Mordhau
 Huggles
Duke
  • Likes received 3625
  • Date joined 1 Feb '16
  • Last seen 16 Nov

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Duke 2160 3625
  • 16 Nov
 Huggles

I think the main issue comes from expecting the game to be a reaction test first and foremost. I don't agree with balancing the game in that way and I think it's perfectly fine if there are some instances where given how you and your opponent are positioned and moving some things might not be very readable.

I think if no matter what you can always press rmb at the right moment and it is fairly readable in that respect regardless of things like positioning, the game will in fact be rather stale. Especially with the mechanics as they are now.

However, I think if more mechanics and depth are added to the combat as Frise suggests I'd prob rethink my perspective.

Duke 2160 3625
  • 14 Nov
 Huggles

@intTobey said:
What if they brought active parry back, but gave it only to shields? Call it "active block." It would probably look fine visually and make sense to players.

That's why they removed AP, right? Because it looked dumb and players wouldn't understand why their attack bounced?

With a shield they would understand why their attack bounced, especially if the attack made a shield hit sound on impact. It could even be an active block only around the shield model, equivalent to their block view tolerances, smaller than old AP.

This sounds very interesting actually, would love to see this tried.

Duke 2160 3625
  • 10 Nov
 Huggles

@das said:
How about this:

First few milliseconds are identical to parry.

Held any longer than parry duration, blocking an attack makes you stagger, and you are unable to riposte. This means you do not gain initiative for hold blocking. Instead, either you and the attacker can start an attack at the same time (neutral) - OR - the attacker still maintains a slight initiative over you. You can start another parry/block any time after being staggered. Held blocks take slightly more stamina.

This could work. I would make it way harsher than neutral tho. See, the only merit held block has for shield imo is when it comes to blocking projs. That's really the only reason I can think it could remain.

However, there should be a clear animation change to signify whether the shield is in a position where it can riposte or not.

Duke 2160 3625
  • 10 Nov
 Huggles

@Lionheart Chevalier said:
I don't think stamina is at all the way to tackle shields. That is boring and ultimately about numbers/stats matchups as opposed to skill.

You use your skill to drag around/trick/bait/kite/flank etc a shield user the same way you would any one else. Now they use their skill to read where you hit as opposed to when. Should simply be a change in style of defense. Shields should be the strictest to location since they get held parry.

No one in this game really tries to flank/side hit unless they're using a 1h or they're the X in 1vX. I never see location deceptions except when I use a shield and they're ez to block still. Why bother when parry is so big? Even shields now have a huge block box and that should be toned back down.

Location deceptions have never looked ugly to me. Slow motion swords/last frame hits, random spazzing/head bobbing to provoke flinch, intentional misses in Xv1, parry falling out of the sky right when I get hit, spins, hits passing through parry since you waited too long and pretty much every by-product of a 90% timing based defense looks ugly.

That's all totally absurd when compared to trying to trick someone into blocking the wrong side/angle through morphs, feints, side hits and wrong side hits.

The issue is it's not really intuitive for shield to be worse than parry. If anything a parry should be easier to get around with location deception than shields. Shields should be the ultimate defensive tool and take the role of a "tank."

Duke 2160 3625
  • 10 Nov
 Huggles

@LuxCandidus said:
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.

Not sure how 1 handers are too strong. The meta is definitely on the side of expensive 2 handed weapons. 1 handers are pretty weak overall with lunge and reach and such actually. Also not sure why going around a shield looks hideous, I just think it's less intuitive overall for shield to be weaker in size than parry. Directional play actually looks pretty damn good most of the time imo.

The main issue is held block just eliminates basically all the offensive mechanics in the game as the game is mostly based around timing.

Duke 2160 3625
  • 9 Nov
 Huggles

AP looks, feels, and sounds better in first person from your perspective.

Trades look better in third person but feel worse overall. That being said, trades due to the stun they give are prob more useful in a lot of cases.

