Mordhau
The Mordhau Alpha is out!

If you have backed the game on Kickstarter or bought it on our shop, check your e-mail for a message from us. You will have to create an account and confirm your purchase, then head over to your purchases to redeem the Steam key.

 BobSapp
Sellsword
  • Likes received 1052
  • Date joined 25 Oct '15
  • Last seen 7h

Private Message

Sellsword 572 1052
  • 15 Oct
 BobSapp

So customization is pretty important in this game, and colors are of course one of the primary instruments. I want to expand the available colors but I know there's always room for, well, hideousness at the hands of people like me. I'll get started with the current colors though, because I want to point some stuff out with them

CURRENT COLORS, SPECULATED GUIDELINES

a2.png

So real quickly, the most important thing is that high values are somewhat avoided. There's no bright green, pink, cyan, magenta, and oddly enough orange. We do have a high value red and a high value blue though, along with yellow. This is entirely intended I think because these colors generally have the most eyesore potential.

I don't think redundancies are much of a concern. We already have several very similar colors, I think they exist to give people shades of colors we've decided are acceptable. This is very clear with the green and blue sections of the color palette right now. This works fine, but I think you'd want a new UI element eventually to prevent it from bloating up. Maybe something like a shade selection menu that pops out of a primary color.

Here's a crap example to show what I mean.

a3.png

As you can see it's smaller because green isn't on the palette 30 times. You select a color and then you get a menu with similar ones.

anyway back to new colors. I think it's clear they generally want to avoid extremely loud colors. I think despite going for a lot of freedom in customization, they don't necessarily want people to run around wearing hideous RGB rainbows. So with this in mind, I'm going to try suggesting some new ones (although I will suggest some that are rather bright)

VOMIT GREEN

a1.png

gotta start this off with the heavy hitter. vomit green is a wonderful color.

TRAFFIC CONE ORANGE

a1.png

I know one of the existing oranges is orange enough but I think the actual color isn't really too offensively bright. It's no worse than the red or yellow.

COFFEE

a1.png

Supremely dark shades of colors can go well with the game I think, green already has a few that work nicely

PRINCE PURPLE

a1.png

a perfect variation of purple, not too loud either. Don't forget the symbol.

HOT TAMALE

a1.png

Pushing it. It's loud. Not as bright as red but it's going to come off intensely ingame.

DARK BLOOD RED (EDGY) (AND DARK)

a1.png

a very dark version of the existing red.

ATLANTIC OCEAN

a1.png

a really dark cyan.

MILANO PUPRLE

a1.png

a bright, washed out shade of purple.

So there's my color thread. Post your crap too, I want to see some wonderful and horrible colors in here

Sellsword 572 1052
  • 13 Oct
 BobSapp

aaaHHHHHHHHHh.jpg

aaHHH.jpg

what do u guys thimnk

Sellsword 572 1052
  • 8 Oct
 BobSapp

@Walworth said:
https://cdn.discordapp.com/attachments/357175967430737924/366199325728047104/sadness.PNG

F

crshuded.png

what he proceeded to say is what we already know: shields should be good for new players, but not only good for new players. Shields need work in general. I highly doubt we're going to repeat C:MW's take on shields.

I hate discord shots, this always happens

Sellsword 572 1052
  • 7 Oct
 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 572 1052
  • 6 Oct
 BobSapp

@Frise said:
hey the 'riposte only if timed like a parry' idea was mine >:(

https://mordhau.com/forum/topic/262/shield-repostes/#c9

I'm joking about being first, but I thought it'd be a good idea if shields ended up being a problem, which they did

Sellsword 572 1052
  • 25 Sep
 BobSapp

They do, kinda. The 2h bastard sword is held at uhh some pose I don't know the name of, but it's not the same idle animation as the LS/GS/zwei

I never liked the 1h idle in C:MW, it looks better with a shield but most people aren't going to use one. So you're kinda left with the weapon just sagging off to the side even if the more sword-y 1h weapons would probably held infront of yourself without a shield. Mordhau does the same thing but you know, alpha, WIP, etc

Sellsword 572 1052
  • 2
  • 25 Sep
 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 572 1052
Sellsword 572 1052
Sellsword 572 1052
  • 1 Sep
 BobSapp

I heard about slasher ingame on C:MW. I remember seeing reference to the actual subreddit, which at the time was basically the only source of information about the project

so later that day on Friday, June 12th, 2015 I went to the subreddit for it. It's the reason I made an account on reddit and that's the registration date. I then followed slasher until it became mordhau and the rest is history

Sellsword 572 1052
Sellsword 572 1052
Sellsword 572 1052
  • 24 Aug
 BobSapp

I wouldn't be surprised if they just start giving people keys later on in the beta (prepurchase deals, signups, outright giveaways and dev exceptions). After all a dev just left it as a possibility last page

there's gonna be more chances to get in imo.

Sellsword 572 1052
  • 22 Aug
 BobSapp

LEPER

Sellsword 572 1052
  • 19 Aug
 BobSapp

@ChuckJones said:
I'll never understand why this is the most commented thing on the forum

worstthread.png

Sellsword 572 1052
  • 5 Aug
 BobSapp

there he shall lay, dick throbbing and sore

he'll do it all day, until he's crying no more

one ladder, two steps and three times a man

today, he fucks a ceiling fan.

Sellsword 572 1052
  • 30 Jul
 BobSapp

I'm all for it, but it definitely needs a tasteful sense of presentation given the clear UI aspect of mordhau. Actually seeing the name needs to fit in with the rest of the game, windows and pop ups are out of line for this.

Sellsword 572 1052
  • 28 Jul
 BobSapp

yeah I'm talking about just the farm tools, like the basic tools you'll probably find all over the map. I figured there would be dozens of things like hatchets, sickles, carving knives, carpentry hammers and shit lying around a map. If they're as common as I believe, no one would really care if you could spawn with them

keep stuff like the executioner's sword as a pickup, since these probably aren't all over the place (if it's even in the game)

Sellsword 572 1052
  • 28 Jul
 BobSapp

do it, but keep the unique pickups locked. Let people spawn with sickles, sledgehammers, pitchforks, kitchen knives and shovels but keep the truly weird crap off the menu. Don't actually change the weapons at all though, this exists solely to use garbage weapons for fun

we don't know much about the game's progression, but I want to say these should be buried way in the back. If they took a little bit of time to unlock, most people would probably understand they're not real weapons by then

Sellsword 572 1052
  • 1
  • 26 Jul
 BobSapp

JOUSTING: Kill an enemy lancer with a couched lance.

"JOUSTING": Kill an enemy lancer with a couched sword.

GET OUT: Kill an enemy lancer with a couched shovel.