Mordhau
 marox — Project Lead
Project Lead
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  • Date joined 25 Oct '15
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881 6126
  • 17 Dec '18
 marox — Project Lead

Fair point, no specific reason why this wasn't made to work like this, but there's no reason why it shouldn't, either.

881 6126
  • 7 Dec '18
 marox — Project Lead

It's a feature that's been considered before and one I'd really like to have, but unfortunately it has serious clipping issues in 1P, so it's quite a bit of work to make sure we could avoid all/most cases

881 6126
  • 1 Dec '18
 marox — Project Lead

@Corsario said:
Just to let you know. Yesterday, playing on Grad I saw an invisible rider (horse running around by its own). I'm playing with "utlra" settings. It was a quick glance and didn't manage to take a screenshot of it.

Hm, thought we fixed this one, along the weapons not appearing in hands. Anyone else had similar cases happen?

881 6126
  • 25 Nov '18
 marox — Project Lead

@Pred said:
Whatever value I put there with stay time command, nothing seems to change and tracers disappear after the default time (2 second-ish I think?)

Help?

Command doesn't work, will be fixed in next build

881 6126
  • 25 Nov '18
 marox — Project Lead

@Lionheart Chevalier said:
OH also the new "Use" bind no longer works for gamepads after the "Hold E to swap weapons" addition. Before, X on my gamepad allowed me to climb ladders, pick up weapons, mount horses and switch weapon sides. Now it only lets me switch weapons sides. I have to press E on my keyboard to mount horses, pick up weapons and climb ladders... when I use a gamepad to fight.

Revert your key bindings to default and save, then set up your old binds again. We've changed the internal names of the actions and they don't update until you revert them.

881 6126
  • 25 Nov '18
 marox — Project Lead

@Frise said:
Yes, fixing instant accels makes feints and drags less powerful. The way to bring the skill ceiling up again though is to make other techniques more viable, so that you can't just spam the same 3 moves every fight and be competitive.

Now that defense is easier timing-wise, it's the perfect time to try out a stricter parrybox so as to make directional plays viable. This way defense gets harder and offense requires variety and skill to be optimal. The way it was before, offense had an abismally low skill ceiling and fights were extremely repetitive.

Offense should require skill to perform properly; It shouldn't just be effective because of bullshit animations.

I agree with you that offense should be a lot more free and enabling, and have more creativity to it than what is there right now. As someone who is guilty of enjoying feint-free duels in Chivalry, this was one of the things I was hoping we could accomplish better with Slasher and then Mordhau. We've tried a lot of things, and buried a lot of attempts. Unfortunately in the current situation, this is not something that can be accomplished with simple number tweaks, at least not to the extent I'd be satisfied with. It requires thinking a bit outside of the box, and finding just what exactly would allow us to get to that point without distorting reality too much.

I am adamant in the belief that the answer is not in more buttons and more attacks, but in the simplicity of mouse manipulation that, somehow, isn't absurd-looking. There's a certain beauty in the analogue manipulation of the mouse that just isn't capturable by discrete key sequences alone. There's a lot of things to explore with the type of animation-centric gameplay that this genre has to offer, and we've been pulling back on most of it and sort of 'tuning in' into a subset that we want to explore further. Part of this also has to do that we have to spend time working on other parts of the game, and get everything finished. Even though melee is a huge part of this game, without an audience, it will be dead in the water, and we need to balance both aspects of development to make this a thing we can build upon in the future.

In short, we have an idea of where we want to be, and we've sorted out a lot of the kinks surrounding that area, but there's still lots of little alleyways left to explore. With the accel fix, we've begun to dabble in an area we previously left untouched and that is the temporal dimension of attacks outside of the animation clip itself, and a lot of interesting things could come from experimenting in that domain. We're learning and adapting as we go, and just because we've pruned the combat down and removed things we felt did not add to it to the extent we've wanted them to, does not mean we won't explore new routes that open up as a result.

881 6126
  • 23 Nov '18
 marox — Project Lead

Discuss Build #20 changes here!

881 6126
  • 23 Nov '18
 marox — Project Lead

The accel fix/mechanic is now in, let us know your thoughts!

