Mordhau
 esturias
  • Likes received 1292
  • Date joined 24 May '19
  • Last seen 15 May

Private Message

1697 1292
  • 1 Nov '19
 esturias

I tried to build my own PC once, based on a layout from some people on a forum, but had to admit soon that I basically had no idea what I was doing... and that those forum people weren't as qualified as I thought, either.
Had to contact a computer shop right before Christmas. Was quite expensive, so, at the end, I was just a little below the cost of a pre-built one...

1697 1292
  • 31 Oct '19
 esturias

(Just in case someone reads this and really thinks "Why don't those idiots help?"
That guy came here with nothing but a screenshot of that window, which is 100% useless. Absolutely no text at all, no problem description, explanation, PC details, nothing. Common sense says that that's a tiny bit stupid. Almost as much as calling random and completely unknown people "brothers".)

1697 1292
  • 31 Oct '19
 esturias

Can confirm that. Happens in the siege tower and the castle towers, too. Only noticed it happening on the floors, though.

1697 1292
  • 2
  • 30 Oct '19
 esturias

Random finding on Grad, castle:
In front of the castle, next to the gate, we have both a collapsable tree and a collapsable ladder. They are intersecting when coming up and in general very close together. There is nothing buggy happening or anything, but it looks really stupid.

And now this is something I'm really not sure about, since my internet is potato in general:
Did the patch break the hitregistration or similar a bit? So many weird things going on, getting reports about it from other players, too. Starting from stabs hitting teammates next to me, over really nasty kill/hit delays of 2+ seconds, up to random teamkills even though I barely joined the match. And the old missing hit/parry (even multiple ones in a row) of course, but that's still mostly the fault of my internet.
Anyway, didn't notice that new stuff before...

edit: BIGGER BUG!
In the last match, a noble somehow survived the noble stage of the Invasion mode. Was immortal then. We won just a minute later, though...

Another edit: Damn... so many dumb rage kids playing the game again. There finally needs something to be done. Some BASIC things...

1697 1292
  • 30 Oct '19
 esturias

@LuxCandidus said:
Like I have said before, with a team of this size - and decentralised as well - the largest test they could do is a 4v3 or maybe even a 4v4 if they schedules happen to align ideally. I think problems related to map balance and the like only become evident in large scale battles, like the ones the maps were designed for.

Sorry, but you don't need a fully scaled test to realize the bigger issues. The smaller ones and random bugs - nobody cares. Players like me even have fun finding those and I see that to be a part of a player's duty. But the bigger ones, like the mortar making the match entirely unplayable and the general balance (for Frontline at least) being horrible in general - that's something you should see without any players on the map.

1697 1292
  • 1
  • 30 Oct '19
 esturias

You have to click "Close program".
I hope that helps and makes the window go away.

1697 1292
  • 29 Oct '19
 esturias

Yupp. That's so that the mortar user has enough time to shoot the enemy coming for him.

And since we're at it:

  • The ramp of the siege tower: Saw two players being stuck between the ramp and the battlements for a short while.
  • Tower windows: You don't get stuck, but when you try to climb into the towerwindows where you can attach the ladders to, you glitch into the wall. Looks weird. The windows should be larger.
  • Siege tower staircase: Many floating players there, lots of weird glitching around. Those need some fixing.
1697 1292
  • 29 Oct '19
 esturias

@LuxCandidus said:
A few minutes before you made that post, a hotfix went up that temporarily removes the mortar until a better placement can be figured out.

That's good to hear. One big problem less. And they can leave it wherever it is now, no need to bring that nonsense back unless it gets redesigned.
But now I really have to assume that the full release of content in this game also counts as the first testing?

1697 1292
  • 1
  • 29 Oct '19
 esturias

@The Bird said:
The Bird declares this map to be balanced.

The bird should stop pekking that hard, because the bird is horribly wrong. Once again.

Played a few more matches after having some delicious lunch and came to the conclusion that the devs should take out Frontline for that map. In case of Frontline, this is by far the worst and most unbalanced map we currently have. No idea why they just copied the Invasion "siege" for that mode instead of having Frontline take place just inside the walls...
Invasion is kinda ok'ish. It just suffers from the general problems of the Invasion mode. The hype will die off soon...

