Mordhau
 Krtex
  • Likes received 19
  • Date joined 1 May '17
  • Last seen 25 Sep

Private Message

25 19
  • 7 Sep
 Krtex

i've been getting some hate in duels due to using buckler (with warhammer, but that never got mentioned). I thought it's just a stamina boost with some tighter parry location, but is buckler cheap in duels? I'd rather not use a crutch in duels, but i thought that this is a relatively wholesome choice for dooling, and i really enjoy the a e s t h e t h i c c.

25 19
  • 20 Aug
 Krtex

i doubt it's a priority anytime soon, but i think it would be great for gameplay if there were more languages that you could set to teams, so you could differentiate friend from foe by voicelines. For example i would set my team's language to english and enemy's language to spanish; so if i'm fighting someone and hear english from behind, i know that there is a teammate behind me and i don't have to turn around in the middle of a fight just to check if it's a friend or foe.

25 19
  • 30 Jun
 Krtex

@Highlander said:

@Kaiowa said:
Main reason for the decline imo is the lack of content. They totally should've waited to launch the game with ranked modes, more maps and mod tools. Current content is insufficient and lacks the quality required to maintain a high playerbase, period.

Second reason, part of the initial success was due to the game being marketed as a battle royale by several medias, which is obviously false and it didn't take long for people to realize that. The biggest gaming website in my country introduced it with an article titled "Mordhau, the medieval Battle Royale that stormed Steam".

Lastly but equally important, lots of people have issues with the gameplay (and I'm not even talking about balance). I'm not saying they should've done better, but most gamers stay away from games that have cheap, rage-inducing mechanics such as feints, drags/accels and animation abuse as win-conditions. Until medieval FPS games can address that, it will remain a niche genre.

Preach the gospel brother, I can even understand how animation abuse being wrong is debatable. If the game doesn’t get its shit together it will get fucking uppercutted by chiv 2 when it comes out. I want this game to thrive and I know with the right mechanic changes, a tourney / duel system and many other quality of life changes it could appeal to the mass market. Maybe I’m wrong to believe in such a tiny team, but if they could accomplish such a great game I believe in them. time shall tell

Let's not forget the fact that they released the game when they did because they ran out of money, and maybe i'm wrong, but the impression i got is that it would not be long until they ran out of money for rent and food and stuff, because shit ain't free and developing this is their full-time job. And shit ain't free and everything takes time. Frontline has been tested for maybe two months out of the few years of alpha and beta before release? (also not sure).

Just saying that a lot of things might be not as intended, and that the changes might take more time than it seems; after all they have to maintain the game in addition to developing it. And even if they have the money from the million sales, money does not equal time unfortunately, and since they are a small team, a small company that lives and dies by it's sales, i'd say it's safe to assume that they are sort of exhausted and stressed by now. I would be patient with any big changes.

But i don't say that to discredit your thread, on the contrary i think this is one of the most constructive and civil threads in a long while. And really the only thing we can do as players is to play their game and give them good feedback, and i think that the feedback provided by your thread is great.

25 19
  • 30 Jun
 Krtex

it takes practice, but after a while you will find out where the shield hitboxes are, and learn how to go around the shield. And since (held) shields provide so much defensive utility by negating morphs and feints, you should focus on countering their offense instead of trying to overcome their defense. And don't forget that you can morph a strike into a kick. After some time and some effort, the only shields who will give you any extra trouble are held shields + messer because of the insane range for a 1-hander and a deceptively good speed.

25 19
  • 4 Jun
 Krtex

Are we talking about all shields or just heater and kite?

Heater and kite feel fine now as a support tool. They require a different play-style (to play as and to counter), they make you more careful and defensive overall, they give you extra staying power in some situations, and there are situations when it's better to put them away. Some people can make it work and top the chart with them, but it's rare. I don't really like the kick-stun solution much, but it's way better than without it.

