Mordhau
 LuxCandidus
Knight
  • Likes received 1155
  • Date joined 30 Apr '17
  • Last seen 8m

Private Message

Knight 294 1155
  • 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 294 1155

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 294 1155
  • 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 294 1155

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 294 1155

@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 294 1155

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.

Knight 294 1155

@Pred said:
240 system is a failed experiment that only looked good on paper, if you want 100% level playing field for everyone controls-wise, then 240 should be removed and not binds, because they are objectively better for this type of game.

How do you propose to make binds equally unreliable, have a random output assinged to your bind once every 10 strikes or what?

There will be a 100% level playing field when only one input method exists rather than two, regardless of which method is removed. You might think binds are better, but I consider them to be static, dull, and mindless.

@Mittsies said:
A lot of your post is basically just whining about something that is barely a problem while also providing literally no solutions. Okay so they've included an input system that is comfortable and enjoyable but perhaps less effective than binds, what's the big deal? There are already plenty of skilled players who use 240 and don't seem to be severely hindered by it.

If only I listed reasons why it is a problem and if only my post had a section outlining why it is a big deal. I thought my proposal was obvious: remove one of the two systems, preferably not the one that was advertised as a pillar of the game. And yes there are skilled players who still use the 240° system, just as there are players who could get first place on a duel server even if they used a shovel, but make no mistake - they certainly are hindered by it.

Knight 294 1155

Over the last few months and during my fights with some of the best players in the game something has become quite apparent to me: Attack binds are vastly superior to the 240° system, and it is creating a sizeable, artificial gap in skill between players.

How are binds superior?

  • Speed. It should be no surprise pressing a button is quicker than pressing a button and moving your mouse in the desired direction. What people might not be aware of is just how unbelievably faster it is. It makes chambering accelerated strikes significantly easier. Furthermore, there are times when you are not looking directly at your opponent when they begin their attack, so you need to move the mouse to see it and also move the mouse to angle your attack, making it impossible to chamber the attack without using binds. There are also certain accelerated attacks that are too fast to be chambered due to mouse movement taking too long, but can easily be chambered with binds. I actually like the physical limitations in speed when it comes to chambering with the 240° system, because it enforces the developers' desire for chambers to be situational rather than a solution for every possible situation. It is a good, natural means of balance.
  • Unpredictability. Not showing your opponent where you will be attacking from by turning in that direction is another advantage that people might not understand the degree of. It also decreases the time your opponent has to react to your attack, because their reaction will start upon your wind-up rather than your movement before the wind-up. It also allows for mind games by allowing you to turn in one direction as though you are about to attack from it, only to attack from a completely different side. This is much more difficult to pull off without binds.
  • Consistency. This benefit for binds is more of a failing of the 240° system. Sometimes your attacks can be angled differently than how you intended, and this alone has made a lot of players switch to using binds. While it has gotten a lot better than it was in the beginning and nowadays I rarely perform attacks I did not intend, I do recognise this as a disadvantage of the 240° system. It is only temporary however, as I have hope it will eventually get fixed.
  • Chamber angles. There are six different attacks that cover every possible strike chamber, making it far more effortless - and brainless - to pull off what should be a demanding maneuver. Chambering overheads with the 240° system is notoriously difficult, but with binds it is trivial.

Why is that bad?
The 240° system was the second feature advertised on Mordhau's Kickstarter, preceded only by free-flowing combat, and so I find it unacceptable for there to be a fully superior method of input that forces players to abandon one of Mordhau's game design pillars. As with any competitive game, the players have no choice but to use the best set-up, even if they dislike it, else they handicap themselves. Binds are also inconvenient to set-up due to the amount of buttons they require, and some players have even purchased a mouse specifically for binds. I do not think special peripherals should be required for playing the game. Moreover, disparities such as the difficulty of chambering overheads with binds versus the 240° system make it impossible to balance chambers in a uniform way; So to recap:

  • Attack angling is one of Mordhau's main features and binds heavily detract from it.
  • Players who dislike binds are forced to learn to use them so as not to be at a disadvantage.
  • Having two very different input methods makes it impossible to balance mechanics such as chambers in a uniform way.

