Mordhau
 Cswic
  • Likes received 681
  • Date joined 26 Jan '16
  • Last seen 57m

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186 681
  • 18 Jan
 Cswic

@AzorAhype said:

@Cswic said:
What's the end game here? You've been given some fair replies to your question or concerns by people who took you seriously and didn't just call you an entitled idiot. Jax came by and gave a few replies to provide more of an official answer. You've vented for a day.

Your'e not endearing yourself to anyone here from what I can tell, so it's not like you're trying to buddy up to someone who may have an account to share for a bit.

So you have few choices here. Either accept the situation and hunker down for another few months until release, or continue with this thread and embrace the ever increasing number of people calling you an idiot.

Surprised the thread wasn't locked immediately after jax replied honestly.

 

at this point im only replying because im the op and people keep commenting, i wouldnt have made the thread if i was just gonna bail randomly. besides, i mostly made the thread to stimulate discussion on the forum(figured since its inactive maybe i could stir up a discourse) idk i guess i just got bored waiting for the game and decided to come chat

You can always join the discord if you want to discuss the game more, it is probably more active than the forums.

https://mordhau.com/forum/topic/2346/official-mordhau-discord/

186 681
  • 1
  • 17 Jan
 Cswic

What's the end game here? You've been given some fair replies to your question or concerns by people who took you seriously and didn't just call you an entitled idiot. Jax came by and gave a few replies to provide more of an official answer. You've vented for a day.

Your'e not endearing yourself to anyone here from what I can tell, so it's not like you're trying to buddy up to someone who may have an account to share for a bit.

So you have few choices here. Either accept the situation and hunker down for another few months until release, or continue with this thread and embrace the ever increasing number of people calling you an idiot.

Surprised the thread wasn't locked immediately after jax replied honestly.

186 681
  • 1
  • 16 Jan
 Cswic

@AzorAhype said:

@Cswic said:
It's pretty simple. They can not sell more keys currently due to Steam's rules regarding early access. They can give away keys, but they do not typically.

They gave a key to shroud (presumably) because he provides something of value, that being an audience of 20k+ viewers.

His stream also sort of serves as a soft way to see how an audience outside of alpha testers / chiv vets feel about the game without opening the floodgates like early access would.

Does it suck to miss the kickstarter? Yes.
Does it suck that the release date has been delayed? While understandable, yes.

Is is disrespectful to those waiting to purchase the game to give a key to shroud and co? You can look at it that way, but it is also understandable why shroud got a key and others did not. It's not like they have been throwing out keys often either.

I'm sure you have probably thought of all or some of this before you wrote your OP, but I think it's worth repeating it here.

im not saying you are wrong but they never even sold a copy on steam, so how could they be prohibited from selling "more" when they only keys given out where from kickstarter? im just trying to see the logic in this because of course i want to buy the game, and seeing more copies go out to people for whatever reason makes me a little upset that the rest of us are getting kinda kicked to the curb so to speak

From what I remember it basically came down to Steams rules about early access / games in general. I do not know the specifics, but typically Steam takes a cut of 20-30% per game sale right.
Mordhau intends to launch on Steam in the long run. So for Valve, every key sold outside of Steam (like through kickstarter or on Mordhau's store page for a brief period of time) is a sale they don't get their cut from. You can see why Valve would want to limit sales outside of Steam for a game that intends to launch on Steam.

Again I have absolutely no clue if that is correct but you can see how a case can be made just from that bit of info alone.

186 681
  • 3
  • 16 Jan
 Cswic

It's pretty simple. They can not sell more keys currently due to Steam's rules regarding early access. They can give away keys, but they do not typically.

They gave a key to shroud (presumably) because he provides something of value, that being an audience of 20k+ viewers.

His stream also sort of serves as a soft way to see how an audience outside of alpha testers / chiv vets feel about the game without opening the floodgates like early access would.

Does it suck to miss the kickstarter? Yes.
Does it suck that the release date has been delayed? While understandable, yes.

Is is disrespectful to those waiting to purchase the game to give a key to shroud and co? You can look at it that way, but it is also understandable why shroud got a key and others did not. It's not like they have been throwing out keys often either.

I'm sure you have probably thought of all or some of this before you wrote your OP, but I think it's worth repeating it here. All I can say is vent a bit about the situation and just try to forget about the game for another 2-3 months until it will hopefully be released.

186 681
  • 2
  • 15 Jan
 Cswic

@Gluten said:
What if they make it possible to bind any angle? Would that make all the 240-haters happy?

