Mordhau
 Naleaus
  • Likes received 474
  • Date joined 25 Oct '15
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198 474
 Naleaus

It's the bug where weapons (or a shield in this case) are really huge when you spawn in.

So unfortunately, much like everyone else, aliens don't care about you either.

198 474
  • 1 Jul
 Naleaus

@Cswic said:
After 30 min or so of purposefully trying to windup stabs inside people I couldn't get any clips I felt were particularly problematic. Unless someone else wants to provide some clips or keep the discussion going I'd say the thread is dead. Thanks for info about early release as well.

Do you think the problem you thought existed would be that people are waiting to chamber instead of just forcing the parry?

198 474
  • 7 Jun
 Naleaus

@yourcrippledson said:

I'm not going to reply to you anymore. If you don't see how to punish a CFTP, that's a skill issue or you're being obstinate. Either way, it's not worth writing walls of text cause it's not going to change anyway.

198 474
  • 7 Jun
 Naleaus

@Koda said:

  1. Weapon length would matter less if misses were more punishing? I don't understand. To me it's the opposite. If someone is running a bastard sword they will have a harder time getting a hit than someone with a long weapon.

You with a zwei, me with a bastard sword. I'll stand at your max range, because I know I can just turn and run away to force a miss. If I don't hear that, grunt, I can keep running. Assuming we're the same armor tier (which will end up being light probably cause running to force misses is better than heavy being a liability for one extra hit), you can't hit me. If you attack and miss, I can turn around and stab you before your recovery is over. So you'll say to decrease recovery, add chase mechanic, etc. And before you know it, we're spending another 6 months in alpha to test stuff. If you want to see how lack of CFTP makes a game look, play some Deadliest Warrior.

  1. Target switching would only become stupid to do if you are unable to hit the person you are switching to. I really think this increases the skill gap because people who suck at target switch would get punished severely. I think that this is a good thing, not a bad thing. I also think that people who intentionally miss you in order to bait out a parry should be able to be punished. Right now in a 1vX if the enemy is doing this to you, you have no options. If you try to punish them, they can just CFTP and then back away for a moment while their teammates spam attacks against you and they recover that missed stam. They just did something that's no risk to them and is very difficult for you to counter, you countered it and gained nothing. I hate that!

On the same token, if you can't CFTP, how are you supposed to be aggressive in 1v2? If you hit one person and combo, then you're going to get hit. If you don't combo, the other person will just feint you because you have given up initiative and are back to neutral instead of an attack state. If you try to target switch as the 1vX, how will you be able to defend against the follow up attack that comes? Again, you're reducing recovery times. Combos are useless at this point.

  1. About people running away from your attack, I think the recent changes to acceleration would help with this. It's very hard right now to just run away from a swing. If running away from a swing is still viable, that needs to be fixed either way IMO.

Recent changes only work if you parry first, if you are just running till they miss then you won't be slowed down. I'll go 0/0/0 at some point and show you how fun that playstyle is to play against.

  1. Yes face hugging would be an issue but then you can just kick them. The trick is to keep a moderate range, and to press your range while you're attacking so that they can't back out from it.

Kick is currently unfun and a gamble. It doesn't really counter facehug at all.

  1. About this slowing down combat, I don't think that's a bad thing. Right now it's just thoughtless aggression. I think this would heighten the skill ceiling and add a new playstyle, a playstyle about counter attacks rather than just thoughtlessly spamming attacks. I don't think combat would slow down so much that neither person is even attacking. I mean why would this stop you from performing any attacks? You just have to be confident that you will hit your enemy, which really isn't difficult to do.

It really would slow down a lot. The game would be about single strikes only and team fights would be clunky. Once someone finally gets a 1v2, it'd be over though. This would be against what the devs have currently been pushing towards. Really, I'm not sure why I'm replying cause at this stage I don't believe they'd test this or make all the changes required to attempt to make this work.

  1. I think it's more unintuitive than regular FTP because you're parrying during your previous weapons animation. It just looks silly and doesn't make any sense. This is especially obvious if you do stab >> swing CFTP. You end up parrying at the very end of your stab when you would intuitively be at your most vulnerable.

New crosshair will help that for the person doing it, if it indicates weapon state (windup, release, recovery, combo, flinch). As I said, animation changes could help, or a slight lockout. The lockout would probably feel bad, but who knows. The idea behind CFTP is intuitive though.

