Mordhau
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  • Likes received 575
  • Date joined 4 May
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382 575
  • 13 Sep
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Theres nothing a shield user can do if u whiff into kick

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“Nothing is unreadable” then in the same post goes on to say that if things were truly readable the game would be boring. The reason 50/50 mixups work in any fighting game is solely because they force the defending player to guess purely on past decisions and the attacker’s behavior, AND that the visual confirmation of these mixups is either IMPOSSIBLE, or reserved for people with super human reflexes.(even then they were most likely prompted by past situations of being put through that mixup in that set of rounds) It isnt a 50/50 mixup by definition if you can read them, and most interactions in Mordhau are indeed 50/50 because of the inherent parry system. In a vacuum test where we controlled for people habituating to player habits, I sincerely doubt that any top player would perform at levels greater than chance at differentiating between certain drag/accel and 1hander morph feint/stab mixups. This wouldnt be a problem if like in other fighting games there was more to get good at then relying on these 50/50 mixups, or you didnt have a community of autistic duelers who demand that the game be balanced around a mode that Mordhau sucks in, and instead we had a game that didnt have broken 1vX and an actual good teambased competitive modes with non ass maps. Furthermore 50/50 setups in fighting games often require execution in order to convert off a landed hit(for example in an airdash game where I setup an empty airdash into a low off an opponents wakeup attempt, in this instance my opponent has to guess whether I go for the IAD high, or go low), whereas in Mordhau an autist is given full damage for simply doing an accel which has no real execution requirements other than watching a youtube video and not being braindead. Just performing the instant airdash BY ITSELF to setup the 50/50 situation is harder than executing most things in Mordhau. Landing the hit is only part of the story in FGs that are oki focused, and the ENTIRE story in Mordhau a game that is also oki focused. What's worse is that while guessing games in fighting games often begin off of knockdown situations(which require you to outplay the opponent in order to get that knockdown to be rewarded with a 50/50 opportunity) Mordhau guessing games begin OFF neutral which has heavy implications. What this means is that in a fighting game I can avoid the oki situations theoretically by outplaying my opponent in the footsies aspect of the match, contrast that to Mordhau where hilariously enough if I WIN neutral and get the first hit my opponent is REWARDED for losing neutral BY gaining riposte state which is where most 50/50 mixups in Mordhau originate. With the exception of stabdrags(locational play in mordhau lul) most manipulated attacks that dont originate from a riposte state are easily parried, and starting your initial offense off with a risky morph feint or singular feint setup is just asking to either get gambled or lose the stamina war in the late stage of the duel.

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Don't worry by the time they finally introduce female characters in this game you will be long gone playing other games. Literally.

Frontline, the core gamemode, like TO in chiv, doesnt really work, because every player can customize like he wants, which is really silly for a FRONTLINE mode. You could have that in FFA or Deathmatch, but in a Frontline every participant should resemble a soldier

Roleplay in your D&D campaign.

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https://mordhau.nx.ie/stats

I see 200 in China and 36 players in Japan. South America has literally fucking 12 people playing(at 12:16 AM) EVEN SO that's fucking absurd that you think MM is even necessary or will work in that region

If you sincerely think that's enough players to populate a ranked queue you need to really do the math and think critically.

If AS/SA get ranked the same people who are whining for them to implement ranked servers in those regions will be the SAME people who will come right back to the forums in 3 days whining about how:

1.They can't get matches
2.They have long queue times
3.It's impossible to rank up past Diamond or even get to elite because the best players in the region are farming eachother in Diamond/Plat
4.If you treat Asia as a central region and think 80 ping is acceptable in this game you are in for a rude awakening. Even if we throw latency concerns out the window, collectively the region STILL doesn't have enough people to populate a queue. So here comes the whining about lag.
5.Inevitably to alleviate the queue times for these regions the devs have to make matchmaking parameters more lax, and then people will be whining about getting farmed by Plats when they are bronze etc

In less then a week those communities will be RIGHT BACK to dueling in community servers.

Are you guys seriously that desperate for esports points, when you will be playing literally the same exact people in your duel servers except with added downtime?

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Ethics aside, you'd expect even the most short-sighted devs to realize that ranked modes would be a good investment when that low-populated region gets a player boost from new content and game discounts. B

That literally wont happen.

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@marox said:

@AYE said:
I would like to ask Triternion to switch some servers and give us the chance to play that thing we've waited for so long. I understand that you don't want to pay for extra servers in this region, I don't share this thought but i accept it.

This has nothing to do with cost, but rather that the mode simply would not work with the low number of players in the region. MMR/rank spread would accumulate and very soon you'd be looking at rather ridiculous queue times, where only people in the 'average' rank would find any matches at all. For these low population regions, dedicated FFA duel servers work much, much better, as the entire region's population can fit into 1 or 2 servers.

