Mordhau
 LuxCandidus
Knight
  • Likes received 1263
  • Date joined 30 Apr '17
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Knight 308 1263
  • 11 Nov
 LuxCandidus

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.

Another reason I dislike it is because it has further shifted the meta into the Chivalryesque "show me your least readable attack and I will show you mine" where, rather than trying to overwhelm the opponent with aggressive attacking and chambering, player A sits patiently while player B does his string of feints, morphs, and drags in an attempt to bait a parry until finally committing to an attack, and if player A managed to read all of it correctly, it is now his turn to try and skewer the animations in the hopes his opponent parries.

Do not get me wrong, patience and the ability to read your opponent should definitely have their place in the game as skills, but I feel you have strayed from your original vision of the game being all about aggression and overwhelming your opponent as both players rush to get an attack in, out of a fear the top players will cry gambling and be bitter over their inability to drag absurdly like they could in Chivalry. Rather than making this into Chivalry with a new coat of paint, let it be its own game. Stick to your original vision, as it is a thousand times more gratifying; Chambers being preferrable to parries; Chamber morphing; The focus being on aggression as opposed to confusion.

Knight 308 1263
  • 11 Nov
 LuxCandidus

Voice commands

  • Triggering the flesh wound perk does not prevent you from using voice commands, allowing your character to speak while also screaming.
Knight 308 1263

A relevant issue is that one-handed weapons are too strong, resulting in shield users being no less of a threat than non-shield users, but that issue deserves a discussion of its own, so let us disregard it for the time being.

Held block is definitely an issue, and while it could be rectified through some penalty like having it drain your stamina until you lower your shield, I would rather get rid of it in its current form, and replace it with a quick parry that can be extended slightly at the cost of additional stamina. So you could parry normally like you would with a weapon, or you could hold down RMB for a parry that is a second longer, but costs additional stamina. This will make shields much less of a bother to deal with, while preserving their role as a beginner-friendly tool. It will make them good against drags and flash feints, but still encourage the user to parry normally, as extending a parry too frequently would eat up your stamina.

Something else I would do is increase the size of the shield's hitbox. I believe shields should be superior to two-handers when it comes to the size of the parry box, not the timing of the parry. The advantage of using a shield should be not having to aim your parry that much for a successful block. This will rule out the option of dragging around a player's shield, which is good, because it looks absolutely hideous. Instead you will have to outstam the shield user, and that is no longer a bad thing, because either they will use short parries and it will not be very different than fighting an opponent with a two-hander, or they will use long parries, and it will not take long for them to drop their shield.

Lastly, I believe shield users having such strong offense is purely due to one-handed weapons being overpowered, and would be fixed by making one-handers less blindingly quick and less draggable. If for some reason you are adamant against this, you could instead reduce the turn cap of shield users. This will make shield users less lethal due to not being able to drag much, and would also introduce a unique reason to use one-handed weapons without a shield. With the increase to shield parry boxes I mentioned, the reduced turn cap would not hamper their defense, just their offense.

Knight 308 1263

20181107072236_1.jpg
Bind Right Upper Strike to MouseWheelDown; Bind Right Strike to LMB; Bind Right Stab to MouseWheelUp. You now have Chivalry binds. You can even hold ALT to reverse attack directions. Just be sure to do as @Duckalot said and unbind both Strike and Stab, as those are the 240° versions.

Knight 308 1263

Stellar work, Trix. The effort you put into this really shows, and such videos would go a long way for retaining future players' interest.

Knight 308 1263
  • 19 Oct
 LuxCandidus

@Ectoplasma said:
Can anyone explain to me what drags and accels are and is there a video showing how to do this?

Your mouse dictates where your attack will land and how quickly it will do so. The first kind of dragging is where you manipulate where your attack will land - we can call this spatial dragging. It is as simple as it gets: move your crosshair to your opponent's legs, start a stab, and then move your crosshair to his head. Your attack will initially be pointed at his legs, but will instead hit his head. You could use misdirection like this to get your opponent to parry in the wrong location.

