Mordhau
 Vegust
Knight
  • Likes received 67
  • Date joined 22 Dec '15
  • Last seen 2h

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Knight 28 67
  • 21h
 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 28 67
 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 28 67
  • 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 28 67
  • 3 Nov '18
 Vegust

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

Knight 28 67
  • 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 28 67
  • 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 28 67
  • 27 Oct '18
 Vegust

yes

Knight 28 67
  • 20 Oct '18
 Vegust

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

Knight 28 67
  • 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

Knight 28 67
  • 10 Oct '18
 Vegust

Should partially solve imminent problems with female/male ratio in a medieval battlefield. Also adds for immersion.

Knight 28 67
  • 31 Aug '18
 Vegust

Same can be applied to the recovery phase of stabs since they often clip through bodies if release ended right before touching hitbox which looks weird as if your attack just clipped through. A hitstop without flinching would be nice.

Knight 28 67
  • 2
  • 27 Aug '18
 Vegust

Ejecting some hot new and totally original shield nerf ideas to remind devs that they should try to make shield usage hopefully as complex as all mechanics being skipped with the indefinite block:

  • Make turncap with shield up even slower.
  • Stamina drained while shield up.
  • Stamina drained while turning with shield up. Probably should be calculated from distance from the original block position and be free in a small initial area.
  • Delay between LMB press and full shield up. If getting hit in this state, lose a lot of stamina, so if you want to play aggressively you will lose a lot of stamina and if you want to play defensively you should preemptively block and so give all initiative to your opponent. You can balance the numbers to keep it balanced, but I would say 27 additional stamina loss and a 653 ms delay. I guess this delay should not appear if you press block in a parry recovery state so riposts and chambers can be countered. Or just make shield users chamber in this situations :) You can even allow shield users to block and attack at the same time with this (same as attacking into a riposte)
  • Same as above but instead of stamina drain it can be health drain (percentage of attack damage or something).
  • Same as above but states are switched. Fast blocks work as usual but holding shield will cause stamina/health loss.
  • Same as above, but no second state. I mean stamina drain negation and probably longer parry windows is enough to worth several points.
  • Make shields breakable, you already have logical structure damage values on all weapons and disposable equipment is in the game too (pots, throwables, etc). Perhaps you could pickup a broken shield and fix it with a smith perk.
  • Shield users chamber with a shield. This negates any stamina loss but there are no attack follow up (maybe you could combo an attack after this) and usual blocks are stamina-intensive.
  • You cant block with a shield, you parry as usual but holding shield grants additional passive frontal protection.
  • You get 10 stamina (just like for successful hits) if you hit got blocked with a shield.
  • Make shield hitboxes small again!
  • All of the above.
  • Shields should cost 16 points.
  • Remove shields.
Knight 28 67
  • 2
  • 27 Aug '18
 Vegust

Just a humble 240-degree system plebeian asking you: how to play against a shield in patch 17??? Previously I could outstam them with chambers, get a hit with a footslash or fake one and actually do a waterfall but now lowhits are gone and shield users don't need to focus on them so they have a way better time blocking waterfalls and upper strikes too. I always run out of stamina first with just riposte exchanges. Sidestabs should be better this patch I guess but they still feel underwhelming. Should I just gamble with kicks and fast hits when my opponent is not riposting? Or just git gud/use binds? It takes fucking forever to kill even a bad shield user in 1v1 and when I am in a 1v2 situation against someone not retarded with a shield it feels better to just press end.

Knight 28 67
  • 26 Aug '18
 Vegust

How exactly track filtering works? I see that it creates profiles in its folder but when i start playing any midi files they always use all tracks.

Knight 28 67
  • 15 Aug '18
 Vegust

We need a perk that shows other people's perks as distinctive symbols near their names or something.

Knight 28 67
  • 6 Aug '18
 Vegust

Devs should also do something with fire hidden under grass textures. I fucking hate this shit in camp. Texture change for grass (like in Far Cry) or just more tall and explicit fire/smoke effects would be nice.

Knight 28 67
  • 29 Jul '18
 Vegust

Why are you applying same numbers to all weapons? IMO fast weapons will benefit significantly from this. I still cant figure out the use for a new chamber but if it any good its a bit unfair that i as a messer or exec sword user should spend 4 times more stamina (5 for block and 20 for chamber) to chamber a rapier. At the same time chambering with a rapier seems a lot more reasonable (12 for blocking a messer vs 20). Same can be applied to 10 stamina gain on hit. Just from simple hits-to-kill calculations, fast weapon users will be getting like twice as much stamina from this mechanic. I understand that big weapons will be buffed from unification of morph and fient costs but i dont think it will be that big, the numbers for most of the comp weapons were close to 10/5 anyway, with exeption of some expensive morphs.

Knight 28 67
Knight 28 67
  • 14 May '18
 Vegust

Forward/back offset already exists, and since your weapon position directly connected to tracers, left/right/up/down offset will be possible only by changing your real PoV to some place outside your head wich is gay and i am not even covering issues with throwables so no

Knight 28 67
  • 1
  • 6 Apr '18
 Vegust

Why active parry drops after morphing a chamber? Makes really hard and stamina-intensive to 1vX spears with weapons like messer, feels weird to get hit right after chamber and i do not see how it can break anything. Maybe it should stick to the ending time of early release of the initial attack and not immidiately disappear?