I think to sum everything up, you don't think people should be punished for missing because it's easy to bait a miss. I disagree that it's easy to bait a good player into a miss. Some players run around naked and sprint away from attacks and I can definitely see that being an issue but I hope that playstyle gets fixed either way. I'd be happy to do some duels with you using the EX sword and see how it feels. I think you should try it out too. Yes it makes it harder but I don't think that means it's less fun. Also I'm not saying just pull CFTP from the game and expect to be finished. There would have to be some balance changes of course, like with any major change. Yes if we just removed CFTP and did nothing else to make things work out, it would be bad for the game. I think the devs are smart enough to do this right.

You misinterpreted. You can punish misses currently in a multitude of ways as I already mentioned above. However, you can use misses offensively to maintain initiative currently, which can be punished by the same ways as a normal miss if you can read the miss. The inability to defend after a miss though will just lead to fast weapon meta. I've used exec a lot in duels and team fights. It feels bad, especially against fast weapons. I think at this point major changes like this won't work, because they can't push out a bunch of small updates to test things. Updates will be few and farther between because of what's left to work on (maps/modes/etc.) Maybe Crushed will chime in, he used to hate CFTP in Chiv then changed his mind.

198 474
 Naleaus

@yourcrippledson said:

@Naleaus said:

@Huggles said:
Your concerns are definitely valid if we were to just take how miss recovery works now and ship it without cftp. With timing adjustments tho I think most of your concerns would be addressed.

Yes, you can feint or morph to "punish" but being forced to take a risk in order to punish someone else's mistake doesn't really seem like a punish. It just reduces your stamina to basically the same you reduced his if he reads/gambles correctly.

Why is there no issue with stamming out not being a guaranteed hit, but missing an attack should be?

Stamming out shouldn't be a "guaranteed hit" imo, but it should leave you on the ropes with a shred of hope. A guaranteed hit on a stam out would be the equivalent to a guaranteed kill.

I don't want a "guaranteed hit" on a missed swing. I just want it to be something that one should ideally wish to avoid doing because they could be hit. Rather than something people constantly do intentionally because there is almost no chance of being hit.

Stamming out is multiple mistakes that lead to you regaining a bunch of stam, the attacker being slowed down to allow you to run away and weapon switch or just quick draw a light weapon. That's not a shred of hope, that puts the person stamming out at a disadvantage unless they do it themselves or are playing against a bad player. Why bother chambering? I can just get a fresh batch of stam and a fast weapon to feint you with that is almost unpunishable.

Now compare that to punishing a CFTP. You have options to hit them, and regardless, if they CFTP and you hit them they take a stam hit. I know a morph or drag will cost significantly less stam than their CFTP, I assume a feint will too but can't be arsed to check. If they do parry you, they can riposte. Which is more punishable?

198 474
  • 7 Jun
 Naleaus

@Huggles said:
Your concerns are definitely valid if we were to just take how miss recovery works now and ship it without cftp. With timing adjustments tho I think most of your concerns would be addressed.

Yes, you can feint or morph to "punish" but being forced to take a risk in order to punish someone else's mistake doesn't really seem like a punish. It just reduces your stamina to basically the same you reduced his if he reads/gambles correctly.

Why is there no issue with stamming out not being a guaranteed hit, but missing an attack should be?

198 474
 Naleaus

This is going to be a bit rambling cause I went to a concert last night and haven't slept, so here goes.

Weapon length would matter less in a duel without CFTP. Someone with a bastard sword only needs to run away from your attack (cause you're trying to keep them at range) to force a miss then you're punished. It would either make facehugging MORE prevalent as that's the safest way to guarantee you don't miss OR cause people to just ballerina run around to dodge attacks even more than currently. It would also bring about a slash heavy meta, as other attacks will be seen as unnecessary risks.

Other things that'll happen which have been talked about forever. Slowed down combat and more turn taking, which in turns slows down team fights, makes target switches too big a risk and will probably turn team fights into just mini duels until 1vX happens. On topic of 1vX, if you can't safely switch then CFTP into another attack, then a single miss will end the 1vX. Missing has it's purposes, besides just being a mistake. Pressuring an enemy without giving them initiative is important, and without CFTP that's just not possible. This is also why riposte needs to stay on CFTP.

