Mordhau
 Deadmode
  • Likes received 566
  • Date joined 3 May
  • Last seen 15 Aug

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523 566
  • 1 Jul
 Deadmode

Melee is bullshit because there is no double KO chance? wtf?

You are writing off the entire combat system because you don't see these extremely rare situations happening in game?

523 566
  • 1 Jul
 Deadmode

kick stun only happens when you have your shield up. Stop holding RMB

523 566
  • 1 Jul
 Deadmode

@alonesilverwolf said:
Why the fuck should I play it over those games? Give me one good fuckin reason, seriously.

Parries don't register right.

Hits don't register right

Attack queuing is all fucked.

Chivalry garbage is still present, albeit not as bad

Seriously. What is the fuckin point? At this rate, I could play For Honor. Why should I play this piece of crap unbalanced shithole of a game, when I could play THAT piece of crap, unbalanced shithole of a game, and at least have the peace of mind that THAT game doesn't pretend to NOT be a piece of crap shithole of a game?

Please keep playing this game. That way you can keep rage-quitting and coming here to make a tit of yourself.

523 566
  • 1 Jul
 Deadmode

99 little bugs in the code
99 little bugs

take one down, patch it around

127 bugs in the code

523 566
  • 1 Jul
 Deadmode

@LumpyCustard
Level in Mordhau means nothing. I have 200 hours and I'm level 53. That is split across a few game modes too. A level 20 guys who has purely focused on as high tier duelling as possible would own me. Also, a crap Mordhau player could feasibly put in enough hours, losing every gamemode horribly, and over time would be a high level on exp earned (albeit incredibly slowly).

To give you example of why you cannot use level as a guage; one of those duellists in that video is Giru, who has something like 6800 hours in chiv and 1500 or so in Mordhau. His level is something like 80 or so now iirc from the last stream i watched, because of the reset at release. If you saw me face him in a duelyard with me, lvl 52, and him, lvl 80, you would probably think there isn't too much between us experience-wise, when in fact there is a 8000+ hour difference. My point being that 'high-level' play and what is currently the skill found at top-tier are worlds apart.

I think the matchmaking screen should have proper matchmaking based on rank, for sure, but leave the server browser in place as that's great for community servers. I also think much, much more could be done to offer support and guidance for new or low exp players. Outside of the tutorial there is nothing. They have to either get smashed over and over until they start learning or rely on youtube vids and hope they pick stuff up.

Not that I'm great, but I've started offering free basics training to any low-level players I encounter in the hopes that it'll help them and in turn keep them from quitting.

Anyhoo, back on topic; I think the manipulation mechanics in Mordhau have to stay. Things could be done to make the player models look better during fights but there will be a limit to what is possible just because of how the combat system inherently works. Also people will generate their own playstyles and some will certainly use weirder techniques. The thing is, this is something I love about Mordhau - that you can actually develop a style and it be recognisable because of the freedom of the combat system.

523 566
 Deadmode

The example shown isn't high-level play, that's mid-tier stuff.

This is two players engaging in top-tier duelling, from a spec camera - https://www.youtube.com/watch?v=zElB89pdjYc - this looks more lifelike than the spear chap.

I will admit that it the spear guy does look odd though. The thing is, mechanically it is all necessary, it's only the animated representation of player inputs that look weird. I did make a post before about reducing the deflection ratio to mouse input of the torso so that the same moves can be performed mechanically, but with less of a bendy-human look.

It's a hard juggling act to get decent attack manipulation and disguising attacks in a GAME that does look somewhat realistic. However, if I was faced with the choice between realism and gameplay in Mordhau, I would prefer better gameplay than a realistic look, but that is just me.

523 566
  • 1 Jul
 Deadmode

@alonesilverwolf said:

@blobl said:
I'd like to remind that this bug is not fixed and is REALLY annoying

Nope, not fixed and it is one of the reasons I stopped playing for 2 weeks up until today. Had a few hours of duels, and yet again, I'm done.

Man seriously, fuck these incompetent devs. They really don't seem like they give a flying shit at this point.

Firstly, it seemed like only the other day that Marox was made aware of this issue. Secondly, it's not just a case of hitting the 'fix' button and patching it.

They need to be able to replicate the issue, and reliably enough to properly diagnose the cause of the bug, then they need to fix it. Some bugs are quick to remedy, others are a nightmare. no bugs are created equal.

So have some fucking patience you entitled troll.

523 566
 Deadmode

Pasta quote posts? Botas.

Cheto = Botas confirmed.

523 566
  • 30 Jun
 Deadmode

@smellycathawk Point well made and, after some thought, I think that you're right.

523 566
  • 30 Jun
 Deadmode

@smellycathawk said:
Surely the numbers would be amazing if it launched with both of the above modes.

I disagree with this statement. I think a large amount of the purchasers at launch were hype-following casuals who ditched the game pretty quickly when they realised they sucked.