I'd prefer if they just made 240 bindable to specific angles and you can pick the angle range. (Not my idea by the way). I use 240 and would strongly prefer this. As in I'd like to bind a specific angle range to overhead / lmb / undercut etc. That way you can have a set angle range bound to a specific angle like you have with binds. mordhau_circle.jpg

Eg.

Left yellow = left overhead right yellow = right overhead
left green = lmb left right green = lmb right
red left = left undercut red right = right undercut

Or if you wanted you can bind lmb upper right angle range to a stab or some weird shit if you want. The point is that lmb movement would function as just more binds rather than current 240 system.

186 681
186 681
  • 11 Jan
 Cswic

Whatever this is. I don't think it was desync or something on my end since I could still hear the fight going on in the background perfectly, parries and all, but I'm not certain.

186 681
 Cswic

For stumpy: Horses aren't immune to bear traps. Horses take damage and allegedly slow down a little from running over a trap.

Unarmored horse takes 90 damage actually, enough to nearly kill it. Plate horse takes much less though so the traps don't feel as useful.

However builder spiked also exist to help.

186 681
  • 27 Dec '18
 Cswic

Ya here's how it would actually go.

You'd have your "deus vult" meme army side and then you'd have "people that are playing mordhau" side.

Deus vult meme advances with big ole kite shield wall. Mordhau side just has bunch of dudes with mauls or estar that get fed a parry by teammate to take a swing with hyper armor on then jump strike all the shield tards.

Oh and then some little gremlins behind them would jump up and down constantly spamming throwing axes and firepots only to run off and fight each other over who gets to use the ammo box.

My advice is to play mordhau for mordhau and wait for M&B bannerlord for the army "deus vult" battles as M&B is more suitable for them.

186 681
  • 2
  • 1 Dec '18
 Cswic

Resolved.

186 681
  • 27 Nov '18
 Cswic

@King Sinclair The FluffyDragon said:

@Cswic said:
Forums need a downvote button.

scrolls across post list of people i dont like and downvotes everything on 20 different accounts

Exactly.

186 681
  • 27 Nov '18
 Cswic

Forums need a downvote button.

186 681
  • 4
  • 26 Nov '18
 Cswic

Lots of these ideas have been mentioned in some form or another, but here is a combination of them that I think would help the archery situation.

The current problems from what I can tell reading through discord and forums:

1) Longbow deals too much damage.
2) Archery too spammy.
3) Even when devoting 100% attention to an archer parrying can be iffy due to the draw / aiming anims. (may be resolved in the long run)
4) Pretty brainless overall

1) Damage tweaks mainly for longbow\

Huntsman damage bonus for longbow would need to be increased to about 350% to maintain the same damage and HTK it has on live.

Live:
longbow_1.PNG

Proposed:
longbow_2.PNG

Adjustment highlights:
Increases HTK for plate head by 1, plate chest by 1, medium chest by 1, and light helm by 1. Medium helm still remains 2 but goes from 60 to 50 damage. The biggest tweak would probably be light armor going from 1 HTK to 90 damage leaving only crossbow to 1 HTK light helm. Light armor chest and naked chest remain 2 shot but have been lowered by 15 damage. Leg damage untouched (I think leg damage is in a good place for the time being).

Shortbow damage to plate head should also be reduced to 30 to is is 4htk vs longbow 3htk. The rest can probably be left as is. Crossbow leave alone for the time being since it has the two draw backs of having a slow reload rate as well as having to stand still to reload.

2) Make stamina matter for archery in a way that helps prevent spam, but also rewards landing shots consistently.

  • Shooting a longbow and a shortbow now costs stamina. 33 for longbow and 25 for shortbow.
  • Hitting an enemy with a bow grants stamina, same as melee. 17 for longbow and 13 for shortbow.
  • Killing an enemy with a bow also grants the same amount of stamina as hitting one. E.g. if you kill an enemy with a longbow you will get 34 stam in total, 17 for the hit and 17 for the kill.
  • If you do not have 33/25 stamina you can not draw your bow and have to wait for stamina to regen to at least 33/25 until drawing again.

  • Crossbow spam is largely balanced out by its reload time so crossbow may not need these same mechanics. I am mainly trying to just address longbow and shortbow.

The idea is that an archer who can quickly and consistently land shots should be rewarded for doing so while archers who can not will have a lower up time. In order to have similar spam to live an archer would need to land all his shots or get kills consistently. I tried to pick fairly high stam values to keep the number of missed shots you can have low, but the stam values could always be adjusted. This will also make it so that an archer who isn't careful of his stam will be at a big disadvantage in melee.

