Mordhau
 Deadmode
  • Likes received 587
  • Date joined 3 May '19
  • Last seen 10h

Private Message

533 587

@PC_Principal said:
I think it's a good feature, haven't seen it in action tho. I always hated hitstop and teammates running into my swing to steal a kill and get us both killed because of hitstop.

That was the problem they saw previously which, in my opinion, isn't a problem with the game but with players' ability to read situations and position themselves/choose targets correctly. They then added this feature without even thinking about the consequences.

As I said, the biggest issues with this feature come from being the 1, not the X.

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I disagree. It's not that difficult to get employees. Only the game and art directors need to 'share the vision', the code monkeys, as it were, just need to do what they are told and are steered by those above.

This game needs lots more maps, game modes, more customisation and unlockables, fleshed out comp modes, lots of balancing issues fixed. A small team is never going to deliver what is needed quickly enough. Also, not everything they release will hit the mark immediately, some things will need to go through a few iterations before being right, adding to the workload. So again, a small team cannot get out finished content quickly enough. There current pace and pattern or release trial-and-error is all the evidence needed for this.

This game will die/be superseded before they get even a fraction of what is needed to be done finished.

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  • 19 Jan
 Deadmode

@Galaxy said:

@Deadmode said:

@Boganhagen said:
I have super high hopes and feel if the developers expand and put more energy and resources into this ; it will be an absolute success .

Does anyone know what the devs plans for 2020 are for Mordhau? I do actually feel if they improved the AI and single player aspects that the game would branch out and collect a massive amount of new players to fill our battlefields up .

No extra energy invested. Plans limp for 2020, if any. Expect to be disappointed.

Not true. The developers are working hard to add more and improve the game. Also there is a ranked matchmaking service coming out later this year.

Exactly. I'm sufficiently underwhelmed. This game needs a far bigger playerbase for ranked machmaking to work well. The current state of ranked 1v1 shows that.

I'm sorry but I just don't see anything in the pipeline that is exciting or gives me hope that this game will maintain a suitable playerbase. This will be the Quake Live of slasher games.

Also, about finding out the dev's plans for the game, it would be good if there was some good community news and reports on the goings on behind the scenes but it's almost entirely radio silence with the exception of rumours from 'people that know a developer' or who plays with them every now and again. Not good enough.

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  • 19 Jan
 Deadmode

@Boganhagen said:
I have super high hopes and feel if the developers expand and put more energy and resources into this ; it will be an absolute success .

Does anyone know what the devs plans for 2020 are for Mordhau? I do actually feel if they improved the AI and single player aspects that the game would branch out and collect a massive amount of new players to fill our battlefields up .

No extra energy invested. Plans limp for 2020, if any. Expect to be disappointed.

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  • 19 Jan
 Deadmode

I had a rather large hiatus from this game and I come back to find very little in terms of new content and also loads of the same issues and QoL problems still present.

From what I see and hear I just get the impression the devs have made their fat stacks of cash and are not interested in reinvesting it into the project. If they truly wanted to see Mordhau be the supreme slasher game then they would be doing far more than they are now. It really is a half-assed attempt post-launch. They are doing just enough to keep the game alive (barely) without having to do any actual commitment and risk.

They have had a year of competition-free time to really make their mark and get ahead of the upcoming competition by building a super-strong game chock-full of content that appeals to a broad range of players. That time without any comparable game for players meant it would've been the ideal time to build up a solid playerbase. They have squandered this time.

I'm only playing this game because it is the only real modern offering for this genre. I don't doubt that myself, like many, will jump ship when other offerings become available and Mordhau struggles to keep up. If building the playerbase back up is their main priority, to quote Jax, then they are going to really be up against it soon when there are other games that can pull them in other than Mordhau.

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  • 19 Jan
 Deadmode

Yo

I'm not entirely sure what this 'experimental' mechanic change was supposed to achieve but it has ruined 1vX.

I am finding that when I am part of the X, teammates attempting to hit the 1 without a clear shot now kill/injure most of the X whereas before they would've been hitstopped by the first teammate ahead of them. This is infuriating to watch your health get sapped away by errant swings of your nearby teammates. At least before, whilst still incredibly frustrating, their potential friendly-damage output was limited.

