Mordhau
 Vegust
Knight
  • Likes received 91
  • Date joined 22 Dec '15
  • Last seen 21h

Private Message

Knight 39 91
  • 11 Jul
 Vegust

@Iodine said:

@PC_Principal said:
I think feint cost are low for pans? I never tried them. Not sure if that's a cheat, could be of course. It looked to me like he was just spending all his stamina in the end before dying. Could be autohotkey bind or macro.

this is definitely the windup of an attack being spammed faster than is possible in-game.

no its not

Knight 39 91
  • 10 Jul
 Vegust

I think that's the start of a block animation and this guy uses the same cheats as the other one exposed like a month ago. They somehow continuously spam block without any recovery time.

Knight 39 91
  • 18 Jun
 Vegust

Stop spreading misinformation about buckler and targe. All they do is change your defensive stats to theirs (that you can see and compare in Advanced tab) e.g. you have worse block view tolerances but presumably better parry drain negation and maybe turn cap. They also make it so when you out of stamina and lose them you gain some stamina back in contrary to conventional shields. It lets you in theory never lose your 1h weapon since you can just pick up your buckler and regen some stamina again.

Knight 39 91
  • 15 Jun
 Vegust

It will be 20 player FFA + 5v5 skirmishes + 5 player Horde (for EU and NA regions). Really strange choice of game modes tbh

Knight 39 91
Knight 39 91
 Vegust

Never trade ripostes. Just read and (double, triple, quadruple, ...)parry everything until you footwork out of the range of all opponents but one (by kiting others around him). Then kill him. Repeat until 1 guy left. 1v1 him. It's THAT easy lol.

P.S. After actually reading your post I can say that I would love to see this implementation tested. Being able to start an attack shortly after a failed parry is a huge change and it is hard to say what the meta will be.

Knight 39 91
  • 31 Mar
 Vegust

From the beginning of the Mordhau test, there is one problem in the game which has not been solved. This is the behavior of "soft" objects on the map: tree foliage, banners, flags, tents, ropes, and the others. Weapons pass through them as if they are not there in some cases, and in the others, they behave like a metal. The apotheosis of this misunderstanding is the new tents on Camp, which are divided into 2 types - those you can go into and those that barricaded with barrels. The first behave as they are full metal, the second as they are holograms. It looks stupid in both cases. Such incidents will haunt us in the new maps.

The solution is to come up with the mechanics of the interaction of weapons and arrows with these "soft" objects, which will put an end to these problems once and for all and make it easier to create new maps for developers and will make a precedent of the correct execution for modders.

An example of implementation - arrows flying through foliage and fabric would fly a couple more meters and then continue to fly no longer as damaging props, but as items (like throwing weapons that have bounced off the walls) though they probably should not be obtainable for server performance. Plus, in contact with a non-solid object, a characteristic sound should be heard (branches breaking, rustling leaves, torn fabric), and a temporary trace like current local wounds could remain on the fabric. Weapons passing through non-solid objects, such as tents, can also signal met resistance with the sound of a tearing fabric. When in contact with the enemy slashes will always do sliding blows, and stabs will always do normal attacks, also leaving a trace on the fabric.

Knight 39 91
  • 12 Mar
 Vegust

I like Mordhau1200px-Smiley.svg.png

Knight 39 91
  • 11 Mar
 Vegust

Well, perks can't really change gameplay by much since they don't have any visual clues so making them powerful is just unfair. Flesh wound is a nice example of that, some of your opponents just don't die when they should but you never know who yet its really important in 1vX situations so you start to remember people with this perk just by their loadout looks.

Also, this general perks you mentioned have point costs so what is the problem if they just generally make you more effective? it's not like they are autopick (except for fireproof but it's not its fault honestly), just a way to spend extra points.

