Mordhau
 LetsFightíngLöve
  • Likes received 117
  • Date joined 18 Jun
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I will acquiescence to your demands if you cut your nails first.

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I refused to play until new content was actually implemented because I was so put off by camp invasion mode. Someone said theres an npc.controlled black knight at the end of Feitoria on invasion mode so I assumed that the boss spawns were still ai controlled.

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If not does anyone know when we can expect to see the official modding SDK on the timeline of development which will allow us to do this?

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Grad, Mountain Peak and Feitoria could use a last objective for defenders to defend a player who spawns as King/Commander in the throne room if they have the highest amount of kills on the defending team when attackers reach the last objective.

Change the field commander to a playable field commander on Grad during the last objective.

Add a throne room after attackers breach the castle door walls on Mountain Peak and on Feitoria along with an objective to defend/attack the player controlled king/commander. This one feature is my most highly requested feature on at least one or two maps such as Castello and Feitoria, as well as multiple seige towers on Castello.

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Grad, Mountain Peak and Feitoria could use a last objective for defenders to defend a player who spawns as King/Commander in the throne room if they have the highest amount of kills on the defending team when attackers reach the last objective.

Change the field commander to a playable field commander on Grad during the last objective.

Add a throne room after attackers breach the castle door walls on Mountain Peak and on Feitoria along with an objective to defend/attack the player controlled king/commander. This one feature is my most highly requested feature on at least one or two maps such as Castello and Feitoria, as well as multiple seige towers on Castello.

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@Digganob said:
I bet you think you look foolish now kiddo. (https://mordhau.com/forum/topic/20215/patch-13-released-feitoria/)

The complaint was directed towards the general lack of substantial content updates for 5 months, considering the funds which the developers received - hiring new map creators was not out of question for them.

There have been many maps created by the community made singlehandedly by individual developers in that time, but Triternion really did pull it off. I did say in my second post that this had better be the best medieval map ever created considering the underlying mechanics of invasion mode had been released, the 5 month wait and the fact they were planned for release one at a time.

And it damn well should be, it pretty much is - there could be a few more new sounds and there should be a last objective on mountain peak, Grad and Feitoria where the defebding players defend a player king or commander in a throne room - but besides those two small criticisms which can be added or fixed later Triternion really achieved something commendable and massive.

It's not even about entitlement towards content, the concern is about the perceived lack of interest from the devs in releasing content. Balancing does not count as content and the lack of content drives players away from the game. There was 1/20th (3k concurrent vs 60k) the players playing before the update compared to at release. As much as I hope that this content release brings back players, I don't want to see the game die and I hope the devs realise the need for monthly or bimonthly content updates, map extensions or cosmetics instead of nothing and no news. Its unhealthy for the longevity of the community.

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@Jax said:
Patch with Feitoria is soon. I'd love to give a timeframe but it's not something that we can know until a few days in advance really. We aren't taking the money and running, we're in this for the long haul.

Feitoria will come before Castello, as they're at different stages of production. Other unannounced maps are also in the works but heavily WIP at this stage as well

I don't understand how it can take so long to even release one of the maps if they are going to be released seperately, when you still have a team of at least a few or several developers making assets for them and when modders have singlehandedly made plenty of highly detailed maps an even released an unnofficial modding SDK already.

These better be the best maps ever made in a medieval game considering the underlying mechanics of invasion mode have already been implemented (and theres sadly nothing really special or unique to say about the mechanics), otherwise Triternion really needs to get better map developers.

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It's beyond a joke anymore .

Chivalry 2 will be released before Feintoria will be released at this rate.

Pretty fucking clear to me that instead of working on their game and reinvesting funds back into the company to hire additional asset creators and map makers, triternion does not give a fuck and would rather piss away their money on coke and hooker binges which last months on end.

Like your stupid and terrible excuse of "we don't have enough staff members to produce content any faster because we're an indie company!" just doesnt wash anymore considering the 20 million+ which Triternion easilly got from this game. Even TornBanner (a team of modders in the beginning) knuckled down, bought a studio and hired many more developers after Chivalry Medieval Warefares release and popular reception.

Absolutely disgraceful piss poor effort Triternion, as was your piss poor effort at "invasion mode" a glorified and repackaged frontline game mode with very miniscule and negligible differences, and I think I speak on behalf of most of the community when I say we've given you plenty of time to fix your game, but you ended up killing it due to your neglect at releasing actual content for the game which drove over 90% of the initial community at release, away from the game.

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Triternino u have 48 hours before I start wiping on my and eating my own shait. How u like thait? Biggity basebaul bat

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@Shitscrubber64 said:
On Crossroads just spawn the top-ranking player as a pre-patch 9 horse rider. Should be more than enough of a challenge.