881 6126
  • 23 Nov '18
 marox — Project Lead

Alpha Build #19
11/11/2018

Gameplay & Mechanics

  • Reverted some code optimizations to fix the new desync/instant hit problem that appeared since Patch 18 - this will also put swing manipulation in check again same as Patch 17 and make it more readable
  • Added new climbing/parkour system - players can now vault over smaller obstacles, and pull themselves up on higher walls/obstacles. Press or hold spacebar to activate, getting hit during climbing will ragdoll players. Also works while in the air. May lead to some temporary map exploits.
  • Equipment that can't defend with parry/block will now get disarmed and drop on melee hits and switch to fists. This affects archery weapons, throwables and various equipment. Having a shield will override this, so if you have a throwable and a shield, you don’t get disarmed on hit
  • Chase mechanic now only works with a melee weapon in hands, and chase mechanic from the front is now enabled if opponent doesn’t have a melee weapon
  • Buffed chase mechanic start speed slightly
  • You can now hold use to swap items in hand with items on the ground directly
  • Stamina breathing threshold lowered to 15 stamina
  • Hyperarmor now also works against projectiles and horse bumps
  • Forward parry now ignores strike early releases, preventing some bad looking early parries
  • Slight flinch knockback increase
  • Added Bandage - 1 Point item, has 2 uses and heals 50 hp per use. Bandaging takes 1.5s and can be used while walking
  • Added Medic bag - 2 Point item, deployed once thrown on the ground. Has a total HP pool of 300 and heals 50 per hold use.
  • Added Toolbox - 8 point item, can be used to construct buildings & fortifications. Use alt mode to switch through the available buildings. Currently has a wall providing cover and a spike wall, which deals damage and can impale people, based on their velocity. Buildings self construct upon deploying, this process can be canceled by enemies or sped up with a repair hammer. Buildings can be destroyed/repaired and have different stages of health, the maximum amount of buildings per toolbox is 6. Buildings persist between lives, but if you respawn without a toolbox, they will vanish.

Animations

  • Third person Jump animations improved for upper and lower body
  • New 3p catapult lowerbody anims

Customization & Equipment

  • Removed purple from leather color added 3 more shades of brown
  • Added new Knights Rimmed Pauldrons
  • Added new Knights Chain
  • Added new Rimmed Pauldrons

Visuals & Misc

  • Fixed ballista hand IK breaking into a Tpose in the distance
  • Added various LODs
  • Fixed holster jiggle not working in some cases

Vehicles

  • Vehicles now show visible damage based on health (this broke a few patches back)
  • Catapult movement speed raised from 125 to 187
  • Raised Catapult turning speed while moving

Audio

  • Improved a few sounds

UI

  • Added new equipment interaction UI elements

Known Issues

  • Loadout switching in Skirmish in between rounds or during warmup can occasionally not work and needs multiple retries
  • Broken 1p shadows
  • Cloth is disabled on Medium Horse and Gambeson skirt
  • Cloth bunches up in Armory
881 6126
  • 21 Nov '18
 marox — Project Lead

@Frise said:

@marox said:
You can switch instantly after parrying something, you can also directly switch during windup (including combo windup), although that will feint-to-switch and cost stamina.

Yes but if the opponent is good they will take the initiative and get a free hit.

Creative plays should be encouraged, not punished.

Opponent is in parried lockout which is the fastest windup minus 50ms ish that's generally going to be around 0.45-0.55 seconds, the switch itself takes 0.45s. It could be close, but initiative should be roughly reset in this case to neither party having it.

881 6126
  • 21 Nov '18
 marox — Project Lead

@Bodkin said:
I think you should be able to alt mode switch quickly off of parry and combo into a mode switch but not starting an alt mode attack though.

Like I could "riposte" without actually attacking where it just quickswaps to my alternate mode safely, initiative resetting to normal. Feels really clunky and constricted to be stuck in alt mode halberd/spear when someone is in your face with a fast weapon and circlestrafing your strictly turncapped swings.

Would be a fairly easy change to implement as far as I can tell. Comboing into a mode swap (no attack) would work similarly without screwing animations as far as I can tell, though it would probably be easier to do the animations for switching off of parry since the animation is the same no matter what for that (swing angle not making a difference for the animation at all)

Thread I made suggesting this long ago, along with a similar ability for swapping to secondaries.
http://mordhau.com/forum/comment/140050/find/

You can switch instantly after parrying something, you can also directly switch during windup (including combo windup), although that will feint-to-switch and cost stamina.

881 6126
  • 19 Nov '18
 marox — Project Lead

@Temudschin said:
Hey there,

I am a lefty, so I reconfigured my key bindings. Instead of 1-2-3-4 for the quick weapon change I binded 7-8-9-0.
But ingame it is not working. When I want to switch weapons it only shows 1-2-3-4 next to my wepaons on the right side of the screen. So I can't use my own bindings.

Reset your key bindings in options and after that rebind them, it should work then.