3) I am sure nearly everyone has had moments where they are charging an archer 10ft away, he starts to draw a bow, and then you get shot while it looks like he is still pointing his bow at the ground or bringing it up to his shoulder.

I suggest having something like the sniper scope glint like in Battlefield.

  • Make the arrow glint when the bow can fire or a half beat before reaching the minimum draw needed to fire. For crossbow I would make the glint happen when they ads.

I think this would help a bit with some of the more annoying quickscope shotgunning that goes on where it looks like the archer hardly brought his bow up but still shot you.

4) Bring back the original more severe sway on the longbow. Possibly consider bringing back the slightly faster draw time. Consider adding sway for bows while moving. The ranger perk could also reduce sway while moving.

  • Combination of having more severe sway on the longbow and the incorporation of stamina into archery means that an archer has to do the following to put out similar damage to live longbow:

1) Compensate for sway and fire during the more intense sway for nearly every shot.
2) Land nearly every shot or get kills.
3) Still run out of stamina eventually and have to regen unless you exclusively target archers and have huntsman (since the archers would be 1 hit kills and hitting an enemy only gives back 1/2 of shot cost).

Longbow sway was never too difficult to compensate for even with the older more severe sway. Most of the people in the alpha can adjust to the sway relatively quickly. But larger sway is still better than low sway regardless since larger sway makes it just that tiny bit harder for someone unfamiliar with Mordhau archery to just pick a bow and start destroying people.

I think having the stamina punishment / reward incorporated with the sway change would result in a greater gap between newer and more experienced archers while also decreasing spam for both. Although the stamina changes would hurt the people who can't land shots reliably more than those who can, which is part of the effort to make archery less "brainless".

TL;DR:

1) Lower damage for longbow, lower plate headshot damage for shortbow.
2) Shooting bows cost stamina. Hitting an enemy gives stamina and killing an enemy gives stamina.
3) Arrowhead glints (like Battlefield sniper scope glint) at minimum release point to give hint to people when an archer can fire.
4) Increased longbow sway + stamina changes = hopefully greater skill gap between newbie archers and more experienced archers.

186 681
  • 8
  • 5 Nov '18
 Cswic

Whenever drawtime = damage was mentioned prior to the release of archers it was always shot down because of the inconsistent damage = bad philosophy. This was before horse momentum damage was added in though so maybe that philosophy has changed a bit.

This thread is for projectiles as a whole but each of the 3 projectile types (dedicated throwables, 1hand throwables, bows) sort of need different issues addressed.

1handed melee throwables / maul

  • These should probably be looked at least after other projectiles are nerfed. Back before dedicated throwables were added in 1hand throwable spam was somewhat annoying, but not nearly as much dedicated throwable spam.

Dedicated throwables:

  • I like the idea of throwing axes and knives being map pickups or made available through blacksmithing (if that is still a thing).

  • Rocks could be left as the 1 throwable projectile left, however they should not refill from an ammo box. Rocks already bounce off of enemies upon hit so if you want to retrieve them after hitting an enemy it is much easier to do so than with axes / knives that get stuck.

  • Nerf the ammo count if need by and headshot damage too maybe. Torso damage seems fine for now.
  • If rock spam becomes too prevalent or annoying after other throwables are removed from loadout then limit them to map pick ups and peasant loadout only.

Archers:

I don't think having draw time = damage will address a lot of people's grievances. Cyclone mentions that it feels like shit to be having a sword fight only to lose 50 hp from an archer 200ft away. Having draw time = damage won't make it feel any less shitty to lose 50 hp to a max draw time shot. It will just make the shitty feelings less frequent, assuming draw time for max damage is any longer than current draw time to fire.

What Mittsie's said about map design is going to be a big factor in archer balance. You can see how bad it feels currently on towers in camp, cliffs on Mountain peak, or having to deal with an archer shooting from spawn on pit (will likely be adjusted but still). Gradtest64 is actually somewhat decent for archer balance. The dungeon entrances that red can access provide solid flank routes to try to ambush any archers on the main castle wall.

They can make archery deal half the damage it does now, but if the archer can sit all the way up on a tower in camp and easily spam those down below the situation won't improve. A combination of the two may work, but that only addresses long range archers.

What should be done with the archers that sit close up near the fringe of a fight and spam, similar to how throwables are played? Map design won't be able to influence them as much. I think adding extra bow sway upon moving would help with these situations a bit. If the archer is up close to a fight he is within range of 1hand throwables so standing still will make him vulnerable.


