Mordhau
 LuxCandidus
Knight
  • Likes received 2068
  • Date joined 30 Apr '17
  • Last seen 18 Jun

Private Message

Knight 627 2068
  • 20 Apr '18
 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.
Knight 627 2068
  • 19 Apr '18
 LuxCandidus

Congratulations, Jax. May the job treat you well.

Knight 627 2068
  • 11 Apr '18
 LuxCandidus

UI / Menu

  • The 'reset to default' button is greyed out as if clicking it would not do anything. It remains this way regardless if you are using the default settings.
    20180411144607_1.jpg
Knight 627 2068
  • 3 Apr '18
 LuxCandidus

@Huggles said:

...So weapon balance and "instant" attacks will be resolved by basic knowledge of footwork, positioning, and attack angling.

Come on, Huggles. Look at battleaxe stabs being absurdly quick for no reason. Look at how weapons that are supposed to be slow such as the bardiche can be accelerated to where they swing faster than an arming sword (not an accelerated one). I cannot find that video showcasing ripostes which last like three frames, but I have encountered quite a lot of those in this patch.

People think it raises the skill ceiling but it does the complete opposite. It feels like someone is pressing the fast forward button at random intervals whenever you are up against a weapon that is expected to be slow. This one issue with the game bleeds into everything else: you cannot wait until the last moment to parry an attack because attacks can suddenly go faster than you can react to, so you have to panic parry a lot of the time. This also makes dealing with feints tremendously worse, and so on. Current attack speeds are also something new players could not even comprehend. Learning the game while up against someone who knows how to swing three times faster than you does not make for a fun experience.

I think the single best thing the developers can do for the game is limit attack acceleration. A close second is making the release phase last much longer.

@Huggles said:
Also, you say that you shoudln't have to have 100+ hours to git gud but really the game has no depth if this isn't the case. Of course, you can't pin all the problems on "git gud" and here is what I agree with.

No no, it should definitely take hundreds of hours to get anywhere close to the top, but people either take this too far and think basic concepts like parrying should also take hundreds of hours to learn, or they use it to excuse broken mechanics, such as when people defended bad animations because it takes more skill to read them.

Knight 627 2068
  • 1
  • 2 Apr '18
 LuxCandidus

I do not think the game is in a good spot currently.

  • Attacks are way too fast. The release portion of attacks has always been too short, but as of this patch it is even shorter. This makes even attacks with little acceleration to them feel too quick to react to, let alone chamber. The instant attack problem plaguing the game has only been exacerbated. You can now lock players in a perpetual flinched state.

  • Parrying feels unreliable. Other than it requiring more precision, I cannot put my finger on what about it has changed, but here is some feedback: It no longer feels instant - It feels like if an attack hits me during the first few frames of my parry I will take damage. A lot of the time it also seems like the parry animation plays right after I take a hit. The absurd speed of certain attacks also means it is not always possible to parry in time unless your reaction time is highly above average. For a basic mechanic this is overkill. It was fine in the previous patch.

  • Weapon balance is all over the place. Heavy, costly weapons like the battleaxe and eveningstar have instant stabs, small arms like the rapier and mace can either kill you in two hits or two seconds. Note that the issue here is not how weak or powerful a certain weapon is, but how weapons are balanced relative to one another. For instance, the difference between slow and fast weapons is meagre, largely due to how much attacks can be accelerated, so there is less incentive to take a weapon because it is faster. Similarly, taking a weapon such as the eveningstar due to its damage is also pointless when the mace and warhammer are just as powerful at half the cost.
    I know there are nuances such as turn cap and morph cost that differentiate weapons further, but the balance seems no less questionable. I have a suggestion: Give each weapon a brief description. This will also help new players understand the idea behind certain weapons without requiring them to look at the highly technical list of values below the weapon (which would probably intimidate them if it was all they had to base their choice of weapon on).

  • EDIT: Stab drags are horrendous. They genuinely look like an exploit and range from unrealistic to absolutely undecipherable. I assume the only reason they exist is so chambering stabs does not become trivial, but virtually any other solution would be better than tolerating stab drags in their current state.

  • Feint woes. I will save it for the next patch in which feints will be altered, but there is still something on my mind: A while ago someone pointed out attacks require very little commitment as you can cancel out of them for the majority of their duration, which makes it very difficult to punish players who miss an attack or exercise poor judgement in when to perform an attack. Moreover it means players can attack at the same time as their opponent, and if they are about to be hit first, they can simply feint-to-parry. This does promote gambling and a playstyle in which the opponent's actions matter less, though I do not see how it can be fixed without the player's control over their character being severely limited. I am interested to hear if others have thought of any solutions so far.

  • Shields are still a chore to fight. This issue might be the hardest to correct. There are quite a few discussions on this already.

  • projectile spam is horrendous. Definitely limit the number of smoke bombs / fire bombs the player spawns with. In the future it would be nice to also make them cost a lot more unless the player has a "support / strategist" perk which makes such equipment much cheaper but in exchange you will lack perk points for other goodies. People seem to be of the opinion the projectile spam will die down once they are no longer new, but I highly doubt that. There will always be players who find it hilarious to run around and bombard the map with smoke and fire. Furthermore, there will always be new players for whom the idea is still fresh and novel.

