Mordhau
 Jax — Community Manager
Community Manager
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  • Date joined 25 Oct '15
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Private Message

Duke 5467 13015
  • 20 Aug
 Jax — Community Manager

@SWSeriousMike said:
As always we can only speculate as they ain't tellin' us nuffin'. But my guess is that it's not Triternion staff that is closing those threads.

not us as far as i know, i'll double check some closed posts and talk to the mods as well

Duke 5467 13015
  • 18 Aug
 Jax — Community Manager

The reason before this is that our backend systems for progression are pretty broken - there's not much we can do to fix the current system, as it's just not designed for what we're telling it to do.

That being said, it's looking like the next update will most likely introduce a new backend system that will fix these problems and be much less prone to errors.

Duke 5467 13015
  • 18 Aug
 Jax — Community Manager

At the moment we're doing heavy bugfixing for ranked and a lot of the new tweaks that are incoming.
The way it's looking is that we're most likely going to drop an update with ranked, gameplay/general improvements and quality of life features first (also probably a bit of a rebalance to xroads), and then release another update relatively soon afterwards with the new maps and anything we didn't get sorted for the first one.

Our reasoning for potentially doing it this way is that there's no good reason to hold up Ranked and general improvements for the maps. As for the maps, there's been more of the same, a lot of optimization work and now we're also setting up gameplay logic (like frontline objectives, spawn points for game modes, different playable areas for each, I'm pretty sure Horde/BR setup as well). A point to note is that Feitoria needs a lot of work for optimization, since it's such a big and visually dense map with interiors and stuff - that's not to say the map will run badly, but that it needs a lot of optimization work so it doesn't run badly. This optimization work is time consuming, but it can't really be 'sped up' by throwing the whole art team at the problem; it just takes time.

As for the SDK and Invasion, these are long term goals we want to start working on ASAP. We're focusing on the short-term stuff (maps and ranked, etc.) because we realize there is a lack of content currently, and we want to fix that before starting work on the big things that will take up the bulk of our manpower. Mod tools will be awesome as they let the community make the content they want, but if it takes us a few months or more to get an SDK working it doesn't make sense to drop everything else and work on that, while the base game is sorely lacking in content. Invasion is something that is currently in the 'on-paper' design phase, and while it will be a big task to make, it shouldn't take forever, as we're most likely using existing maps for it.

Duke 5467 13015
  • 18 Aug
 Jax — Community Manager

The thing is the SDK will take a lot of resources (ie manpower) to get working, it doesn't make sense to do it before having a more acceptable amount of base content - if we dropped everything to work on it now, we wouldn't have the content. Working on it post content-update, we'll have more stuff in game that will make the small official content drought more bearable than now.

Duke 5467 13015
  • 18 Aug
 Jax — Community Manager

@Quadsword said:

@Jax said:
We obviously care about the game and we're working on updates,
if we wanted to jump ship with the money we wouldn't be making big updates and working super hard on content and features.

Actions speak louder than words. I haven't seen a single acknowledgement about the awful US servers. They've been awful for 4 months and it's starting to become difficult to find matches even at peak hours because - surprise - people are getting fed up with the atrocious servers and are quitting the game.

That's because, as far as I know, there aren't any major issues with US servers. I'm Central US and have no issues. LA servers have a few problems that are in the process of being addressed, but aside from that I have had almost nothing reported about any server problems.

Then there's this:

@Jax said:
Mm to clarify, maps may or may not make it with the ranked update, it depends on where the maps are at progress wise and when everything else is ready.

I can see it being 50/50 whether or not it comes in one big update or two smaller ones, but if the latter happens the maps definitely won't have as long of a wait as it's been since the last patch to now.

Essentially, we don't want to hold back an update if it's possible, as there's no real reason to keep ranked from coming if it's ready and the maps aren't, but the maps are very close to being done, so we'll see what happens.

EDIT: Not everything is coming that was in the update, SDK is a long term goal that isn't going to be ready for a while.

Christ, it's Insurgency Sandstorm all over again. Wait months on end for a big update only for that update to be a massive disappointment and drive tons of players away.

Well SDK is a long term thing, and it's implied as being something that won't be in the next update in that post itself. Maps are taking a little longer than expected, but progress is going well - we're not going to hold an entire update to wait for that content, might as well just release that separately at a slightly later date.

Duke 5467 13015
  • 17 Aug
 Jax — Community Manager

We obviously care about the game and we're working on updates, if we wanted to jump ship with the money we wouldn't be making big updates and working super hard on content and features.

Duke 5467 13015
  • 17 Aug
 Jax — Community Manager

umm

no?

