Mordhau
 Sir Zombie
Duke
  • Likes received 9526
  • Date joined 10 Sep '16

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Duke 6750 9526

@Runagate said:
You may as well add rape mechanics at that point

Duke 6750 9526
  • 15 Feb
 Sir Zombie

That format makes you look like a raving madman m8

Duke 6750 9526
  • 15 Feb
 Sir Zombie

api error, comment and subscribe

Duke 6750 9526
  • 15 Feb
 Sir Zombie

bunned

Duke 6750 9526
  • 9 Feb
 Sir Zombie

@EruTheTeapot said:
How about a golden dick ?
You guys amaze me tons of threads about how "YoU gOt WhAt U paID 4 ?!*11" and yet there are still more of the same.

You got KS rewards, you get supposedly in-game titles and shit. What more do you want ?

unknown

Duke 6750 9526
  • 6 Feb
 Sir Zombie

1 htk t3

Duke 6750 9526
  • 4 Feb
 Sir Zombie

we r legion

Duke 6750 9526
  • 3 Feb
 Sir Zombie

Very good

Duke 6750 9526
  • 1 Feb
 Sir Zombie

Want my fucking gold teeth

540609761780039691

Duke 6750 9526
  • 31 Jan
 Sir Zombie

well there's really nothing else to say now

Duke 6750 9526
  • 30 Jan
 Sir Zombie

Steam game

Duke 6750 9526
  • 28 Jan
 Sir Zombie

Honestly I'm looking forward to progression. Vital part of the experience imo

Duke 6750 9526
  • 28 Jan
 Sir Zombie

Backup if you want to keep your current loadouts.

Duke 6750 9526

Link by daddy Marox

Right now our plans are to reach release stage, and this will mean skipping the beta due to time constraints. By this I mean any real beta -- something like a 1-2 week "beta" that AAA studios pull before release might still happen so we can catch the most obvious bugs and are able to stress-test our backend servers (for unlocking, matchmaking, etc), but no real serious testing as was the case with our combat system.

Keep in mind that right now, we're in no place to delay this further. Neither monetary, nor marketing-wise, as we've burned through our funds and then some more, but more importantly, we have nothing more to add at this point that we don't feel we can't add after release. So past 3 months or so have been focused exclusively on wrapping things up, and adding whatever we feel we must before release. This has led to some surprises ;)

If you felt we we limited content during our alpha/combat testing phase, you'd be right. This was partially to limit interest, and partially to focus testing on what we really needed feedback on. The testing we did do has been invaluable, and led to many changes that gradually improved the state of the game leaps and bounds. All of this will ultimately culminate in us unleashing the true experience of where we intended this combat to play out. It's never been our goal to limit the game to duels, deathmatch, and such. The fact that this gameplay was none-the-less enjoyed throughout our long alpha period I think is a testament to how much fun it is. We've actively tried to make things unappealing in terms of game modes so that we could have the ugly stuff show up now rather than later. Many of which we fixed, some which remains to be fixed.

But now to the fun stuff. With release, thanks to the testing done so far on the core combat, we'll be able to unleash a whole new experience, taking what we've done and balanced so far into whole new venues of play. This will involve 3-4 large maps (we have 2 additional maps coming shortly after release, which we have some work left on that might take 1-2 months) that will feature what will be our 3 iconic modes on release.

Frontline: linear conquest-style maps with final objectives to complete. Goes up to 64 players and is a lot of fun, the goal of this mode is to provide the best of Team Objective from Chivalry, which is the creation of an artificial frontline where fights are focused, but without the arbitrary (and often undesired) changes in mechanics necessitated by objective design. In many ways simple, but just works so well.

Battle Royale: what you might expect with some twists, but this is a whole different beast in melee, with up to 64 players. We've had more crazy moments in our limited testing than I could describe. The mechanics just play together in such bizarre ways.

Horde: our co-operative mode with waves of enemies to eliminate. Smaller mode with around 6 players vs 50+ AI. Comes with greatly improved bot behavior, and an exploration aspect to really push replayability and tactics.

We've been playtesting this stuff internally, and it's immensely fun, it's getting to the stage where we are able to wrap things up, but we still need two months or so, give or take a couple of weeks. If I could estimate the exact date, I'd do it, but we're not going to pull necessary polish back just to meet a deadline. We're independent developers and disregarding deadlines when it comes to delivering a superior product is where our strengths lie. What I can tell you is we can't hold things back much longer, and thankfully, we don't need to. So just because we're not testing something in our public branch with everyone else, doesn't mean we're not testing things internally (that said, no, there's no super secret testing club). There's many reasons why we're not doing this, from limiting publicity to simply being more efficient, as we don't have to deal with distributing everything to the masses and making sure each small iteration doesn't break everything. It lets us do quick iterations and is a necessary evil this close to release.

It really does feel like a completely different game when played in these game modes, so we're looking forward to finishing work on this and releasing it so we can start on post-launch work and content.

Duke 6750 9526
Duke 6750 9526
  • 24 Jan
 Sir Zombie

@oO said:
Damn,

this is what always happens when you have inexperienced devs working with UE4.

It is a bad implementation of ultrawide, called Vert-, reducing your screen estate by a third in 21:9 and even worse in 32:9;

This is easily fixable by devs, if they want to. Just a few lines to switch to HOR+

Somebody at epic was stupid enough to think it would be a good idea to release their engine with Vert- as standard setting so you can always see which development teams do not know what they are doing ;)

Here is hope, though: Even the Scum devs did fix this in 2 days as requested by the community, as it is easy to do. Will not buy it with vert-, basically puts you at huge disadvantage.

I mean everything you said was wrong. Previously they were capping horizontal fov which encourages taller screens.
They have now switched to capping vertical fov which encourages wider screens. They did this because of animations but to be completely clear, horizontal fov is more important than the vertical and from a gameplay pov should be the one capped.

No need to go necroing old threads.

Duke 6750 9526
Duke 6750 9526
Duke 6750 9526
  • 18 Jan
 Sir Zombie

@Runagate said:

@Jax said:

@Toastimus said:
Can we all agree that it would be proper of developers to make a video,like they made for the patch where they added climbing over stuff and other big stuff,for 2019,i mean new year has started,and it would be proper if they could just talk to us,say what's happening,tell us about the progress of the game etc.Give the community a chill pill,so we can sleep easier :D

We have some things in the works - but we want to show them off when they're ready. Frontline and two other big game modes, some other super cool things in the works too. But we don't want to show them off until they're ready, we want MAXIMUM impact :) .

inb4 BR is now considered a big game mode by devs and not a post-launch gimmick

please crush tell me i am wrong

Horde mode soon