What about using both?
While this is certainly possible, the controls become incredibly convoluted, and the amount of buttons this would require is excessive to say the least. I do not see this as a solution. It is the same as using binds exclusively, with the small exception you might occasionally use the 240° system once or twice because you got bored of using the binds.

Knight 294 1155
Knight 294 1155

Weapon customisation

  • Picking the federschwert's primary colour is not functioning as intended. The colours might be offset by a few rows.
    20180602075903_1.jpg
Knight 294 1155

I would also rather not see third person in this upcoming first person melee game.

I do not want to see any form of lootboxes or microtransactions unless the game flops to the extent that such practises are the only way of sustaining development on the game.

I do not want there to be a jump kick. Either make fights look like fights or go all out and make fights completely unrealistic but fun and complex. Just make up your minds.

I do not want amazing mechanics such as chambers and clashes to be neglected. They make the game incredibly unique and are amazing to pull off. Clashes, especially, barely occur. It is such a shame.

I do not want to see a meta that revolves not around fast-paced attacking and aggression but on striking once and making it the most confusing strike possible. High level Chivalry was like this, where skill meant obfuscating your attack so much that your opponent had no idea what you were doing, and fights consisted of players hitting once then staring at each other for a while, then hitting once again. From the devblogs I got the impression the developers are envisioning high level combat to be a constant stream of inputs, where both players are being as aggressive as possible, rarely stopping their assault while still reacting to their opponent. High level montages should not consist of the player feinting six times, hitting his opponent once, and then just staring at him for a while.

I do not want the game's tone to be too humorous. It will only lead to people thinking of the game as a Chivalry clone and it will hurt the image to which the game is aspiring as a highly competitive and skill-based title. Mordhau looks very professional and so it would greatly benefit from a more gritty and serious tone with the occasional wisecrack or goofy occurance.

EDIT: I do not want to see absurdly high FOV, in fact I think the current max FOV is too much. It is such a pity to have this beautiful-looking game only to stretch it out as if the player were a fish. You must keep in mind that with the game's competitive focus, all but the most casual players are forced to play at max FOV. Not doing so is a considerable handicap. And then there is the poor impression it leaves on people who look at videos or screenshots and notice the horribly stretched image.

Knight 294 1155

Welcome to the forums. The answers to most of those questions are very easy to find, but I will go over them anyway.

Will there be fantasy elements?

None that are officially made, but with mod support I expect plenty of fantasy armour and weapons available, just none from the developers themselves.

Will there be other non melee weapons?

Currently there are throwing weapons (rocks, firepots, smokepots, throwing axes, throwing knives, and many one-handed weapons can also be thrown), and very soon there will be bows and crossbows. There will also be siege engines, in fact catapults and ballistae are already in the game, and so are horses.

Does the block always negate damage if properly executed?

Yes, with the exception of a couched attack from a rider.

What other techniques can you perform other than slashing and thrusting?

There are too many mechanics to go over in such a brief post, so here are a few: You can kick, morph a slash into a thrust or vice versa, cancel your attack to either bait a parry or react to an incoming attack, block an attack by mirroring its type and angle at the last second, and switch to your weapon's secondary grip. The mouse also moves your upper body which makes it possible to avoid attacks by turning away from them, ducking, recoiling back, jumping over them, and so on.

What exactly are the properties of each weapon?

Each weapon has a table such as this that details some of its properties.

20180508211948_1.jpg

Other than attire and gender, what else can you customize on character creation?

You can choose your body type, sculpt your face, pick from individual hair and face options, skin tone, and in the future you will be able to choose perks for your character.

Knight 294 1155

@Pred said:
lol, classic forum.

OP: Sometimes people walk sideways or backwards when attacking, their legs clip through each other and the lunge on top of that makes the whole animation look bad.

