Mordhau
 Baglady
Knight
  • Likes received 31
  • Date joined 10 Mar '17
  • Last seen 12 Oct

Private Message

Knight 4 31
  • 16 Aug
 Baglady

If the devs are at all interested in this game's longevity, they'll remove the quick connect matchmaking menu and make the server browser the main method of joining games. At the very least, the option to queue for a random server should just be an option on the server browser menu. It's hampering the ability of privately run servers to be seen and subsequently soiling this game's potential.

Some friends and I run a community server - it's a continuation of one that we had on chivalry that ran for years. Our goal is to offer a quality, appropriately-moderated, and somewhat unique experience for Mordhau players that would rather not deal with the default wild west frontline experience (or horses, we took those abominations out).

Server browsers are not standard these days so most new players will just click on the big button that promises to put them in a game - a janky, unmoderated, equine-laden, 60-tick-at-best game. Meanwhile community servers are nearly empty. My server community attempts to kickstart our server each evening by getting a handful of players and a dozen bots together in hopes that players will find us and join. Most nights though (and this has been exacerbated by the current update drought and resultant lower player count) the server is a complete non-starter. We'll try to seed the server for over an hour only to give up due to almost no interest. This was far less of an issue in chivalry where the server browser was the default option.

Also, there is no option to favorite a server and access said favorites from the server browser. I understand the dev cycle was hectic and I don't know the first thing about programming, but I feel like this is an industry standard feature and would help immensely in establishing a regular playerbase for community servers.

Lastly, there is no option for a message of the day splash screen on servers. Chivalry didn't get this feature to work until the game was almost dead, but it helped immensely to have a way to show players an admin list, discord link, and the server rules. Being able to communicate with our players in a general way prevents open disputes about rules in chat which we prefer to avoid due to the trolling that usually follows. We also encourage our players to reach out to the admins through steam or discord if they need an admin to address issues on one of our servers.

The devs openly stated when the game was released on Steam that the launch would have been a complete failure if it weren't for the community servers picking up the slack. The cohesiveness of game communities keeps players interested and coming back despite sparse updates. I believe that through this simple UI choice the devs have ruined the opportunity for people to establish any privately run frontline servers that aren't backed by enormous, existing communities like CHG or the like. There's no point in going through the legal and coding trouble of setting up a modding SDK if there aren't going to be any private servers left.

Knight 4 31
  • 20 Mar
 Baglady

I can definitely empathize with the "half-baked" vibe a lot of people seem to be gleaning from our brief foray into Frontline mode. I'm glad, however, that the devs will be disregarding most of the spergish shit that people have been suggesting about squads and archer volleys and other Battlefield garbage.

Mordhau endeavors to be an excellent melee/medieval combat experience -- a refinement of the progress made by similar titles in this very narrow genre. Cluttering the gameplay with all sorts of asinine dumbfuckery detracts from what makes the game stand out and misses the point. Looking at games that have proven longevity shows that placing a flavorful, thematic spin on simple concepts as well as a focus on tight and reliable core gameplay keeps players coming back. Every chunk of auxiliary horseshit that you ham-fist into the game is going to take away from that.

A great point was made about the difficulty in creating meaningful and thematic game modes in a "tug-of-war" system. You can't undo most of the cool shit that occurs in a game like Chivalry. Hence, we're stuck with immersion-breaking, boring, colorful, aethereal circles haphazardly zig-zagged on the map, and that kinda blows. I supposed some objectives could be retooled to work neutrally -- perhaps a map could include some sort of neutral payload-type objective -- but even that would be iffy.

I'm mostly hoping that Camp is just a boring map, and that the other stages (Grad, that snowy one, and the one with the creek that they showed us for 5 seconds in a dev blog) are better. One of my primary issues is that the final objective on the red(?) side was pretty god damn boring. Sieging the camp was alright but blowing up the towers was a bit lame. If we're only going to have one destructible set-piece on each side, make it something incredible. Go all out. Have us blow open a dam and flood a town, or destroy a temple, or torch a village.

Perhaps the solution would be to create a separate, castle siege type game mode that employs a few more props and interactive components compared to frontline.I don't know. I might play the game as is, but the public will get bored quickly enough and I'd hate to see this game fizzle out.

Knight 4 31
  • 18 Jun '18
 Baglady

@Jax said:
here u go

soon tho guys, this is a pretty hefty update and it needs some more time in the oven :)

TO CONFIRMED

Knight 4 31
  • 10 Mar '17
 Baglady

Dickbutt