I like the idea of redesigning perks into equipment though. Adding movement perks as light armour bonus will increase loadout diversity a lot. Maybe redesign this whole perk idea into additional equipment for visual clues. Like a tool belt into waist slot for Smith perk; brass knuckles into hands slot for Brawler;

Knight 39 91
  • 2
  • 28 Feb
 Vegust

Stop with this directional heresy. It never worked with Mordhau or Chivalry and never will. Shaking your camera around to "catch" strikes is not realistic and does not bring the game any closer to some kind of “realistic model”. Any modern discipline that uses melee weapons clearly shows that opponents actually look towards each other and not 90 degrees down, left or somewhere else. Right now we use a camera view to determine block position just because we don't have any better input device for giving directions. It is a weak point of melee games and not something to build core mechanics around IMO.

Right now the meta is to trick your opponent with unclear timings using feints/morphs/drags/accels and other mechanics, which results in combat flow that looks strange and clunky compared to some HEMA videos or something. I can agree with that though that's not a major problem for me as I am generally satisfied with the gameplay. With directional system, the meta will be to trick your opponent with unclear weapon position. Does someone really think that that will look any better?

Right now it may not feel good to get caught by a drag or a feint, yet you can clearly tell that the moment you pressed the block button you saw the block animation, which ended before you got hit. Then you can obviously argue about whether such drags/feints/accels are fair, but at least your personal mistake is clear. With directional system, you press the block button, see the block animation, and still take a hit, although your opponent's weapon was visible. What is the usual explanation of that from the perspective of a player? Lag, some sort of mechanic abuse or cheats. Not because it is bad or unfair by itself, but because it looks exactly like those. That's straight up bad game design.

I still remember my MAA games on public duelyards, where a few 20 to 30 level noobs (the majority of the playerbase) were talking shit about the game and calling me out for using "unlockable strikes". After a long explanation and some practice, they learned how to block sidestabs (turning 90 degrees sideways, wow) and waterfalls, at least when I was doing them from the known side. Yet their opinion about this directional strikes stayed negative.

Also, the ability to bypass the block provokes people to do oblique attacks with the risk of a miss, which will increase their average number per battle and nerf all weapons that cant CFTP. What about 1vX? Not that those will be unsolvable problems, but I just want to say that with such system, devs would have to change a lot of already established mechanics and basically the whole game has to be played differently to fit in directional system. Not to mention the fact that if the camera position becomes the basis of the gameplay, people with higher ping will have even more problems, as potentially the difference between the block, the hit, and the miss will be the difference between several pixels/milliseconds.

Knight 39 91
  • 12 Feb
 Vegust

You can play as a neutral on skirmish maps if you switch to spec right before the round start.20190213014222_1.jpg20190213014243_1.jpg20190213014536_1.jpg20190213014245_1.jpg

Knight 39 91
  • 18 Jan
 Vegust

I don't like current shields, but what's up with this video? Two players playing very passive and letting each other fully regen their stamina, prolonging the duel. What this should represent?

Knight 39 91
 Vegust

There is no unique advantage, 5-10 degree attack angle difference matters nothing when you start considering other factors like timing and positioning. As you said, the directional play is almost nonexistent. If there a was a superior to default angle that could potentially let to misleading attack tracer or some shit everyone would just bind it, even the players who prefer directional input (if you think there are, show them). There are obvious disadvantages no matter how comfortable you are simply because your input overlaps with other important actions like body movement and tracer positioning that you need to do at the same time. For me, the most important one is trying to do a right attack angle while you are trying to catch a riposte in a 1vX. Maybe you could master instant pixel-perfect inputs for all 234 secret additional directions after like 10000 hours I guess, would love to see that.

The reason to keep this scheme is that it's much easier to understand compared to binds which are probably also 2-button binds for alternative attacks. It's intuitive and other popular games like For Honor and M&B have a similar control scheme (though they have a number of fixed directions). Now If you remove the additional attacks, an actual major disadvantage of a 240-degree system will arise - inaccuracy. Suddenly a 3-degree shift becomes a completely different attack you didn't want to do, right now thanks to procedural attacks it's completely smoothed out. This will make probably the main input mode for most people on the release actually inferior to binds, which will incline the game towards being a niche product for the small elitist community even more. The 240-degree system is also essential for lute and other perspective new mechanics.
Different degrees of freedom with different control schemes is not a new story, controllers have joysticks that allow regulating your movement more precisely, especially in many isometric games where keyboard leaves you with only 8 directions at max.