25 19
  • 7 May
 Krtex

@Soothslayer said:

@hauser said:

@Krtex said:

@hauser said:
I also keep getting consistently higher ping than what I should have. I live in Norway. When the official EU servers on the server browser display 50-80 ping, I go into them, and instead I fluctuate between 80 and 180 ping. On the worst occasions, I basically get crippled into 1000+ ping. Sometimes the game also reports packet loss. There is no reason why it would be like that, and other multiplayer games work perfectly fine.

I have the same problem just not that extreme, i get 80-120 ping and i'm located in Prague. Other games are also fine.

It seems to be fixed now.

did you change anything that you know of?

It's fixed for me now too, didn't really do anything except for restarting the router, but i've done that before when i first encountered the issue and that didn't help then, so i don't know if it's relevant.

25 19
  • 6 May
 Krtex

<3 <3 <3
the new map looks great

25 19
  • 5 May
 Krtex

i'd like to have both tbh, 32-player servers for the good ol' chiv TO fun, and 64-player where you have to pick your fights and just can't charge into every melee with a chance of survival. Imo In 64 a lot of people are dying just because they feel obliged to engage the first enemy they see, or just run straight towards the objective without any backup and without considering cover at all. And unless you are in a position where staying and fighting against the odds to buy time would help your team, there is no shame in running away from a losing fight.

But yeah, sometimes i would like to have smaller, more solo-able battles, but it's not that much of an issue for me. Maybe because in the last few years the main active chiv server in EU is SneakyMonkeys' 64-player.

25 19
  • 5 May
 Krtex

@hauser said:
I also keep getting consistently higher ping than what I should have. I live in Norway. When the official EU servers on the server browser display 50-80 ping, I go into them, and instead I fluctuate between 80 and 180 ping. On the worst occasions, I basically get crippled into 1000+ ping. Sometimes the game also reports packet loss. There is no reason why it would be like that, and other multiplayer games work perfectly fine.

I have the same problem just not that extreme, i get 80-120 ping and i'm located in Prague. Other games are also fine.

25 19
  • 4 May
 Krtex

@nohbdy said:
Tbh all shields should be like the buckler is right now, where they would all have timing-based blocks just like parrying. Perhaps the bigger the shield is the less stamina you'll lose from blocking, or perhaps bigger shields should have slightly longer active blocking windows or slightly shorter recovery between blocks. Whatever the case may be, blocking needs to be timing-based.

What about keeping held block but adding some kind of real incentive to try to time your blocks?
Something like: if you fail to block with parry timing, you can't riposte, or you don't retain the stamina-drain negation from shield, or can't sprint, or all of those or something else i dunno.

The idea is that you should't be so oppressive in 1vX just by being there and holding block, but a shield should still be a team asset. And in 1v1 you should still have to read your opponents feints/morphs/drags etc., but could afford to make some mistakes as a benefit of the shield.

25 19
  • 4 May
 Krtex

@Sektor said:

@marox said:

@Sektor said:
Lag is definitely better, but ping continues to be a big issue. We did a group yesterday with some people from Greece and Cyprus and we continue to play in all servers with more than 90 ping when the servers have over 30 people. Is there something we can do for this? For south european zone in general, the ping is extremely high. This only happens on Mordhau, I have asked others aswell and it is the same for them.

In other games, which server locations work for your region?

Specific locations are not known to me, but I can tell you countries at least. German servers usually end up with 60 ping for me. France servers 60-65. Specifically I played mount and blade last week on a 200-man server (located in Germany) and had 62 ping maximum with 150 people on it. I have posted before the servers and games that I tested (1-2 weeks before Mordhau release) and I quote:

''Mount and Blade - Mount and Siege server located in Germany, 200 slot server. It had about 160 people on. 63 ping
Mercenaries mod server (mount and blade) central europe - 100 slot server, 50 people. 62 ping
Battlefield 1 - official Frankfurt server, 64 players slot - full server, 59 ping
Overwatch - Official EU - 54 ping
CSGO competitive matchmaking on a friend's account (EU) - 48 ping''

bolded text

All of these tests were done because of the strange pings I get in Mordhau. I thought it might be me in the end, but apparently all greek players play on the range of 80-100, and Cyprus players have it the worst, playing with 120 red ping constantly. All of the people I asked said the same thing, Mordhau is the only game that this happens.