He's absolutely right.

If you really want MMR, just get someone who can code to make a mmr plugin for servers. This isn't a novel idea either, and would probably work better than Trit's current implementation of ranked anyway. You already see people at the polar extremes of the MMR spectrum in the most populated regions either get queue times that suck, or they match the same pool of people over and over.

In such small communities matchmaking isn't even really needed or optimal. Matchmaking was invented for large populations of players, and quite frankly if you want to know who the best in SA is you should start holding community events.

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  • 30 Aug
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Eveningstar strike combo 25ms faster

April Fools?

Added new dynamic feint lockout distribution based on feint time - this will make early feints slightly more punishable while making late feint followup attacks more reliable to hit and less prone to get double parried. Currently has only a very small effect, adds

You probably just killed the game for casuals

All armory weapons strike and stab releases reduced 25ms - this will make attack releases slightly faster and more grounded/less floaty looking

You want to encourage an even more accel meta in a game that sucks if you have over 70 ping? Why? Did you just accept that drags will always look retarded as fuck? Is this the animation fix you talked about? Seriously PRIOR to this patch I reckon 70% of the hits people got on eachother were literally fucked up accels due to latency issues.

382 575
  • 27 Aug
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Please dont act like this game is rocket science.

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  • 25 Aug
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Let me clarify.

You presented two examples of ini edits as if they are the only two ways you could possibly use ini/config edits for. Cheating or larping.

None of those things are a "cheatmode on" switch. Turning off a key component of player collision like was done here isn't some supplemental boost - it's bypassing an intended layer of gameplay. It would be comparable to somehow slimming your character's hitbox or making another player's hitbox larger in a shooter game.

You should perhaps look into how interpolation affects hitbox positioning in source games(all games tbh). In left4dead if you leave the values at their default setting the hitbox lags far behind the actual visible model of a hunter pouncing. By editing these ini files the hitbox would be more aligned with the actual ingame model and therefore someone who actually edited the interp values is at a significant advantage. However this setting has never actually been in the in-game menus of any source game, and there are quite a few times where I've been called a cheater because setting my interp value to a certain setting gave my tank longer arms in l4d.

None of them are a "cheatmode" switch but they are advantages clearly. Remember when people in Chiv cried about fov ini edits? Those ini edits in Chiv is why Trit capped fov in Mordhau.

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  • 4
  • 25 Aug
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@DerFurst said:
Frankensteining faces in mordhau involves simple .ini edits to change the face transformation values to be asymmetrical. It's funny to make monstrous characters.

Removing the bubble that prevents players from performing unblockable attacks is also a simple .ini edit. This isn't fun for anyone but the cheater - and a hollow enjoyment at that.

There's no "thin line" between these two. Nobody is frankensteining faces for some competitive gameplay advantage. They may be exploiting, but they're certainly not "cheating."

You pointed out the two extremes while also denying that the middleground exists:

editing interp values in csgo/tf2
changing your fov to values higher than offered in client.
editing ini to turn mouse smoothing off in unreal games because most devs don't put it in their options menu
setting oneframethreadlag=false to get a more responsive mouse input in unreal games at the cost of slightly less fps
turning off fog in ini to get more visibility
potato mode

and so on and so forth.

The interp one is huge because in Left4Dead by changing the values you altered the way your client handled the interpolation of hitboxes. So for a hunter pouncing you, depending on what your values were set at determined the amount of time you had to correctly time a rightclick to perform a deadstop. In other games it also affects the way your projectiles behave(tf2) and how you aimed in general.

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  • 2
  • 25 Aug
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It is the developer's fault for not locking the settings. A player ban isn't really justified, you have to ban ALL ini/config edits as the line between cheating/customization is really really murky. Is it cheating to change the way your client handles interp in source games?

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  • 2
  • 25 Aug
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Optimism is cool, but lets not compare Counterstrike to Mordhau, or even entertain the suggestion that the circumstances are similar.

Counterstrike has always had a big legacy fanbase, and so Global Offensive succeeding was only a question of "when", and not "if". Chiv/Mordhau has always been a small game, hell even 1.6 atm is probably more active than Mordhau. (https://steamcharts.com/app/10)

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I think it should be split queues but Mordhau doesn't have the population to have functional queues in the first place, so splitting the community will be fueling the flames of the dumpsterfire that is Mordhau Ranked.

It's debatable whether or not third person is better in duels, but for 3v3 Skirm it's not even an argument that third person is just better because of the situational awareness you need in team modes. The vast majority of players are handicapping themselves by NOT playing third person in team fights, which wouldn't be a problem if there wasn't an option to switch perspectives. Player preference =/= most optimal choice, if this was the case fightsticks would be more optimal than hitboxes which isn't the case. This goes for 240 vs Binds as well, Trit really dropped the ball by making attacks bindable allowing people to circumvent their shitty control scheme implementation, instead of fixing 240 by removing the intermediary angles.

but guess what, those animations are easier to get a read on in 1p.

