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

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988 6974
  • 16 Sep '17
 marox — Project Lead

Please give more details, no need to pull any punches.

988 6974
  • 16 Sep '17
 marox — Project Lead

@Alphonse said:
I could do some more indepth testing but I don't know if there's any debug command to show the appropriate info.

Unfortunately not right now, we better hurry on the indicator I guess

988 6974
  • 16 Sep '17
 marox — Project Lead

@Alphonse said:
I'm still having a lot of issues with the directional attack system.

Did you have the same issues in Alpha 2 & 1?

988 6974
  • 15 Sep '17
 marox — Project Lead

@jest said:
For mouse gesture controls, there isn't really a reason you'd want the buffer to clear, defaulting to one particular attack over your last input - most players will perceive it as the game giving them "random" swings whenever they don't get the swings they expect (ie. move the mouse left, but because pressing attack was a split second off, a right comes out instead); it's basically an additional layer of artificial automation that players have to wrestle against.

I'd suggest a tickbox/console command to simply remove the timed element for the input buffer (or extend it indefinitely), and another to lessen/remove the gesture deadzone (although this is harder to perceive right now because the timed element keeps resetting inputs). Removing the timed element will do a lot to improve input consistency.

Finally, other gesture systems like Mount & Blade's/War of/Kingdoms Rise, have translucent onscreen arrow-indicators, that show players the current direction buffered, letting them know which block/attack to expect before they press the button. This also helps players with input consistency and accuracy.

Next patch the buffer will be infinite, there was also another change that should improve the accuracy somewhat since 0 inputs on axes weren't handled correctly. Arrow indicator is planned but we haven't had time to put it in yet.

988 6974
  • 15 Sep '17
 marox — Project Lead

@Bittereinder said:
I'm impressed with the number of bugs addressed, but I noticed there was nothing about the azerty issue, not even under Known Issues. To reiterate, it is impossible to use emotes with an azerty layout and also impossible to switch weapons unless you rebind the keys (making the latter less of a problem).

I have the same problem in Mirage (though not in Chiv), but I hold Triternion to a higher standard.

Next patch you'll be able to rebind the emote controls, we're not sure what's up with azerty yet but we're aware of the problem

988 6974
  • 15 Sep '17
 marox — Project Lead

@Ceegal said:
Great update, but I'd still like to see an option to inverse the attack direction for old m&b players.

Will add it for the next one, at least as a console command at first

988 6974
  • 1
  • 15 Sep '17
 marox — Project Lead

@Qwampa said:
What is the reason for the match warmup time increase?

People loading in. It was the worst in skirmish since it locks you out of spawning, but we did it on all of them for now. If it's too long on the other modes, we can reduce it there.

988 6974
  • 15 Sep '17
 marox — Project Lead

Nice catch, too bad you didn't manage to check if other people could see the attacks.

988 6974
  • 15 Sep '17
 marox — Project Lead

Seems to be a UE4 thing, see for example: https://youtu.be/2aapsaqn03I?t=70

from the description of the video:

Issue was resolved, disabled windows update which was taking up an abnormal amount of processor. The game will take my CPU usage to 100% and then freeze, had this in every UE4 game I've tried.

988 6974
  • 1
  • 15 Sep '17
 marox — Project Lead

@jest said:
Mount & Blade's gesture recognition is pixel sensitive, and has an infinite input buffer - if move your mouse left, you'll get a left a swing when you next press attack, no matter how long you wait.

In Mordhau, the gesture buffer seems to clear in a very short window (feels like 100ms), which results in a lot of erroneous swings. Press attack a moment too late (or early), and the buffer will clear, leaving you with the default right->left swing.

As Reapy said, the best band-aid for "consistent" gestures in Mordhau is to press attack while slowly moving your mouse in the desired direction. Lowering the sensitivity can help.

Hopefully the input buffer window/gesture recognition here gets looked at soon, as the input system is the DNA of a melee game - Mount & Blade's inputs are robust and hassle-free because of its pixel sensitivity/lack of filtering or deadzones, and infinite buffer.

Thanks, all details in this regard would be welcome. We do have a timed buffer (your estimate was surprisingly on point, it's 150ms), but it's by design, but maybe that design choice was a bad idea. We'll try it out.

988 6974
  • 13 Sep '17
 marox — Project Lead

@das said:
once they add in the pre-set angle + dynamic direction control scheme.

It's there, it's confusingly called mouse x axis flips attack side, it basically makes mouse X act like the alt key for your bound attacks.

988 6974
  • 13 Sep '17
 marox — Project Lead

Thanks for making the video, highlighted the scenario better for us to track it down. The fix will be in next patch.

988 6974
  • 12 Sep '17
 marox — Project Lead

It's here! The purpose of this Alpha is to ensure the stability of the game and its server infrastructure, as well as testing the functionality and synergies between all the game mechanics. Balancing is not a big concern to us at the moment and will be addressed once we have finalized our proficiency and perk system, which will follow in a future update, along with other features that we're currently holding back while they're being worked on. Please keep in mind that this is an early alpha version of the game, bugs and broken things are to be expected.

To compensate for the lack of an ingame tutorial in this early stage, it's highly recommended that you read carefully through the controls menu and try things out in a local match before jumping into multiplayer -- there are some extremely skilled players with thousands of hours in melee games who are eager to fight and won't hold back.

