Mordhau
 LuxCandidus
Knight
  • Likes received 723
  • Date joined 30 Apr '17
  • Last seen 5m

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Knight 223 723
  • 19 Jan
 LuxCandidus

In this one, Stouty's skill is inversely proportional to the quality of the music.

Knight 223 723
  • 18 Jan
 LuxCandidus

@Frise said:
Also, is there anything specifically that you would like to see a video on? I am not sure what to do next.

Perhaps it would be best to cover the intricacies of dodging - matrixing, how to properly duck under or jump over blows, and when to sprint away from an attack.

Knight 223 723

@Mr_Obliviousness said:
Is Marox some coding god

He absolutely is. Considering his preference for C++, I would love to see some of his code.

Knight 223 723
  • 16 Jan
 LuxCandidus

Prudence
Prudence.jpg

Fortitude
Fortitude.jpg

Temperance
Temperance.jpg

Justice
Justice.jpg

Knight 223 723
  • 15 Jan
 LuxCandidus

Models?

  • Quarterstaff standard grip in third person.
    20180115081349_1.jpg
  • The same grip in first person.
    20180115081355_1.jpg
Knight 223 723
  • 15 Jan
 LuxCandidus

We desperately need a wealthier set of colours to choose from. Even great loadouts blend in with everyone else due to the abundance of black, grey, and brown. For this we also need more parts of armour that can be dyed. In a lot of cases, especially with heavier armours, you can only dye the skirt and maybe the sleeves if you are lucky. Let there be more vibrant-looking people.

Knight 223 723
  • 13 Jan
 LuxCandidus

The game feels closer to as it should be. Whenever a patch makes people feel that way it is so very exciting.

With that said:

  • Stop buffing feints you psychopaths.
  • Fix stab drags. You have done nothing to change them even slightly.
  • Eliminate instant attacks.
Knight 223 723
  • 12 Jan
 LuxCandidus

User Interface

  • Wearing the feathered archer's cap (light armour) allows you to equip a chain coif (light armour) in your neck slot, effectively giving you two pieces of headgear. It works only with the feathered version of the hat. It cannot be done with any other helmet. It costs a point but does not show up in the point & cost display.
    20180112103258_1.jpg
    20180112104321_1.jpg
Knight 223 723
  • 10 Jan
 LuxCandidus

Huggles is right that the changes are negligible compared to how long the patch took. I have felt the same way about the last few patches. I am curious what percentage of that time was spent on coming up with these changes versus what percentage was spent on their implementation.

But to know the developers continue heading in the right direction, and consider even off-screen drags something to be avoided is a comfort. Keep up the good work.

Knight 223 723
  • 10 Jan
 LuxCandidus

Fists need readable animations and a slight damage decrease.

Kicks need a change to make them more useful. Back when they used to stun, they were a regular part of fights, just one of many ways to attack. Now they are rarely used, sitting around and taking up a button. More kicks in a fight increases the variety of combat and makes footwork and distance play a bigger role.

Knight 223 723

A great thread. I was thinking of making a questionnaire as well.

1. Do you think this game will be ready around March?

My estimation is May for beta and July for the game's release. It is based on the time it took the developers to hit the first milestone and the amount of promised features left to be implemented. It is possible beta and release will come later than my estimation, but not sooner.

2. Do you think the core mechanics are good as they are or do they need an overhaul? Lots of arguments on what is good.

Dragging is still being worked on, but I have faith the developers will please both those of us who would rather it be limited and those who do not want it to be too gimped. Feinting needs to be completely reexamined. Shields need to be changed in some way, and from what I have heard, the developers are working on this. Overall I am very pleased with the game and the prospect of this only being alpha still excites me.

3. Do you like the face sculpting? I've heard it's not exactly the best.

@Lincs did a great job of addressing face sculpting and its flaws here.

4. Is the balance between realism and fun meeting your expectations? Metal plate being slashed through by swords. etc.

A great question. Yes, the balance between realism and fun is in a good state, challenged only by players who spaz out on purpose by repeatedly jumping, flailing around to make their attack hard to read, chain a feint after a morph multiple times or simply make their attacks absurdly slow. Strangely enough, I am not bothered by the players who run around unarmoured and armed with only a dagger, quarterstaff, or even their fists. It does not ruin my immersion.

Knight 223 723

The less feinting is present in the game, the better. I was nice about it at first despite it ruining Chivalry, but the developers have done little to make it tolerable (which is a shame because they made dragging enjoyable despite it ruining Chivalry too).

It is a completely poisonous mechanic that contravenes the rest. Combined with accelerated attacks it becomes a gamble. Combined with mouse flailing it becomes unreadable. It is meant to be countered by chambering yet you can still feint and wind up another attack as your opponent is trying to chamber the previous, striking him before his initial attack lands.