Before you tell me none of these are issues once you have put six billion hours into the game, take a moment to consider how new players would feel about some of these mechanics in their current state and whether they would be motivated to put even ten hours into the game.

And keep in mind also that it is possible to correct a broken mechanic without it becoming so simple that even new players would master it in five minutes. A lot of you struggle with that concept.

Knight 627 2068
  • 1
  • 22 Mar '18
 LuxCandidus

Early impressions:

  • The new lighting and foliage make maps look far more alive and interesting. I especially like the vegetation clinging to the walls of Grad and the grass growing through the cobblestone cracks on Contraband.
  • Weapon information being displayed in the menu really brings out the depth and strategy of the game to the foreground. I am sure that at times the game gives off the impression of being mindless, so such details being displayed really helps make the game feel strategic. The manner in which the information is displayed is especially professional-looking, with the tooltips explaining each stat being an appreciated bonus. @das made a good suggestion above and I think more places in the menu or on loading screens with such elaborate information would leave a very positive impact on players' perception of the game. A diagram of the control scheme, stat breakdowns, and other such information goes a long way.
  • The new song is great, though I would love to have a way to listen to it for more than three seconds. I can already tell the soundtrack will be exquisite.
  • The estoc, maul, and billhook are great. I love you for making the maul a two-handed throwable.
Knight 627 2068
  • 22 Mar '18
 LuxCandidus

User Interface

  • While on the second and third pages of the emote menu, it still says "page 1".
    20180322141502_1.jpg
    Even if it were to update properly, nothing really tells you there is more than one page when you are on page 1. My suggestion would be to make it say "page 1 2 3" and have the current page number be white while the others are greyed out.
Knight 627 2068
  • 4 Mar '18
 LuxCandidus

20180304191136_1.jpg

Look at where my character spawned. He is too shy to stand in the spotlight.

Knight 627 2068
  • 4 Mar '18
 LuxCandidus

Did you try to overclock it? This can happen if your GPU's core clock and / or memory clock is running at a higher rate than it can handle. Does this occur with other games or just Mordhau? You may want to download a free piece of software called MSI Afterburner and lower the speed of your core and memory clocks to prevent them from crashing your display driver.

Knight 627 2068
  • 8 Feb '18
 LuxCandidus

Not so. Clear, consistent animations means you can adjust their difficulty through gameplay changes such as raising the strictness of the chamber window, lowering the time a parry lasts or making it require more precision, making attacks faster in general, and so on.

Having clunky unreadable animations means combat is completely arbitrary until you have put in several hundred hours, at which point you would have gotten used to the broken animations and learned to exploit them, also known as the Torn Banner design philosophy. Such an approach results in neither an enjoyable game nor a reasonable skill progression.

People who are against readable animations are only taking that position because they do not properly understand what others are suggesting, and instead think everyone is in favour of making attacks so slow and telegraphed that even players with two hours of playtime can react to them consistently. This is not what is being proposed.

When you step back from the conversation and see that one group is suggesting non-broken animations while the other is vehemently advocating the opposite, it should become clear there is a communication error, a misunderstanding, not a genuine difference in opinion.

Knight 627 2068
  • 6 Feb '18
 LuxCandidus

@marox said:

...world collision, where tip tracers are ignored so that it is less annoying to the player, actual non-world collision doesn't ignore the tip like that.

From this thread.

Knight 627 2068
  • 31 Jan '18
 LuxCandidus

Menu / UI

  • Holding RMB while hovering over the list of servers allows you to move it up and down by moving the mouse. Most of you probably did not know that. However, you can keep pushing the list of servers down. This was probably not intended.
    20180131194949_1.jpg
Knight 627 2068
  • 31 Jan '18
 LuxCandidus

@Neo said:
The beta and alpha keys are the same. It's just a visual thing. I'll fix it to avoid confusion.

This is a really nice change. I like the look of the entire section in general. Great work, Neo.

Knight 627 2068
  • 29 Jan '18
 LuxCandidus

A nice way to mitigate the backlash of a delay, very elegantly handled. I still advise you strongly not to polish features too much before releasing them, and to at least update the community on how said features' progress is coming along.

Now that the beta backers are here, the community you will be informing or keeping in the dark is considerably larger, so do not be too distant. Please.

Knight 627 2068
  • 29 Jan '18
 LuxCandidus

Adding to that, I have noticed something strange going on with weapon shadows.

Normally it looks like this:
20180129131511_1.jpg

But sometimes the weapon shadow is more prominent:
20180129131507_1.jpg

This can make it look like only your weapon has a shadow. It happens regardless if shadows are set to low, high, or ultra. Doing something that would 'update' the shadow such as flourishing or changing the setting in the menu causes it to go away, but simple movement does not. I am able to recreate this bug by switching between my primary and secondary, but it takes dozens of tries.

Knight 627 2068
  • 15 Jan '18
 LuxCandidus

Models?

  • Quarterstaff standard grip in third person.
    20180115081349_1.jpg
  • The same grip in first person.
    20180115081355_1.jpg
Knight 627 2068
  • 13 Jan '18
 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 627 2068
  • 12 Jan '18
 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 627 2068
  • 10 Jan '18
 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 627 2068
  • 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.