TL;DR version:

1hand throwables:

  • leave untouched for now until other projectiles are nerfed. If too strong at that point, then nerf.

dedicated throwables:

  • map pick up only or also from blacksmithing like others said. no ammo box refill?
  • rocks left as only throwable for loadout. limit to map pickup only as well or peasant loadout if too much spam

archers:

  • map design to prevent wide open lines of sight like Mittsie's said.
  • damage nerf for longbow and shortbow against plate.
  • crossbow left as the "tank buster" bow.
  • bow sway upon moving to make close up bow spam more dangerous/difficult
186 681
  • 2
  • 2 Nov '18
 Cswic

Ran into a crossbow firing off 2 shots per reload today, happened 2-3 times in a row. It was probably due to high ping / packet loss as he had about 200-300 ping. I had about 90 ping on the server. Seeing ghost projectiles on your own screen at super high ping is normal enough. but this is the first time I ran into a situation of someone else lagging and me being able to see the projectiles which makes me feel like the projectiles existed on the server itself and not just his client.

None of them hit me so I can't say whether or not both projectiles could deal damage. Monty tried to replicate the issue afterwards so we could test it but was unable to.

If both of the projectiles deal damage then it'd be concerning if people could purposefully cause the bug with a lag switch or something.

186 681
  • 1
  • 2 Nov '18
 Cswic

Pretty sure great sword parry drain negation is bugged considering it is so high that all weapons only drain 4 stam against it. Maul is the only one that actually works properly here since it has 24 stam drain. All others are less than 20 but it looks like there is a 4 stamina drain regardless.

186 681
  • 1
  • 2 Nov '18
 Cswic

@Vegust said:
Greatsword parry drain negation is 20, according to its stat table in the weapons menu, which is not true, right?

I think it has to be a bug. 20 stam negation makes it so that a maul, poleaxe, and dagger strike all drain 4 stam against greatsword parry. Meanwhile they have 24, 18, and 15 stam drain respectively. Must have a minimum of 4 stam drain or something.

186 681
  • 4
  • 4 Oct '18
 Cswic

@Sir Zombie said:

@Cswic said:

@Frise said:

@Goof said:
Like seriously? The dude is a dick and is nothing but a nuisance at all hours of the day to the community. It's good that he's gone.

He only got banned when he insulted a dev specifically. Just contributes to the experience of being able to be a toxic cunt as long as you don't offend crush.

Also banning him from all VAC servers is just stupid. Ban him from official servers, sure. It should be up to server owners to choose who can play on their server without having to forget VAC.

I agree that in the future banning from official servers and not private ones would be better in most cases. This wouldn't work right now though. The primary NA and EU servers are private servers so to only ban lazy from official servers would not be a ban at all until launch when there are more players. If the devs want to punish lazy for his behavior then the ban has to be all servers for the time being.

Devs shouldn't be able to ban people on private servers. Why is NA playing on an unmoderated server? And if the devs wanted to avoid abuse from Lazy then they should've just unfriended him on steamplay.

Who said the servers are unmoderated? No one did. I said they were private servers, never mentioned anything about their moderation.

Corpsehammer, jax, and whoever owns tower of joy could ban lazy on their servers and that basically removes his chance to play. Ideally this would be the case where devs ban official and then server owners decide what they want to do.

The point is that given the current situation of the player base and what servers are populated, banning lazy from only official servers is effectively no punishment.

It would be a toothless ban that serves no purpose until release.

186 681
  • 2
  • 3 Oct '18
 Cswic

@Frise said:

@Goof said:
Like seriously? The dude is a dick and is nothing but a nuisance at all hours of the day to the community. It's good that he's gone.

He only got banned when he insulted a dev specifically. Just contributes to the experience of being able to be a toxic cunt as long as you don't offend crush.

Also banning him from all VAC servers is just stupid. Ban him from official servers, sure. It should be up to server owners to choose who can play on their server without having to forget VAC.

I agree that in the future banning from official servers and not private ones would be better in most cases. This wouldn't work right now though. The primary NA and EU servers are private servers so to only ban lazy from official servers would not be a ban at all until launch when there are more players. If the devs want to punish lazy for his behavior then the ban has to be all servers for the time being.

186 681
  • 2
  • 3 Oct '18
 Cswic

Let's see. There are many instances of people being toxic to other players in game and in forums. No perma bans from game as far as I can tell. Puppets at least has said shit as bad as lazy in game to other players but never to devs from what I know.

What are other instances of players being toxic to devs personally? Aside from jax at times.

I can't think of many off the top of my head but most devs are EU so maybe someone else can shed some light.

So sure, only one instance of player being permabanned. But so far we have many instances of players being toxic to players, and only one instance (someone else can chime in here with other instances of they exist) of a player being this toxic to a dev which resulted in a ban.