Mordhau
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  • Likes received 106
  • Date joined 10 Mar '17
  • Last seen 12 Sep '19

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108 106
  • 20 Sep '17
 Level

@das

Awesome reply! I really appreciate it.

108 106
  • 19 Sep '17
 Level

NIce work guys! WE DID IT "Mouse attack angling now angles after detecting movement after button press, or until button is released, same as it works in MnB/Wotr".
As I am testing out the wheel the same way I did in the video, it feels much more accurate. Super happy right now.

108 106
  • 1
  • 17 Sep '17
 Level

@Mufflin

That was just a simple version of what kEsa1996 said

108 106
  • 16 Sep '17
 Level

Sorry for the video being so long, the issue at hand is really complex and I'm not a game developer so it took me awhile to explain what was going on.

Should open up the clash window so they happen more often.

Underhands are way to fast and are extremely hard to chamber even without dragging them.

If your enemey starts doing a poke
you start doing a poke to chamber his poke
but he morphs it into a swing
You should hit first, not him.
|
This is really ridiculous because the change in the windup is so fast you have no time to react to it.
So you are forced to parry instead of also changing your attack in windup because it's too fast to react to.
But this doesn't work either because you can still feint after changing your attack in the windup.

Right now, every time a person changes their attack in the windup after you have initiated your attack. You are gambling with 2 possibilities.
A. You parry successfully
B. He feints after the morph and then gets a hit in on you.
And you can't even gamble if he's going to feint after the morph or not because he has lots of time to react to whether you tried to parry the morph or not before clicking the feint key.

Also, is it just me. Or do pokes look like left/right swings when enemies start the poke looking about 90 degrees away from you every fucking time??

Also, I wish it was very super easy to clash fists, but only when you and another person are looking above each others heads. Would be a really smart way to add fist bumps into the game.

This post is dedicated to @Uncy and others who have experienced the weird forum bug discussed in the video.

108 106
  • 1
  • 16 Sep '17
 Level

@Maci said:

Do some research. My Skin is my shirt. xdxd

108 106
  • 3
  • 16 Sep '17
 Level

@kEsa1996

I'm so happy you've said all that! I agree with all of what you said and would love for this post to get more views and possibly more people that agree with this so that the developers make a change.

108 106
  • 2
  • 16 Sep '17
 Level

@Uncy

If you want to provide feedback then say something constructive and don't make a clown of yourself.

I'm going to make a new post in a little bit, I have a feel you're really going to enjoy it.

108 106
  • 1
  • 16 Sep '17
 Level

@ZETBOI

I'm not understanding what your saying at all. Could be because I haven't slept in a really long time, but it's more likely because you did a poor job of explaining what I was trying to say if you even were at all. Anyways, it doesn't really matter because everything below the video was just a proposed way that they could possibly fix it. But it is a fact that the wheel is a little bit messed up still and the video shows that.

108 106
  • 16 Sep '17
 Level

@Mittsies said:
yes because everyone wants to watch you suck on a vape pen for several minutes before you start to talk

troll successful

108 106
  • 16 Sep '17
 Level

Too early to say, wait until at least mid beta and then judge.

108 106
  • 14
  • 16 Sep '17
 Level

Going to be posting every glitch, clipping or unusual thing I find and put it here.

When I was getting clips for this post earlier, this happend.

I just found out the cause of that bug. It happens when you turn off cloth physics while in a game. It will disappear if you hit escape again. And it happens in local play and while in a server. You can see the glitch along with the glitch below for the first frame you click escape on camp.

Was in a local play camp. That is me behind myself. if you start swinging and click escape you can see that version of yourself swinging as well LOL. I just tested this in a camp deathmatch with other players and another local with bots. And it only appears to do this with your player.
sdsds.jpg

I've heard that you can glitch parkour your way up on top of the spawn ledges in ruins.

This
Thoughouh.png

and this
Clipsssss.jpg

This aswell, but strangely enough it only shows up in the main menu. When I am looking at this loadout while in the armory the clipping is not there. I could honestly care less about small clipping like this though.
sadasda.jpg

Sometimes when you launch the game and load into a map (ultra settings) you get a little bit of motion blur even though it's set to 0.00

Weapon shadow bug, look at the left side.

