Mordhau
 Sir Zombie
Duchess
  • Likes received 9820
  • Date joined 10 Sep '16

Private Message

Duchess 6857 9820
  • 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.

Duchess 6857 9820
Duchess 6857 9820
Duchess 6857 9820
  • 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

Duchess 6857 9820
Duchess 6857 9820
  • 16 Jan
 Sir Zombie

To elaborate on what Bodkin said, 101 current fov is equal to 130 old fov on a 16:9 aspect ratio. However it gives a bigger advantage to wider aspect ratios, such as 21:9.

Don't judge the fov by the number. Judge it by how it actually looks.

Duchess 6857 9820
  • 11 Jan
 Sir Zombie

Bit difficult for people without the game to create content for it innit

Duchess 6857 9820
  • 11 Jan
 Sir Zombie

BIG MAUL BIG SMASH

Duchess 6857 9820
  • 8 Jan
 Sir Zombie

@spoopbeats said:
Will polearm strikes do less damage at close range, since you'd only be hitting with the pole?

no

Duchess 6857 9820
Duchess 6857 9820
  • 2 Jan
 Sir Zombie

@Stumpy said:
I am irrelevant.

Duchess 6857 9820
  • 2 Jan
 Sir Zombie

It is relevant.

Duchess 6857 9820
  • 22 Dec '18
 Sir Zombie

@Void said:

@Hadeus said:

Moderators
Gauntlet
Smokingbobs
Monsteri**

03-15-28-crying.jpg

get the hacko
you get the smacko

Duchess 6857 9820
  • 20 Dec '18
 Sir Zombie

Also doors and windows seem to be walls of white light when you are inside right now

Duchess 6857 9820
  • 16 Dec '18
 Sir Zombie

Random thoughts xxd

@Gauntlet said:
Patch 19 & 20 (aka "Fortknight" patch)

And not even BR yet

  • Added “Killed by” panel which provides information about your opponent’s health and stamina, as well as their equipment and perks at the time of death

While it is currently a bit buggy (stamina and hp values are swapped, and the profile icon is the last person who killed you and not the current), this added a lot to the death screen. I like being able to see whose killing me a lot and why. Looks professional as well.

Can't wait till we will be able to customize the banner that is behind our name on the panel.

General

  • Score - Suicide results in a reduction of 100 from score, 1 kill retracted from overall score, and a death added. This seems excessive for suicide. For a teamkill subtracting 1 kill from player score makes sense, but for suicide the death should be enough.

I think it is fair that it punishes both the player with the score reduction and the team. As it could be abused if it didnt do that (Suicide before dying).
The death added doesn't really do anything except keep count.

  • Medic - As a support role the medic bags aren't very functional. They need some form of floating UI icon so they're more visible, and I think having to look at the bag and press & hold F makes you too vulnerable for it to be worthwhile a lot of the time. Potentially the medic bag could be an aoe effect that provides the tenacious (50% faster hp regen) perk while in its radius and while out of combat?

Def needs to be more noticeable but i think it would be fine if you just remove the hold time and make it instant instead.

Combat

  • Ragdolls - Hitboxes need to properly match the player model while in this state. I created a build that uses bear trap and crossbow, and I have shot through so many player models on the ground with no hit registration.

I feel like people are invulnerable for a period while getting up.

  • Flesh wound - The hit that triggers flesh wound should always credit that player with the kill. That is essentially the 'killing blow', all hits after triggering flesh wound should only add to assist points for the kill.

Very much this. Also shouldn't even count friendly hits after "death".

  • Elevation - On ramps and stairs combat gets weird with how quickly players can dart around an x, y, and z axis. When on flat ground you are only concerned about x and y, but with the addition of height one can force all but the longest weapons to miss consistently through descending or ascending diagonal movement away from their opponent.
    To resolve this issue, I think it would be preferable to have a negative speed modifier when ascending / descending stairs, ramps, or other natural hills.

Forcing people to fight differently on different terrain is fine imo
Also negative speed mods would hurt people just running around a lot

    • Door kick ragdoll is a bad mechanic. Creates awkward situations of players baiting with closing doors and kick spam. Would suggest swapping from a ragdoll to a strong knockback with flinch instead.

funny ragdoll game xd

Weapons

  • Rusty shovel can decapitate players. Doesn't seem correct considering it's a blunt weapon and should have blunt gore.

While it is rusty, it still an edge. Just like a spear.

  • Ballista - At the moment you have unlimited ballista shots. I'd like to see some form of replenishable ammo crate near the ballista that you have to refill your ballista with in order to use. This would reduce ballista spam and encourage players to take accurate shots on higher priority targets. It will also create some downtime between volleys as players resupply ballista ammo. Good for immersion, not necessarily needed.

Maybe just increase reloading speed. The ammo wouldn't actually delay the shots if people worked together.

Duchess 6857 9820
  • 10 Dec '18
 Sir Zombie

@Mittsies said:

@Sir Zombie said:
I like that you have to choose between running quickly and knowing how close the enemy is.

My main issue with 3rd person right now is that it essentially allows you to do both.

:)

Duchess 6857 9820
  • 8 Dec '18
 Sir Zombie

@Maci said:

@bardolphus said:
never took it off tbh

WELCOME HOME OLD FRIEND

FUCK THE REST

YOU IGNORE ME?!?

Duchess 6857 9820
  • 7 Dec '18
 Sir Zombie

Why th you removed people that never removed their hats smh

Duchess 6857 9820
  • 6 Dec '18
 Sir Zombie

I like that you have to choose between running quickly and knowing how close the enemy is.