Mordhau
 marox — Project Lead
Project Lead
  • Likes received 6974
  • Date joined 25 Oct '15
  • Last seen 9 Oct

Private Message

988 6974
  • 8 May '19
 marox — Project Lead

Your issue is probably with Steam and not Mordhau. Go to Steam settings, under In-Game, at the bottom you'll see: In-game server browser max pings/minute. Adjust accordingly.

988 6974
  • 6 May '19
 marox — Project Lead

I think you may be having a weak connection or something to do with routing. One thing you can try is take a look at your BaseEngine.ini file, it's located here:

C:\Program Files (x86)\Steam\steamapps\common\Mordhau\Engine\Config

and change ConfiguredInternetSpeed=10000 to something lower, like 5000. I don't know if that's going to work, or the game might end up looking a bit strange as a result.

988 6974
  • 4 May '19
 marox — Project Lead

Does it work for you now?

988 6974
  • 4 May '19
 marox — Project Lead

@SirBorryvonHinten said:
idk if i did it right but i just installed the server again with another user. so i have a frontline and a dm server

This is the intended way to do it

988 6974
  • 4 May '19
 marox — Project Lead

Bug. We're fixing it for next patch.

988 6974
  • 4 May '19
 marox — Project Lead

No. Coming next patch.

988 6974
  • 4 May '19
 marox — Project Lead

No. Coming next patch.

988 6974
  • 3 May '19
 marox — Project Lead

@Sektor said:
Lag is definitely better, but ping continues to be a big issue. We did a group yesterday with some people from Greece and Cyprus and we continue to play in all servers with more than 90 ping when the servers have over 30 people. Is there something we can do for this? For south european zone in general, the ping is extremely high. This only happens on Mordhau, I have asked others aswell and it is the same for them.

In other games, which server locations work for your region?

988 6974
  • 3 May '19
 marox — Project Lead

You only need a single core for the server, we run 4x64p on E3-1270 v6 machines.

988 6974
  • 29 Apr '19
 marox — Project Lead

What a ride! The day of Mordhau's release is finally here. Our target is to go live today April 29th @ 10 AM PDT. We will be launching with a base price of $29.99 (Steam currency/regional pricing applies!) and a 10% launch discount. Besides the base game, for those who really want to go the extra mile to support us, you'll also be able to purchase the Supporter Pack containing the soundtrack, Medallion (necklace) wearable cosmetic and Mercenary banner. Those who wish to purchase the Steam key to the game on our webshop, will be able to do so here when the game is released, and a lot more money from those sales will go to the developers, as Steam won't take their cut.

Anyone who backed the game at $40 or more (Beta level, which contained the Soundtrack) will receive the Supporter Pack as part of their pledge via Steam key on the account you've registered on our website. So please keep this in mind to avoid purchasing the Supporter Pack twice! Please give us an extra couple of days to supply these Supporter Pack keys to you, as we ran into some delays there.

All backers should have received their rewards by now (except the soundtrack). For some of you, we're still waiting/adding the things that require your input (custom emblems, etc.) so make sure to fill out all forms on our website. If you have not yet received a key please do the following before contacting us. Check your emails, most of you that contact us have already activated your purchase back in 2017, but have not checked your forum account for the Steam keys. The keys have been waiting for you there for some time :) If you are sure you haven't received any activation link, and have never activated your purchase on our forum/website, then get in touch with us via a Kickstarter private message, or send an email to [email protected] from the email you used to purchase, and we will sort you out.

If you would like to purchase just the soundtrack (and it's a good one!) directly from the composers, you can do that here.

Thank you so much for supporting us and making this project possible. It's been an absolute blast to work on, and we hope you'll enjoy playing it!

See you on the battlefield!

988 6974
  • 23 Apr '19
 marox — Project Lead

@Stumpy said:
My guess is 6pm -8pm CET

Good estimate, probably around 4-8 PM CET, we're aiming for 6 PM CET.

When will user submitted emblems be inclued in the game?

Depends when they were submitted, things that were submitted really late (like 1 months ago) might not be in, rest should be there on release.

When do we get our gold teeth?

We shipped them silently, but it's possible they're not available yet in the current build (will be by release)

Will i have my Duke title Ingame on Scoreboards, or even ingame at all?

You get the Duke in-game badge/banner (the thing people see when you kill them), but it's not spelled out specifically, it's just a way for us to refer them by.

Why is achievments completed in a match only given to you once the match is finished? Why not instantly? If you complete an achievment then leave server before it's match is finished you won't be rewarded with completion.

Fixed next build

988 6974
  • 1
  • 18 Apr '19
 marox — Project Lead

Mordhau is coming to Steam on April 29th 2019. Wishlist it now
Enjoy the trailer!