The real situation right now is that new interesting control scheme that allows to lift off some previous input restrictions for at least more visual concord between what you press and what you see for all players gets bullied by tryhard minority, because they are paranoid it can potentially be somehow abused by themselves using their own artificial control system.

Knight 39 91
  • 1
  • 8 Nov '18
 Vegust

Regenerating health decreases your max stamina. Let's say 3 health points per 1 max stamina point.

  • Players have limited resources which won't be replenished during a round. Kinda like in Counter-Strike with health/armor.
  • Every damage dealt is now meaningful. Even if your opponent ran away to regenerate, you will have an advantage over them in the next fight. If you get caught in a 3v1 and died not killing anyone but got them low, your effort won't be meaningless.
  • Complication with stamina negation in contrary to just disabling regen allows a bigger overall healthpoll to spend while keeping the same HTK in a single fight. You can also add some interesting ways to heal people like bandages that not just restore you HP but prevent stamina decrease while you regenerate, so the timing of heal becomes important.
  • "Wounded" state with decreased stamina should be somehow represented, but since sound indication is occupied by stamina and visual indication by health, I can't really come up with something distinctive other than different animations (like in Dota) for walking or different, more anguished attack grunts. Maybe limit on visible wounds can be increased from 3 to like 10, but regenerating health will transform them into "tightened" wounds (less visible, with darker blood).
  • Health regen on kill fucks it up a bit so I would suggest disabling it.
  • Since negative perks idea was brought up, it can be a perk as well. I honestly do not like the idea of additional loadout points for such perks, but something like an in-game currency bonus with a visual representation (e.g. red colored nickname in a Tab window) can be cool. Alpha testers (or just good players) will go through already explored unlockable content faster and newcomers will have a chance to kill them if they were caught "wounded".
Knight 39 91
  • 3 Nov '18
 Vegust

Type AddBotsTeam <Number of bots> > <0 for red team, 1 for blue team>

Knight 39 91
  • 1 Nov '18
 Vegust

Greatsword parry drain negation is 20, according to its stat table in the weapons menu, which is not true, right?

Knight 39 91
  • 1
  • 29 Oct '18
 Vegust

Well chambering an attack before morph window is over is a mistake and stamina loss for FTP is a reasonable punishment for you. Why should you "punish" morphs anyway? They cost stamina so just by blocking and riposting you are gaining stamina advantage. Feints should be punishable because you can spam them, but you can't do 2 morphs in a row without making a window for your opponent, so what's the problem?

I think that the only controversial thing here is the stamina cost of morphs or rather the overall state of stamina warfare. I recently played Chivalry again and I was amazed at how easy it is to take advantage of stamina difference compared to Mordhau. Stamina starts regenerating too quickly for my taste and I think devs should make it have the same timing as current health regeneration.

Knight 39 91
  • 27 Oct '18
 Vegust

yes

Knight 39 91
  • 20 Oct '18
 Vegust

Throwing axes with huntsman deal only 80 damage to naked legs.

Knight 39 91
  • 11 Oct '18
 Vegust

Just my opinion:

Concept 1 is basically turning delayed drags into rudimentary morphs. Doesn't do anything to accels since you do them in a windup and their release phase is too short to drain a lot of stamina + additional notifications will be too late to notice (they would be later then pre-release grunts which are already hard to rely on).
Would make misses more punishable though I think that this complication is not worth it.

Concept 2 doesn't solve anything since you do drags/accels to deceive your opponent and with this concept drags and accels is still the best approach to do so. Only matters in situations where you have a guaranteed hit like backstabs or some of the feints. Doesn't mean that the idea is useless but that's not enough on its own.

Concept 3 can actually be pretty interesting.

Also, I do not see any problems with current drugs tbh