Duke 5467 13015
  • 1
  • 16 Aug
 Jax — Community Manager

Mm to clarify, maps may or may not make it with the ranked update, it depends on where the maps are at progress wise and when everything else is ready.

I can see it being 50/50 whether or not it comes in one big update or two smaller ones, but if the latter happens the maps definitely won't have as long of a wait as it's been since the last patch to now.

Essentially, we don't want to hold back an update if it's possible, as there's no real reason to keep ranked from coming if it's ready and the maps aren't, but the maps are very close to being done, so we'll see what happens.

EDIT: Not everything is coming that was in the update, SDK is a long term goal that isn't going to be ready for a while.

Duke 5467 13015
  • 1
  • 15 Aug
 Jax — Community Manager

The update will have everything mentioned in that dev update post + a lot of general improvements to the combat, crossroads should be rebalanced, weapon changes, shield changes, and some more features. It will be a good update.

EDIT: Wasn't really thinking too hard when I wrote this, maps may or may not be included, and SDK is a long way out. The next update is focused around ranked primarily, but work is being done to get the rest of what's been talked about in that update ready for some point in the future. Sorry for any misinformation.

Duke 5467 13015
  • 14 Aug
 Jax — Community Manager

@PC_Principal said:

@PC_Principal said:
update when?

soon™

I'll let you all know when we start wrapping up

Duke 5467 13015
  • 11 Aug
 Jax — Community Manager

we made the goals up as we went, big secret don't tell anyone

Duke 5467 13015
  • 5 Aug
 Jax — Community Manager

rapier loses initiative if you rmb+lmb, a riposte from a maul will beat a rapier stab from the neutral. That being said, rapier gambles (attacking out of turn) can be a little annoying, but once you realize someone is gambling hard accels and less feints/morphs/drags will shut them down quickly.

Rapier may get some changes in the future (less about nerfs, more about a rework) but atm it's only really viable against people that have no understanding of timing.

Duke 5467 13015
  • 27 Jul
 Jax — Community Manager

try verifying files on steam!

Duke 5467 13015
  • 23 Jul
 Jax — Community Manager

This pretty neat

Duke 5467 13015
  • 19 Jul
 Jax — Community Manager

HighresScreenshot00030.jpg

Hello!

In this post I’ll be discussing some plans for the future of Mordhau, and what the team has been working on recently. Please note that most, if not all features and content covered are in varying stages of completion; everything is Work-In-Progress and may change prior to its release or be canceled. As for timelines and estimated release of these things, we focus more on ensuring they are up to our standards as opposed to setting hard deadlines, so things will come when they’re ready.

fet1.jpg

Content / Maps

Our main priority post-release has focused around bringing in additional content to help keep the game feeling fresh - while a handful of weapons, cosmetics, and the map Crossroads were added, our artists have been hard at work on fully-fledged maps that will be playable in all game modes.

Feitoria is a sprawling town and accompanying village that will alternate between crowded streets, chokepoints, and more open areas and will have an emphasis on verticality and interiors as well. Currently, progress is going well on Feitoria, and our level designer is working on optimization, interior/background polish, and configuring the map for game modes.

Castello on the other hand, is a southern-European/ Mediterranean inspired castle keep and walled courtyards. It will have a similar feel to Grad, but with a more involved castle section, including portcullis control and close-quarters fighting. At the moment, Casello has begun its final art pass, along with some fine-tuning of the lighting and post-process effects.

Existing maps aren’t being forgotten, however - while we’re prioritizing new maps over spending all of our time tweaking the existing ones, we’re aware of balance and gameplay issues on existing maps, especially Crossroads, and will be improving them.

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Game Modes

Recently, we have been hard at work on implementing ranked modes into Mordhau, as we feel it is a perfect fit for the high-skill gameplay that Mordhau brings to the table. You will earn a distinct rank - here’s a quick preview of them:

rankdivisionshowcase5.png

In addition to Ranked, we’re also working on a 64-player attack/defend mode which will capture the feeling of a medieval battle, with sieging and progressive objectives. We’re calling this mode “Invasion” in-house, and we’re in the process of designing the mode. It’s important that we’re able to retroactively add this mode to existing maps, as our levels are designed to be usable in all game modes when possible. This mode will not come next patch, but in the future.

We’ve been listening to your feedback, and we’re aware that Frontline is a bit of a polarizing topic - some people love it, others hate it. We’ve been looking into ways to reduce stalemates and make Frontline have more of a back-and-forth “tug of war” feel to it, and increase the player’s feel of involvement with the objectives. Nothing on this front is set in stone, but we’re looking into ways to improve the game mode nonetheless.

