Mordhau
 marox — Project Lead
Project Lead
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  • Date joined 25 Oct '15
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Private Message

860 6034
  • 14 Nov
 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.

860 6034
  • 11 Nov
 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

860 6034
  • 10 Nov
 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.

860 6034
  • 10 Nov
 marox — Project Lead

Does it work if you reset to defaults?

860 6034
  • 6 Nov
 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.

860 6034
  • 31 Oct
 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.

860 6034
  • 17 Oct
 marox — Project Lead

We would have done a patch sooner, but have been dealing with issues stemming from upgrading Unreal Engine from 4.18 to 4.20, which shipped with lots of showstoppers and we've had to backport fixes from 4.21 to our branch. This wasn't expected, but it can unfortunately happen, and we had to upgrade because certain parts of the engine we needed (e.g. hierarchical LOD) were not really workable in their state at the time. The main culprit are the maps, which required lighting rebakes as well as HLOD regeneration, our 3rd party LOD system went bust in the transition to 4.20, and we've had to replace that too.

Regardless, we could still ship a patch on the current version and backport fixes, but this takes time out of development, and during alpha is not deemed critical enough to warrant spending time on it when we have more pressing matters to fix. Once the game is released, however, this would of course be different, and leaving the game in such a state wouldn't really be an option. We would also have a 2-tiered update system, where the update would first be in the testing branch on Steam.

This doesn't mean the entire team spent all this time twiddling their thumbs, but it did present a setback. What you can expect as the main meat in the next patch are lots of performance optimizations for client and server, which should hopefully allow us to start testing playercounts of up to 64p and we'll be starting these with a large TDM map (likely on a more expanded Grad). There's also a pass done on the most important sounds, since those have been largely left alone for longer than a year and were due to some redesigns. Of course mixed with all kinds of other misc stuff and gameplay/meta changes. There's other stuff as well, a lot of work is not shipping with the next patch since it's not ready yet e.g. Frontline, new equipment, but has had lots of work done on it.

860 6034
  • 8 Oct
 marox — Project Lead

Seems it was left hardcoded on, we're looking into fixing the option to disable VAC.

@MrGhostTheFlyingFlail said:
I don’t think the devs will come out and fix it anytime soon. It almost seems as if it was by design to have the Ban List work in coordination with VAC. It’s a really awful catch 22 were if you want to play with a banned friend you’d need to disable VAC however that opens up the possibility of hackers coming into the server. Also the devs already think down upon servers providing shelter for banned players referring to them as “speakeasy” servers. In the wise words of Jax (Community Manager) “Peasants Don’t Matter” this quote was screencaped on another thread prior to it being deleted

Ban list does not work in coordination with VAC. There's a difference between bans and game bans, the former are handled by the ban list and are per-server, the latter are handled by VAC and are global.

860 6034
  • 3 Oct
 marox — Project Lead

@Sir Zombie said:
Whatever is done on private servers should 100% be handled by the owner of that server and not affect things on official servers.

It does not affect servers that are not VAC secured, so if you want to run a server like that which will be the refuge of anyone banned from the game, you can.

860 6034
  • 3 Oct
 marox — Project Lead

This was an extreme measure due to an extreme individual. This wasn't just because he "badmouthed staff", although he sure loved spamming us with insults even in private on Steam. Some of us had him on our Steam friends list, because he actually used to be a reasonable person once. I honestly have no idea what his problem is. This is a long list of offenses over what seems an eternity. In the end, I was the one that pushed the button after deciding that enough is enough, and he can play with bots which, realistically, are the only pseudo-people on Earth that won't mind his behavior.

You would expect us to ban cheaters, this was about up there in terms of ruining the fun of others. It's one thing to call someone something, but quite another when you make it the purpose of your life to spam the chat over and over, for days, months, years. He is way too much work for us to deal with, and there's way too many screenshots of his abusive behavior on my hard drive than I have space for.

860 6034
  • 25 Sep
 marox — Project Lead

@das said:
Equip Friendly Fire perk and team damage tickles on both sides. Zwei headshots will literally do like 7 damage if you both have FF perk.