Clipping that occurs at 130 fov, this still happens as of Alpha build 4 but its less intense in some cases.
ZweiHander
xwew.jpg

Blocking
nani.jpg

AmptjerC.jpg

When you launch your game, after the intros you can see the character it is about to display on your main menu standing in a 'null' position sometimes.

Bots are now scared of heights. But now they won't path find their way to you.
20170915223613_1.jpg

Some more fucked up stuff on camp.
Sundi.jpg

Game Crashes when you disable an audio source in playback devices

108 106
  • 16 Sep '17
 Level

It would be better for testing to be recording at 120fps or more, and be getting over 120fps aswell but that's not possible with my system.

Also, I am using NohBoard with Obs studio to help visually show the mouse direction. But for some reason what is displayed for the mouse direction on NohBoard once clicked inside of Mordhau becomes a lot less sensitive.

Probably a lot of these swings are just fine, but there are at least a good amount where the wheel isn't doing its job. I went ahead and included every clip where I thought it was even just unfair instead of just inaccurate.

When I use the word inaccurate. I actually mean that the current way the wheel is, is too accurate ;). You'll probably understand what I mean by 'too accurate' after you watch some of the video and read everything.

I suggest making the wheel determine where your trying to swing from by calculating where the majority of the direction your moving your
mouse is in within a very small window of time.

This way,
If I was to move 100 pixels to the left, but then do a very small flick of 10 pixels to the right it will still do a left swing. In its current state that would make it do a right swing. This is unfair because that flick of 10 pixels was just a fluke mouse movement in an attempt to better angle my crosshair at his sword, but since the attack is coming in from the wrong angle now, I am likely to get hit for just trying to align better unconsciously. Counter productive..

If I was to drag my mouse 100 pixels the left and then 10 pixels to the right all whilst dragging my mouse upwards the whole time. Currently this would probably result in a right overhead when it should be a left overhead.

If I was to drag my mouse left, far enough to spin around and then quickly bring it around 100 pixels to the right. I would want it to be a right swing. And it would be in the current system. But I am saying this because after reading my suggestion for how to make the wheel more accurate you would think that in this situation it would be a left swing because the majority of your mouse direction was moving to the left. But this would not be the case because the majority of your mouse direction paired with it calculating in a small window of time would still find the majority of your mouse direction going to the right. Thus a right swing would occur.

I can imagine that this would make the wheel feel more fair, but I know little in terms of designing mechanics and this is just my attempt to try and come up with a solution from what I could surmise about the wheel that still feels inaccurate for the direction people are moving their mouse.

108 106
  • 15 Sep '17
 Level

@jank said:

Emblem creator

I don't think this is a good idea, most importantly because it totally shits on one of the higher kickstarter tiers and also because I don't just wanna see a bunch of dicks on shields in the battlefield

out of everything I said. You choose the one with the fewest words to nit pick LOL. You make a good point though,! Unless they can somehow think of a way around being able to make stupid looking emblems then fuck that idea.

108 106
  • 9
  • 15 Sep '17
 Level

It should show the equipment you're hovering over in the armory drop down menus on your character. instead of having to click each one individually.

Dedicated duel servers.

Afk auto kick after 'x' minutes.

If someone is Afk for more than 30ish seconds and somebody makes a vote to kick him. It will say near the kick message on other player's screen how long he has been Afk for. This could help honest players determine whether they hit yes or no.

Potato mode checkbox.
As ticking this checkbox would probably grey out most other options, Anti aliasing (along with other obvious things like refresh rate and vsync) shouldn't be greyed out. Currently trying to make your own potato mode has some serious rendering side effects that I imagine wouldn't be there if it was a checkbox in the settings. Like lots of the map 15+ feet from you being very dark (Imagine minecraft blindness.), weird polygon shapes on the surface changing as you move right by the edge of the blindness. Smoke from fire and fog/dust on maps are gigantic transparent squares. Four leaf clovers still appear on grad even with foliage and grass turned to 0. When you set r.MipMapLODBias to something super high like 1000, on grad the main courtyard becomes green grass instead of tan sand. If you set it to somewhere around 15, it's only tan sand for a circle around you. A ton of things that could be fixed that doesn't seem like it would affect performance but really just makes 'potato mode' look worse than it could.

