Mordhau
 BobSapp
Sellsword
  • Likes received 1381
  • Date joined 25 Oct '15
  • Last seen 20 May '19

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Sellsword 615 1381
  • 2
  • 28 Aug '18
 BobSapp

something else for the smith perk: smith hammers deal some amount of extra damage that isn't totally ridiculous. I think extra damage is something they'd clearly like to avoid, but I think this is harmless as you'd probably have better weapons to take for the same cost.

something else for the wrecker perk: kicking doors open will deal a small amount of damage to anyone hit. You can kick players off of ladders (you have to kick the player directly, not the ladder, that'd be crazy). I suppose this is a lot of stuff for one perk to do, but I don't think these are useful enough to be their own perks either.

Sellsword 615 1381
  • 2
  • 27 Aug '18
 BobSapp

new scavenger: you can go 33%, rounded up, beyond your max projectile ammo but only through pickups. Projectiles are forced to drop

meaning you can go to 3/2 throwing axes, 6/4 throwing knives, etc. Maybe it could be capped at two extra for throwables so 12 throwing knives and 6 axes doesn't happen. It could also just be more expensive or something if this is possible too though I guess

Sellsword 615 1381
  • 4 Jun '18
 BobSapp

that's actually not a swing at all. I think it's this weirdness that happens with combo blending sometimes. It's clearly not the actual swing being highlighted here

I see it very rarely, far from common enough to be an issue but something I figured they'd get around to eventually

Sellsword 615 1381
  • 7 Feb '18
 BobSapp

from what I'm told you end up taking both morph and feint stam loss to do something that's easier to read than an ordinary feint, or even an early feint. It's novel but not really useful, I think it would be best for getting people to miss parries but missing parries through aim is uncommon

also like I said earlier, I get hit there because I parried at something within the morph window like a doofus. It'd be way off to the side but any later and I'd still probably catch the stab with a parry (again, parry accuracy isn't hard)

it is interesting though

Sellsword 615 1381
  • 22 Jan '18
 BobSapp

I get hit early the most when it comes to the realm of weird stuff. It's not terrible terrible though, more like "huh, what the heck was that" and then it's normal for the vast majority of fights

I also deliver what I'm going to guess are those same visible early hits myself, which I should probably try to record or something. Kinda like how your drags hit people with telekinetic magic on high ping, it looks like that except I don't have high ping

Sellsword 615 1381
  • 19 Dec '17
 BobSapp

I think some of the death sounds are alright, they just seem really quiet sometimes. I know sound had problems with equalization early on so maybe it's similar to that.

Hit sounds are definitely pretty weak. Slashing onehanders sound like paper bags, pffwht pffwht pffhwt oh that's actually 80 damage. Blunt onehanders could use a little more thwack. Stabs should sound like they rattle through the armor a little more. Sometimes they sound empty or identical to slashes.

I think we could use sounds for throwables. Might be corny but I think small weapons should make really fast pwfpwfpwfpwf sounds when they fly through the air, while maces and hammers do a whoosh whoosh whoosh. Near miss sounds would be great too

Ambient sounds on maps would be great too but that's more of a level design thing I guess. I'm talking about birds, wind sounds, whooshy tree noises, rain sounds, just little things you can hear while you're not actively fighting.

I will continue my ancient meme suggestion for whistling arrows as a high end archery customization unlock

Sellsword 615 1381
  • 28 Oct '17
 BobSapp

@Gauntlet said:
What has been a point of major frustration for me this patch is that when I see a riposte and try to queue an attack to chamber it, I might still be in the lockout phase and the game won't register my input. This has gotten me killed the most this patch. I'm also wondering how latency might effect the now more significant lockout timer.

In terms of balance I'm seeing two handed weapons soar to the front of the line because they most benefit from the increased lockout.

I really hope the lockout timings will be reverted to last patch values. It keeps the combat pace fast.

here's my thing: I don't really mind the slower pace, I think it might help the game keep track of reasonable reaction times in the long run (along with improvements to readability, hopefully). I feel like as a consequence of that, this build does have the best handle on chamber fights and back to back exchanges, aside from the awful lockout that screws the entire thing up sometimes

but they wanted this in the first place so they could drop the emphasis on massive aggression through "attack spam". I don't really think this worked. I wouldn't say it's as "spam" as the last build but you're still almost always on the offensive and any reason to let up even the smallest amount of initiative just gets you attacked

so now we're just at a slower pace (which I think can be okay) but with a new lockout that feels pretty terrible (not okay).

do we revert it and start over, or do we try to make the new lockouts better?

