Mordhau
 Naleaus
  • Likes received 875
  • Date joined 25 Oct '15
  • Last seen 22 Jun

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301 875
  • 30 Apr '18
 Naleaus

@Zexis said:
waterfalls should stay, they are a cool result of the swing system and raise the skill ceiling. they can generally be avoided with footwork, too

Besides, if they remove them, what attack will I spam!?

301 875
  • 29 Apr '18
 Naleaus

If I hit someone while they're attacking, I flinch them, except a riposte.
If I hit someone, I do normal damage, except riposte
If I hit someone, I can immediately parry during the rest of the release, except riposte.

For all the talk about active parry being unintuitive, there's a fuckload of exceptions just to make this mechanic viable.

301 875
  • 28 Apr '18
 Naleaus

Yes, forced hit trades, great, best mechanic.

301 875
  • 28 Apr '18
 Naleaus

@s522662 said:

@Koda said:
https://thumbs.gfycat.com/GorgeousSpitefulAmethystgemclam-size_restricted.gif

I'm talking about the first attack where he misses me at the beginning of the attack, then comes back around going from right to left in a left-to-right uppercut magically cutting back into me.

I don't care to argue about why some of you think that this is some necessary bullshit so "highskill" players can defeat scrubs like me. Only a couple players actually do this and the rest of the game is fine without them so don't hit me with that. I'm just gonna give my feedback as someone that's been here a while and say that this is unintuitive, unrealistic, broken, and a poor gameplay mechanic. There's my $0.02.

If only a few people can do it, then thats means its a skill thats hard to learn. just because someone has more capabilities than you doesnt mean you should remove their playstyle, thats what makes competitive.

That first isn't a high skill drag, it's not going to happen in almost any normal fight. It's a gimmick that doesn't matter, because unlike reverses which were easy as shit to land, this one requires someone to crouch and not move. It's not worth trying to fix just this one instance, cause then you get shit like glancing blows. If it was a simple fix, then no one would ever miss it.

Normal waterfalls though they probably won't remove either.

301 875
  • 27 Apr '18
 Naleaus

@a_squire said:
my point is that they have their place. that the chivalry gets boring and slow playing it the way you say is “correct”. its more realistic ill give you that. but im not here to play a simulation, im here to play a game.

i wasnt really calling you out either. im just sad seeing that theirs a select core of players here who have access to the mordhau alpha that talk to the devs, and ive seen them make a suggestion then next thing you know the devs did what they wanted in the next patch... and its sad tweaks to mechanics meant to limit/remive exploits like the rainbow, which is fine: but very few people on the forums can see how it limits the rest of the game... ive seen gameplay videos from every patch... and honestly... the origional game looked the most fun. and i see it devolving because of input like yours. not calling you out. more hoping the devs read all this shite and that the devs hear both sides and that they find a happy middle ground for mordhau by release.

It's not about what you want though. The goal is to make a game that will retain a playerbase, not just sell a lot of copies because it's on sale every other week for $3. Issues with Chivalry that prevented more than a thousand or so playing normally were unintuitive attacks like reverses and the more egregious drags that were possible, the difficulty of defending against feints versus their ease of use and other problems (bugs, balance, mechanics, etc.)

Drags still exist, feints still work, but they're not quite as dumb. There are also other mechanics in place that help to increase the skill ceiling to make up for removing the bad looking stuff. They're still trying to find a balance.

It's a different game, not Chivalry 2, and to expect the same shit as Chivalry with better graphics is not a realistic outlook, and asking for that is going to get your feedback ignored.

301 875
  • 2
  • 27 Apr '18
 Naleaus

@chaquator said:
commenting on the poor defense is missing the point; i still think that trajectory looked weird, even from the limited view you get of it in the video

The poor defense is the only reason the attack hit in the first place though. Any sort of movement, or just not crouching would have made it miss. The clip is a bit cherry picked anyway, because of the waterfalls I land, 95% are early release and hit shoulders/arms. Making changes to avoid something like in the clip that only happens when fucking around on a non-moving person is a waste of time.

@Koda That said, if you want waterfalls removed altogether, use actual arguments as to why, instead of using a misleading example to try and garner support.

301 875
  • 27 Apr '18
 Naleaus

@Jackass said:
of course it's some fucking Stouty lookalike doing this

That's me, I don't know Stouty, I've had the same customization the whole alpha cause I'm a lazy shit who doesn't care about it.

Anyway, yeah, don't stand still and crouch. You don't even follow my weapon, in fact you lose sight of me even.

