Mordhau
 Nautilus
Knight
  • Likes received 444
  • Date joined 15 Mar '17
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Knight 154 444
  • 2
  • 14 Aug
 Nautilus

I don't think everyone would use this method, but I can see this being more viable on certain maps with plenty of smaller rooms or divisions. That way, players can run and find weapons more out of sight/reach from enemies.

Another thing to consider is how random weapon spawns are and the frequency of them. If weapon spawns are randomly-generated, than this "strategy" will be more risky. If weapon spawns are static, than I see this tactic being more common as people will memorize the weapon spawns and where to go for the best weapons. From what I've seen, Mordhau is in between these two, but it could vary from map to map. More weapon spawns make this tactic possible for more players.

I guess it also depends on how good the perks are, or if there will a be a limit on how many perks can be equipped. It sure sounds like a fun way to play though.

Knight 154 444
  • 2
  • 22 Jul
 Nautilus

I don't need constant updates on Mordhau's development, but it makes sense to post that info on the forums if the devs are willing to post it elsewhere.

I'd rather not watch Jax's stream, because I don't care for streams much and I won't scroll through the discord because it's time consuming and hard to find info. It makes more sense to make it easily accessible to casual forum dwellers, as everything in Zombie's post was new to me and others here.

Knight 154 444
  • 1
  • 13 Jul
 Nautilus

You're experiencing a high-skill ceiling game where only dedicated, highly-skilled players dwell; it's not exactly welcoming to casuals. Of course feints are readable, but it does take a while to get there (Yes, X00-ish hours is a lot of time, regardless of how normalized it is by competitive standards). Just wait until casual players and matchmaking are around, that's what they're there for.

Knight 154 444
  • 1
  • 12 Jul
 Nautilus

@Huggles said:

I don't really find mordhau to play out that differently at all from fight to fight so I can't really take that complaint as seriously tbh.

Fights in most games will play out very similalry, so it makes even more sense in esport games where consistency is valued. In csgo, for example, you aim for the head and everyone mimics the same spread patterns.

Anyways, I do find mordhau to be the superior game all in all but the biggest issues I have with it are non-issues in warband which is why, at least with the current meta, I think warband is a bit more fun.

This could also just be a function of learning a new melee game again and the joy that comes with it. Maybe if I was a comp warband boyo with 3000 hours I would find it stale and sickening and jump ship to mordhau. But the main appeal to warband is definitely the pacing of it. Simply more fun and exciting to me atm than backpedal simulator 2018.

It could also be a symptom of fleeting hype for Mordhau; I overhyped Mordhau to be the "perfect" melee slasher which is not something achievable in hindsight. Mordhau has very solid mechanics, but that doesn't always equate to more fun and it feels quite slow at times to me. That doesn't mean I don't enjoy Mordhau, as I've dumped more hours into it than most games I've played, but it's a good thing to enjoy other games for their strengths because all games have different ones.

Edit: I also don't think mordhau has that much potential to be competitive... It seems to me the main appeal of the game is by far going to be the 64p mode. Duels are absolute trash in mordhau and not very fun at all imho. The small teams are fun but not as fun as the larger 16p pubs we have now imho. Watching mordhau isn't as jarring as watching warband but it isn't really exciting either so very much doubting esport potential.

The Mordhau kickstarter, while it was very successful, was dwarfed by more popular titles such as Kingdom Come. So I doubt that Mordhau will be popular enough to be an esport title, but I do believe that it is a "competitive" game. While I agree that duels are boring and the 64p mode will probably be the most fun mode, there could be a healthy amount of ranked small-team players. Mordhau attracts many of the same players from Chivalry and looks like Chivalry to most people I know, so it's safe to assume that it won't gather a huge competitive following. I never hoped for Mordhau to be an esport game, I just wanted a fairly large and regularly-playing competitive scene, which is very possible.

Knight 154 444
  • 29 May
 Nautilus

@Jax said:
i voted yes 🤔

You've fallen for his strong charisma and charm.

Knight 154 444
  • 4
  • 29 May
 Nautilus

@Jackass said:
Still though, what's the point of not being able to customize it?

We already have waaaay more unlreasitic stuff

The sword was a gift for backing the game and donating to the devs, it was not meant to be a customizable unique sword that you bought. Just like any good gift, Grator spent a lot of time and thought making it to honor the Mordhau donors.

I'd like to think that people who gave more than me did it mostly to help the devs, and not to get a sword. This thread makes me question that.

