Mordhau
 Gregs0n
Baron
  • Likes received 23
  • Date joined 2 Nov '15
  • Last seen 6h

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Baron 31 23
  • 13 Sep '17
 Gregs0n

third has its trade-offs though, e.g. theres a big fucking person in the middle of your screen blocking your vision.
You gain more vision around you, but in third your attacks and blocks wont be as precise.

Baron 31 23
  • 1
  • 12 Sep '17
 Gregs0n

I was so flustered by the 502s then my steam key thing was saying soonTM
it all happened so fast
Its all good, even if i cant family share it i can just play on his account, just would love it on my steam account so i dont have to add a bunch of friends to my mates

Baron 31 23
  • 2
  • 12 Sep '17
 Gregs0n

This was just a big tired 4am move from me
I figure that I'm screwed but I accidentally activated my mordhau steam key on my non mordhau loving roommates steam account
any chance at all i can revoke my key and give it back to myself?
No hard feelings if its impossible, just would like to know.

Baron 31 23
  • 12 Sep '17
 Gregs0n

Serb Republic more like

Baron 31 23
  • 8 Sep '17
 Gregs0n

I may as we'll ask too, I'd really appreciate slasher even with mordhau right round the corner

Baron 31 23
  • 8 Sep '17
 Gregs0n

@GandaPestile said:
Milosh what is your stance on roleplaying

http://knightsofobilic.guildlaunch.com/forcedroleplay
I think hes into it

Baron 31 23
  • 7 Sep '17
 Gregs0n

What am i gunna feed ma children?

Baron 31 23
  • 7 Sep '17
 Gregs0n

Im so fucking ready
But shes not ready for all of us yet and we're all so sexually aggressive

Baron 31 23
  • 21 Aug '17
 Gregs0n

so basically dark rp in mordhau, that'd be sick as.

Baron 31 23
  • 29 Jul '17
 Gregs0n

just pretend its mordhau please

Baron 31 23
  • 1
  • 29 Jul '17
 Gregs0n

Twitch: https://www.twitch.tv/jangl3

Come in, check it out. A few random teams battling it out for your pleasure.

Baron 31 23
  • 1
  • 26 Jun '17
 Gregs0n

@janpecnik said:
As in regards to siege equipment best and most fun way to do it is to approach it like cod zombies style, where players simply have to gain enough coins to open some doors where that siedge equipment will be stored (ie warehouse or inside of castle or something). Door system is very easy to set up in UE4 even for non coders.

I really like that idea, I think having a static castle is going to be much easier, but getting a few doors deep and finding ballista would be great. Then they just appear on the walls ready to be used.

As for what else lies within these doors, there could be sets of weapons lying around like a couple bastard swords, a 1 handed axe and some light javelins begin the first wall, then in the second moving on to 2 handed axes, great swords, spears, crossbows etc.
could even have it so the 3rd unlocks the teams ability to have loadouts, before hand all being equipped with light armour and an arming sword at spawn, having to unlock these doors or scavenge for more efficient weapons.
Once the load out has been unlocked the use for the weapons behind these doors will be negligible so they only have to be finite, they won't ever respawn over the course of the game.

So the first half of the game revolves around fighting cautiously, trying to control the map for financial and tactical gain and destroying the enemies outposts. While at the same time purchasing doors to upgrade the team and the fortress for Sieging in the second half.

Baron 31 23
  • 1
  • 25 Jun '17
 Gregs0n

You're right about there being a few new systems, I'll have a good think about it with the programmers in mind.
Couple ideas, scrap having upgradable fortifications and rather focus on different ways to enter and sabotage the fortress.
I think getting rid of the NPC's would be smart too, replacing them with destructible inanimate objects should be abit easier.
A simpler unlocking system for weapons like just unlocking them as you get kills could work as well, although that's a little boring.
And finally, instead of being able to purchase catapults, theres a 3rd neutral building in the centre of the map that spawns catapults. All these changes also eliminates the need for currency as well, which certainly makes things simpler in regards to balancing.

Baron 31 23
  • 23 Jun '17
 Gregs0n

@Jax said:
I also think that in a competitive scenario, it's better for both players and spectators to implement round-based gameplay with no respawns until the next round. It makes each fight inherently more intense and meaningful, and allows for a lot more depth in terms of team strategy.

