with a quick jab or something

  • windup animations for riposte are unclear alot of the time (but this is already being worked on, just thought id throw it in there)

  • add more variants/playstyles to shield, so tower shield, new weps etc. i would focus on. Currently the game is very 2h focus and parrying is much harder in mordhau than chiv, which will make it very difficult for noobs

will probably add some more bits and bobs, just again to clarify; the current state of the game is still honestly really good so this post isnt me bashing on the game. Thanks for reading

Most of this is decent, but punishing team damage? No sir no no no. That defeats the purpose of team damage (Team Killing).

EDIT- also, why nerf shields so that it is more fun for you? (jump attacks). This isn't Chivalry. Jump attacks shouldn't even be a main stay. When have you ever seen a jump attack in a real fight? It's very rare, and you certainly don't see much of it in HEMA.

And projectiles flinching you, how is that a bad thing? You don't think an arrow to the shoulder would flinch you? It seems like you want to just have the game unfairly balanced toward your preferred style of play, tbh.

I agree with a lot of this, but some of it seems erring to far away from mah realism.

848 694
  • 5 Aug '17
 EliteTeamKiller

@Lord Commander Guts said:
Inb4 closed thread

Good point.

848 694
  • 2 Aug '17
 EliteTeamKiller

@DerFurst said:

@Huggles said:

@DerFurst said:
The developers were clearly to make a lamellar armor that could both pass for Mongolian or Eastern European. The determining factor is player intention and other armor combinations, rather than the armor itself. This is a really good way of designing things I think

I don't know what they were trying to do but it clearly doesn't pass for both. The one they showed was mongolian.

I mean jeez, Derfurst, out of all people I thought you would be able to tell the difference between different cultures and ethnicities lol.

You're going to question my ability to understand culture based on my limited knowledge of the differences between armor worn by Mongolians and Eastern Europeans, who lived next to each other, fought with each other, and culturally and genetically intermixed with each other, hundreds of years ago? You're picking fights over petty reasons. Mongolian and Eastern European armor have very similar aesthetics...

320948203985fatcat

848 694
  • 2 Aug '17
 EliteTeamKiller

@marox said:
August is fast approaching and with it, the alpha testing for Mordhau is getting ever closer. In this month's update, we'll show off some recent additions to the gear, as well as an idea of what to expect from the alpha, and when to expect it.

Check out the album of this update's in-game shots here!

An alternate skin set for the greatsword that is themed on the Scottish claymore has been added. More armor pieces, including gloves, pauldrons, and a set of lamellar armor has made its way into the game. With each added piece, the combinations possible become more and more varied. We have over 150 different pieces of wearable gear in the game already!

The alpha will begin with a focus purely on smaller scale melee combat, with modes such as Deathmatch, Team Deathmatch and Last Team Standing, and will also include expansive character customization. As the alpha goes on over the following months, we will start including more content such as ranged combat, vehicles (including horses) and bigger modes. We decided this was the way to go for several reasons, one being that it focuses players on testing what we feel we can use feedback on. The second being that it allows us to polish up remaining content before it is added for testing.

So, when? We're aiming for end of August, if all goes according to plan. Sometimes delays are inevitable because things can break spectacularly at the last minute, but hopefully that won't be the case. We'll keep you updated should the situation change.

8.jpg

320948203985fatcat

848 694
  • 13 Jul '17
 EliteTeamKiller

@Faffywaffy said:
Again, Frogmouth helmets were designs specifically for jousting.

But isn't there jousting in the game?

848 694
  • 10 Jul '17
 EliteTeamKiller

@Faffywaffy said:
https://youtu.be/1vTlDHm4boQ

Jesus there must be some slow readers out there. He spent way too much time on those paragraphs.

848 694
  • 8 Jul '17
 EliteTeamKiller

@P0P218 said:
hm, depending on how far customisation goes one player could with a group of friends dress the same and use similar weapons. move in formation like a bunch of heavy infantry spearmen people. or shield walls if that even makes sense.

Would probably be alot easier if you could export the current "loadout" as a code or something to a friend so making yourself look like a unified bunch would be easier. problem could be though that the friend has not unlocked a few pieces. maybe export only colour and banners?

You mean like this?

848 694
  • 7 Jul '17
 EliteTeamKiller

Yeah but angel wings? What is this, trans-ginger Mordhau?

848 694
  • 3 Jul '17
 EliteTeamKiller

@IronBlood said:
dang i just got a lot of money so i can get the alpha now the store is down "crys" why you do dis :<

Donate the money to me.

848 694
  • 3 Jul '17
 EliteTeamKiller

@Faffywaffy said:
I know i'll get hate for this, but all of those helmets, despite looking cool, are just more off-the-wall representations of medieval/renaissance helmets. That last one is just begging for a lawsuit from Ubisoft. We could have gotten later styles or regional variations of the sallet, later forms of barbute, different styles of kettle helms, or the hounskull bascinets from the late 1300's.

Apart from that, I absolutely love the 15th-century style brigandine, it looks very faithful to historical designs, with the triple rivet pattern and the buckles on the torso. The billhooks look great, even though I have a feeling it will be very derivative from Chiv gameplay-wise, which i'm not too stoked about.

After this, I can expect the next update to add one handed flails and more representations of helmets based off 5 minute google searches and products sold on LARP stores.

I would be very glad to talk to the artists personally about the proper representation and design of these helmets, and some designs that aren't in the game. I know I've been a cunt on the forums, but I would really like to help the dev team with this.

One handed flails may not have existed, but if they actually did they were obviously rare, as most of what we have to go on supporting their existence is ancient art work. And who trusts artists?

848 694
  • 2 Jul '17
 EliteTeamKiller

@Ulkenstride said:

@Rattsknecht said:

@EliteTeamKiller said:
So... lute + Landknecht = Dandelion confirmed?

dream come true

:D

Agreed. There is another troubadour type that I like in fantasy literature (yes, Witcher 3 is a game, but it's a book series too). Laurie from the Rift War cycle. Similar in some ways to Dandelion. I guess it's just the archetype.

848 694
  • 2 Jul '17
 EliteTeamKiller

So... lute + Landknecht = Dandelion confirmed?