Knight 154 444
  • 18 May
 Nautilus

@yourcrippledson said:

@Nautilus said:

@SK.Edam said:

@SK.Edam said:

@Nautilus said:

@Elder said:

@SK.Edam said:
I beg to differ, i barely see any unsatisfied alpha players only a few retards who are shit at the game so they "demand" the devs to implement shit that will supposedly make the game better other than that i dont see cancerous topics in the forum you should check bannershit forums if you think this one is bad lol.

That's because the unsatisfied alpha players left months ago. I'd rather the devs listen to them than those who think this game is idyllic.

That's true, most people on my steam friends list who got Mordhau stopped playing months ago. In fact, most people who got alpha and beta access stopped playing a while ago. A lot of them told me that they just don't like the game, and many of them are unsure about the game because it's in alpha. To each their own.

hm does none of your steam friends have an extra key to spare, lol i know im desperate.

I don't think you'll find a key anywhere; they've all been sold really. I'd recommend waiting for release as anyone who says they have an extra key are probably just trying to scam you. Especially since the official key selling thread was closed down and you can no longer get a middle man to make sure you don't get scammed.

There is no way to trade the game after the key has been activated is there?

No, a key is only a one-time use code, just like a gift card.

Knight 154 444
  • 18 May
 Nautilus

@SK.Edam said:

@SK.Edam said:

@Nautilus said:

@Elder said:

@SK.Edam said:
I beg to differ, i barely see any unsatisfied alpha players only a few retards who are shit at the game so they "demand" the devs to implement shit that will supposedly make the game better other than that i dont see cancerous topics in the forum you should check bannershit forums if you think this one is bad lol.

That's because the unsatisfied alpha players left months ago. I'd rather the devs listen to them than those who think this game is idyllic.

That's true, most people on my steam friends list who got Mordhau stopped playing months ago. In fact, most people who got alpha and beta access stopped playing a while ago. A lot of them told me that they just don't like the game, and many of them are unsure about the game because it's in alpha. To each their own.

hm does none of your steam friends have an extra key to spare, lol i know im desperate.

I don't think you'll find a key anywhere; they've all been sold really. I'd recommend waiting for release as anyone who says they have an extra key are probably just trying to scam you. Especially since the official key selling thread was closed down and you can no longer get a middle man to make sure you don't get scammed.

Knight 154 444
  • 1
  • 18 May
 Nautilus

@Elder said:

@SK.Edam said:
I beg to differ, i barely see any unsatisfied alpha players only a few retards who are shit at the game so they "demand" the devs to implement shit that will supposedly make the game better other than that i dont see cancerous topics in the forum you should check bannershit forums if you think this one is bad lol.

That's because the unsatisfied alpha players left months ago. I'd rather the devs listen to them than those who think this game is idyllic.

That's true, most people on my steam friends list who got Mordhau stopped playing months ago. In fact, most people who got alpha and beta access stopped playing a while ago. A lot of them told me that they just don't like the game, and many of them are unsure about the game because it's in alpha. To each their own.

Knight 154 444
  • 7
  • 15 May
 Nautilus

@Seseau said:

The real emergent gameplay will come from maps, if they design them well. People keep insisting that Chiv-like drags and reverses are emergent gameplay: they are not. They are unintended mechanics which were never fixed. The example of Fortnite is good, and how building became so involved in fighting when it likely wasn't planned. But you'll notice building isn't part of the combat. In fact, it's absolutely not combat. It just happened to turn into a mechanic that then became involved in combat, but you don't deal damage with your buildings. You can't interact directly with your opponent. You can either protect yourself or use building to gain a positional advantage.

This is spot on. I've been playing a lot of fortnite, and there is absolutely nothing special about the combat; it's pretty standard arcade shooter fare, you point and shoot. Yet the game leads to so many interesting and emergent plays because the game focuses on all other aspects aside from combat. Most of the time, players aren't even fighting. In fact, you can get away with very little combat. For example, I was in a 50 vs 50 and there were 6 guys on my team left, and only one on the other. You know who won? The enemy. He hid in the storm and spent the entire game gathering campfires, medkits, and bandages. He didn't have to kill a single one of us because when the storm closed on all of us, he was more prepared to heal.

THAT is what good emergent gameplay is, in the large majority of cases. Not a direct combat mechanic, but a different mechanic which alters how combat is played in an innovative way. For Mordhau, and I'm spitballing here, but think about something like this: the devs add further destructibility to the game. You can now chip away at wooden gates, posts, etc more realistically. Turns out this also affects trees, and you can now chop trees if you go hard enough at it. Can you imagine the repercussions on a TO game? You can cut trees to have them land on your opponents, instantly killing them. You can cut a tree to have it fall over a river, bypassing the only bridge and giving you an important access point. You can cut off a flank. I could go on.