301 875
  • 25 Apr '18
 Naleaus

@yourcrippledson said:
Havoc liked to cause havoc so i assume he was actually banned for "randoming" in duel servers... I don't understand how people can duel for months on end and have zero interest in ffa or getting creative with custom games..
It's like "nah instead let's continue to practice mechanics that are going to change and continue to reestablish that the same things that needed to change last duel need to change this duel as we get mad. What you don't wanna do that again and keep only doing that for the next 6 months? BANNED"

Once I threw literally 3 smoke bombs and people were trying to ban me from the server. I am a baron and a knight, spent over $200 for this, almost banned from one of my only 2 active servers for something so trivial lol

The reason people use the servers provided by the community instead of the officials is because there are usually admins available, and they don't have to deal with that crap without the ability to votekick. You're free to try to populate another server, create your own, etc. But if you don't follow the (arbitrary as hell) rules/will of the community, then that's on you. No one cares that you spent money, cause we all did.

Custom game modes used to happen more often, and typically only happen when starting with a small group first. For instance, last night, I think, we got an entire server to play with 50FoV. It was horrible but fun for a few rounds. These are impromptu and best left that way, cause they get boring pretty quick.

301 875
  • 23 Apr '18
 Naleaus

Combat looks terrible currently, need to wait and see if that gets any better. Not interested till then.

301 875
  • 22 Apr '18
 Naleaus

@ÐMontyleGueux said:

@Naleaus said:
There was never any attempt to make active parry visually identifiable. No animations or sounds to signify it was active, or give an idea of the size of the parry. I'm not saying that active parry was the best or will be better than trading (which is kind of useless against good players), but it could have been improved and made more intuitive in lots of ways, none of which were tested or as far as I know acknowledged.

It was just annoying to get "magically parried" by an attack. And again, you can learn to recognise an invisible parry, but beginners will still be pissed of by the concept itself of having to learn the timing of an invisible parry.

Afaik there wasn't any good idea to make an active parry identifiable without looking or sounding arcady.The only thing I can think of is a different grunt sound that last during the entire active parry, kind of like the vanguard charge in chivalry. Could work in theory, but it would be fucking annoying.

Different sparks animations active during the window, repurposed wind animation thing on swings (whatever that animation is called, the movement trail of your weapon, I can't remember) to designate size, different/louder version of the grinding sound during the window, grunts, etc. Those are all in the game and in use already so the arcady excuse isn't really viable.

Advanced crosshair could show the active window, something similar to tracers you could toggle on to see the size for practicing, like you can with tracers.
These were all suggested, and I'm sure more could be thought of pretty easily.

301 875
  • 22 Apr '18
 Naleaus

There was never any attempt to make active parry visually identifiable. No animations or sounds to signify it was active, or give an idea of the size of the parry. I'm not saying that active parry was the best or will be better than trading (which is kind of useless against good players), but it could have been improved and made more intuitive in lots of ways, none of which were tested or as far as I know acknowledged.

301 875
  • 13 Apr '18
 Naleaus

I regret teaching him that.

301 875
  • 6 Apr '18
 Naleaus

@2cool2care said:

@Edd said:
There's a bug/glitch going around that allows a person to jump and kick at the same time, whilst moving forwards (do a jumping kick).

Start a hit, jump, morph the hit into a kick. It's a very useless 'exploit' anyway..

Nah, start an attack, combo into kick while running and jumping, shoot forward cause of momentum changes. If you land your first hit and combo into it right, you can land a kick while they're still flinched. Not worth it usually cause of the difficulty, but it's fun.

301 875
  • 6 Apr '18
 Naleaus

@Bodkin said:
Auto ftp is pretty essential for noobs to understand the game and not get turned off because of "hackers" you can't kill when they miss.

I'm fine with autoparry cause I'm lazy now, but this part is wrong. It's essential because it's easier for new players and sets everyone at an even playing field. It actually makes new players understand the game less though. They have no idea that the attack is being feinted then instantly parried.

This won't matter to start with, but as they get to higher skill levels, they won't understand to manually feint so they can delay a parry to avoid an easy punish. They also won't understand why they have to combo to parry again.

Need a good tutorial and for it all to be optional.

301 875
  • 30 Mar '18
 Naleaus

@Peacerer said:
How the hell can any sane person justify shield's collision is narrower than weapons'?!?

Because a held block that makes the defender immune to almost all offensive abilities is not fun to play against or skillful to use when there is little chance of striking around it. And one handed weapons are not weak or a real detriment in anyway besides range. So sure they may have gone a bit too far, but now they can dial it back and try to strike a balance. Or modify the mechanics because it's still not all that fun to use a shield.

301 875
  • 1
  • 30 Mar '18
 Naleaus

@RingMaster said:
If the game is super duper hard for casual players and heck, even semi casual players (like myself and many others) then the game goes down the shitter because it's losing most of it's players (the casual players). But without a solid and juicy competitive side and a nice, tall skill ladder, what's the point of playing the game? You're not getting better because of the small skill ladder and the game would get boring and uninteresting fast, and so, the game goes down the shitter. Look at pretty much any popular competitive game right now, CSGO for example is MASSIVE because it's super casual friendly while also having an insanely high skill ladder and smooth skill gap. That's what we should try and make Mordhau to be, if Mordhau can be designed well enough to get even half of that perfect balance CSGO has, the game will be the new PUBG, but unfortunately that's gonna be difficult because of how different this game is.