Balance & Gameplay Improvements

We’ve been listening to your feedback on game balance and frustrations with the game, and we’ve identified some areas that need a bit of work in this regard. Horses feel a bit too powerful and unfun to fight against and we’re looking into ways to make horses fairer to fight against, adding more risk to the horse riders while keeping them deadly and powerful. These potential changes include things like momentum damage against the rider, a smaller and more accurate horse flinch hitbox, fixing the desynced horse hitboxes causing players to hit through them and making horses more fragile against bigger groups of infantry, and more.

Fire bombs can also be frustrating at the moment, and we’re working on ways to fix these as well. We’re currently re-working the way fire damage is applied - it will start out much less damaging and faster, and standing in the fire will cause the damage to ramp up, making it behave more like one would expect from a fire. This will make the fire bombs less punishing when players only “touch” the fire shortly. In addition to this, the fire will be louder in volume and generally more noticeable. Players will still have to respect the fire as an area denial, but situational awareness will be increased and avoiding them will be much easier.

At higher levels of play, especially in duels, we noticed that the buckler can be overly powerful. We’re looking into removing the 30 stamina gained when the buckler is disarmed, but increasing the usefulness of the buckler when it comes to stamina costs when blocking weapons. We’re also looking into making swing manipulation look better overall without compromising the skill of the game, and adjusting a few weapons turn caps which are a bit too extreme at the moment (For example, Spear in short grip), making the game a bit more grounded. There will be many more adjustments and improvements, including Javelins among other things, to help fine-tune the already amazing combat.

fet3.jpg

Quality-of-Life / Miscellaneous Improvements

As we’ve discussed in our statement recently, we’re taking toxicity and racism seriously. At the moment we are discussing and experimenting with ways to add more tools to the game to help curb unwanted behavior. One area of focus is on preventing griefing and vote-kick abuse; we’re interested in adding more information to vote selection screen, such as the player in question’s team kill amount and team damage ratio, as well as a reason for the kick. We’d like to add an easier user interface for starting vote kicks, as the current method via the console is functional, but not exactly the easiest or most polished method we could implement.

A client-side chat filter is also in the works; while muting players removes anything they’ve said, you can only do that after they’ve said it. We plan on adding a filter that will automatically remove inappropriate or offensive messages before you have to see them, which will help to curb toxicity quite a bit.

In terms of griefing, we’re looking into ways to easily identify placed structures and their team/owner, so it’s more apparent to see if a teammate is intentionally placing structures to disrupt gameplay, and who exactly is the one doing it. We’re also looking into other ways to prevent griefing with toolboxes and firepots, to prevent players having to rely on votekick to deal with them in the first place.

While the majority of progression/gold issues have been fixed, there are a few persistent bugs remaining with our backend system. We’re looking to switch to a more reliable backend system that will handle player inventory, purchasing items, and player progression to resolve these issues for good. Additionally, we’re looking into server improvements to help reduce ping and latency problems.

fet4.jpg

Mod Tools / SDK

We are also well aware of the high demand for modding tools, and it is not something we are ignoring. At the moment, development is focused more around our short-term goals of increasing the amount of content that the base game provides and we’ll look into an SDK and mod support in the future.

Duke 5467 13015
  • 19 Jul
 Jax — Community Manager

@ToLazy4Name said:
The game is doing fine. Do you people have any sense of proportion? Holding relatively steady at 10k players is ridiculously good for a multiplayer title as niche as this one.

That being said, the rest of your post is on point. Extremely slow updates, understandable or not, are really letting the game stagnate and the almost complete lack of (official) communication is inexcusable as far as i'm concerned. Quit playing ARMA 3 and drowning yourself in IPAs Jax and write something up to post in the announcements tab weekly or some shit. I know Crush barely speaks English and is prone to flip out and gamble everyone around him, but that's what you signed up for.

or you could make me admin and let me do it

lol we are going to be putting a little announcement out very soon, showing off some new stuff

also the arma 3 launcher counts as "playing" so i have like 4k hours of afk time from forgetting to close it

Duke 5467 13015
  • 16 Jul
 Jax — Community Manager

image0

https://gyazo.com/a427730842d8053174a39c78951bd2fd

This includes macros to exploit for gold

Duke 5467 13015
  • 16 Jul
 Jax — Community Manager

What's your steamID?

Duke 5467 13015
  • 10 Jul
 Jax — Community Manager

Hmm, are you sure that you can replicate this?

Duke 5467 13015
  • 10 Jul
 Jax — Community Manager

we know it exists, looking into it