Mordhau
 Kaiowa
Conscript
  • Likes received 287
  • Date joined 3 Oct '16
  • Last seen 14 May

Private Message

Conscript 156 287
  • 14 May
 Kaiowa

Of course you don't, you're on the region that doesn't have this problem. Things would be different if you were in my place, but I guess some people lack the ability of putting themselves in the place of others.

The game will die sooner in those regions, profit should be reason enough for the devs but who knows.

Conscript 156 287
  • 14 May
 Kaiowa

@elgcahlxukuth666 said:
As for the topic's idea - for making player's content more accessible - interesting idea. Although, personally I wouldn't like it to be mixed up with the original content. I'd like to be able to choose between original and custom, without being forced to switch server due to some poor game-mode being voted. Game mode should be fixed per server, so that I can choose it only once and then play it for hours.

Yeah I can see that working in the US and maybe Europe, where you have more players and the devs actually care about mantaining servers for all game modes. But here in South America it's just official Frontline/Invasion and Horde servers + a community duel server, meaning no Skirmish and no true Deathmatch.

It was the same in Chivalry, around 60-100 playing in 3 or 4 Team Objective servers, but whenever we got bored we could vote for Last Team Standing, Capture the Flag, Free for All or whatever. For most of us, that's what kept the game enjoyable.

As it is, we either play Frontline/Invasion (which are basically the same) or join a duel server, which most casual players find frustrating. Mordhau's replayability is crap.

Conscript 156 287
  • 1
  • 14 May
 Kaiowa

As expected, the sales were not enough to revive this game because even new players can only stand playing the same 3 or 4 maps in rotation for so long. It appears development has stopped after the Castello update and we shouldn't expect any new content from now on, even these forums are being closed.

It's Chivalry all over again. But Torn Banner, even if they were just as lazy as you guys, at least addressed the content issue by adding community maps to the official rotation and encouraging people with map competitions. Chivalry had massive gameplay flaws but it never got boring, for we had a big variety of maps and could even start votes to change the game mode on official servers, which was essential to keep the game alive and Mordhau is also lacking.

You gave us better gameplay, but without content the overall experience is way worse than the game this was based on. I backed you guys and so did over a million others, now it's time you work just a little bit more before abandoning the game that we helped you create. Modders won't be able to save Mordhau if there's no servers to play their content.

Conscript 156 287
  • 1
  • 1 Sep '19
 Kaiowa

@marox said:
We're looking into other regions, but without enough players we cannot reliably support ranked matchmaking when the populations are tiny, since joining a FFA duel server would give you a far better experience in that case. We'll continue monitoring regions though, our initial release only really considered the popular regions, but we will be evaluating playercounts in other regions as well.

I purchased ranked modes, not ranked modes for regions you think are worthy. Unbelievable, it seems you guys try really hard to piss off your community. South America has always had a large enough population in these games, I'm not sure about 3vs3 but ranked duels would work just fine.

Conscript 156 287
  • 31 Aug '19
 Kaiowa

Did you just forget to set up ranked servers for South America? None of my friends were able to find a match even after queueing together, and no one on the Frontline servers claimed to be able to play it either.

Conscript 156 287
  • 31 Aug '19
 Kaiowa

Hahahaha, your comical timing is genius sir

Friday night, 20 minutes searching for ONE person to duel, had to give up. You guys need to work on new content asap and put the game on a 50%~75% sale when it's ready, ranked game modes alone won't work when you have a dying playerbase.

Conscript 156 287
  • 24 Jul '19
 Kaiowa

You can edit the .ini file and give your characters any gear and colors you want, anything you haven't unlocked yet won't be usable even in local matches, the main armor tint is the only exception (not even colors and individual armor tints work). This will likely be fixed in the future, although it's probably not a priority.

Conscript 156 287
  • 10 Jun '19
 Kaiowa

From my experience the majority of votes will pass even when both the person who started the vote and the one being voted don't say anything. If one or more players claim the person is TKing (doesn't matter if false or true), then that person is most definitely getting kicked. I've seen this being abused by people who would start votes just to troll someone, and while a report system could be implemented to revoke a troll's rights to start votekicks or simply bann him, that'd probably be too much work for the moderators and there's a much simpler solution.

Just show us the amount of recent team damage done in the votekick infobox. Chivalry did that and I've never seen people abuse votekicks; if the vote was unjustified everyone would know.

Conscript 156 287
  • 2 Jun '19
 Kaiowa

Would it be possible to implement an option to save note conversion settings per song, just like the track filtering, in some future update? Many songs require different note conversion settings to work properly.

Conscript 156 287
  • 18 May '19
 Kaiowa

@TripleX said:
I had like 15 custom characters built and like tens of thousands of gold into unlocked (level 33) now it's all gone.

You mean all the items you had unlocked are now locked again? Or you simply lost the loadouts?

If it's the former you should contact the devs directly. Try their e-mail or a forum private message. Otherwise, just make a backup of the loadouts file whenever you make major alterations. Steam may randomly decide to replace your loadouts file with a new one, for yet unknown reasons. Also, go to Steam > Setting > Cloud and make sure the option "Enable Steam Cloud synchronization for applications which support it" is checked.

Conscript 156 287
  • 13 May '19
 Kaiowa

It could be that the Steam cloud had nothing but the default loadouts stored, while yours were only stored locally, and after the crash it decided to replace it. They're gone, seems like more people had this issue in the past so try to keep a backup of it. You could try something like Photorec (a software that recovers deleted files), searching only one folder is pretty fast and simple but I'm not sure if it's gonna work.