The second kind of dragging is what most people mean when they say drag - the act of moving your mouse in the opposite direction of your attack so as to slow it down and make it hit later than it would have (a delay-drag). If you start an attack and your opponent is about to parry it, you can do this to make your attack outlast his parry and hit him afterward. You could also speed up your attack by moving your mouse in the same direction as your attack - an accelerated attack, an accel.

@Ectoplasma said:
It seems to me people use pretty fixed formulas for attack: slash, feint, stab, morph, drag, stab, slash, feint, slash. Should I just adopt a fixed flow and hope for the best in early stage or is there really more to it (I know many 100 hour+ players would say yes, but I feel I am always fooled by the same tricks in different order).

Just the opposite. Repeating the same steps over and over makes you predictable, and therefore easy to defeat. There are no preset combos in the game - the focus is on how creative you can get with the ways in which you string together different actions, so be careful not to fall into the habit of repeating the same sequence of attacks just because it seemed effective the last time. Confusion and unpredictability are two very big factors in the outcome of a duel, and you should not give your opponent a chance to guess what you will do next.

Though I will say even good players unwittingly initiate duels in the same manner nine times out of ten. That is something to look for: if you notice someone starts his duels the same way every time, chances are he is unaware of it, and you can use that to your advantage.

@Ectoplasma said:
What can I do better. How can I learn to not totally suck other than 100'ds of duels with similar outcome?

It is a bad time for newcomers to learn. The only players are ones with literal thousands of hours in the game (+Chivalry), and the tutorial system required for this type of game has not yet been made. For the time being, yes, you can learn only by losing over and over. But it also pays to spectate good players, and see how they perform certain techniques or how they deal with a given situation. There are a lot of different playstyles, and all of them can teach you something.

Knight 308 1263
  • 13 Sep
 LuxCandidus

@Kantrul said:
Whats the conversion to euros?

Sorry I dont know math

Im a peasant :(

The answer is one Google search away, as is often the case. $30 amounts to €25, but since the game will be Steam only, you are going to pay €30 instead. Why? Because Steam still refuses to implement a proper dollar-to-euro conversion for prices. Instead, if something costs $60 in the USA, they make it cost €60 for Europeans.

Knight 308 1263

@Jax said:
No Runagate, we'll be releasing early 2019. We ended up talking about it and while there's a chance we get Frontline and more maps in this year, we won't be satisfied with the level of polish and we won't have the extra things we need to implement like cosmetic progression, FL matchmaking etc.

It sucks but it's the best course of action for the game.

Releasing without matchmaking and an in-depth tutorial system would be catastrophic for the sales of the game. With no matchmaking, the newcomers are going to get slaughtered by veterans, and without a tutorial system to explain every mechanic and allow the player to practise on a bot, newcomers are going to be very confused by fights. Both would result in a very sour first impression and cause people to avoid the game based on others' first impressions.

But now is the time to release the devblog. Every day that passes without it hurts the future sales of the game too. People without alpha access think en masse the game is no longer being developed or was a scam. For those people it is very hard to obtain information about the game, so it would be best to release a devblog going over every major addition to the game since the alpha's launch; Not as gruelling and exhaustive as the patch notes, but in-depth enough for them to know what they have missed and the current state of the game.

And for the sake of every single person interested in the game - with alpha access or without - go over what the current plans for development are, update the roadmap, shine a light on the future of the game. What happened to female characters? How many more maps can we expect? How many modes? When are we going to hear more of the soundtrack? Say where the game is heading so that we may know before we reach it.