Reply: If you want to remove drags the game would be an attack -> parry simulator with fights lasting forever.

Your creation comes to haunt you, Pred.

c9a4e02ff3814f8600622117c57176b5.png

Knight 294 1155

Speaking with Monty made me realise throwables are in a perplexing state because they are treated neither as a support tool nor a primary weapon to centre your loadout around.

  • Not a support tool - throwables are too costly and must be switched to in order to be thrown. There was a planned quickthrow key to throw knives and axes without switching to them. This should exist if they are for support.
  • Not a primary weapon - they cannot flinch, nor parry, nor can you kick while holding one. I honestly prefer taking several arming swords to throwables. At least with those you can defend yourself.

So, if throwables are to be primary the way bows and crossbows will be primary, make it possible to defend yourself but less effectively than you would with a sidearm, just as Monty suggests. If they are intended for support then keep them weak but add the quickthrow key. And in either case add the alternate functions suggested above for smoke bombs, fire bombs, and rocks.

Knight 294 1155

Hungarian-style shield that goes along the length of the arm
1024px-Jagiellonian_Ms.Germ.Quart.16_(Gladiatoria)_55r_-_Messer_and_Hungarian_shield.jpg

Rondache - possible skin for roundshield
Rondache_avec_Laocoon_et_ses_fils_(Louvre,_LP_3404).png

br5ikyhmm9901.jpg

1024px-Rondache_-_MAP_-_I_74.jpg

Pavise for a shield that can be planted
Balestriere1.jpg

Mantlet for a movable shelter from arrows
Mantelets.defensifs.png
Mantelet.defensif.3.png

The mantlet is a siege engine suggestion, but I might as well include it with the shields.

Knight 294 1155
  • Mountain Peak is great. Well done to those who worked on it.
  • Thank you for the rundown in addition to the patch notes, @Jax. Your diligence in the past two weeks has not gone unnoticed. I appreciate the recently high amount of communication from Triternion in general. It is the right move.
  • Steep terrain pushes you away too much and as a result is very difficult to traverse. I have noticed this very early in the alpha, but on the new map it really shows. One ladder in particular is almost unreachable because the surrounding terrain slides you away from it.
  • While on a horse I noticed opponents would sometimes parry an attack I did when I passed them by two seconds ago, despite now being far away from them. I am not sure if the issue here is the way the server processes timing or how quickly one can move away from the point of the attack.
  • Horses should deal trample damage only if going at a certain speed. Currently you can start moving and immediately deal damage to all your teammates. When facing a rider it can feel cheap to take 40 damage from his horse that just started moving.
  • Horses might benefit greatly from a simple system that makes the horse naturally move away from incoming obstacles. A sort of "smart" AI that helps you avoid small obstacles that would otherwise cause you to stop every two seconds.
Knight 294 1155
  • 27 Apr
 LuxCandidus

@Trix said:
Jax is a part of the development team, I see no reason for a separate tag.

His role is interacting with the community and keeping them informed, which is a role deserving of its own tag. If one sees the community manager has posted in a thread they know there will be information regarding the game more detailed than a typical developer comment. Furthermore it means one is able to ask additional questions, and is also going to be met with a positive attitude. All of this makes for a very different experience when Jax has posted in a thread versus when another developer has posted in a thread.

Knight 294 1155
  • 24 Apr
 LuxCandidus

Some people think the war axe should have been a skin for the battle axe and not a distinct weapon. I have also seen various suggestions as to which weapon the partisan should be a skin of, and whether it should be a skin in the first place rather than a new weapon. These two topics have made me curious -- How do you feel about the current set of weapons? Are there redundancies? Are the boundaries between certain weapons arbitrary? Should there be even more unique weapons? Is the list of weapons already saturated? Should certain, already-added weapons merely be skins?