On a more serious note, why? Why would you want the same objective in every single Invasion map? Killing the helpless royal family in Dark Forest, destroying the enemies' battleships with their own ballistae in Hillside, freeing Malric in Irilla, invading the citadel in Cove... all really good final objectives in Chivalry. A lot of custom maps pulled the king-objective card because they couldn't come up with something original.

Because a map redesign wouldn't be neccessary.

I totally agree with you with regard to newer maps though, I'd love to see other objectives involving seige weapons and ships.

Freeing Malric from the dungeon laden with traps was also probably one of the best story and map design choices in Chivalry, and it goes to show how designing a map with a story in mind can really bring out the best of a map design.

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Unreal Engine's 4.23 update made destructable castles and seiges even more of a possibility in the future.

I'd love to see these features implemented in maps with a Castle Seige mode in the future, where castle walls may be breached and destroyed with seige towers,
battering rams, catapults and trebuchets, as well as a king the enemy team must reach and capture or kill.

The beauty of this would be the map and castle destruction would be dynamic and different each time. Every time you play the game you could have a different experience seiging the castle by breaching a different area.

Link for update highlighting destructable environments with unreal engine 4.23

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Unreal Engine's 4.23 update made destructable castles and seiges even more of a possibility in the future.

I'd love to see these features implemented in maps with a Castle Seige mode in the future, where castle walls may be breached and destroyed with seige towers,
battering rams, catapults and trebuchets, as well as a king the enemy team must reach and capture or kill.

The beauty of this would be the map and castle destruction would be dynamic and different each time. Every time you play the game you could have a different experience seiging the castle by breaching a different area.

Link for update highlighting destructable environments with unreal engine 4.23

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The last objective in Invasion mode on Grad is great, but it would be great to have every existing map have a king or a field commander as there is in Grad.

I suggest expanding Mountain Peaks map into the castle, and put a player king behind the last objective for the defending red team. Either just allow blue to build ramps up into reds castle, and have the last objective to defend the king occur in reds spawn room, or expand the map to have a throne room behind reds spawn room once the doors to it are breached.

Taiga can receive the same treatment for the defending red team, but instead make it a field commander, no map expansion required.

Camp can also have a field commander in the defending blue teams base, no map expansion required.

This way we have two maps with kings, two with field commanders, for both the red and blue teams.

Crossroads could even see the addition of two field commanders and no middle structure as the original crossroads map used to be in beta, with the objective for both teams being defend your teams field commander and kill the opponents field commander. No respawn timers.
I believe these additions to invasion mode on the crossroads map would encourage large scale group play and strategy on the map.

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The last objective in Invasion mode on Grad is great, but it would be great to have all existing maps have a king or a field commander as there is in Grad.

I suggest expanding Mountain Peaks map into the castle, and put a player king behind the last objective for the defending red team. Either just allow blue to build ramps up into reds castle, and have the last objective to defend the king occur in reds spawn room, or expand the map to have a throne room behind reds spawn room once the doors to it are breached.

Taiga can receive the same treatment for the defending red team, but instead make it a field commander, no map expansion required.

Camp can also have a field commander in the defending blue teams base, no map expansion required.

This way we have two maps with kings, two with field commanders, for both the red and blue teams.

Crossroads could even see the addition of two field commanders and no middle structure as the original crossroads map used to be in beta, with the objective for both teams being defend your teams field commander and kill the opponents field commander. No respawn timers.
I believe these additions to invasion mode on the crossroads map would encourage large scale group play and strategy.

No map redesigns would be required to implement these additions to the existing maps.

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In my opinion its not invasion mode in a medieval setting unless a king is involved in every map.

Expand Mountain Peaks map into the castle, and put a player king behind the last objective for the defending red team. Either just allow blue to build ramps up into reds castle, and have the last objective to defend the king occur in reds spawn room, or expand the map to have a throne room behind reds spawn room once the doors to it are breached.

Taiga can receive the same treatment for the defending red team, but instead make it a field commander, no map expansion required.

Camp can also have a field commander in the defending blue teams base, no map expansion required.

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@ToLazy4Name said:
Your post has no use, you're just mad

Its just not on

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@ToLazy4Name said:
Your post has no use, you're just mad
Its just not on

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@MrGhostTheFlyingFlail said:
The problem with invasion is that there is no map specifically designed for that mode. All of the other maps were either designed with frontline or free for all prior to its expansion to accommodate frontline like grad or duel camp.

its just not on.

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Le proturbance