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  • 7 Oct '17
 BobSapp

thenks for post, gnautelt. This is why I want forum feedback, it's a good place for people to present points to both the developers and the community with easy reference. I think public discussions allow the most important issues to coalesce

I have to agree with nearly everything, except for 1h combat compared to 2h combat. I understand what you're saying in that it lacks that nauseating C:MW feel, and that's good. I feel like 1h fights can devolve the same way 2h fights can though, with players trying to mutilate their animations to be as unreadable as possible. It's a different method with the same result, just without the insane C:MW drags.

People are always going to do this, it's on the game to not help them do it. This is what I mean when I say the game can "mask attacks for you", as opposed to making players do it themselves. I know that's a little cryptic and nonsensical but that's the best I can explain it. The game should telegraph naturally, it's on the player to fight it a little bit to be unpredictable.

It's really cheeky right now; nothing is telegraphed very well, yet we also give players a lot of agency to hide attacks. It's given us a predictable end result in readability issues if you ask me

However I think both this

Swing angle is easy to determine assuming your opponent fights in an upright posture. The issue currently is that swing angles can be easily masked by using torso mechanics. Combined with drags, determining an angle and time for which an attack will land can become even more difficult.

and this

I feel the gameplay should be more chamber-centric and feature less delayed drags.

will get both 1h and 2h combat where I think they should be. So I think these are the combat priorities.

Sellsword 615 1381
  • 2
  • 25 Sep '17
 BobSapp

@Gauntlet said:
I personally do not have an issue with drags as a mechanic. I will agree they are visually silly no matter what. I do wonder if offloading some of the drag potential from release into wind up through a mechanic similar to morphing would resolve some of these weird cases. When you morph it essentially delays your windup, giving you a secondary windup and baiting early parries. In essence this is what a drag does, but morphing doesn't look awful by comparison.

In reference to your videos: These are helpful examples of why drags are visually ugly. Though all of those really over done drags are super punishable - while they look silly it is not an optimal strategy to maneuver your attacks to the end of release every time. It's a great noob mowing tactic.

I gotta agree, lots of us are C:MW lifers. We're comfortable with mega C:MW style drags but I absolutely understand how they can be a detriment to the visual aesthetic of the game. Specifically to new (and importantly brand new) players and onlookers to raw gameplay

in C:MW we just went "that's the way it is", the game didn't make many large mechanical changes by the time most of us played it. Mordhau isn't here yet though so I think it's worth thinking about some mechanical frontier.

You could focus on morphing to act like a delay as a non-drag. The question now is what you do about drags that doesn't wreck the very principle of the game in dynamic control (given that dynamic control, being probably the most important design in the entire genre, is also how drags even work in the first place)

(edit: clarified, forgot to actually use quote yesterday)

Sellsword 615 1381
  • 5 Feb '17
 BobSapp

I completely missed this thread, well shit!!!

honestly, they're hardly even rules that stretch beyond "have some common sense". They're going to be a little more important during the KS and during the launch but aside from that, you should be able to stay out of their way if you aren't a hopelessly aggressive misanthrope.

imo just don't shit on new people and try to avoid being objectively, undeniably tasteless

Sellsword 615 1381
  • 8 Jun '16
 BobSapp

Screwing up HTK isn't really the only problem, it's screwing up damage period. It's not like you can tell if your halberd is doing full damage and not getting sweet-spotted into garbage damage. It's not like your teammates can tell a hit you made on an enemy barely did any damage, either.

Plenty of stuff (body part armor, regen, kick damage, etc) can screw up HTK variance, but it's still a good idea to have weapons deal fixed damage values against fixed defensive values for the sake of general consistency. Not just HTK consistency. HTK is really just the rule of thumb.

Sellsword 615 1381
  • 27 May '16
 BobSapp

@ℜexos said:
I have a suggestion to javelins (If they ever come into the game)
Javelins were used in the past to counter shields. That's because a javelin would get stuck into a shield so the shield would become more heavier.

So my suggestion is: If you throw 2 javelins into a shield, the shield will fall onto the ground or it will make you VERY slow (because it's to heavy to wear).
But to make the javelin more balanced, reduce the damage (compared to Chivalry), so you can't one-shot someone (because that would make the javelin to strong compared to bows and crossbows).
With this change you will get a way to counter shields. (I don't know how strong shields are in this game, because I cannot play it yet)

And a small question; is there any benefits of having no armor? Would I be lot faster with that or would I be able to dodge (like a Man at Arms does) or is it only for people with balls of steel?