I think as a general rule future weapons should be implemented as a skin if possible, and as a new weapon only if it is not possible for it to be a skin. Maybe the same should be done for a few of the current weapons. Below are some things to keep in mind:

More weapons means:

  • + More variety in gameplay.
  • + Greater choice of playstyle.
  • - As the amount of distinct weapons grows, balancing them becomes inevitably more difficult, and stat differences between the weapons seems more and more arbitrary.
  • - Redundancy increases as a lot of weapons feel like copies of one another, and new players are even further confused by the (artificially) enormous degree of choice.

More skins means:

  • + More variety in customisation.
  • + Smaller pool of weapons makes balancing simpler and far less arbitrary.
  • - Less loadout variety in the gameplay sense.
  • - Less possible playstyles.

Potential reasons some weapons cannot be added as a skin:

  • skin model might not match the hitbox, allowing for some confusing collision on skins.
  • No suitable candidate for the weapon in question to be a skin of.
  • Too unrealistic. If the base weapon, for example, handles very slowly and heavily, its skin would as well in-game, even if historically the skin was much quicker and lighter than the base weapon. Another example of this is weapon length, and both examples really show with polearms especially.
    new-polearm-thumbs.jpg
Knight 294 1155
  • 21 Apr
 LuxCandidus

Combat

  • If you mash the kick button after a kick clash, you can perform a double kick - a second, instantaneous kick right after the first. Credit to @JasonBourne for pointing it out.
Knight 294 1155
  • 20 Apr
 LuxCandidus

With the making of some monumental, controversial changes to the game, a lot of minor yet nevertheless important changes are bound to go unnoticed, and I want you to know they are appreciated:

  • The sound that plays upon killing someone is fantastic and adds weight to thrown weapons especially. Great job.
  • An assist counting as a kill if you dealt at least 75 damage is vastly underappreciated and will result in a lack of intention to killsteal, which in turn will improve teamwork. Brilliant.
  • I really like the feedback for damage dealt and points earned. It looks very professional and makes the game appear that much closer to completion. In the future you should include an option to display the damage of each strike as a separate number rather than aggregating it all into one value that gets updated with each attack. It would also be nice to include additional information such as which region your attack hit (legs/torso/head) which can be enabled or disabled in the options menu.
  • No riposte feints improves the game tremendously.
  • The maps so far have felt dull because they are linear, but the expansion of Grad assures me you will improve existing maps to where there are many paths to take to the enemy base, and many areas in which to isolate fights. The ladders have also helped bring out Grad's verticality, a crucial feature for any map to be enjoyable. I really like the new version of the map, from the flat open plains to the tight walls and stairs (and the well).
  • Various other changes like health regeneration beginning earlier and small throwables not flinching while heavy ones still do are great. These tiny changes accumulate, and their effects might not be immediately felt, but that makes them no less wonderful.
  • I am amazed you managed to fix smoke bombs and fire bombs in a single try. Now they are no longer a nuisance and look great as well.

And now onto the unsavory:

  • The removal of both active parry and health on kill has made 1vX impossible. While I admit hit trading has not been half as atrocious as I expected, it does nothing to make fights in which you are outnumbered winnable.
  • I am very happy to see the kick stun brought back, however it needs some work. It feels awkward for both sides as @Huggles pointed out. At least include an animation for the stunned state or an indicator.
  • Clash on disarm. Like the kick, I am happy to see this feature but it needs to be tweaked. Currently it means there is no way for a disarmed player to outplay their opponent. I recognise being disarmed should be punished, but you cannot deny how immensely enjoyable it is to watch someone lose their weapon and still win through sheer skill, and how satisfying it is when said person is yourself. Once the fist animations have been made more readable, the disarmed opponent will be hopeless enough. Maybe make it so the armed player cannot combo after the clash? Make it clash but deal less damage? Anything to give the defenseless player a chance while retaining initiative to the armed player.
  • I am seeing some weird issues with stabs where they often hit way past the range at which they should have. I do not think this is due to stabs being altered, but rather all the partial sprint changes and movement debuff upon being parried. Something, probably related to those things, is causing the lunge to be far more exaggerated.