Imo the devs should keep trade but change the parameters for it. You should only trade like late windup/early release imo. Before that it should be a flinch. Ideally the only time you see trades are when people are hitting each other around the same time. Not whenever someone ripostes period.

Duke 2160 3625
  • 8 Nov
 Huggles

@Bodkin said:
Parry used to be smaller.

It made floathau weapons hell to fight. Leave parrybox alone lmao we already tested this

That's, like, your opinion man.

If you're talking about the last test patch version of patch 17, I thought that was the best the game had ever been tbh.

Duke 2160 3625
  • 7 Nov
 Huggles

It seems shield is always perpetually in the state of either being too good or too bad, never able to find that sweet middle spot where it is balanced.

I think the main reason for this is because the very nature of how shield works. It negates the core aspect of the gameplay loop, timing. Holding shield makes the shield user immune to feints, morphs, and timing based drags. Instead, you MUST go physically around the shield. The devs have "solved" this by essentially allowing you to spam shield users and making it impossible for them to regain initiative unless they riposte every time, which in turn just makes shields pretty bad.

I think shields need a rework so that they are more in line with the general design of melee combat.


At the core of my wish is to remove the "held" part of how shields function. Rather, shields will just be some form of "super" parry. Maybe the parry is just wider than a normal parry, maybe it has some knockback, maybe it lasts a bit longer than a normal parry, maybe it extends outwards more to force parries easier. Maybe it has some combination of these ideas or more likely more original and well thought out ideas for the devs. This allows shield to be a straight up improvemnt to parry without it completely subverting gameplay. Essentially, the idea is to balance the gap between 1 handers and 2 handers.

Maybe as a form of compromise, some shields can keep the current design philosophy and more or less act like a noob crutch (like kite) but targe or heater can be different.

It's also an opportunity to add more depth and variety to the game imho. Would be neato to see shields have some place in comp without them being cancer.

Duke 2160 3625
 Huggles

There's enough min/maxing in the game already.

Negative perks would just lead to some ridiculously min/maxed loadouts that are too powerful tbh. Either that or they are worthless and no one picks them because they are overly bad.

I think it's a dangerous path to take.


If there is going to be more unique spins to perks in the future I'd rather take perks that have both positive and negative results and add new content to the game.

Duke 2160 3625
  • 7 Nov
 Huggles

I sort of view a morph as a continuation of an attack, so it isn't really something you punish y'know? I find morphs significantly easier to read than feints anyway, cus it's one fluid thing. With feints it is like an abrupt stop.

Duke 2160 3625
  • 5 Nov
 Huggles

@Bodkin said:
https://acc-cdn.azureedge.net/mrl-live-media-file/0006876_padded-coif_550.jpeg

Padded Coif

Basically the Padded Hood or whatever it's called, but it has a portion that comes down over the neck and shoulders like chainmaille aventails.

segmented-padded-coif.PNG

l_tr75-528_1024x1024

Segmented version for more medieval coolness (and flat-top kettle)

Also Jack Chains please. Seriously

MA_00566336_g0hlse

Long Padded Jacket / Gambeson

gambeson-medieval-rembourrage-sous-armure-du-combat

Ya in full agreement. This sorta stuff looks incredible and would make light/medium mixes look so much better.

Duke 2160 3625
 Huggles

Projectiles have existed since day 1 and haven't been too bitched about in those days. The issue is quantity plain and simple, and possibly the longbow particularly being OP due to its insane fire rate, dmg, and ammo.

We just need limits to the amount of projs in play in some form. Rn game might as well be a shooter.

Chiv had archer limits on many servers and that was pretty fucking successful tbh. Not saying we need to do exactly that, but some form of limits would prob help a lot.

Duke 2160 3625
  • 17 Oct
 Huggles

Game will never be perfect and people will complain that it is broken for the entirety of its lifespan. That won't turn the game into a ghost town.

Chiv is broken as shit and still has 1k+ concurrent player base. Why? Content and variety of players + bigger lobbies. Mordhau alpha playerbase does not have the numbers and the game doesn't have the meat of the game yet (frontline) It's boring as shit dueling the same 10 people all day every day. It's boring as shit 2v2ing 3v3ing the same 2 or 3 groups of people all day every day.