Option to disable showing an emblem.

E̶m̶b̶l̶e̶m̶ ̶c̶r̶e̶a̶t̶o̶r̶.̶

N̶o̶t̶ ̶s̶u̶r̶e̶ ̶i̶f̶ ̶t̶h̶i̶s̶ ̶h̶a̶s̶ ̶b̶e̶e̶n̶ ̶p̶a̶t̶c̶h̶e̶d̶ ̶y̶e̶t̶ ̶o̶r̶ ̶n̶o̶t̶,̶ ̶b̶u̶t̶ ̶s̶o̶m̶e̶t̶i̶m̶e̶s̶ ̶w̶h̶e̶n̶ ̶y̶o̶u̶ ̶l̶a̶u̶n̶c̶h̶ ̶t̶h̶e̶ ̶g̶a̶m̶e̶.̶ ̶T̶h̶e̶ ̶c̶h̶a̶r̶a̶c̶t̶e̶r̶ ̶i̶s̶ ̶s̶o̶m̶e̶t̶i̶m̶e̶s̶ ̶n̶o̶t̶ ̶w̶h̶e̶r̶e̶ ̶h̶e̶ ̶i̶s̶ ̶s̶u̶p̶p̶o̶s̶e̶ ̶t̶o̶ ̶b̶e̶.̶ ̶C̶o̶u̶l̶d̶ ̶b̶e̶ ̶o̶f̶f̶ ̶t̶h̶e̶ ̶s̶c̶r̶e̶e̶n̶ ̶o̶r̶ ̶w̶a̶y̶ ̶t̶o̶ ̶r̶i̶g̶h̶t̶ ̶e̶t̶c̶.̶ I am pretty certain this has been patched but as a result another bug happens which I have in my Glitches post.

Option to have tracers automatically enable in spectator cam, then disable when you spawn again.

When rebinding controls, if you set a bind and it is overlapping with another one of your binds. It will appear red and hovering over it will have a tooltip telling you what it's overlapping with. Obviously excluding default overlapping keybinds.

I have some of my own thoughts about the animations and weapon balancing but there is no point discussing most of them because in terms of melee games I don't know what I am talking about when it comes to combat generally. But so far in my novice mind, the longsword vs the spear seems unbalanced.

Your weapon slots in the armory should be labeled 1, 2 and 3 instead of primary, secondary and tertiary. Then you should be able to select which slot you want to be your primary. This is better because say you have a longsword on primary, a mace on secondary and a dagger on tertiary. And you want your mace to be secondary. But you also don't want any of the same weapons. Right now you have to click into primary, change it to a mace. Then click into secondary, change it to a longsword. With this way, all you'd have to do is select your 2'nd slot as primary.

Being able to select a primary loadout in the armory so that it is already highlighted when I load into a match. This would be paired well with being able to hit enter instead of clicking confirm on the Loadout select screen.

Your primary loadout should be the loadout shown on the main menu. Always. And when you switch your primary loadout it should change on the main menu right away as well.

No doubt this one is already planned, but I should be able to see the highlighted loadout above the confirm button in the select a loadout screen. Also, if my ideas for selecting your primary loadouts and primary weapons for each loadout are adopted. I would also like to be able to quickly change my primary loadout and primary weapon from the select a loadout screen.

should have the option to show ping and fps in any of the corners of the screen. On top of it just being a nice quality of life feature. It would be better for you all (the developers) for players recording some high quality footage of possible mishaps in the combat like a sword going through somebody.
It would also be nice if the fps and ping shown on screen dynamically changed colors. This would be helpful in a situation where you're in combat and something laggy happened but you don't have time to look up at your ping to see if it spiked. Instead you could just look at the color change in the corner of your eye.