Knight 308 1263
  • The game feels so much more fluid now. When attacking it no longer feels like your movement slows down to a crawl, and the increased effectiveness of matrixing is absolutely beautiful. Ducking under swings or sidestepping them is such a great feeling. The severe decrease in tier 3 armour further adds to that great feeling of speed.
  • I love the perks. Flesh Wound is a lot of fun, and I have been using Rat to sneak up on archers and take them out with a stealth playstyle. It is so satisfying. I disagree with having a perk that gives you more stamina per hit, since in most cases you would be forced to take it.
  • There are so many amazing new systems in place: dynamic wounds, dynamic flinch reactions, weapons getting caught on armour. All of them add so much to the game despite being purely cosmetic.
  • The voices are great. Excellent job with them; but I am not a fan of how much the pitch can be raised. It sounds like there are smurfs amidst us on the battlefield. Still, I am really looking forward to hearing the female personalities.
  • Voice commands are 5 per page while emotes are 9 per page. Make it consistent. I know it is likely because there are Frontline-related commands currently missing in the live build, but I thought it worth mentioning anyway.
  • Allow us to choose emotes per character rather than having all of them. There are too many; most go unused; a lot of them are unfitting for certain characters; and it would only add to the customisation of the game by allowing you to curate your character's behaviour in a sense.
  • Now that kicks no longer stun, allow players to kick when holding a ranged or throwing weapon. It feels very unintuitive to be unable to kick because of what you are holding, especially when an enemy is chasing you and you have to switch to a different weapon just to kick open a door.
  • The dynamic crosshair is a great addition, one I had been looking forward to for a long time. I know you have removed some of its functionality so as not to overwhelm the player with information, but it would be perfect if the crosshair turned green whenever you begin an attack and remained that way for the window during which you can feint and morph. It would also be great if it turned red whenever you are in lockout. There is not enough feedback for these states, making them seem kind of arbitrary even though they are not. I strongly advise implementing this suggestion.
  • Expanded Camp is wonderful, and so are the changes to Grad. The maps are beginning to take shape and become more complex, and I am glad as I was worried the maps would remain too linear.
  • I have come to the conclusion no one's character looks good on team modes. In Free For All everyone has some distinct, good-looking design, and then it all gets drowned in a shade of red or blue once the game mode changes, and no one's character looks good anymore. At this point I would prefer everyone having an out-of-place icon hovering above them to convey their team, as long as it meant they get to look the way they actually created their character. Maybe there is a more appealing solution. Maybe everyone could look the same but have a red or blue armband to signify their team. With the UI already indicating if you are staring at an ally or foe, I do not think a lot of clarity would be lost, and those game modes would look so much better.

EDIT:

  • Kicks no longer have a headshot bonus yet kicks to the head trigger the headshot sound, which could be misleading.
  • Make the emote menu a fixed list that, rather than changing based on your weapon or lack thereof, displays unavailable emotes in greyed-out text.
Knight 308 1263
  • 28 Aug
 LuxCandidus

Now is a good time to bring this thread back.

629760_screenshots_20180828090356_1.jpg

Knight 308 1263
  • 17 Aug
 LuxCandidus

I assume there will be a lower bound on how quickly a note can be played after another, to prevent spam. Assuming one note lasts half a second at the least, one could play up to allegretto (~120BPM tempo). This allows for an unexpectedly large amount of lute works to be played.

Knight 308 1263
  • 11 Aug
 LuxCandidus

@yourcrippledson said:
I literally don't even understand this comment when it starts out by saying "Justified or not". Like if hatred is justified, it's justified, there's nothing else to say.

If you strip the sentence to its simplest form, it becomes "Hateful behaviour simply deteriorates the community". The phrase "justified or not" clarifies your judgement of said behaviour does not change its outcome. You can find it justified all you like; it still promotes coldness and hostility within the community.

@yourcrippledson said:
Or maybe you hate the users because their entire goal is to promote hostile relations, not only within the community, but within all of humanity. What then?

Yes, show them you disagree with their encouragement of hostile relations by harbouring a hostile relation toward them. That will show them. Your heart is in the right place, but your actions need to be more tactful. If you debase yourself to the level of those you dislike, you are only creating more of what you dislike. The report feature is your friend here. And do not think you are doing some great service to humanity by bickering with people who are hateful on the internet, but do not perceive them as a threat either. They are simply young and do not know any better.

@yourcrippledson said:
I would like others to behave in a way that is outright hostile to bigotry and constant blatant racism. If you let it slide because we want to "be nice" and "encourage pure mindless niceness", then I guess retarded Hate Speech laws, that I also hate, actually have their place after all. I'd rather just be allowed to say what I think regarding miscreants, encouraging others to do the same, and have no need for such stupid laws in the first place.

Bigotry and racism are against the rules. It is not your job to reprimand it, but the moderators'. They will deal with it in the manner they deem appropriate. I do want to point out this fixation on racism has derailed the sentiment when it was originally aimed at behaviour characterised by insulting random players and being unwelcoming. @DerFurst outlined the real threat: a clique culture forming that makes players feel like they can be as rude and disruptive toward the rest of the community as they want.

