Mordhau
 Ruby Rhoderick
Duke
  • Likes received 964
  • Date joined 9 Mar '17
  • Last seen 10h

Private Message

Duke 340 964

Rest assured - the last one will be submitted. c:

Duke 340 964

@Stouty said:
the microstutters are my biggest gripe with the game currently, everything else feels so smooth

Are you playing in borderless full screen?

Duke 340 964

I think the progression system could use some tweaks, but overall, I really like how they've locked the lavish armor and weapon cosmetics behind level / gold requirements. You should have to earn the right to wear the better looking gear.

Duke 340 964
  • 27 Aug '18
 Ruby Rhoderick

I think the amount of content in this update was more than adequate. Sure, having frontlines too would have been nice, but for now, a populated server of TDM is quite fun.

Duke 340 964
  • 28 Jul '18
 Ruby Rhoderick

Awesome! Thanks to all those who took the time to put this blog together. I consider myself fairly active in the community and I didn't even know about half the information above.

Duke 340 964
  • 22 Apr '18
 Ruby Rhoderick

@marox said:

@AngelEyes said:
the problem is that in most cases at least in my gaming experience auto sprint automatically disables when you release W at any time. It feels very weird and not natural in Mordhau.

Will work like that in next patch, thanks!

Thaaaank you! Best devs evah.

Duke 340 964
  • 21 Apr '18
 Ruby Rhoderick

Still having some issues with phantom attacks. Here's an example:

Duke 340 964
  • 30 Mar '18
 Ruby Rhoderick

Bumping this one instead of creating a new thread.

I still think changes need to be made to toggle sprint. I much prefer to use toggle sprint over holding the shift key, but I think it could be improved. At the very least, I think there needs to be an indicator as to when the toggle sprint is active. Though I do think Chivalry did it better: sprint should remain active as long as W is held, once it's released the toggle sprint should deactivate. As it is now, it's easy to forget whether or not your next movement will be sprinting or walking.

Duke 340 964
  • 27 Mar '18
 Ruby Rhoderick

Overall, I've been having a lot of fun with this patch and I think that most of what was changed/implemented benefits the game, but I do think there are issues that need to be addressed.

First, thank you so much for adding a queue to join full servers, not that it was an issue with the low player count, but it'll be nice to have when the game releases.

I'm enjoying the changes to blunt weapons, I applaud the developers for going against the majority and experimenting with new mechanics. This is one of those instances where something in idea may sound terrible, but once implemented is surprisingly good for the game. It helps to differentiate the weapons and make blunt weapons feel unique.

That said, I'm not entirely a fan of the changes to HTK with a lot of the weapons. It makes them all feel more alike and often I find it difficult to justify the more expensive weapons when I could go LS and deal nearly just as much damage. Sure, if we compare the GS to the LS, it does have better reach, but it's negligible.

I do not like how extreme some of the accels are right now. They were bad before and now I think they're worse. I feel like I'm playing a reaction simulator rather than a game about skill. I feel like I cheated my opponent when I accel my attacks, sometimes there's just no time for them to react.

Probably one of the most infuriating mechanics of the game right now though is the ability to disengage and run to avoid attacks. I know you all have a hard-on for dodging attacks, but if you make a mistake and throw out a mistimed parry, you absolutely should not be able to just run away to avoid the mistake. Yes, allow us to bend, twist, or duck our bodies to avoid attacks, but it looks ridiculous when you can just run away from your mistakes.

One more thing: when vision is obscured by smoke, remove the nametags from appearing at the bottom of the screen. Otherwise, you’ll have players that just spin around in the smoke until an enemy nametag appears, track it, and be able to attack out of the smoke. It’s more effective than you’d think.

Duke 340 964
  • 1
  • 13 Feb '18
 Ruby Rhoderick

@TheKingInTheNorth said:
Been playing all day, here's my thoughts.

  • Combat system is awesome. Finds a good balance between real HEMA moves and solid gameplay, better than Mordhau I would say if you're going for realism. Mordhau's system is better for multiplayer though and much more fluid.

  • Historical accuracy is mindblowing. Something as simple as walking through a medieval town feels impressive.

  • Story so far is kind of cliche (for the protagonist at least, can hardly call the actual historical events cliche) but enjoyable.

  • Graphics are great. Optimisation could be better though. Still can't complain at 1080p 60fps (MED-HIGH settings) on an old i5 and 970 combo.

I was worried about this game since it's one of the few games I backed the kickstarter for (mordhau being another obviously), and the beta was buggy and unoptimised as fuck, but so far I'm very pleasantly surprised.