I personally prefer watching Last team standing as over team objective, but both have their merits. And hey, Dota and LOL and that have respawn times and they get all the viewers. I reckon if its a fun game its fun to watch. As for strategy again I think both have their merits, you still have all the same last man standing clutches, but other things are happening around the map. I think I heard Mordhau is gonna have pretty good spectator capabilities so the possibilities are endless.

@Jax said:
Additionally, I don't think that Mordhau should have restrictions on loadouts in the form of dynamic limitations - so far, from what we've seen, loadouts are created and bound to a character, which you have to go in and manually change. If someone removes your ability to use a loadout because of X objective being taken, then you'd have to go into the customization menu and create a whole new character. I just don't think it would work well as a vanilla game-mode.

However, as a mod, I think this would be super fun to play, and if someone makes it I'd definitely give it a go.

I agree that the competitive mode as it is is perfect. It the purest showing melee skill and teamwork in the game. You've raised some really good points though about the loadouts. I've changed abit of the initial ideas and it looks like having currency is what works best. So although you won't lose access to the ability to spawn with certain weapons, you might not have enough cash for your chosen loadout. To combat this problem notifications could be used, like red writing on the side of your screen indicating an illegal loadout and failing to fix it will result in a default loadout, which could be just 1 handed sword and leather armor, depending on your finances.

Baron 31 23
  • 2
  • 22 Jun '17
 Gregs0n

N/A

Baron 31 23
  • 1
  • 21 Jun '17
 Gregs0n

@Qwampa said:
Sounds like a MOBA.
I could imagine this gamemode with more people, like 10v10 or something.

12v12 would be ideal, but I this idea came to me a few years ago with chivalry and because I'm Australian, having too small a player base is always an issue.
12v12 would allow for deeper strategic play aswell as more detailed map defenses such as defendable outposts that need to be destroyed before attacking a fort or neutral structures that can be controlled to gain a bonus to weapon manufacturing.
Basically going for a hardcore dota thing here. Gonna turn Mordhau into Dota.

Baron 31 23
  • 21 Jun '17
 Gregs0n

@Astonop said:
I think it would work well IF the things being hindered make sense in terms of reference to the person killed and are still fair in terms of giving the other team a fighting chance regardless of their NPC status.

Maybe have 1 NPC who is a woodworker, and when killed, ladder to the castles ramparts are destroyed or cannot be repaired, so the defenders can't user the castle walls to defend.

Another NPC could be a general of some sort, who when killed removes strategic advantages such as the ability to close certain portcullises or disabling certain maps emplacements.

A third NPC could be a doctor of some sort, and killing him prevents the defenders spawning closer to combat and rather making them spawn further back in the castle.

Finally, there could be an important NPC, like a king. When he is killed, the defenders have limited respawns, and once they run out, the attackers win.

To balance, the attackers could start with a large amount of limited respawns. If attacker respawns deplete, defenders win.

Thoughts?

I like these suggestions, only thing is both teams are attacking and defending at the same time, but those rules could still apply. Perhaps both teams start with a limited number of respawns and killing an NPC like a general could hinder the amount of respawns greatly.
Or perhaps scrap having a number of respawns and go for longer respawn times for every important NPC killed

Baron 31 23
  • 21 Jun '17
 Gregs0n

Maybe just some weapons.... lol?

Baron 31 23
  • 5
  • 21 Jun '17
 Gregs0n

Mobahau

This is my idea for what will hopefully become a mod for Mordhau in the future. It's a custom game mode that has elements of MOBAs like DOTA where planning and team play are essential. Teams will have to fight to arm themselves and take control of the map, before ultimately overpowering the enemies defenses and killing their king.
The game consists of 2 teams of 7 players each controlling a basic wooden fortification, which houses a number of important NPC's the players spawn and the king in a central tower who must be protected by the team at all costs. Forts will not be in sight of each other but rather be blocked by a small mountain or something. Looking at balancing towards 20-30 minute games.