Probably not true as the most cancerous animations are done by putting the windup as close to your head cam as possible and then dragging etc. With the exception of stabs, I'm pretty sure everything is easier to read in 3p. You could make the argument that a zoomed fov is easier to read feints/animations with, but no top player is going to be playing with 90 horizontal fov in this game for good reason, not even duelers.

People aren't using 3p because it's worse than 1p, it's probably because most top chiv players traditionally played 1p so they are more inclined to use stuff that's familiar to them, and for the casuals first person is a lot more immersive and 3p animations look borderline retarded so it's more effective to larp in 1p. Anytime I play 3P I feel like my character has palsy.

382 575
  • 23 Aug
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This isn't a hema simulator.

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  • 22 Aug
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Mordhau has no revenue stream.

I hate to defend the devs here but hiring makes no sense for them. They are operating on a early 2000s game model where the game is b2p with no microtransactions and games during this era didn't typically pump out content at the rate of Fortnite/LoL etc. We have become accustomed to frequent updating to satiate our annoying need for novelty, and forgot how game developers originally operated. For Riot and other developers their main source of income is the upkeep of platforms that continually provide them with revenue, for Trit their future source of income is to develop a new game.

What would be interesting is if Mordhau was to introduce buyable cosmetics, how many of the people whining for new content quicker would call Trit "greedy".

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  • 2
  • 21 Aug
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@Budd said:

@THE-REAL-WARSAW said:

@TheDankestMeme said:

@Peacerer said:

@DerFurst said:
Is it time for the "what ever happened to... ?" youtube retrospectives on Mordhau yet?

At least game has fights that look like real fights.

But then again it may soon has fights that look like nothing because no one plays it

i barely play the game anymore,i have trouble understanding why chivalry and all of his flaws kept me interested this long while mordhau doesnt

lore,backstory and maps that tied that all together, characters you could connect with not a just a jumbled mess of red vs blue that's just red team but blue...

shit even the classes in mordhau don't have defined roles other than the premade characters that u cant even fkn edit, which leads to such shit show of gameplay on servers, just a bunch of random ass characters running around aimlessly cause their class has no fkn purpose in the battle cause it wasn't ever given a role, shit you don't even get points for repairing walls or spikes.

hate on cmw all u want but their art, maps and structure was way better than the hodge podge of zweicopter bs that's goin on now.

both games are unplayable in their stock form to me and need extensive modding to be fun for more than a cpl weeks.

Adding on to this, what if there was a classed based system? Not like Chiv tho but actually one system to turn this game into a more team based game that its very so lacking, personally I dont believe team based is double teaming.

Now this is all just "what if" Highly doubt anything like this would ever get close to seeing the light of day.

But basically theres this class system where you can select a perk that gives you a set of weapons and armor will be limited but only to what class you're playing but it wont be just a set number like 2 / 2 / 2 but more like if its a lighter build you could have anything but 3 or if its a tanky class, they'd have to me limited to 3 or 2 armor, level 1 armor would make them too fast.

Theres alot that can go into this and honestly I could very well make a topic to discuss this because I would really like to see what you all come up with! :)

There already is a class system.

The point system was made to shoehorn you into "roles" if you wanted to play optimally anyway. The only "customization" that exists is for frontline larpers who make helmet-less builds etc. It's functionally worthless at higher levels of play. There are already meta strats where flankers wear light armor etc.

I don't like how people think points = power, when it's not.

382 575
  • 21 Aug
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conflicting info means the devs have no idea

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  • 18 Aug
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The skill ceiling for this game in 1v1 is lower than Chiv, and the skill floor is relatively low compared to other niche games. There's no execution barriers like the elaborate drags in Chiv. Teamgames and 1vX currently has a higher skill cap, but the latter is currently broken meaning it's impossible for a good player to win a 1vX vs other good players barring the X making huge mistakes. Compare learning Mordhau to Quake or Tekken 7, there's literally no comparison. Just learning your movelist in Tekken is harder than anything in Mordhau, and that's not even including shit like learning the various ways to get up off the floor and understanding how that influences matchups, or how about learning how to break command throws which requires you to read animations and is more indepth than anything Mordhau has to offer defensively? Also for a game that prides itself on you having control over your attacks, it's actually crazy how much control you DON'T have compared to Chiv.

People aren't leaving this game because it's inaccessible, people are leaving because it gets repetitive and Frontline is full of cancerous mechanics like fire bombs/horses/body shot Javs. Not to mention the maps are dogshit.

382 575
  • 17 Aug
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Being Chiv 2.0 was the whole point of Mordhau

382 575
  • 17 Aug
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Man it's been 3 months lol