"MORDHAU: Competitive Multiplayer Tree Felling Game"

Obviously that particular example won't happen, but to me that is emergent gameplay. Not "different and funky-looking ways to swipe at your enemy". And let's be real here, killing a guy by chopping a tree on his face is universally fun. Dying to someone slowing down their weapon to a crawl mid-air is not. And again, the large majority of players will buy Mordhau for that reason: medieval shits and giggles.

As a side note, I also can't help but raise an eyebrow when I read people who talk about professional players and pro-play in a game such as this, and go even further by comparing scenes with Fortnite, Dota, etc. Baffles me.

Most people just want to have fun, most of them won't care how polished or intricate the combat is. I know chopping trees to kill might not be possible, but things like that are needed; I believe the biggest threat to Mordhau's success is focusing so much on combat. Whenever people see me watch or play Mordhau, they always ask: "Is that Chivalry?" Mordhau will not exceed Chivalry's sales ( 1 million copies in the first 8 months) just on combat merit alone. Chivalry missed out on a huge opportunity by leaving maps and game modes to be made by the community, as most end up being bad with some exceptions, and I feel like the devs of Mordhau will do the same as so many game mode suggestions are relegated to the "would make a good mod" list.

But who knows what will happen? Maybe frontline is really that good and if it is, then it could be enough to make this game a success. The best thing we can do is wait.

Knight 154 444
  • 3
  • 14 May
 Nautilus

@Bodkin said:
2s are essentially duels with the opportunity for a clutch.

I really don't get why bigger teams = less competitive tbh. There's a lot more potential for competitive skill gaps in skillful teamplay than there will ever be for relying on the skill of the individual so much.

There's no reason why bigger teams are less competitive, it's just that the active playerbase right now only wants to duel or get personal glory. Everytime I try to hop on Mordhau, the only server that's populated is the Chicago Duel Server. Everytime I watch Mordhau videos, the majority of the content is duels, even during "team fights."

I don't know why this is honestly, but it discourages me from playing the game at all these days. Duels just aren't fun for me.

Knight 154 444
  • 7
  • 13 May
 Nautilus

@Seseau said:

The combat doesn't need to be this insanely fine-tuned machine, it's only a vessel for where the real fun lies: the maps. I would lay money on the fact that >80% of the players interested in the game would buy it, and play it, for that reason.

Yes, this is what's most important. Chiv's combat is one thing and Mordhau's is another. I'm not asking Mordhau to change its combat because it achieves what the devs aimed for, regardless of which I may prefer.

What worries me the most is maps and game modes, as the devs have only mentioned one main mode map and one new game mode. They estimated beta, where the game mode and new maps to be tested, to only last 2 months. This seems like far too little time.

Plus, to add on to what you said, it's not the brutality or intensity of fights that make them great, it's the emotional motivations behind them. I want to be more than just a "blue" or "red" fighter. I feel like the devs are using the mercenary theme to avoid making interesting teams. Not many games make you want to root for your team, but I always wanted Agatha to win. I'm not trying to diminish what the devs have done, because they have succeeded with the hardest parts of game development, but maps and game modes should take a lot of time to polish.

Knight 154 444
  • 5
  • 12 May
 Nautilus

@roshawnmarcellterrell said:

@das said:
Have you considered that it's because we did so much exploring on Chivalry already? Imagine if Chivalry never existed and this game got released out nowhere with zero cool or educational Youtube from Jax, moosey, Sharantil, Giru, etc. You'd probably have the same half-decade slow meta optimization and discovery process of matrixing, spacing, aiming, etc. We've discovered the big, obvious, macro mechanics long ago. There's still a lot of subtle depth not being touched imo.

I don't think that's the case. Because Chivalry still feels less constrained than Mordhau.

Regarding your comment that we should forget about duels and focus on teamplay.

I think a good game allows for emergent gameplay in both duels and teamplay, not one or the other.

I think there's a fundamental difference in the way that playstyles emerge in both games. In Chivalry there were very little limitations and it seemed that play-styles and mechanics arose from freedom. In Mordhau, it seems to be the opposite where many mechanics were intentionally built into the game and freedom arises from choosing mechanics.

I wouldn't say any is better, but it feels like I don't have to think as actively about strategy when playing Chivalry as it is very organic. In Mordhau, it seems to encourage more strategy where players have to consider the mechanics and pick different ones at different times.