Punishing a CFTP, literally just feint, drag, or morph your punish attempt. Or even just hit them, though stam is hardly a punish at the moment. Most players are still using the one button FTP, so it'll be an easy punish. When more players get better and Q > RMB instead, then it'll get harder, but that's part of the skill ceiling.

Different timing (a short lockout), better animation (though not sure how), etc could make it look better, but I still hate that it's called unintuitive. You can FTP an attack. Ok, got it? Now, your first swing missed, and you combo, but they're attacking you! Guess what you can do, FTP an attack. It's just feint to parry with a combo in between attacks. The unituitive part is recovery, and not being able to parry during it. Unfortunately this is somewhat necessary cause recovery parry was terrible in Chiv, and lead to nothing but stam fights and even less punishing.

Anyway, those are my thoughts, playing without CFTP isn't particularly fun to me, though I know opinions will differ. Use Exec sword for a bit and see how shit it feels against fast weapons, then imagine other slow weapons against a Rapier or Bastard Sword.

198 474
  • 30 May
 Naleaus

@yourcrippledson said:
guys, can you grow a pair? If we all bitched as hard as I did, we would have a colourable sword by now.

I don't care about customizing it, and frankly your reaction would have the opposite effect for me at least. If they had promised a colorable blade, then sure, complain all you want. But they didn't, so grow up and stop bitching.

198 474
  • 30 May
 Naleaus

@yourcrippledson said:

@EatAtRedLobster said:
I'll momentarily lay down my mask of semi-indifference and confess I wish the color was fully customizable. I feel that from a "public relations" perspective it is just plain common sense to accommodate this fairly innocuous request. Personally I would have made it fully customizable from the start, and would not have even considered offering a "one size fits all" kickstarter reward like the current longsword.

BUT...

I also realize Grator had his own personal reasons for resisting even the minor change we've been given... And I respect him for that. It shows integrity and that he has a genuine passion for his work.

He likely grit his teeth and met us in the middle on this issue, and I for one feel that we should reciprocate his compromise. Instead of lamenting what "little" we have, instead let's move forward and focus more on how we can positively impact the game in ways that matter far more than some minor customization options.

If this limited kickstarter reward has left you feeling empty you can always satisfy your need for variety at your local Red Lobster™

This comment is a work of art. ^

but fuck integrity. They made an amateur mistake and unintentionally misled their kickstarter peeps "hey look guys you can customize your weapons with different colours and shit, btw support us and get this cool sword! oh woow look at this colorful sword!" (-in fine print- this sword's colorful colours cannot be altered)

not mad, they ARE amateurs when it comes to marketing and promotion of their own game. Just make it right bitches. Grit your teeth harder if you have to

I bet almost everyone was surprised when they found you cannot alter the colour of the blade. At least give us a gradient of blues or something I donno.

I looked back at the Kickstarter rewards, it says the grip color is customizable. Didn't mention the blade. Don't see how they misled anyone.

198 474
  • 29 May
 Naleaus

Random (probably unoriginal) thought to give archery more utility without just increasing damage or whatever. Make it so you're unable to regen while you have an arrow in you. So if you get shot in the back, you have to rely on a teammate to remove it, and you can't just go hide in a corner then run back out with full health.

198 474
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  • 25 May
 Naleaus

@das said:

@rob_owner said:
Its probably easier for you to hit around a random joe's parry in chiv because it was so easy to parry. Effort was low, confidence high.

recognizing the strange flash of recovery animation that would play randomly when you parry someone, where if someone parries during it, attacks go through the parry. No clue how many people noticed that besides me.

This was the weirdest thing. I basically knew I would hit the person for free. Of the many times I've seen this glitch, I've only had the other guy parry it ONCE.

I definitely noticed it, it's cause Chiv had client side hit detection, and since you literally don't see their parry/the server doesn't inform you a parry exists, your client tells the server you hit them despite whatever they see on their side. Chiv had the worst netcode, nothing but desyncs everywhere. No clue how this was never fixed besides incompetence on TBS's part.

198 474
  • 25 May
 Naleaus

@rob_owner said:
It took me a long time to figure out how to do much of anything in Chiv, I didn't care. There were always secrets to find in chivalry because of the freedom in combat and abundance of bugs. I went into mordhau with that same thought, and was given the same results except I found almost no bugs that were not already known. All my chiv hours really did was wise me up to what I needed to pay attention to in order to learn faster and find weird tricks.