881 6126
  • 17 Nov '18
 marox — Project Lead

@Stouty said:
If you jump off a ladder whilst climbing it and immediately attack your swing will ghost hit every time. I can post a video if needed

No need, this was fixed internally and will be rolled out with the next patch

881 6126
  • 17 Nov '18
 marox — Project Lead

@DuckSauce said:
Experiencing a crash on start up with an ASUS laptop.
Specs: intel core i7-7700hq CPU / Geforce gtx 1070 GPU / 12 Gb of ram / Windows 10

Prior to patch 18/19 it started and ran Mordhau with no problems, now it crashes to a UE4 bug report shortly after clicking play through Steam. So far, running as admin, verifying cache files, updating GPU drivers, reinstalling the game, creating an external shortcut, and resetting the laptop have failed to yield different results. The UE4 bug report doesn't show the callstack but does link to diagnostic files, but I'm asking this question for a friend and currently do not have access to these, if any of these files are needed I can find a way to get them posted here, but I'm hoping this heads up will be enough to alert the devs to the problem.

Sending us the .log found in C:\Users\YOURUSERNAME\AppData\Local\Mordhau\Saved\Crashes might give us some clues, could also be an issue with UE 4.20 which is the version we're running with patch 18 and onward (previously we were on 4.18)

881 6126
  • 14 Nov '18
 marox — Project Lead

@Stouty said:
https://www.youtube.com/watch?v=bLoxheVshFQ&feature=youtu.be

No offense intended to Crush or the devs, if I didn't believe the game had huge potential or wasn't already in a superb state I wouldn't bother giving detailed criticisms

Thanks for making the video! I don't generally agree with the points made regarding what exactly is the problem, but the examples are pretty telling on their own. Over time we've remedied aspects of this problem, but the issue at large persists. It mostly has to do with attack manipulation in the early part of the release, it doesn't specifically have anything to do with animations or release times. Sure, changing those can affect this somewhat, but it would also affect other parts of the game where this isn't a problem. Instahits occur when the velocity of the hand/weapon inherent in the release animation combined with the mouse-look manipulation produces a velocity that's above a certain threshold. Of course attack animations in that early state come out quite fast, but that's how these things generally look physically, and add to that attack manipulation, where turncaps are lax enough and you get a speed that's quite excessive. On their own, both of those aspects are fine, attacks need to look physical, and turncaps need to be lax enough to not feel restrictive. The problem is just when these are combined in the early part of the release.

I'll make the point again, as you can also see in the video, the problem is the velocity in question, not the time when something hits you. Doing an overhead while looking at the ground is fine. Performing the looking down while that overhead starts to travel is the part that's problematic, because suddenly it moves at an insane speed. There's various procedural tricks we can try to remedy this, so we'll play around with it a bit and see if something can be done tackling the issue from this angle.

881 6126
  • 11 Nov '18
 marox — Project Lead

@LuxCandidus said:
I am not thrilled to see absurd drags and accels make a return this patch. Some Chivalry tier ridiculous drags have been made possible, and the phrase 'instant attack' has once again become pertinent with ripostes lasting only a few frames in some cases. I should not have to tell you how heavily this deters new players, both in being visually unappealing and in requiring hundreds of hours to discern drags and accels from normal attacks.

This was a bug in #18, not a feature

881 6126
  • 10 Nov '18
 marox — Project Lead

@Gauntlet said:

@Cow said:
it's cause you have a azerty keyboard i think if you remplace: 1 = & 2=é 3=" etc...

Nah, I have a normal keyboard. My primary weapon is bound to 3 & tertiary slot to 1. Currently these binds just don't work.

We've done changes in the switching keys and went from 4 binds to all up to 9 bound, but you'll need to reset your binds for these to take effect, then you should be able to rebind them as normal.

881 6126
  • 10 Nov '18
 marox — Project Lead

Does it work if you reset to defaults?

881 6126
  • 6 Nov '18
 marox — Project Lead

@ÐMontyleGueux said:
The parry doesn't need to be entirely client sided, I'm pretty sure that some lag correction can be specifically added around the one most crucial mechanic of the game. It should be expected that the parry works for any ping below 80 (higher than that is known to be less than ideal anyway, people will expect issues).

I really hope that it will be implemented at some point. Releasing the game while parry doesn't work properly above 60 ping might cause bad publicity.
I'm an alpha player, I may consistently die due to late parries, but I understand why and will patiently wait for a fix. Newcomers on release might just leave the game as soon as they die 3 times in a row to hits they should have parried.

You can use m.DebugNetworkParry 1 to see if the netcode is to blame, although that doesn't work on kills, but should give a clear indication if it's a problem with the game or a problem of git gud. Clientside parry would incur hitreg delay and generally feel awful for the attacker. For comparison, Chivalry's parry is attacker client-side (what you're asking for is defender client-side), so actually twice as bad in terms of delay compared to what Mordhau uses.

881 6126
  • 31 Oct '18
 marox — Project Lead

Pre-orders are something we're looking at, but Valve doesn't let just anyone run pre-orders on Steam. In fact Valve's official stance is that they're only doing pre-orders with partners they've worked with in the past. So this is something that might end up out of our reach.