The "gimmics" (stones, pots of stones) are completely useless. The new ladders are a nice feature, but they should change the way to get them down again, because you often end up jumping onto the ladder rather than getting it down. Give them some health and let them collapse when "dead" of let them go down by kicking them.

1697 1292
  • 29 Oct '19
 esturias

@Soulcatcher said:
The best map so far. [...] A+ good job
Can't really comment on balance

That's quite the contradiction. How can you judge the map that highly already when you can't comment on one of the most important (THE most important?) parts yet?

1697 1292
  • 2
  • 28 Oct '19
 esturias

First feedback about Feitoria (both Frontline and Invasion):
Really nice looking map, but maybe a bit too clustered/complex. Too many tiny spaces with lots of pathes while there aren't any wider, assessable and clear spaces that allow a bit more tactical approach. (I don't say that only because I play mostly archer due to my potato internet...).
About the balancing - well, still not entirely sure. But the Frontline mode seems to be extremely biased in favor of blue (after all, red has to climb up to the second flag all that way) and the Invasion gamemode... well. Attackers still always win that, except blue uses the lowest and most boring tactics available.

Some random things:

  • Sometimes when just watching after death, I only see the symbol of one single flag on the screen. The one that the teams fight for. Is that always the case? Not sure right now...
  • That siege tower part is fun, but I've seen some really weird things happening while it moves. The stab of a mate hitting another mate, even though he stood right next to him. Something like that. Lag, I guess...
  • Throwable rocks: Rather buggy when you want to throw them a little left or right through the battlements. They get eaten by the wall's hitbox. Maybe the rock's hitbox should be very small for the first meter and then switch to the actual size? Also, you can't throw them straight down the wall. Aaaand they fall down like feathers.
    Nice gimmic and I even managed to kill someone with it, but pretty much completely useless right now. Similar to the fellable trees on Taiga - nice idea, but execution... not so much.
  • If you hit the battlements/walls with your weapon (noticed it while using my fists), they make a metal sound.
  • If you climb on some of the sloped battlements, you fall down right away. On some roofs, you also fall down. On other you don't fall.
  • That mortar. Yeah. Catapult and mortar still need a redesign in general, because that instakill AoE spam is nonsense, but the mortar on that map is really annoying and badly placed. It can't see any of the spots it can shoot at and when you have to defend the civilians in Invasion, you have no chance to fight it back and it - once again - can hit near the spawn area of the blue team. Bonuspoints for being in the crossfire of the enemy mortar and the friendly catapult a lot of times, especially when fighting for the highest flag. Lots of teamkills from both mortar and catapult. VERY annoying.
  • Defending the last surviving civilian is the same clusterhugging experience as it was with the king on Grad.
  • That map shows once again that the game needs a better interface with some few simple directional markers. It can get pretty confusing...
  • If I got that right, that one spawnpoint of blue (when defending the three special players in the Invasion mode) seems to be quite an issue when those players decide to camp. The defenders will be right in the action with red having little chances to keep the pressure. Red still wins, but... anyway.

Conclusion after three more completely boring and onesided matches:
Ugh... well. I really don't want to be the partypooper again, but even though the map looks nice and all - I don't like it. Too much chaos, too much imbalance.
Like I said earlier, a new map won't fix the other problems of the game, but those problems will have an influence on that poor new map. And if that map already isn't that good...

A general comment on mapdesign, because that seems to be a common thing now: Do the maps somehow get tested? I mean... the overall idea of a map? I'm not entirely sure with the details, but the direction of my conclusion about imbalances and stuff seems to be right. And I got that after just a single match.
And something that already annoyed me on Grad: If there is a huge and awesome castle... why do you turn it into a swiss cheese with 3765 different and mostly very simple entrances instead of just a few ones that the teams will battle for? On Grad there is a door with a mechanic, there is a drawbridge-like thingy in the underground... why not turn gimmics like that in actual important features and parts of the map? I still don't get that...

1697 1292
  • 28 Oct '19
 esturias

@oHearty said:
If you check forum branch for patch 12, 50% of ppl were like - to hell with this game, i hate devs, I'm leaving, they lost it.

Pretty sure most of them are playing the patchy, like nothing happened.
And getting back to complaining in two weeks.