Damnit Rob, don't post similar shit before me.

198 474
  • 25 May
 Naleaus

@Lionheart Chevalier said:
You learn those moves right off the bat in Mordhau but it's gonna take you hundreds of hours to learn waterfalls even if you already knew how to do them in Chiv.

Not going into the rest of your post cause it's your opinion and that's fine, but going to use this part to rant a bit. Not about you specifically, but this sort of mindset.

So one thing I've seen from the beginning of alpha that's annoyed me, is that players that come from Chivalry will complain about not being able to do something the way they did in Chivalry, then assume it can't be done at all. This is mostly not true at all, except where it's done by design (reverse overheads, etc).

Waterfalls don't work the same as in Chivalry, attempting to do them the same way will just make you miss. But obviously they're still possible, and they work on most weapons. Same for footwork, matrixing, stab drags, etc. You just have to do them differently, and they may not be as effective, but they're still there and have some use.

This is after all a different game than Chivalry. Expecting it to play the same and for playstyles to carry over without having to change at all is strange to me. Maybe it's cause I started Chivalry at release when everyone was shit and spent a long time exploring what was possible that gives me a different mindset.

Whatever it is, the game has plenty to offer besides accels and delays. And on the topic of accels, tracers/animations are being changed and the 5% is being removed from the end of release, so as has been mentioned before, this topic is a bit moot. Once that happens, I'll be trying new stuff to see what's possible.

198 474
  • 25 May
 Naleaus

@Huggles said:
Also I have no fov exploit. This is just 130 fov. The camera isn't even -15 either.

Probably talking about Wiz's video, 4:3 resolutions give a better view of your sides compared to typical 16:9. It was like that in Chiv too.

198 474
  • 25 May
 Naleaus

I don't care too much what happens to them, but making adjustments just to make one drag easier to perform seems like a bad idea. It also wouldn't affect most of the waterfalls that I do, or even the ones in Wizardish's video. We hardly drag them, just aim and footwork. Making them easier to actually drag leads to the silly looking ones.

Ideally, I think you'd want a few moves that ARE hard to do, as it gives an incentive for a new player to practice and adds another area where skill can be distinguished.

198 474
  • 2
  • 15 May
 Naleaus

As for the PS4 stuff, the game was objectively worse on consoles, and controls were a big part of that. Having clunky controls with restrictive turncaps lead to footwork that consisted of just running away anytime you got parried. It wasn't skillful, it just abused the bad controls. I played the PS4 version for a short time, the playerbase was anything but skilled, just because the easy way to play and kill bad players lead to no fundamental abilities at all.

198 474
  • 15 May
 Naleaus

@roshawnmarcellterrell said:

@Naleaus said:
Third, those drags, reverses, etc don't lead to player retention. I played Chiv for a long time and a lot of hours. Selling 2+ million copies and only retaining a playerbase of like 1000 players is bad, and we want this game to succeed and have a playerbase so it's not just sweaty tryhards with a player made comp scene kept alive on life support. We don't want Chiv2, we want something better.

Actually I think Chivalry was pretty successful by industry standards. It's a game that survived 6 years, and I can still get online today and get in a Team objective battle with 64 players.

It survived by putting the game on sale for $3 every month or two. The last I played prior to Mordhau alpha, people played 24 or 32 player servers. 64 ran like shit and I really doubt they're popular or there's enough people to populate it.

I don't want another Chiv, I'd like success along the lines of CS: GO instead and I'm sure the devs do too. While that's probably not attainable, it's better than just inflating numbers sold by selling for cheap.

198 474
  • 1
  • 15 May
 Naleaus

@a_squire said:
never got good enough on my sad computer that died. and it was too slow to warrant having anything to do with pro players on the pc. pretty sure you can pretty easily see that a_squire has only logged 230 something hours through steam. and i dont think anyone cares about the clans on consoles where i played a majority of my chivalry. im poor. im just now building my first real gaming computer.

and while ive got your attention small fry:


howabout you try to take a blow at one of the points ive made about the game? oh right. i made you feel stupid for liking a game that may or may not be broken. so your in defense mode: make me look stupid. cmon kid. your doin a decent job so far. nobody likes a console gamer- show em how stupid i am. and while your at it, id love to hear you come up with a good reason as to why i should not be worried about the repeat playability of this game.
also im only trash talking you.

