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  • Date joined 30 Jan
  • Last seen 21 Oct

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@esturias said:
And now take just five seconds to think about this to end up with the more than obvious answer.

"Hey, developers. I see that you struggle to come up with any progress and content and that it will take ages until you can deliver anything worth the wait, sooo... while we wait for basically any sign of life and while you are completely busy, would you please give us something very special we could use for just a few days but which requires lots of work and effort? That would be totally awesome!"

i dont know what your angle is here but ill assume you have positive intentions.

it wouldnt take lots of work and effort for a few reasons:

1: the graveyard area is already built unlike feitoria or castello, which are insanely ambitious maps in comparison.
2: its a small area to manage, cutting off the routes to grad castle to encapsulate the graveyard would take 10 seconds.
3: it doesnt take long to make it all dark, throw in some fog and spooky music, and then some skeleton models and spawnpoints.
4: only 2 devs are supposedly handling the map design (vesanus and geach), and this kind of task can be completed by any of the team because of how simple it is. its a days worth of work at most.
5: i would prefer the devs do it over a community member because community maps do not gain much traction at the moment, it would also show they are still relevant and working on the game, which some people dont believe they are.
6: nor would the effort be wasted, people would be happy to play the map regardless of the time of year, myself included.

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i dont personally celebrate Halloween but i like the graveyard area near grad castle and wanted to ask if one of you devs could make a spooky version of it for Halloween with skeletons maybe, as a small deathmatch map

i think it would draw in some players to precede the much bigger feitoria map which is taking a bit longer than expected

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could there be an official server dedicated to community maps? i struggle to find one most days it would be cool if there was a permanent one

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unless the alternate routes are 5 meters wide with flashing signposts people will not see them and continue following the big crowd to their death slowly chipping away at the objective and beating their heads against the enemy respawn timer until the next objective appears. for a game with such a deep combat system ive never seen such a disregard for basic positioning and battle tactics in all my life. watching the overhead map actually looks like something from a .io game

24p servers are needed, to force people in to a tactical mindset, aswell as stable performance for everyone

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there is no risk or consequences for initiating kicks against people so its kind of a form of unlimited ammo for trolls and cowards.

i always said that if a kick vote fails, the person who called it should be kicked. this way it would only be used in situations where it is absolutely needed, like if a hacker joined the game then everyone can agree that he should be kicked and there would be little risk in initiating one.

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i thought invasion was a missed opportunity to rework the maps in to something different, like making use of the graveyard area in grad, or extending beyond the castle gate in mountain peak. I dont know why they cut themselves short like this.

but we can be thankful they put in peasant slaughtering finally

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the game has mods for a while now:

also geach the dev has been interacting with us almost everyday on the main discord:

does anyone even like playing video games or just bitching all day for things which are inevitably out of their control. the actual thought of it, an online community with no toxicity or conflict, cert crackhead moment

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@Atlas-D said:

@SherbershLemel said:
if you cant defend yourself for 5 seconds should you really be playing ranked mode in the first place

Double digit IQ logic. If I'm fighting someone at my skill level, he could easily get 1-2 accels or drags off in 5 seconds, which could be all the time he needs if he happened to damage me enough to 1 hit kill. If I could easily defend everything my opponent does that'll mean I'm a smurf on a smurf account fighting people below my rank. Imbecile.

its much easier to defend yourself when you dont have to attack. and if youre going to throw insults at me over a shitty perk in a beta gamemode maybe you are the imbecile and need to calm down

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@ToLazy4Name said:
bro your knight is fucking emaciated is he a fucking skeleton held together by dark magic or something


yep that sounds like me

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simple knight, enemy hesitates to hit me thanks to the hidden cloth

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if you cant defend yourself for 5 seconds should you really be playing ranked mode in the first place

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sorta the same situation on camp, as blue team i got pushed off the area where the spikes are landing in the river. it gives me 5 sec to get back but i have to run the long way around. 5 seconds is way to brutal, especially when the boundaries are invisible

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@Sareth said:
So I've been thinking ...

no u havent

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there is not much incentive to play ranked imo, and the game is certainly light in the crowns department, maybe ranked mode is finally a reason to put them in? i see this fitting as some of the badges resemble crowns in their design. the metal ones could serve as t2 head protection aswell. they will also go well with the aventails, coifs and such. i did some google searching of real crowns and circlets to use as reference:


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a fair comprimise might be to allow a gradual max health damage which only bandages or first aid can restore. always up for more emphasis on teamwork and roles.

but also considering how quickly people die in this game, would it really change anything? i dunno.

there is also the discussion on debuffs in exchange for certain abilities like faster stamina regen or more loadout points. I think they should definitely explore these options.

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@Sofia Lannister said:
Would be nice for siege mode

they should definitely experiment with a fully destructible siege map, this new tech is very scaleable and optimiseable. They could come up with a medieval rainbow six siege type mode. which sounds unbelievable

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if mordhau were to update to 4.23 and make use of this new technology, would it have any significant impact on server performance?

in summary this engine allows any static mesh or collection of static meshes to be converted in to what they call a "geometry collection"

looking at how the destructible physics are handled, the low impact on performance comes from the ability to make each fractured particle collision in to a simple cube. on top of that being able to set a value for how many maximum collision particles there are. so an object with 500 fractures can fall apart with only 10% of the fractures actually colliding with eachother for example.

for the large 64p modes i couldnt see this working smoothly. but lets say on contraband, being able to knock down the pillar in the center, and other isolated areas like this. not to mention simple objects like barrels and pots can be converted easily too.

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your points are:

-having characterless units in a frontline match makes for bad fiction,
-a game that is set in a certain time period has to follow by certain rules,
-you like mordhau because it incorporates old german fighting techniques with arcade gameplay,
-modern games dont get remembered

mordhaus fiction is non existent, and why does it matter in a multiplayer game?

this game is not set in a specific time period, it is inspired by historical aesthetics, not references

it is an interesting selling point of the game, but this is only really to differentiate it from being a chivalry clone, to give it identity. they dont have to expand on the Mordhau techniques anymore than they have.

your last point about mordern games not being remembered. i think people will have a hard time forgetting about mordhau since the amount of games in the same genre can be counted on one hand.

the only thing that will keep this game going is more Patchie, you should join us in the discord for the routine "Patchie When" events that occur every hour

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how to balance horses? Horse crashing.

rider runs in to a wall or object at high speed, they get flung off in to ragdoll. simple.
This means the riders have to be more careful rushing around in tight spaces, they are no longer tanks with 4 legs but delicate beasts which need to be handled with skill and care. This also increases risk/reward factor and some may even appreciate getting destroyed by a horse then instead of being pissed off about it.