Also, check out this great tutorial made by community member Jax:

988 6974
  • 1
  • 12 Sep '17
 marox — Project Lead

Check the guide below. It's for Squad, but applies to Mordhau too.

https://steamcommunity.com/app/393380/discussions/1/458604254439549261/

988 6974
  • 11 Sep '17
 marox — Project Lead

It's almost here folks, and yes, that's 2017, we're not delaying it by another year. We will unlock Steam keys tomorrow by the specified time, which will then appear in your forum account, and you'll then be able to activate them on Steam. If you haven't activated your purchase on our forums yet, go ahead and do that (we've sent out emails with the activation link some time ago!)

We can't wait to have you guys get your hands on what we've been working on (and what you've been waiting) for so long. See you guys tomorrow!

PS: regarding the recent outbursts on the forums.

The situation on the forums has been, well, rather tense the past few days. We made some decisions that clearly riled parts of the community up. If we were to do it again, we'd have handled it differently for sure. We've been working day and night to make sure everything in the alpha is working correctly, and that it has as much content as we can reasonably put into it at this point.

If you've been following us for a while, you know we tend to obsess over details and nothing is ever good enough. This remains true even for an alpha, and will remain true in the future. It's simply how we operate as a team. Unfortunately, everything has its downsides, and it sometimes costs us foresight when it comes to other aspects, like keeping you informed of our on-the-spot decisions, or being able to stay true to deadlines. That said, we think you'll love it. And ultimately, that's really why I think we're all here. Thanks for your patience and support, we'd never have made it without you.

988 6974
  • 28 Aug '17
 marox — Project Lead

@Lincs said:

@marox said:
one to a maximum of two weeks into September

One question @marox - I noticed in the promo pictures that all the map pickup weapon racks are empty. In the game will the weapons on them be randomized or pre set to be the same weapons every time?

We're still playing around with it, so not entirely sure yet. One approach is having random spawns be activated in each game, so that you have to go out and explore a little.

988 6974
  • 28 Aug '17
 marox — Project Lead

@Zexis said:
Do you have any additional information on the NDA? I know many of us are looking forward to publicly discussing and creating content for the game.

We're aiming to have it in place at the start, to see how everything goes at first. It'd only relate to sharing images/video content.

988 6974
  • 28 Aug '17
 marox — Project Lead

With September just around the corner, we unfortunately have to announce a short delay in getting the alpha out to you all. This one's not going to be long, it's one to a maximum of two weeks into September. We simply couldn't get everything done in time to hit August. These weeks before launch are incredibly hectic and sometimes there's just not enough hours in a day (or week, or month). Given that there's over 3000 of you (both scary and exciting), we want to make sure things work properly.

At Alpha launch, you'll be able to play on these 4 maps: Camp, Grad, Pit and Ruins. There are more maps that will be added during the Alpha period, but these were our most polished, so we decided to include them first. Check them out below:
http://imgur.com/a/V4Xlx

More weapons and armors are being added to the game constantly, check out these two-handed maces that you'll be able to wield soon:

01.jpg

Stay tuned, won't be long now!

988 6974
  • 1
  • 31 Jul '17
 marox — Project Lead

August is fast approaching and with it, the alpha testing for Mordhau is getting ever closer. In this month's update, we'll show off some recent additions to the gear, as well as an idea of what to expect from the alpha, and when to expect it.

Check out the album of this update's in-game shots here!

An alternate skin set for the greatsword that is themed on the Scottish claymore has been added. More armor pieces, including gloves, pauldrons, and a set of lamellar armor has made its way into the game. With each added piece, the combinations possible become more and more varied. We have over 150 different pieces of wearable gear in the game already!

The alpha will begin with a focus purely on smaller scale melee combat, with modes such as Deathmatch, Team Deathmatch and Last Team Standing, and will also include expansive character customization. As the alpha goes on over the following months, we will start including more content such as ranged combat, vehicles (including horses) and bigger modes. We decided this was the way to go for several reasons, one being that it focuses players on testing what we feel we can use feedback on. The second being that it allows us to polish up remaining content before it is added for testing.

So, when? We're aiming for end of August, if all goes according to plan. Sometimes delays are inevitable because things can break spectacularly at the last minute, but hopefully that won't be the case. We'll keep you updated should the situation change.

8.jpg

988 6974
  • 1
  • 30 Jun '17
 marox — Project Lead

This month's update contains shots of some juicy new gear!
imgur album

First one of the bunch is the bill polearm category, made out of 2 parts with 3 choices for each (head and handle).

2.jpg

Our first alternate skin for a weapon category is the norse sword skin for the arming sword. A skin is simply an alternate set of parts for a weapon category. Alternate skins have no gameplay effect, and are just for looks. The parts can't be mixed with other skins, allowing us to restrict the combinations to something tasteful, i.e. the end result still looking like a viking sword.

3.jpg

More armors are making their way into the game, including a fancy, flashy landsknecht set. This outfit offers light protection, but good mobility.

7.jpg

And of course, more helmets, because there's never enough of those!

1.jpg

A knight sporting one of the new helmets, the bill, a brand new brigandine & a pair of new shoulderpads:

4.jpg

A new breastplate worn with other gear.

6.jpg

Until next month :)

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