Just ignore the ones who rage like dumb kids and insult the devs or do other childish nonsense. Devs will ignore them anyway, be it in this game or any other one.
But the other players who provided (mostly negative) feedback all had multiple valid points. I complained a lot, too. And I will later play and test the game, too. And when I end my session, I might have a few things less to complain about and I will be glad about that, but that one patch won't change much about the overall state of the game.
If the patch turns out to be worth the hype - good. Congratulations to the devs. If the devs will then continue with the same quality (and maybe even a little faster) - even better! But for now the game is still at its miserable half-dead state and it will take more than one borderline good patch to change that.

So, all we can (still) do is stay and hope. And keep providing feedback, even if noone seems to care.

1697 1292
  • 28 Oct '19
 esturias

Nice to see some lifesigns. Can't comment on the changes/additions yet, sooo:

we’re adapting Mountain Peak for Invasion

You should first decide about what that gamemode is actually supposed to be and flesh it out as a concept. The half baked clusterhugging nonsense we have right now isn't very motivating.
You wrote that the new map will have all kinds of new features - take ideas like that as a first step to make Invasion a new gamemode that is worth its name!

1697 1292
  • 28 Oct '19
 esturias

@RipVanDam said:
Has this happened to anyone else?

Judging by the 2974 already existing threads about it... yes.

1697 1292
  • 27 Oct '19
 esturias

But if you're asking my opinion, I disagree with them. I think they are wrong.

Why? Take the most common complaints and tell me why the complaints are wrong.

If I missed any, read our previous exchanges. Everything you asked I have already answered directly to you before.

I don't remember that you were giving actual answers... or talking much sense regarding these things.

1697 1292
  • 26 Oct '19
 esturias

I'm a speedreader, if I only glance at chat i instantly read it. If it's full of complaints it's kind of a bummer. That's why I care.

The chat? Full of complaints? I've rarely seen that. Toxicity and other nonsense on the other hand...

Bonus question: it's their opinion, it's subjective.

You are evading the question.
What is your subjective opinion on people's subjective complaints?

Discord feedback channel.

That's a third party app. What about this community forum?

Less broken animations, no exploity moves like reverse overheads and shit, more depth to combat thanks to chambers and morphs, better body dodging and footworking.

That's one part of one aspect of the game. What about the rest, especially the stuff that is the subject of most complaints?

I've been over the caring part with you before, if you still don't understand then you're never going to.

Understand what exactly?

1697 1292
  • 26 Oct '19
 esturias

I just find it annoying when people complain all the time while I'm trying to relax and unwind.

Again: Why do you care about them? Why do you read their complaints?
Big bonusquestion: Are they wrong?

Okay, so complain to the devs instead of everyone else.

People offer their feedback and complaints here on the forum, which is supposed to be the meetingplace of the community. The devs don't care about any of that, or at least show ZERO communication with their playerbase.
But if you can somehow change that, feel free to do that!

A better, more enjoyable version of Chivalry with devs that actually care about maintaining and fixing the game, albeit slowly.

And now again without the rosetinted glasses? What does "better" mean?
How exactly did you end up with the "caring" part? What do you base that on?

1697 1292
  • 26 Oct '19
 esturias

@TheKingInTheNorth said:
I did, it means exactly what I thought it means.

Then you used it in a rather wrong or at least very generalised way.

1697 1292
  • 26 Oct '19
 esturias

@TheKingInTheNorth said:
After the people who constantly complain are gone, it will be like Chivalry's community; a dedicated player base that appreciates the game, including its flaws, for what it is. I can't wait to be honest.

Yes, the people complaining are totally the bad guys. Why do you care about them and what bad influence do they have on the game?
And what exactly would change when those would leave? I mean... apart of only being able to play on an almost filled server with low ping on Sunday afternoon.

I don't know how often I explained that by now, but... the people who "constantly complain" still do that because they appreciate the game, because they like it and because they want to see it improving.
Otherwise they would simply leave and play something else. That should be pretty easy to understand.

And about that "appreciate the game for what it is"-part: Would you mind telling us your version of that? What is it?

1697 1292
  • 26 Oct '19
 esturias

@TheKingInTheNorth said:
Nobody likes a negative nancy, Mike.

You should google what that actually means...