988 6974
  • 1
  • 16 Apr '19
 marox — Project Lead

@Monsteri said:
One thing to keep in mind is whether a game includes the delay caused by server tickrate in the ping total or not. At a tickrate of 60 the server will take up to 16ms to send your packets around. I believe that in CS:GO, for example, the ping displayed on the scoreboard takes this into account, but the ping displayed in the net graph does not, hence it consistently being a bit lower than the ping on the scoreboard.

You can't really make a fair comparison without knowing whether the other games do this.

This. The value seen in Mordhau is not ping, but rather latency, which is ping + any frame/processing delays. We could display raw ping as some games do, but that's not very helpful for anything in particular. Most UE4/3 games do it this way, best comparisons ideally would be with other UE4 games.

988 6974
  • 16 Apr '19
 marox — Project Lead

@Sektor said:
I am on wired connection, yes. I have the best service provider of Greece

Which servers are you getting bad ping to? Just official Frankfurt ones, or are there others?

988 6974
  • 13 Apr '19
 marox — Project Lead

@SherbershLemel said:
will chamber have more AP than parry or will they be the same

Not sure about chamber AP yet, the problem with chamber AP is that it doesn't fit well into this mechanic at all visually. For example, say we give 150ms of AP on the start of riposte, then the animation still makes sense. Now doing the same on chamber makes no sense. Chamber can occur really late, at which point the AP would just be an invisible forcefield. So right now probably no AP on chamber, at least not this way. Not sure what to do about it yet.

988 6974
  • 13 Apr '19
 marox — Project Lead

@Lionheart Chevalier said:
^ By far the most frustrating scenario when dealing with 1vX is when your parry/block is flinched.

Glad to hear something will be done about it,

The game already has parry in flinch for at least the last 2 stress tests (I think), it was just 100ms (or maybe 75ms) and now it'll be extended to 150ms

988 6974
  • 12 Apr '19
 marox — Project Lead

@wierHL said:

@男の娘 said:
i hope the reintroducing of AP wont block attacks from behind

Logically the AP "zone" should be similar to the parrybox right?

Yes, identical zone.

988 6974
  • 12 Apr '19
 marox — Project Lead

Also, I like teamfights at the moment compared to when we had HA. Still wish we got to test AP again though.

We're reintroducing a short period of AP on parries and chambers, but mostly as a consistency thing since it helps blocking that attack that's just about to hit you when you press riposte. Similar to the reason we extend parry into flinch a little bit.

However, I don't think mechanic changes will stop after release. Balancing obviously will continue too. Maybe we can get a opt in test build after release.

We'll be using this to test changes post-release, right now it's just not feasible, because everyone would go onto that branch because it has players, then complain when it's completely broken.

988 6974
  • 2
  • 6 Apr '19
 marox — Project Lead

@Ruby Rhoderick said:
I can't test it as we no longer have access to Frontline, but from what I found, CPU seemed to be the primary constraint. The issue I was having during the stress test was, at best, a usage of ~60% of my GPU during the large battles. Yet, when in spawn, my GPU usage would shoot up to ~90% and I'd get drastically better FPS.

Again, I'd like to test it, but I did overclock my GPU from 4.2Ghz to 4.8Ghz and I'd like to see if that helps with performance. Here are my specs:

i7 - 6700K
1080ti

In-Game Settings: Medium-ish (turned everything CPU dependent to low)
Average FPS: 60 - 70 in Battles, 120+ without players in view

The most CPU dependent options would be Character Quality, Cloth, Ragdoll Quality, ragdoll count. The most misleading setting we see is Character Quality as people (rightfully so because of the awkward name) immediately assume it is graphics related, but in fact it controls animation/movement quality optimizations. I'd try to keep that as low as you can without getting janky looking animations, Very Low or Low ideally.

But the ideal way to get data is to use "stat unit" in console and with that it's possible to pinpoint exactly where the issue lies (CPU Game, CPU Draw, GPU), although it takes some knowledge of how those 3 are correlated to understand where the bottleneck is. The Draw thread can bottleneck on the CPU but can be lowered by e.g. disabling shadows, which might not be obvious at first glance (since shadows are primarily a GPU thing).

988 6974
  • 5 Apr '19
 marox — Project Lead

@Ruby Rhoderick said:
An i7-8700K running at 5Ghz should not be a bottleneck for any modern game - I think what we're seeing here is poor optimization from Mordhau that depends heavily on CPU usage.

There will always be a bottleneck, even if that is simply because every bottle has a neck. The question is what FPS it's hitting and whether that's enough. From what we can tell most players were actually bottlenecked by the GPU.