And now I'm gonna play some more :)

P.S. if you wanted to play this for the combat system, you're doing it wrong. It's just a tiny part of the game. Game is more of a true RPG, where combat isn't supposed to be the focus, but rather the story and player progression. You can't 1v5 ez in this game like in some others. Combat is a last resort. But that's not to say the combat is bad, I quite like it.

And honestly, if you watch a mordhau duel and tell me that looks better/more realistic than this, you're fucking delusional tbh.

Thanks for your thoughts! I’ll definitely be keeping an eye on the game, might wait until it goes on sale though.

Duke 340 964
  • 13 Feb '18
 Ruby Rhoderick

Now that this title has released, has anyone purchased it? I'm curious to know what you think. From what I've heard, it's a mess of bugs and is poorly optimized. I haven't played it, but the combat looks dull. I'd love to be proven wrong though.

Duke 340 964
  • 12 Feb '18
 Ruby Rhoderick

Lord Girth of Dickenshire

Duke 340 964
  • 4 Feb '18
 Ruby Rhoderick

@Rattsknecht said:
not submitting yet, gotta fix some shit

ratinahat.png
3d990f6c7dd99dc37da4471f9881273f-jpg.jpg

Woah! Love it. I have no idea what I want my emblem to look like, but once I figure it out, would you create mine for $$$?

Duke 340 964
  • 2 Feb '18
 Ruby Rhoderick

@AFluffyKnight said:
I have an issue with some of the recovery animations of certain actions, but making everything perfectly readable is a surefire way to make this game boring as fuck.

Competition kinda thrives on the fact that no one is perfect.

I couldn't disagree more. Implementing readable animations won't create a boring game. Sure, losing a fight is often the result of making a mistake, but that shouldn't be due to inconsistent, and frankly, poorly designed animations. If the animations are perfected, there will still be the need to read your opponent's moves. Just because you think you've adapted to the current state of the game, doesn't mean there shouldn't be an attempt to make it better.

Duke 340 964
  • 2 Feb '18
 Ruby Rhoderick

Great post and welcome to the forums! Others will state that this topic has been brought up several times before, but it needs to be said again and again until this is corrected. I believe that this is a core issue with Mordhau currently; though I do think it can be fixed. Whether that be changes to the animations, an increased turn cap, or another solution we haven't thought of, this needs to be addressed.

Duke 340 964
  • 1 Feb '18
 Ruby Rhoderick

Keybinds are more than likely superior, yes; but I'd argue that it doesn't make that significant of a difference. Not enough of a difference to warrant removing one or the other, at least.

I do think that the 240 system needs work however. For the most part, my strikes come from the direction I intended, but there are instances where it doesn't read my inputs accurately. I would love to see a HUD element added that displays the direction my next attack will come from.

Ultimately, if you believe that keybinds are superior, then use those. That said, I think you're then missing out on how satisfying and fluid the 240 system feels. To me, that's more important than having a slight advantage.

Duke 340 964
  • 31 Jan '18
 Ruby Rhoderick

@Stumpy said:
Btw i have some statistics.

4375 Backers
75 Backers - Duke
24 Backers - King
1 Backers - God Emperor

100 Royal helmets in Circulation, That is 2% of population has a Royal Helmet.

Chivalry got 5,743,810 Owners.
92,311 different players last two weeks.

Mordhau WILL eventually have more than 6 million sales, but lets take 6 mill as a standpoint.
100 Backers out of 6,000,000 is 0.00166%

People will literally, never fucking see this helmet. And when they do see it, we will all be hailed as gods and kings by the filthy peasants.
btw anyone seen our emperor play yet? i havent, and neither have i seen him on forums.

The rarity of these cosmetics is a large reason why I went for the Duke tier; and they look incredible, of course.

Duke 340 964
Duke 340 964
  • 29 Jan '18
 Ruby Rhoderick

Thank you for releasing the backer cosmetics! They look incredible - money well spent. I'm glad you all let in the beta backers too, they've been waiting awhile and it's great to have new blood in the game.

Duke 340 964
  • 25 Jan '18
 Ruby Rhoderick

I agree that chambers need work. It doesn't sit quite right with me that such a high-risk move have such little return. Sure, it costs no stamina if performed successfully and it could catch your opponent by surprise, but lets be honest, chambers are normally easy to defend against. The return is simply not worth the risk.

Overheads and underhands are unnecessarily difficult to chamber. This needs to change. Perhaps make the chamber angle more forgiving from attacks above and below.

As for baiting chamber attempts with a feint to accel'd attack; I think the ability to do this greatly reduces the skill ceiling. Chambers SHOULD counter feints and morphs SHOULD counter chambers.

I think chambers can be fixed and I don't think that means there needs to be drastic changes. When chambers work, they're one of the most satisfying moves to perform. If they remain unchanged, I believe they'll be reserved solely for showing off and conserving stamina as a last ditch attempt.