I'm gonna be frank now too, after reading your posts and opinions on this topic, if you had your way and you decided how the game turns out, the game would die incredibly fast and would eventually dwindle to the playercount it has now (with probably the exact same players too). Like i said about the balance between casual and comeptitive, you have to consider both because without one, the other goes down.

How much of the problem are the mechanics and how much is having to play with the people that have put time in and know how to use them? If a few new players to the genre picked up the game and only played against themselves, would the learning curve required be less harsh, and would they have fun with "silly melee game"?

To put it another way, if a super casual CS:GO player was put up against top comp players, do you think they'd play for very long? That's the situation we're in with the Alpha at the moment. If you're going to use another game as an example, think of them in the same situation, as you can't compare them in their current state.

301 875
  • 29 Mar '18
 Naleaus

@yourcrippledson said:

@Naleaus

"Another big problem from the current initial feint windows is very late feint to parries, which means theres no commitment to attacks and you cant use good timing to simply get a hit in." -crushed said dis above. Was wondering what your opinion is on it. I personally wish there was at least a slightly larger window for punishing misses. But have no idea what domino effects it could potentially set in motion, ruining everything... heh

Would be fine to test, don't think it'll cause a lot of issues if it's not a major nerf. I think the other problem is fast combo times on quite a few weapons. If an attack is choreographed enough to properly time a punish it's not a big deal, but if they're attacking close to you, it's very easy to miss on purpose to keep you on the defensive. You can go for a chamber, kick or punish, but it's a gamble because of how easy it is to drag something into the legs. Plus they can usually get a CFTP off instead of a late FTP. Don't know, need to play around with timings some.

301 875
  • 1
  • 29 Mar '18
 Naleaus

@DarkTiti said:

@Naleaus said:

@DarkTiti said:
Finally, saying that defence would be harder because there would be no way to do feint to parry is not a good argument: ftp is a difficult technique which new players are unable to perform anyway. And even if they could, would it be so bad not to have ftp? Not everyone is a fan of not being able to punish people who miss their attack.

Not going over the other stuff, someone else can, but the defense thing. How is a FTP hard? They've made it a single button press. It's as easy as trying to parry during your attack. CFTP is simple too, doesn't take much to explain it. Also, you can punish a ftp. It's called feint them. Or morph. Or drag. Or stam them out.

And yet, at least in Chivarly, playing with average folks like me, I can tell you I very rarely saw ftp. I even thought my opponent was outright cheating when it first happened to me. Also, you can't expect newbies to know all the mechanics of the game. This stuff is not explained anywhere. If I had not spent time on the Internet to understand those things, I'd have never known this. Can you even fathom that some people find dragging complicated at first? Not everyone is good and understands stuff from the get go.

Chivalry didn't have one button FTP by default, so I'm not sure why you're comparing the two. You're also comparing a game that's been out years now for one in alpha. However, a tutorial is planned for release, but in the meantime, there's a beginners video linked on main screen when you start up the game. We're not expecting people to know stuff immediately, but if they're given the tools to learn, ignore them, then complain, the problem is with them, not necessarily the game.

301 875
  • 29 Mar '18
 Naleaus

@DarkTiti said:
Finally, saying that defence would be harder because there would be no way to do feint to parry is not a good argument: ftp is a difficult technique which new players are unable to perform anyway. And even if they could, would it be so bad not to have ftp? Not everyone is a fan of not being able to punish people who miss their attack.

Not going over the other stuff, someone else can, but the defense thing. How is a FTP hard? They've made it a single button press. It's as easy as trying to parry during your attack. CFTP is simple too, doesn't take much to explain it. Also, you can punish a ftp. It's called feint them. Or morph. Or drag. Or stam them out.

301 875
  • 1
  • 29 Mar '18
 Naleaus

@DarkTiti said:
Having free-feint servers hurts nobody, apart from the devs admittedly because they would have to provide it. I can't see how that would be a bad implementation to give the possibility to get rid of it if some people really can't bear them. All I said was that it could be worth testing.

No feints means a few things. First, no feint to parry or combo feint to parry. So defense is even more limited, which has the effect of making people use light armor and run around kiting, which looks dumb now, but would be more stupid if everyone did it.
Team hits are worse as you can't cancel to prevent smacking them.
Instead of feints, people will just use morphs, mixed with drags and the most disgusting body feints possible to get around parties or make people panic.
With the current timings of the game, it would literally turn into a back and forth of ripostes or gambled chambers. Want to not riposte? Grats, no initiative for you.
Lastly, you create a separate playerbase and legitimatize their idea that feinting is evil. They'll never try to use or learn to counter them, and will attack anyone that does. This is not a good thing.

All of this happened in Chivalry when people decided not to feint, and it made the playerbase shit and focused on finding the most offensive drags possible. They also had a no feint mod at one point, which removed FTP/CFTP like I stated. No one played it because it was shit. It's a bad idea, they can buy their own servers and do it, but official ones? No.