Mordhau
 Jax — Community Manager
Community Manager
  • Likes received 11173
  • Date joined 25 Oct '15
  • Last seen 7h

Private Message

Duke 5164 11173
 Jax — Community Manager

@Lionheart Chevalier said:
Red/white vs Gold/black would be interesting. Totally down for anything thats not red vs blue.

i was pushing for this, but there are some issues - here's a pic of blue/white black/gold

https://gyazo.com/07bf5606cb9df2b0077c52867ce19a64

it's hard to tell the difference

compared to this

https://gyazo.com/9f8ee8f56c3ef40a82877a1f95d48482

which is much easier to distinguish

Duke 5164 11173
  • 18 Dec
 Jax — Community Manager

We're looking into removing jump-drags.

Duke 5164 11173
  • 16 Dec
 Jax — Community Manager

3P and 1P animations aren't close enough to work

try playing skyrim with the 3P animations in first person, you can't even see your sword and it clips like crazy

Duke 5164 11173
  • 13 Dec
 Jax — Community Manager
Duke 5164 11173
  • 10 Dec
 Jax — Community Manager

There shouldn't exist a control scheme that provides advantages to its user outside of comfort and preference IMO.

general consensus is that binds are superior to 240, however 240 has more fidelity/control. it balances out imo

current animations are left attack and right attack. everything else is procedurally animated.

Duke 5164 11173
  • 1
  • 10 Dec
 Jax — Community Manager

Extra angles allow more precision and removing them would reduce the freedom allowed. We're not going to go in and make 6 new animations per weapon type when we already have a system that works.

I think we all want attacks to be more readable, but removing the freedom of attacks from the game isn't the way to do this.

Duke 5164 11173
  • 10 Dec
 Jax — Community Manager

@Mittsies said:
While we're on the subject, just remove 240 entirely.
You'll still be able to angle your attacks with the mouse, it'll just be locked to the 6 primary angles.

no

just because you don't want to use it doesn't mean it should be removed

why get rid of the other 234 angles when the animation tech already supports them?

Duke 5164 11173
  • 7 Dec
 Jax — Community Manager

on it, been caught up with some other stuff. forgot about it tbh, thanks for the reminder

Duke 5164 11173
  • 6 Dec
 Jax — Community Manager

freelook arma-style wouldn't work imo, as that restricts you from turning - Mordhau is simply too fast-paced for that to be useful, and it'd feel way too clunky

Duke 5164 11173
  • 6 Dec
 Jax — Community Manager

@REKTKWONDO said:
Please crush

thanks for the input i will tell crush

Duke 5164 11173
  • 5 Dec
 Jax — Community Manager

is it heavy or medium? I don't even know

if it's heavy and then you add the cloth cover to it....?

Duke 5164 11173
  • 5 Dec
 Jax — Community Manager

let's not attack each other, focus on the point you're trying to discuss here

Duke 5164 11173
  • 5 Dec
 Jax — Community Manager

helmet is ambiguous on what armor tier it is

shortspear 3p anims don't exist atm

map was a test map to see how the castle pieces work

Duke 5164 11173
  • 3 Dec
 Jax — Community Manager

@conny said:
What i meant is that the actual bow and arrow would work as a reference to where your invisible crosshair would be, might be a challenge to implement but i think that would be a good feature, hard to master and satisfying af, just react to the bows movement during draw, i would not call that rng

already a thing

Duke 5164 11173
  • 29 Nov
 Jax — Community Manager

We could do a combination

automation + player voting

if you go above x amount of team/enemy damage ratio or have a high enough ping you can be player voted out of a match with a 55% or higher

if you don't have that it would take like 80% or so

Duke 5164 11173
  • 27 Nov
 Jax — Community Manager

I think the best way forward is automation

have a post-match vote system for the next map (configurable in server settings too) like Insurgency Sandstorm or Halo has will make server map rotation nice

and autokick for being a dumbass

Duke 5164 11173
  • 27 Nov
 Jax — Community Manager

Demin he's a meme just leave him alone, we're not adding hit trading to the game. It would destroy the gameplay.

Duke 5164 11173
  • 27 Nov
 Jax — Community Manager

@Humble Staff said:
UI
The new thingy that shows info about your enemy when you get killed has the HP and Stamina values switched. Like, i was fighting someone and dealt 95 damage before dying and this window said he had 5 stamina left and 45 HP. Happened several times with different values so i'm pretty sure it's a bug.

health on kill?

Duke 5164 11173
  • 23 Nov
 Jax — Community Manager

@Lionheart Chevalier said:
I feel like I've already lost when someone uses Mordhau grip.

And not just because I suck

If you're using like full heavy and a BS or something you're at a big disadvantage if someone uses the mordhau grip, since you're exactly what it's designed to defeat. I get cocky sometimes and switch to Mordhau on the estoc and get punished super hard though

Duke 5164 11173
  • 22 Nov
 Jax — Community Manager

idk what epic is planning with UE4 and raytracing, hopefully an engine update will come out at some point in the future with support. IMO the tech needs longer to mature, but if we get native support there's a possiblity of us implementing it.

That being said, raytracing for global lighting would require a lot of work (i think) since we use baked lighting that works totally different from global illumination.

Keep in mind I don't do actual development stuff so I could be completely wrong on all of this