That's not the worst of it though. The worst is if you are the 1.

I have lost count the number of times I parry an enemy and start riposting, only to have his teammate behind's spear pass through his torso and stab me. Basically, it now means that you cannot apply normal 1vX techniques and rhythm to fight the nearest of the X as anyone behind them can potentially strike through too. This makes timing parries, active parries, parry-to-parries and picking optimal ripostes nearly impossible in busier 1vX situations as any enemy in tracer range can hit you. This is usually easy to succumb to as those enemies will be behind others, rendering their animations hidden. Using position to line up enemies to force a meta-1v1 or using enemies as a shield against further enemies is now ineffective too.

This mechanic also rewards careless players for slashing through their allies and does nothing to promote more attentive offensive strategies and attacks.

So, thanks for the test, but I see it as a fail and respectfully request that this change be reverted in a hotfix asap.

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  • 14 Jan
 Deadmode

I can only imagine how much spit ended up on OP's keyboard as he typed this.

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  • 10 Jan
 Deadmode

@PC_Principal said:
Remove bloodlust
Make maul not onehit but 90 or 95

I've literally stopped playing BL builds as I realise it's such an tempting and (if you've some skill) OP crutch.

So I agree.

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  • 7 Dec '19
 Deadmode

You get that, devs, just hit the 'fix the animations' button already. No, you don't need suggestions on what might be wrong or need improving, you just need to press that button.

Cool story bro.

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  • 16 Jul '19
 Deadmode

Awesome!

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  • 16 Jul '19
 Deadmode

Technically white is also a colour.

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  • 16 Jul '19
 Deadmode

Buckler and Targe illegal?

Still gonna check it out as it sounds like a nice breath of fresh air, but I don't agree with those being blocked as they are just parry shields.

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  • 1
  • 14 Jul '19
 Deadmode

The only reason you see more 2h weapons is because of the ttk. That doesn't mean they are more effective, it just means that your enemy can make less mistakes before they die.

2h weapons are also much slower. The accel argument is only semi-valid as you haven't taken into account windup times and overall release times, the latter dictating sword swing speed. Saying a 360 zwei swing beats a longsword is just plain false.

If 2h are the 'elite' and best option, it's funny that the super-tough-to-beat build in the Venatus NA Duel tourney was buckler and bastard sword...

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  • 1
  • 12 Jul '19
 Deadmode

Casuals are not interested in improving and becoming the comp players of tomorrow. They are just that, casuals. Keep them happy, sure, and that's needed now, I agree, but keeping those core comp players happiest is key.

Down the line and with the high skill cap the game will be as difficult as it is now to play at the highest levels, seeing as even now most of the top tier are ex chiv with 1000's of hours, and if casuals aren't interested in competitive play now then they won't be later.

LMB-smashing modes should not be ignored but should not be the focus, either.

Just my opinion though. Ideally, the team will be hiring many new faces and developing loads of new stuff so in time we would have a game that caters to all facets that Mordhau can offer. The problem is that I don't see any signs of that, so if I were to choose what would keep Mordhau in existence, I choose the comp scene.

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  • 12 Jul '19
 Deadmode

@Minion said:
Now when most of the community is casual players and playing things other then duel, working on 1v1 and 3v3 seems like the focus is on the wrong direction.

I disagree and think the game needs those modes asap. I'm not saying the casual modes like Frontline aren't in need of work, but the comp core community is what will keep this game alive, not casuals. They need the modes first, imo.

533 587
  • 12 Jul '19
 Deadmode

@Volodymyr said:
They don't play games regular non mentally insane individuals do.

So why do you care if you don't even play Mordhau?

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  • 12 Jul '19
 Deadmode

ITT: People who know more about game development and business than Triternion.

533 587
  • 12 Jul '19
 Deadmode

Big nono

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  • 12 Jul '19
 Deadmode

100% agree with @smug. If they make it easier to spam voice emotes ingame and during fights, I want the option to turn all voice emotes off.