I think its selfish to ask for specific south european servers considering the fact that you are a small company and not Steam that can afford servers everywhere, but I dont think that is a solution. The problem clearly only happens in Mordhau so it has to be either a server provider issue or a netcode/networking issue. Regardless, the game is pretty unplayable if you want to improve. I mean, we can play it, but obviously the hits that go through parries despite correct aiming is there, also the clunkiness that ping brings is very evident.

I played with a dude from Cyprus before a few minutes who port forwarded Mordhau ports aswell, he still gets 120 ping which is a 40-50 number higher than his normal in other games.

I understand that your resources are limited and you have a 9-man power, but if you could look at it, it would be great. Its really hard to enjoy frontlines at the moment and most of the official servers for us down here.

Lastly, I think the issue is with your server provider because the jumps in ping depending on server population is what changes the most. With 30 people in a frontline server, I get 75 ping. With 48 people, I get about 88. With 64, I get 96 with jumps to 110. The servers are being overloaded with traffic they cannot keep while being stable. Someone who plays normally with 20 ping will play with 40-50 on a 64p server while full. While 50 ping is ok, after 60 the changes are very crucial and affecting. For me 60 ping is normal and I can enjoy the game. With 90, I cannot, at all. At least not if I want to be somewhat competitive in the match. Which explains how a server from mount and blade can keep me with 60 ping with twice the people your servers have while my latency suffers in Mordhau. The problem is the server capacity and what the server can do, if its not networking/netcode.

I don't know how others in Czech Republic (Prague) fare, but i saw a guy swearing in chat in Czech, who had normal ping, while i haven't been able to get below 90 ping. For example in chivalry i get like 40-60 ping in DE and other EU servers, so i get the feeling that the issue might be at least partly on the client side. Could it be something about NAT type or something? Or Avast, i also had the issue when Avast just decided to delete Mordhau.exe like somebody here said

25 19
  • 3 May
 Krtex

this patch fixed the game for me, great game, stay stronk devs :)

25 19
  • 2 May
 Krtex

@FeintRabbit said:
I can't join games at all via server browser. Every time it try it results in an error 'Failed to join server'. Been the same since release, but I don't see everyone having this issue.

Can you confirm if this is being looked at?

I have the same issue.
Sometimes i get a loading screen as if i'm joining a server, but it always end in 'Failed to join server'. It didn't happen a few months ago in alpha, when i last logged in to the game.

25 19
  • 30 Aug '18
 Krtex

@Knight Nicholas said:
Looking back on my Ogre idea, the whole giant hands idea was probably too dramatic, and so was the size increase. It would probably be better to, as Yoland suggested, keep the size increase to maybe 33% and not have these loadout restrictions along with the whole one-handing two-handers idea, and instead keep weapon size consistent between players with and without the perk, making it easier to get around the parry/shield boxes of giant players, and keep the restrictions to being slower, slower on horses, and being unable to use ranged.

I still doubt this will be accepted by the devs ever (who knows what it could take to code this in, and what problems it could cause), but I could still see it as a fun little community mod perk in the game's future.

It might not be that hard to mod, chivalry has that Giant Slayer mod, i never played it but it looks hilarious.

Some kind of Giant Kings mod could be also fun, it would be just like king vs king in chiv, but the kings would be giants.

25 19
  • 27 Aug '18
 Krtex

What about a separate stamina bar for the shield?