It doesn't stack. It does stack with the overall friendly damage modifier, but not with the perk itself. Unless that's a bug.

860 6034
  • 25 Sep
 marox — Project Lead

We've set up a shop with Mordhau-branded physical items (no keys, sorry!) that you can buy, featuring some amazing t-shirts designed by our very talented Rattsknecht. Perfect if you want to show off your love for the game, or just want to look cool. We're starting it off with a 10% discount this week -- check out the shop here!

860 6034
  • 23 Sep
 marox — Project Lead

You shouldn't expect 10 frontline maps for release, that number is way too high. Probably no more than 7 frontline maps for release, but it might very well end up lower depending on the bar we set for quality and optimization. The rest of the maps would come out post-release as they are optimized and completed.

860 6034
  • 16 Sep
 marox — Project Lead

@GlobalStorming said:
Has anyone received the email referenced in the update? Or should I just wait a little while?

You don't need the email, you already linked the purchase since you have the tag on the forums. Just go under your purchases in your account and grab the key.

860 6034
  • 16 Sep
 marox — Project Lead

@Frise said:
speak about lockouts, is the attack lockout after getting chambered getting looked at? You know, how you can throw an attack almost instantly after getting chambered and it even happens on accident?

Can confirm it broke with the window change to chambers and is being looked at

860 6034
  • 5 Sep
 marox — Project Lead

@Pred said:

@marox said:

@Pred said:
Instahits that I think had been fixed like, I dont' know, 2-3 patches ago (?) seem to be back.

I doubt this is the case, rather, what's probably happening is the servers are shitting themselves. Seems we did something that broke our server anim-lodding functionality (which reduces animation quality when not needed) and this completely destroys server performance right now even for small player counts. It's a huge deal and we'll do a patch to fix this soon.

I mean this:

It was a constant problem for months which seemed to disappear, not sure when, patch 14 I think?

Looking at damage, this is also a headshot.

Nothing should've changed as far as I can tell, other than move speed changes that might make this more common. What I'd assume is happening is that the attacker is running towards you while you backpedal, and on the server he's a bit in front of where your client receives his position. However, the client forward simulates to account for these cases using the received velocity, which would ensure the positions match if the velocity is sort of stable. Perhaps the lunge and the point when it occurs causes the issue, which you might notice in the video by detecting when the lunge started. Can you reproduce this reliably in some way online by back pedaling someone running at you with a stab at that sort of range?

860 6034
  • 5 Sep
 marox — Project Lead

@Pred said:
I remember one of the devs saying you want to discourage archers from shooting at the last moment when someone is charging them.

Well, in addition to changing weapons in flinch, you can also shoot, get your shot parried by Bastard Sword, swap to melee weapon and parry the riposte.

Fucking lol.

We're most likely going to increase switch time when switching from ranged weapons to anything else.

860 6034
  • 1 Sep
 marox — Project Lead

What's your Character Quality set to in options?

860 6034
 marox — Project Lead

@Cswic said:
I know that when you throw a weapon at something the weapon often snaps a little to the set stuck position on the object. But this case doesn't seem like a "it hit chest but snapped to a head stuck position" really.

What happened was the axe hit the chest first with its hitbox (the hitbox has some height to it as you can expect, and it probably just clipped the chest first) and damage was calculated. Before applying the damage, visually the game adjusted the hit location for sticky towards the head, because that's where the axe head was. Now, the server would send the correct headshot marker/sound in this case as it is not something that's done by the client and is 100% correct, but it seems there's a bug and the server is using the modified visual location to determine whether it was a headshot.

Interestingly enough, it might be better to keep this behavior, and also deal headshot damage if the weapon ends up stickying on the head, as that would keep it consistent. Good catch!

EDIT: this applies to all projectiles, by the way, not just the axe. The repositioning is just more common on projectiles that are bigger, such as throwing weapons that generally have a height component to the projectile collision box.

860 6034
  • 30 Aug
 marox — Project Lead

Fixed