Let morphing be this game's unique 'confusion move'. There are far more avenues to keep it balanced. The only way I see to lower the effectiveness of feinting is to make it possible to feint only in the very beginning of an attack's wind up; but at that point even people who have been playing for two hours will not fall for it. I see no place for it in the game.

Knight 223 723
  • 1
  • 31 Dec '17
 LuxCandidus
  • The last 15% of strike release tracers missing might be going overboard. While I am glad to see the spinners go, it also affects players who do not perform hideous drags, and seeing an attack go through someone and nothing happening looks like a bug, and makes delaying your attack less intuitive. It is good to see you are willing to remove spinning and gravity-defying drags from the game nevertheless.
  • The lockout for missing an attack is too long. Wasting stamina is punishment enough. A shorter lockout would mean faster and more aggressive fights.
  • Chambering feels inconsistent as of this patch. I have ran into a few other people who feel their chamber attempts frequently fail when they should succeed.
  • Lightspeed attacks are holding the game back and you have not taken measures to reduce the amount a player can accelerate their attack.
  • EDIT: I knew I forgot something: Stab drags look hideous and should be targeted next.
Knight 223 723
  • 30 Dec '17
 LuxCandidus

Menu

  • Clicking the 'reset to default' button on the audio tab will also reset settings in the video tab. Clicking it in the controls tab will also reset settings in the key bindings tab.
Knight 223 723
  • 23 Dec '17
 LuxCandidus

@Frise said:

zweihanders striking faster than daggers

That's just not true in any way.

It was not hyperbole, in fact your comment is more hyperbolic than mine is because as Huggles points out, some circumstances can make it possible such as excellent footwork and angling from the zweihander user versus terrible footwork and angling from the dagger user; Regardless, I know I have seen it happen when it really should not.

@Huggles said:

@LuxCandidus said:
Instant attacks that make players regress into a panic parry playstyle, zweihanders striking faster than daggers, very difficult to read animations, and the disadvantage of slow weapons being slow not mattering due to how quickly you can strike (poleaxe and battleaxe overheads for example).

Admittedly I have not encountered a zweihander in a few patches, so I do not know if it can still outpace a dagger. I have 135 hours of playtime as of writing this comment.

In my experience people who claim these sorts of these lack a completely understanding of how the game works. More goes into who hits first than just weapon speed. Your position, torso movement, angle, and footwork all matter. Just cause two people strike at the same time doesn't mean the faster weapon should always hit first. You are simply objectively wrong about zweihanders out speeding dagger.

Absolutely true. I did not think further elaboration would be necessary, but what I have seen is an accelerated zweihander swing starting after a non-delayed, non-accelerated dagger swing and landing first. I have seen it a couple of times. I have also witnessed the less egregious but still bad greatsword outpacing an arming sword, and greatsword outpacing a longsword.

Even if there was an additional condition involved such as footwork that I am just not remembering, these are still pretty undesirable outcomes. If heavy weapons can perform instant or near-instant attacks then their disadvantage - low speed, which is taken into consideration when balancing them, is irrelevant. It might sound like a large degree of swing manipulation such as this raises the skill ceiling, but I would say it lowers it, because why would you mix up your attacks when you can perform instant ones over and over, and how could you combat this other than panic parrying and hoping it works out?

Knight 223 723
  • 22 Dec '17
 LuxCandidus

@Huggles said:
what is wrong with accelerations right now? Some decelerations look a lil goofy, but what is wrong with accels?

Instant attacks that make players regress into a panic parry playstyle, zweihanders striking faster than daggers, very difficult to read animations, and the disadvantage of slow weapons being slow not mattering due to how quickly you can strike (poleaxe and battleaxe overheads for example).

Admittedly I have not encountered a zweihander in a few patches, so I do not know if it can still outpace a dagger. I have 135 hours of playtime as of writing this comment.

Knight 223 723
  • 1
  • 22 Dec '17
 LuxCandidus

Sadly all you can do is rebind it to a different key, and it will work just fine.

EDIT: I forgot it cannot be changed from the menu. You will have to edit BaseInput.ini which is located in Mordhau\Engine\Config. Change the line +ConsoleKeys=Tilde to whatever key you want.

Knight 223 723
  • 22 Dec '17
 LuxCandidus

Despite dragging completely ruining Chivalry, I am very fond of it in Mordhau. It helps that it is an intended feature rather than an exploit. It feels more intuitive, it is fun to use, it is balanced, and it adds additional depth to the combat.

In its current state attacks can be accelerated and delayed far more than it should be possible, but I do not expect it to last. Do not bet on encountering players who do not use drags, even after release. I know you will find plenty who refuse to feint, but the only ones who will not drag are ones who have only played for five minutes and do not yet know what dragging is.

Knight 223 723
  • 21 Dec '17
 LuxCandidus

It has happened to me as well, and Marox confirmed something is not right.