Now i'm a casul who couldn't keep up with the big bois, so i just lurk forums now waiting for frontline (or release if frontline won't bring back enough poeple like me honestly). I like shields in games and don't want them to be a crutch here, and i remembered how they dealt with shields being op (or boring to fight against) in Exanima and i don't think i saw a suggestion for a separate shield stamina bar.

I know the games are completely different, but when shields were too op in Exanima (which doesn't even have stamina), they implemented a stamina bar just for the shield - if you block with a shield too much, you deplete your 'shield stamina' and your shield arm gets sluggish and you raise the shield slower.

Dunno how to implement it in Mordhau or if it would even be possible, but the general idea is that the shield user has to be at least somewhat aggressive to be able to use the shield, forcing him to chamber and footwork etc when he wants to completely turtle up to hold a point or something. There might have to be some mechanic that would keep shields from sucking in 1vX, like if you successfully block, you get a bit of 'active block' against attacks from different enemy coming from a reasonable angle, but i know how that thing was hated here lol.

25 19
  • 26 Jul '18
 Krtex

@Vgr said:

@PadanFain said:

@Vgr said:
In all honesty, people play TDM for vanilla team fighting and constant engagements; I don't believe there needs to be a 'last stand' sort of thing but it could be interesting if placed in other, future gamemodes.

You still get "vanilla team fighting and constant engagements" with the change but instead of the game just ending suddenly one team will run out of respawns. Not sure if u understood the concept

I understand the concept and running out of respawns doesn't really sound like a vanilla thing; I'd say it's better to be left untouched. I'm not entirely disagreeing with your idea, it's nice but wouldn't really fit into the style of TDM.

I'd like both but if i had to choose one, i'd go with the one where the game suddenly ends, as it means less people leave the server before the next game starts.

Maybe there could simply be two types of TDM servers: classic TDM and TDMR (R for resource or respawn or something), but i don't know if that small change warrants another server. Or maybe it could be an option when creating a private server.

25 19
  • 8 May '18
 Krtex

and what about the range, is it the same for 1H and 2H? it feels like 1H has more range but i'm not sure

25 19
  • 18 Nov '17
 Krtex

i dunno about combo swap as bodkin said, but just the regular swap takes so much time that i can flourish in one mode WAY out of reach, press r to change grip from 1h to 2h for bastard sword or the other way around, but before i can do anything, even parry, i get hit while i cant do anything like an abused housewife

25 19
  • 18 Nov '17
 Krtex

@LuxCandidus said:
The alpha has now been going for two months. It has been twenty-one days since the last patch, and the patch that will improve the animations is nowhere to be seen. Let us consider some features that will be in the final game: female characters, perks and proficiencies, archery, mounted combat, matchmaking, siege engines, a 'main' game mode and several other modes, voice acting. Not one of these features has been implemented, but more importantly, we have yet to hear a word about them.

On the Kickstarter page it was estimated alpha would launch in August, and beta -- which would contain most if not all of these features -- in January. The alpha was delayed by a month, so let us assume the beta will be in February. That is still just around the corner; yet the game contains as many features as it did when the alpha first began.

And so I ask: Are the developers slacking?

For all I know, they could be working all day without taking a break, but there is zero communication regarding the development process. What is taking so long? Has it been going well for you guys? Have there been a lot of complications? What do you plan on releasing first?

I have this creeping suspicion that without every forum dweller clamouring for updates the same way they were for the alpha's launch, the developers have gotten complacent and are working on the game at a leisurely pace. But that is perilous for you if you want to retain more than just the veterans' interest, and not have people haranguing you that your game is bad and incomplete.

nice b8 m8 i r8 it 8/8 no h8

25 19
  • 15 Nov '17
 Krtex

@Trevz TheCuz said:
I think clashing needs to have a 100% chance of happening when you hit their attack tbh

tbh i dont rly know how clashing works now, so if somebody could elaborate on the nitty gritty details i would be grateful. all i know is that it happens more often when there is more distance between players, and a quick forum search didnt give me much more than "clash is when attacks meet during late release"