All of this doesn't mean that surprise strategies don't arise in Mordhau, but there is much less manipulation of the mechanics than in Chivalry, as the mechanics in Mordhau are all intentional. The downside to this spontaneity is that certain tactics in Chivalry come off as cheesy or broken (i.e. backswings). However, I do believe that these Chivalry tactics were very emergent and creative as there was a very subtle manipulation of mouse movement that made it an art of sorts. I would often try something new in Chivalry and I would either Succeed or fall flat on my face, which is a difference between Chivalry and Mordhau. In Chivalry, most of my tactics came from experimentation and I was barely taught any tactics from others directly. The combat in Chivalry is very organic and simple with less restrictions on movement such as clashes.

There is a beauty to Mordhau's mechanics, which is namely that mechanics can be accounted for more easily. This also means that Mordhau remains more orderly and consistent because there are more rules. This allows for more strategy but also requires a more active understanding of the mechanics. I think this is what ultimately makes the game feel much slower for me as the game encourages "analytical gameplay." The mechanics in Mordhau might also lend themselves better to new players as there are no backswings and the like. I feel like Mordhau is better for those who want to focus on strategy, whereas Chivalry is better for "mellowing-out" and just going with the moment.

Either way, I like both games and I can't really make a fair comparison until Mordhau hits release. I can't wait to see how all of the game modes pan out.

Knight 154 444
  • 11 May
 Nautilus

@yourcrippledson said:
For me there is a world of difference between fighting someone just to see who will win, and fighting someone because he wants to kill my filthy peasants and I am the only one standing in the way.

Have they ever even tested a 32v32 player game? It's the main game mode, so how do they expect balance mechanics around this without testing it?

I'd just like to add that these things do take time and that alpha access is not just for having fun, so I'm not complaining about a lack of content, but I think it would be very ideal to start testing these larger game modes as soon as possible. The fighting mechanics are very polished and I think we need to really test them out in large fights so that there is plenty of time to iron the game modes out and make sure that the mechanics compliment these larger fights.

Knight 154 444
  • 6
  • 11 May
 Nautilus

I agree with you, which is why Mordhau is not the successor to Chivalry. Mordhau often feels so slow and like I'm being controlled by the mechanics, where as chiv is more spontaneous and feels like a rush.

However, I've grown to like Mordhau more recently as more things are being added; it breaks up the monotony of Mordhau's combat and brings a lot of fun into the game.

Mordhau is a different beast and I find that I can't enjoy it in the same way that I enjoy Chivalry. There's no way that I'll enjoy many hours of dueling in Mordhau, but I believe that game modes, veichles, and map interactions could really make me love the game.

As a side note, duels are really boring in Mordhau. Team play is much more fun, but it seems that most players only want to duel.

Knight 154 444
  • 1
  • 10 May
 Nautilus

@yourcrippledson

Seriously good post man, I agree with you completely. From my personal experience with Chiv, I actually started playing a lot of the horde mode after out-growing the noob servers to get that same kind of peasant killing satisfaction you described.

If Mordhau is to succeed, engangements really can't boil down to just mechanical melee brawls. Most of all, small immersive details like peasants need to be in the game; otherwise this game will only be a niche game and never attract a large following.

Knight 154 444
  • 7 May
 Nautilus

@Jax said:
No plans currently for an open beta, sorry.
We're releasing the game this year, Q3-Q4 is a safe bet.

December 31 at 11:59 P.M.

Knight 154 444
  • 3
  • 16 Apr
 Nautilus

@ÐMontyleGueux said:

@ThunderDuck said:
Alternatively, add classes. Each class would have a set defense rating, as well as different options for weapons exclusive for that class (with some exceptions, like backup weapons every class could use). I was thinking like, I dunno, 4 classes? maybe something like:

Archer
Man-At-Arms
Vanguard
Knight

Maybe even add something crazy like perks and skills unique for each class (i dunno like a dodge for the man at arms maybe???) I dunno tell me what you guys think

What about a charge mechanic. Like when you run for a while and lmb your character leaps forward and slash while yelling, that would be so cool ! I dunno which class should have that tho...

Obviously this charge should be given to the class with the longest weapons, say the vanguard, because it's hard to hit people with very long swords. Oh, and give the archer the special ability to be as annoying as possible. K Thanks

Knight 154 444
  • 1
  • 13 Apr
 Nautilus

Seems pretty good to me, we could also use something from the mordhau meme vaults.

Knight 154 444
  • 13 Apr
 Nautilus

@Stouty said:
Jax I don't know who your source is but that's conflicting with the latest intel that I've received. I'm getting reports that hitstop is being replaced with a fully fledged magic system in order to attract the Mirage: Arcane Warfare playerbase

Yay, we got one more Mordhau follower!