SirRexos

I dunno, I think javelins would probably be the easiest to parry for ranged weapons. It would be pretty weird for javelin defense to be better without a shield than with one. You can parry all projectiles, it's just that bolts and arrows are probably ridiculously hard to parry reliably. Oh and just to clarify, yeah I'm pretty sure javelins are in the game.

As for armor, yes you move faster with less armor weight. No armor at all is the fastest but obviously the most dangerous. You can expect oneshots without a helmet, and torso oneshots with the more powerful weapons I'd imagine.

oh and welcome to mordhau man!

Sellsword 615 1381
  • 10 Apr '16
 BobSapp

It's about being intuitive, not really about dumbing things down. I think with the level of detail you can have these days in character creation it's a lot more appealing than having a billion menus for each and every detail. We'll see how it turns out I guess.

Sellsword 615 1381
  • 8 Apr '16
 BobSapp

@marox said:
Yeah, there are limits we'll have to set up, Slasher ones were very weak.

slashfa.png

what a stud

Anyway I think sculpting is a good idea, slasher had dozens of sliders and it was a little messy I think.

Sellsword 615 1381
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  • 7 Apr '16
 BobSapp

@DerFurst said:

@marox said:
Customization options

Are there any planned safeguards in place to ensure your character can't be too unrealistically ugly? I'm okay with people recreating Obama, Aragorn, Guts, or even making ugly faces on purpose, but seeing anorexic big eyed aliens chucking spears always pissed me off in M&B. Please don't be too liberal with the customization options. There were some pretty goofy looking dudes in Slasher.

I agree that we probably don't need alien men running around everywhere, but the potential for hideous freakmen needs to exist for the potential of truly personalized characters to exist too. If it's too open ended, yes, you'll get aliens, but if it's too restricted you'll have everyone looking like the same person. You need to have ugly to also get beautiful.

I think M&B had more of a problem with everyone looking like potatoes though, the game didn't exactly have room for explosive graphical design.

E: ^ yeah that, was three minutes late lol

Sellsword 615 1381
  • 31 Mar '16
 BobSapp

@Maci said:
Mordhau Floor 2: Non Nvidia Exclusive Gore Edition

They break FLEX every update and it takes them another three months to get it working again, then they break it again the next week. It looks pretty bad anyway, it's just a little too cartoonish and the additional gore looks like a bunch of meaty balloon animals. So you're not missing much if you don't have it.

Sellsword 615 1381
  • 31 Mar '16
 BobSapp

yeah I really like the vibrant colors and bright lighting. I think it looks natural, like a countryside on a sunny day. The pit map has that bright, hot look too. Stuff like this is lost in C:MW I think, it's too washed out and low-fi in color.

Sellsword 615 1381
  • 30 Mar '16
 BobSapp

@marox said:
The thing is, it's just a "realistic" style. Maybe I'm missing something? What makes it more similar to Chivalry than to say Kingdom Come? I mean graphically, not talking about gameplay. But it's quite possible the two are connected, and people are making comparisons from that angle.

I think it's a little bit of everything. I think many people are "missing" the fact that Mordhau has incredibly obvious inheritance from other melee games. It's supposed to. This isn't something you try to hide, I would say it's entirely recognized and you openly build upon concepts from these games to make Mordhau the best it can be.

I think this process is a little hard to appreciate unless you're already into the genre/following Mordhau though. Many people are quick to proclaim it's a chivalry clone as soon as they see a directional swing, a timed parry, a guy in platemail, a medieval theme, anything. Newcomers to the genre don't have the same immense shorthand with melee games that we do, they're more likely to be swayed by revolutionary new mechanics, crazy artstyles, innovative design and all that noise. The diehards see through all that and are more concerned about the traditional mechanics behind the game. So it's a little hard for us to gain perspective on it.

Sellsword 615 1381
  • 30 Mar '16
 BobSapp

For now? you heard him mates, steering wheel support for mordhau confirmed. I can't wait to feint with a handbrake. Gonna bind the horn to taunt.

Sellsword 615 1381
  • 19 Feb '16
 BobSapp

man this engine really does look fabulous! Oh and I see the poleaxe is gripped to use the hammer side.

What this needs now is a soft breeze making the flowers flow in the air. And some audio effects, hearing the bramble rattle in the distance and some faint wind chimes. That's some cinematic shit