Release will not be a ghost town, and I suspect even the shittier patches will still have loads of people playing.

Duke 2160 3625
  • 11 Oct
 Huggles

I know that I get pissed when I make an amazing outfit for one of my guys but it gets ruined by a randomly assigned color scheme. I also know I get pissed when colors like gold and green that are so fucking cool in medieval outfits are never given the time of day in teamfights.

I want more colors and possibly even faction specific schemes.

medieval-times

Medieval-Times-Toronto

59e60cb339995.image

Medieval-Times-the-knights-Simple-Sojourns

Duke 2160 3625
  • 11 Oct
 Huggles

Just let him discredit himself with his rambling tbh

Duke 2160 3625
  • 11 Oct
 Huggles

@Rattsknecht said:

The game is not fantasy, there are not elves, no magic, nor dragons or wizards. Throwing women in as combat is like adding Sherman tank into the game. It simply doesnt fit.

Elves, magic and dragons is not the definition of fantasy. Mount and Blade has none of those things, yet it's still classified as low fantasy.

Funny that you mention Sherman tank. Its about 400 years more recent than the games most recent armor, which itself is about 800 years more recent than the games oldest stuff.

Game Industry - The industry was created by and mostly played by men, males for decades.

This means jack shit.

this is not true of "Tactical Shooter and Sports Game Players Are Least Likely To Be Female" where the female population is around 7%

Yeah i saw that statistic too, tactical shooter had 4% and sports had 3%, or something like that. Mordhau is neither of these two, but I imagine it wouldn't have a large % of girls, either. I don't see, however, why you wouldn't want to attract more of them, untill you are really not into women.

But games and media in general are escapism. To escape for the bullshit of the real world.

and the more realism the better.

I give it a 10 out of 10

You noticed that games are escapism, an escape from real world bs, well that's cool. Imagine you're a girl who wants to escape the real world bullshit with its gender stereotypes and all that kind of shit, and then there's this game where you can play ad a girl knight, swing a giant metal bar and throw boulders at castles. I'd like this form of escapism if I was a girl, maybe I'd buy that game and make one more female gamer.

This is not an accurate portrayal of historical europian social customs, it is not a reconstruction of medieval society, it is not a statement on gender norms in any shape or form. I like girls and I want more of them to share an interest with me. Playable females are an acceptable break from reality, one of many in this game.

Tbh the ratt man speaks sense here imho

Duke 2160 3625
  • 10 Oct
 Huggles

WAMEN are bad becase they RUIN my IMMERSHION.

Mordhau WITHOUT wamen is SUPER immersive, AS EXEMPLIFIED BY

2a37051a4d7599e272024d574efd4ba3

https://steamuserimages-a.akamaihd.net/ugc/845970866276834456/23BB196509B9EE6E6B692613A86C6E1233523F50/

40cb5b84fc1be8b0de149f73177e99fa

7cfc778a4177a094ae375b485351b935

43852fa70fa192a77c52f0c41062784a

WAMEN would just be RIDICULOUS tho

Duke 2160 3625
  • 28 Sep
 Huggles

"upgrade"

Duke 2160 3625
  • 21 Sep
 Huggles

@Punzybobo said:
20180920095243_1.jpg

20180920095303_1.jpg

20180920095305_1.jpg

look guis i make jon sinew from game on trone!!!!!!!

holy fuck breastplate stretchers actually exist

Duke 2160 3625
  • 16 Sep
 Huggles

@Jax said:
I'll see what the team thinks about this, not a bad idea Bang.

I think having some ambiguity during fights is healthy, I don't think that initiative should be purely 'black and white' or binary - it should be varying degrees of initiative based on weapon matchups/timings and what actions you're actually doing. That being said, I think that initiative can be a little too hard to determine at the moment and lead to excessive gambles/spam.

We tried the high lockout patch already. It was trash and one of the worst builds in the game.