Your loadouts are saved on C:\Users\"Your Username"\AppData\Local\Mordhau\Saved\Config\WindowsClient\Game.ini

Conscript 156 287
  • 1
  • 13 May '19
 Kaiowa

I usually get a maximum of 8ms on São Paulo servers for every other game, on Mordhau it's around 35-50. Their South American servers are just bad. But the matchmaking region keeps resetting to Worldwide constantly (well at least for me), so make sure you check if it's in South America before searching. I was like "wtf why is my ping so high" one time and then I realized I was playing in London.

Conscript 156 287
  • 1 Feb '19
 Kaiowa

Haven't been active in the forums lately so forgive me if this has already been discussed, but loadout selection is going to be a big headache unless we get the aforementioned sub-groups feature.

Changing a single weapon in your loadout is just not something you want to do during a match; you'll need to customize your new equipment, remove or add armor and perks depending on how many points you require or have left, there's so many loadout possibilities and you want to have them all ready, which will leave you with a massive list.

Conscript 156 287
  • 22 Sep '17
 Kaiowa

@crushed said:

@Kaiowa said:
I was hoping they would fix everything that was wrong with Chivalry, that's probably the expectation most people had when backing this, but you can still basically face your opponent backwards and start an attack hiding your hands movements completely and still hit him. That's exactly what was wrong with Chivalry.

I guess what you probably mean is the edge cases where people can still spin, do a full turnaround and hit with the end of the swing. They are not anywhere near as bad as actual reverse hits, but still bad, as they are annoying/unfun to fight against and look dumb. Currently thinking of a solution to get rid of them without destroying some other aspects of the game, but we will sort them out.

This. You can work around it with a bit experience but it's still annoying, players shouldn't be able to hide their hand movement like that imo.

Glad to know you guys are active in the forums and considering all feedback, thanks for the response.

Conscript 156 287
  • 21 Sep '17
 Kaiowa

@Runagate said:
Also one thing I'd like to see would be merging all the variants of armour pieces into one, with a choosy thing similar to the pattern/skin ones in the UI.

Examples of these armour pieces are the myriad open and closed helmet versions and knight/fluted pauldrons' combination variants.

That'd be interesting. And organize armor classes together (light, medium etc) in alphabetical order aswell, but that's probably already underway.

@Alphonse said:
As a side note, it would be great if the loadout displayed what your current customizations are with appropriate icons so it's easier to know what each dude has.

It would require at least 6 different icons for each layout though (head torso legs and 3 weapons). Maybe just show icons for the torso armor class and primary weapon, I can see that working.

Conscript 156 287
  • 1
  • 21 Sep '17
 Kaiowa

I realize the final customization layout will be different as this is just the alpha, so this post is probably redundant but atm most players' loadouts should look very cramped like this, because even if you just wanna use the same armor it's a good idea to have all your favorite weapons ready.

We could add specific sub-groups to each loadout so players can have all different kinds of weapon presets prepared without taking too much space on the list.

Conscript 156 287
  • 21 Sep '17
 Kaiowa

I spent most of my Chivalry time shooting people and handling the meele part with OP daggers instead of actually using swords and now I'm either facing the top of the most experienced Chivalry players in South America or joining US servers with 140ms, so maybe my opinion is a little biased indeed. We'll have to wait for the actual release and see how it goes, I just hope they have a pretty damn good tutorial to cover all the mechanics in great details, specially chambers.

@Crim said:

@Kaiowa said:
A simple solution would be to forget Chivalry's parry system and just adopt something similar to what Mount & Blade did. That would solve the issues new players have when facing drags and feints without affecting the skill ceiling (since skilled players would prefer chambering over parrying because stamina wars). Maybe also "lock" the player's camera position a little more when performing an attack in order to limit drag, because you can still turn a bit too much when attacking. But we're probably beyond that now.

This is the biggest mistake, anything that reduces the skill ceiling would mean there is less life to the game, less variation, less desire to improve. Drags need fine tuning but are an important part of the game, any 'lock' would completely nerf freedom and weapon movement, something that no one wants (you would get annihilated by people with better footwork and timing than you if you can't adjust after winding your attack).

I honestly think that a directional based parry system would do wonders, it not only rasies the skill floor WITHOUT affecting the ceiling but also makes the meeles feel more realistic, but that's just my opinion. M&B is highly skill based and it does use directional blocking. Drags shouldn't be there in the first place - players should still have control of the force they're using on a slash, but to manipulate it's speed like that and slow it down in order to hit your opponent, you don't see that in an actual swordfight -, but the only reason it's a problem is because of the way parrying works.

I was hoping they would fix everything that was wrong with Chivalry, that's probably the expectation most people had when backing this, but you can still basically face your opponent backwards and start an attack hiding your hands movements completely and still hit him. That's exactly what was wrong with Chivalry.

Conscript 156 287
  • 1
  • 21 Sep '17
 Kaiowa

As a not-so-experienced Chivalry player I find this game really hard to pick up , and I can only imagine how frustrating people who are really new to the genre will feel. Chambers are VERY hard to do since the correct angle is not only hard to find but also pretty narrow, drags are still there and are very efficient, feinting is also very effective. It's good to have a high skill curve but unless you make the game more approachable to new players I don't see the playerbase growing that much, certainly not to Chivalry's levels. And I don't think just having a good matchmaking is enough.

A simple solution would be to forget Chivalry's parry system and just adopt something similar to what Mount & Blade did. That would solve the issues new players have when facing drags and feints without affecting the skill ceiling (since skilled players would prefer chambering over parrying because stamina wars). Maybe also "lock" the player's camera position a little more when performing an attack in order to limit drag, because you can still turn a bit too much when attacking. But we're probably beyond that now.

Conscript 156 287
Conscript 156 287
  • 6 Apr '17
 Kaiowa

AIRPLANES CONFIRMED

Untitled.png