N̶o̶t̶ ̶s̶u̶r̶e̶ ̶i̶f̶ ̶t̶h̶i̶s̶ ̶h̶a̶s̶ ̶b̶e̶e̶n̶ ̶f̶i̶x̶e̶d̶ ̶y̶e̶t̶ ̶o̶r̶ ̶n̶o̶t̶,̶ ̶b̶u̶t̶ ̶s̶o̶m̶e̶t̶i̶m̶e̶s̶ ̶w̶h̶e̶n̶ ̶y̶o̶u̶ ̶c̶l̶i̶c̶k̶ ̶a̶s̶ ̶s̶o̶o̶n̶ ̶a̶s̶ ̶y̶o̶u̶ ̶l̶a̶u̶n̶c̶h̶ ̶t̶h̶e̶ ̶g̶a̶m̶e̶.̶ ̶Y̶o̶u̶ ̶s̶t̶a̶y̶ ̶b̶l̶a̶c̶k̶ ̶s̶c̶r̶e̶e̶n̶e̶d̶ ̶f̶o̶r̶ ̶a̶ ̶l̶o̶t̶ ̶l̶o̶n̶g̶e̶r̶ ̶t̶h̶a̶n̶ ̶u̶s̶u̶a̶l̶ ̶b̶e̶f̶o̶r̶e̶ ̶s̶e̶e̶i̶n̶g̶ ̶t̶h̶e̶ ̶u̶e̶4̶ ̶i̶n̶t̶r̶o̶.̶ This hasn't happened to me since Alpha build #3 was released so I am unsure if it is still a problem or not.

Option to remove the watermark at the bottom left. Not even hide hud gets rid of that damn thing.
Hide hud does not remove the hud for the emote menu. I can understand why you would want to keep the watermark and the Emote menu even with hide hud on. But consider players trying to be immersed that already know each emote button at heart.
I propose making hide hud a dropdown menu instead that allows you to select what parts of the hud you would like to be hidden.

Regenerating health should be really fucking fast when out of combat and crouched in casual play.

Add custom crosshair settings

Ability to add your emblem as a branding on your skin.

U̶n̶s̶u̶r̶e̶ ̶i̶f̶ ̶p̶o̶s̶s̶i̶b̶l̶e̶ ̶a̶l̶r̶e̶a̶d̶y̶ ̶b̶u̶t̶ ̶I̶ ̶c̶o̶u̶l̶d̶n̶'̶t̶ ̶s̶e̶e̶m̶ ̶t̶o̶ ̶d̶o̶ ̶i̶t̶ ̶w̶i̶t̶h̶ ̶a̶ ̶f̶r̶i̶e̶n̶d̶ ̶e̶a̶r̶l̶i̶e̶r̶.̶ ̶P̶r̶o̶j̶e̶c̶t̶i̶l̶e̶s̶ ̶s̶h̶o̶u̶l̶d̶ ̶c̶l̶a̶s̶h̶ ̶m̶i̶d̶ ̶a̶i̶r̶ I have been told this is possible.

Killcams
I will never stop asking for this. This would be extremely helpful for training purposes, and would be a nice feature overall.

Some sort of visual feedback for the 240 wheel.
There are a lot of times where I do things like look down to the left and juuust barely bring my cursor up before clicking and then my attack comes in from the wrong angle and I get hit instead of chambering. At first it really upset me and I wanted to say something about adding some sort of timing to the 240 wheel on here, but as I thought about it more that would probably lower the skill cap because with the way it is now, you don't only have to match the angle but you also have to be careful with your crosshair. Although it would be nice enable some sort of visual feedback that shows a trail of my crosshair movement in a small circle around the crosshair because sometimes I am not sure if I fucked up my crosshair movement or not. Thus I believe this would be good for training.
This visual feedback circle should also show some transparent sections for each angle of attack that trails in a way showing me what angles I have been at.
Visual.png
^ I know that's the ugliest most inaccurate mock up you've ever seen lol.

The quit button should instead be a quit dropdown menu giving you the option of exiting to the main menu. Or the whole game.

Developers should make a interactive pinned post about how much damage every single weapon does to the different armor types and how fast each attack is for each weapon.