You were trash talking Lionheart you imbecile, who at least has the game.
Here's why your terrible ideas about reverses and drags are not constructive:
First, your posts are just shit to read. Learn to organize your thoughts and write something that doesn't make me question your education.

Second, the players that are wanting to stay rid of reverses and other silly drags are the ones that were able to use and counter them, not just noobs. I'll expand more on why in a second. RAW BONER, Spook, Wizardish, etc were all capable of using and defending against the most egregious reverses and drags, and were top players, yet they want that stuff to stay away.

Third, those drags, reverses, etc don't lead to player retention. I played Chiv for a long time and a lot of hours. Selling 2+ million copies and only retaining a playerbase of like 1000 players is bad, and we want this game to succeed and have a playerbase so it's not just sweaty tryhards with a player made comp scene kept alive on life support. We don't want Chiv2, we want something better.

And regardless of what you want, they AREN'T coming back. So this might not be the game for you, so constantly posting inane shit will get you banned again eventually.
And you were shit on PS4 too.

198 474
  • 15 May
 Naleaus

@a_squire said:
im not even saying spining is the highlight of chivalry. im just saying that there is no good way to nerf the way you move and keep the level of *emergent gameplay required to keep people coming back to it for the next 5-10 years.
its like asking a CoD fan to get good at battlefield. the CoD guy will say the same thing every time: “i dunno i just dont like it... i feel like im walking through tar... or butter..”

and yeah... battlefield never got quite as big as CoD did in its hay day did it?

chivalry is mordhaus CoD whether you all like it or not. tread lightly with your nerfings is all im saying. i havent even gotten to play yet and im about to give up on the game...

which is cool with me i guess... cuts the computing power i need in half. makes my comp i wanna build cheaper if i just plan on going back to pc chiv.

CantDoober. signing off. i dont even think i like this gaming community... its al the kids from chiv i couldnt stand to hear complaining i think... which means chiv has less scrubbs now? maybe nows the time to get back jnto chiv? yall keep doing what your doing howbout that? lates.

so stoked. i used to join chivalry games and ask myself: “are these kids immature just trying to have some fantasy fun in medieval times? or can we all try to win and have fun in the process?” i would play polite for you scrubbs, or if everyone was cool id play the way that felt natural. the fun way. no holds barred.

no more polite chiv play is what im saying. thats what mordhaus for kids.

Cantdoober? What clan were you in on PC? What tournaments did you take place in? Why the fuck are you talking trash to anyone when no one has ever heard of you and you are probably not good at Chivalry and your contributions are you complaining about stuff you can't even play yet?

198 474
  • 12 May
 Naleaus

@roshawnmarcellterrell said:

@yourcrippledson said:

@Pred said:
Chiv bik fredoom every duel taking turns feinting with SOW

^WRONG

You literally didn't even have to feint in Chivalry. The animations in combination with the level of swing manipulation gave you enough to work with. The "drag only" playstyle looked like a ballerina not only because of all of the spinning, but because you and your weapon were constantly in motion and combat flowed, which really felt good. It felt like I was in absolute control. 100% of each swing was CALCULATED down to the millisecond. It is a completely different feeling, that as of patch 15 has been eradicated from this game. I am not forced to calculate my swings. I just swing, mechanics provided by the game do the rest. it's like driving on manual for years and then switching to an automatic.

Having to feint and morph CONSTANTLY makes the combat feel more clunky and rigid. SWING WAIT CANCEL WAIT PARRY WAIT MOREPH WAIT CHAMBER. I want these thing to be tools on my belt that I take out when I need them, instead they are all I got.

Thank you, yes exactly.

Many Top players like Alice never feint. Not because they were against them, but simply because they didn't need to or want to, it just wasn't apart of their playstyle.

I'm the same way, I don't feint at all. But in Mordhau, you're essentially forced to use these mechanics.

This is kind of bullshit.

Alice was a top player when feints were looked down upon in NA, and it stunted the skill level of a lot of players for quite awhile. Alice didn't dodge either, guess what happened when they had to fight another top MAA, Kwazi, that did? Alice had to dodge, and lost because they hadn't used that mechanic as much. They both feinted too I believe.

Not using a mechanic doesn't make you more skillful, it makes you a worse player. And even still, you don't have to use feints in Mordhau to kill people. I kill most players the same way as in Chiv. Waterfalls, footwork and better defense.