Weapons
Players start with only an array of peasant tier weapons and armor but can gain access to better gear throughout the game by:
-Finding lower tier weapons around the map.
-Finding crates containing gold as well as a random reward such as a mid tier weapon, team armor unlocks and siege unlocks. These crates must be carried by a player to be unpacked back at that players fortress.
-After a weapon has been brought back to the teams fort it can be studied by the Quartermaster(NPC), unlocking it as a weapon that a player can choose in their loadout and purchase from certain points on the map.
-Retrieving them from the corpses of dead cunts.

Currency
Gold is earnt by players getting kills, assisting in kills, capturing crates and destroying enemy fortifications as well as a small trickle earnt over time.
Gold is used to purchase weapons and armor, once researched, at home fort and team outposts.
A portion of all gold earnt by players is taken as tax by the king(NPC). This money is shared by the team and can be spent on fortifications and siege equipment. Players can also chip in for more costly ventures if the price is too much for the king to bare alone.

Fortifications
The teams fortress at first consists of a barebones set of wooden barricades with no gates or vantage points for archers. Just a few choke points and a central building that houses the king. The other 2 NPCs stay planted around the base of this building.
Once a fortification upgrade has been found for the team, it can be applied by a player approaching the point and holding e to upgrade. I'm not much of a programmer but I think this wouldn't be too hard to implement: a pop up menu/chat commands asking how much of your own money you want to put towards the upgrade, then the teams money.
So a single part of the fortification can only be upgraded one time e.g. The outer walls can be upgraded to stone walls once, when the upgrade is found, there are no further upgrades. The portcullis can be upgraded once, to being there but not upgraded further. This would act as a gate, with one switch being on top of the battlements.
This applies to ballista and any other defences we can get our hands on.
Certain defences like gates, doors and ballista can be destroyed by the enemy team for a small reward and repaired by the home team for a cost.
Most of this section and the section on Sieging will remain unfinished for now until i have a clearer idea of what can and can't be achieved in the final version of the game.

Sieging
As far as I can tell right now the only confirmed siege engine is the catapult, but I see no reason why we couldn't have this purchasable in the same way as upgrades to the walls are purchasable. So talking with the fortifications master will give you a menu where you can purchase any siege equipment you have unlocked, and upon purchasing a catapult, a ghost is spawned. Interacting with the catapult ghost opens a cost menu where you can add to the costs with yours and your teams gold until the cost is met. Once met the catapult spawns and can be wheeled around for the ultimate tactical advantage. Sieging tools like ladders could be purchased in a similar way at the base of the enemies walls.

When an NPC dies
So each team has 3 important NPCs that when killed result in negative consequences for the team.
-the Quartermaster: once killed the team suffers from being unable to upgrade weapons and armour further as well as reducing the teams basic gold income by 25%
-the Fortifications master: once killed the team suffers from being unable to upgrade or repair fortifications and siege equipment further
-The king; once killed all is lost, your team loses the game.
The bots will remain stationary until an enemy comes within an area around them, engaging them until they leave an area a little larger than the initial engagement area.
For now there are 3 NPCs but I hope to get some discussion going for this because there is a lot of room for improvement. Other NPCs could be a doctor whos presence increases healing and when killed increases respawn time or perhaps a fort diplomat that hinders the bonus's from neutral buildings.

Tertiary and neutral buildings.
Each team also controls two outpost towers positioned someways away from the fort. Players can spawn at their teams outposts as well as mildly fortify these outposts.
There are 2 neutral buildings placed on either sides of the centre of the map. These are:
-The Refinery that when captured grants the team a 50% bonus to the basic gold earnt over time until captured by the opposing team.
-The Stable that when captured grants the team a horse that spawns every 90 seconds at the teams home fort.

Misc. ideas
Players have a buyback respawn that increases in cost over time.
A team holding both neutral buildings gets a further increase to basic gold income.
Would be complicated as fuck to implement but it would be cool to have actual peasants running around working and such, even running back and forth between neutral buildings. Killing them would reward the player that kills them and hinder the team that owns the peasant's gold income slightly until the peasant respawns.
Me drawing a piss poor representation of the map.
A better system for upgrading fortifcations and purchasing siege equipment.

Baron 31 23
  • 25 May '17
 Gregs0n

This is exactly what I want in Mordhau