If you want such people to not be part of the community, you will keep hostility to a minimum instead of fuelling it.

Knight 308 1263

Now that you are no longer allowed to bicker over politics, it is time to start doing the opposite and show kindness to one another. Hateful behaviour - justified or not - simply deteriorates the community and makes people less willing to cooperate, and cooperation is absolutely necessary so that we may discuss changes to the game, show sportsmanlike behaviour in-game, and ensure the community is welcoming to newcomers.

The more you sink into the mentality that other users are horrible or stupid, the more cold and hostile relations within the community get. People absolutely need encouragement to be kind because, if unchecked, they will be led by the feelings of anger and frustration typical of a highly-competitive game, and the game will be devoid of any fun, populated only by insufferable people. The best way to give said encouragement is to behave in the manner you would want from others.

Knight 308 1263
  • 23 Jul
 LuxCandidus

I would choose a moderated environment over one that makes me feel like I am still in high school any day. Such sophomoric behaviour negatively affects the game in two ways:

Firstly, it drives away thousands of potential players who get the impression the community of this online-only game is obnoxious, hostile, and hateful, which hurts sales and the long-term success of the game.

Secondly, it establishes an environment in which the good players are unsportsmanlike, mannerless, egotistical, and completely unwelcoming toward newcomers or anyone they perceive to be less skilled than them. While some might insult others in good fun, insufferable people are bred in such juvenile environments, and they attract genuinely rude people. Chivalry proved exactly this.

Competitive games generate a lot of anger and frustration that manifests as hatred and intolerance between the players. Triternion would be very wise to take precautions and sanitise the community before it has exploded in growth, and ensure players are constantly encouraged to be polite and sportsmanlike.

Knight 308 1263
  • 15 Jul
 LuxCandidus

Somehow the developers think the Discord is the ideal place for announcements, even though the vast majority of the general channel is pure spam. As for moderation I do sympathise with them; their hands are tied because if they started banning such behaviour then the Mordhau community will be reduced to four people.

Knight 308 1263

It would work well on a dedicated duel mode, but will break the flow of gameplay otherwise. Either you are attacked while performing the finisher animation and die or you are invulnerable during the animation, forcing enemies to stand there and wait.

Being treated to a satisfying finisher after winning a duel would be a very nice touch, and would further distinguish duel mode from the rest.

Knight 308 1263
  • 24 Jun
 LuxCandidus

Visuals

  • I slew a man so hard he became naked.
    20180624193606_1.jpg
    20180624193616_1.jpg
    This is what he looked like during the fight. I believe this is related to a bug others have reported where distant players appear nude and once they get closer their armour renders. I had the Steam overlay up before spawning, which could be related.
Knight 308 1263

Animation

  • After a teamfight I noticed my arms were stuck in the parry position. I could move around like this without it going away, but as soon as I changed grips it reset. It was visible in third person as well.
    20180609170544_1.jpg
Knight 308 1263

@Stouty said:
This is PC gaming lmao money will always cause a disparity in skill. Might as well restrict players to 60fps to nerf 144hz monitors and stick it to the periphkids. Luckily for you the upgrade to the Steel Series Rival 500 is much more affordable and will provide you with all your bind needs. Become a bully hunter today

The problem is not higher end peripherals causing a disparity in skill. That is unavoidable. The problem is the game itself offering two supposedly equal means of attacking, one of which is vastly superior. This is fully within the game's control. When I brought up people buying a mouse specifically for binds, the point was not that it is giving them an advantage but that the superior input method - the one players will be forced into - is the one that requires a specific kind of mouse just so you can bind all the buttons and have a non-terrible experience inputting your attacks.

Knight 308 1263

Your only gripe with the 240° system is that it sometimes angles your attack differently than how you wanted. In my experience this happens extremely rarely as of late. I would still hope for it to be improved further until the issue goes away entirely, but this one complaint hardly means the entire system should be ignored or done away with when it is a key feature of the game.

And I do not see how setting six buttons just to be able to perform basic attacks is any more comfortable or sensible than having it all on one button that you angle.