I do agree, however, that with a couple of better fleshed-out modes at launch we would be seeing stronger numbers, no doubt. I just think that instead of about 12k concurrent, it'd be closer to, say, 30k or something.

523 566
  • 1
  • 30 Jun
 Deadmode

This is the thing, why does Mordhau have to cater to a casual gamer? It was never meant to.

Does the fact that casual gamers bought the game expecting a casual experience mean that the game should now adapt to suit its new crowd and dumb itself down? Personally, I think it shouldn't at all. There are plenty of casual experiences out there for people to play.

The sole reason I bought Mordhau is because it does offer that high cap experience and the long learning curve that entails. There are few games that really reward a player for taking the time to master the mechanics.

It would be great if Trit could find a way to quickly get new content and systems in place that allows casuals to find fun gamemodes and maps whilst allowing the core audience their experience too, and I hope they can, it can only be a good thing for both groups. However, if it came down to a choice between who to appease, I hope that Trit would choose the core audience first.

523 566
  • 30 Jun
 Deadmode

@BlueTeamLivesMatter

Great post, and bang on.

Regarding the core audience opposing changes; a more approachable game would lower the skill cap, yet it would be better to have more players. If the wider audience doesn't care for learning a high cap game then staying as it is will be pointless. If there is enough of a core audience though, then at least that audience has a game that caters for their desire for a high cap game.
Mordhau needs to decide if it is going to stay the high cap game or allow something like Chiv 2 to be the casual arcade approach, unless that too goes hardcore.

I do think that the marketing and hype for Mordhau (mainly hype) caused the boom in sales at launch. Many players bought this game expecting something completely different. I have many friends who fall in this category, and after a while they realised that it's not really a meme-making LMB mashing game and quit. In the modern age of gaming, hype on streaming and social media plays a massive part in sales. I've lost count the amount of people I've seen in a twitch chat say "should I buy this game?" and someone affirm and they buy it.

Because Mordhau is a niche game that somehow managed to attract the attention of fad players and hypegoblins it does not surprise me that after a couple of months there is a truer reflection of the real audience left playing. Sure, we are risking that audience with a lack of content available, but I am certainly not worried about the initial depreciation in players from launch to now.

523 566
  • 29 Jun
 Deadmode

@smellycathawk said:
The boasting about how well honed in the mechanics are cause of all the "knowledge" and experience the dev team has, yet they are going to tweak random fucking weapon timings and basic shit like that a month after release. So fun having to relearn precise timings, and change strategies because drags and shit become impossible. So fuck it, why would I bother learning randomly changing mechanics?

I get your frustrations but everything in this paragraph is 100% true of many AAA releases too. The last two major AAA games I played heavily after launch were BF5 and Division 2, both of which underwent many balance tweaks way after launch, and still happening.

Considering the combat is as strong as it is, taking into account the team and development time behind it (and budget), it is definitely commendable. It's also the only glue holding the game and its community together right now, so it can't be all that bad.

523 566
  • 29 Jun
 Deadmode

@Minion said:
not to often does a game pop back after people dont like the launch

I know you did say 'not too often', but it can happen. Someone posted Rust's charts and showed that the playerbase started growing a year after launch and a steady decline.

523 566
  • 2
  • 29 Jun
 Deadmode

@de.tail said:
What would high level play look like? I'm assuming it's just more ballerina nonsense full of feints & weird contortion moves & drags that seem to last forever.

It's far calmer. no ballerina stuff but a yes to drags. Picked this one for the 3rd person viewpoint.
https://www.youtube.com/watch?v=zElB89pdjYc

Check Giru or Stouty's streams for regular scrim play etc.

523 566
  • 29 Jun
 Deadmode

Charlie Z being dropped. Made my day.

523 566
  • 29 Jun
 Deadmode

yeah it's not a one or the other kinda thing, it's a balance of the two. Shouldn't have to explain that.

523 566
  • 29 Jun
 Deadmode

gameplay vs realism my dude.

523 566
  • 29 Jun
 Deadmode

@SWSeriousMike said:
I hope you can understand how frustrating it is to read these convenient excuses.

I have never argued that Frontline is fine. I know it is broken af. However, elements of the game specific to that mode are just that.

I have not said that shields and archery are fine either, just that I can understand why they are in the state they are due to the difficulty in balancing them in such a game as this.

The only thing I have disagreed with is your 2h statement.

523 566
  • 29 Jun
 Deadmode

@Xanith said:
Niche genre with a very high skillcap. Chivalry was popular at first too and leveled off to like an average concurrent playerbase of like 1000 to 500 people.

Not saying that necessarily will happen to Mordhau but I wouldn't be surprised if in 6 months the game had an average of 5k concurrent if not less.

Can't find the thread, but someone compared Mordhau's numbers to Chiv's and basically Mordhau's launch and retention numbers far surpassed Chiv's. On that basis one could argue that Mordhau stands to have a larger concurrent playerbase down-the-line.

Time will tell. This is also not me saying that the game is fine as is, by the by...