When you are spawned in and you press escape (open up the menu etc). It stops playing the audio from everything around you and instead has its own audio. It also doesn't show any blood effect for when you get hit, and only does a blood effect for when you die.
Instead it should keep just playing the same audio for everything that's going on around you and show a different and subtle blood effect for when you get hit while in the menu. I don't think I have to explain why this would be better.

The movement of the character and the background in the loading screens is jittery.

If you take my suggestion about being able to select a primary loadout and put it in game. It would also be awesome to see my primary loadout in the loading screens. Not just sitting there though, obviously in some sort of pose.

The ability too add comparison slider images into are forum posts. Like this

Going to be posting any glitches I find on this post

I know that cloth physics for non player.. things.. (like the orange band tied around the wood support beam on pit) disable at a distance. But I am unsure if player cloth physics disable at a distance. Which they should. Also this.

Add instruments that can be played. Keybinds for each note and a visual hud element showing you what notes are which keybinds are and what note you are currently playing. Some extra features to add to instruments that would be cool would be:
They can block a single hit before breaking.
You can throw them but they only do damage against light armor.

Currently I am using a program called Net Limiter to add priorities to different programs using my internet. I set all games to have the highest priority, my voip program right behind that, my web browser even lower so that if im listening to music it doesn't affect my ping as much, and then everything else has the lowest priority.
But instead of having to do this manually with Net limiter, it would be a nice feature to have a checkbox in the game section of the settings menu that did this. And on top of this checkbox being able to give Mordhau priority in the same way you could with Netlimiter. You could make it also enable Quality of Service High Packet Priority.

Unsure if this is already a feature but I think it would be neat if you could catch projectiles mid air, but the timing would have to be flawless.

Hair should have simple physics. With this feature they're would be no more beards clipping into your armor etc etc.

Overdue corpses and equipment should quickly dissolve instead of blinking out of existence.
If you are hovering over a weapon and it starts to quickly dissolve. The highlight around the weapon should fade out instead of instantaneously disappearing.

The Mordhau icon on your Desktop and on your steam shouldn't have a background. I've already discussed this in another post.

Shield-gameplay should be changed. A discussion on this topic is already open.

Add clan tags and make it so you have to select a steam group as your clan tag.

Not sure if this is already the case but,
Typical launch options that are in other games should be implemented into this game. For example, a launch option to skip the intros.

When trying to pick something up but you already have all 3 equipment slots full. Add a tooltip that says so, and make the equipment hud element appear for a second. But make this togglable in the settings. Because personally I would not like this feature, but I could see it being helpful for new players, especially noobs that haven't played too many games before.

More commands would be nice.
A command to have bots freeze (Stand still and not attack)
A god mode command (The 'God' command says its unrecognized.
A command to enable god mode for bots as well.
Assign a number to every bot in game, (visually showing each bots number next to their name),
so that you can make a command to teleport specific bots.
A Noclip command

Server filters obviously need and will one day get an update.
I think that Gamemode and Map Name should be able to be clicked opening a dropdown menu, letting you select what gamemodes and maps you would like to be shown.
You should be able to toggle whether you want servers to be filtered with ping or players.
More filters on the right side, like an 'official' or 'modded' checkbox.

You should be able to put a ping lock on your servers. But to keep it fair this ping lock should have a minimum you can't go below.

This one is a no brainer. But bots should obviously be more fleshed out and have difficulty levels. When selecting bot difficulty levels in the future, you should also be able to select mixed. Instead of just easy, medium or hard.

You should be able to tick a checkbox at the top of video settings to go into advanced mode.
Where you change individual things like texture Anisotropy, ambient occlusion and such.

Game should have option to change audio output in the settings

I myself feel bad posting this because it makes it seem like I have a lot of problems with the game. But I absolutely adore this game even in its current state and would be just fine if not a single one of these things changed. I have heard a lot about how obsessive some of the developers are || cough* mostly Marox memes ;) || and thought at least 1 of these ideas would be appreciated. I can't be the only one who has thought about most of this stuff.

Btw, HUGE FUCKING PROPS for making it so we don't have to restart are games to apply new graphic settings. Not sure if that's default how UE4 is but it's amazing.

108 106
  • 2 Aug '17
 Level

It's august 1. Where is my alpha