Mordhau
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Baron
  • Likes received 5231
  • Date joined 14 Feb '16
  • Last seen 4 Aug

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Baron 1644 5231
  • 30 May '18
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Very nice job with this, this is a huge QoL improvement for us customization freaks. Take my like

Baron 1644 5231
  • 17 May '18
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@GucciLoafers said:

  1. 3rd person is personal preference, Triternion have made it in such a way that it is not overpowered like in Chivalry (you are locked to above the head view and can't see behind you). There is no point of removing this, all it does is add more options for players to play the game.

That said, there's no place for it in competitive play. It goes against the design of the game and the previously expressed intentions of the devs. I don't think anyone minds it for casual pubs and custom servers, so you can stroke your ego over your fancy kniggas, but in more serious play it should be locked.

I like the suggestion someone made above to enable third person for emotes, though the camera would need to be limited some more to prevent seeing around corners and all that.

  1. Kick stun was re-implemented to discourage face-hug play-styles which are intrinsic to styles adopted from Chivalry's top tier combat, something they were trying to avoid. This is also the same reason why the character bubble is slightly larger. Without the stun, from experience, players were not phased at all by adopting a face-hug style into their fights, some would say it was even encouraged. It has been refined over many updates and currently sits in a good balance of difficulty versus reward.

Firstly, that's entirely your opinion. Mine is that kicks are entirely too easy to abuse when paired with a fast weapon, making facehugging even more viable than before in the right hands. There's no hard counter to kick stun spam either; kick chambering merely cancels the other kick out with no reward for being fast enough to block the attacker's kick with your own.

Introducing stun on kick seems like a slapdash bandage to the problem, instead of tweaking the balance of the original kick.

  1. Hit trades off ripostes, before we start on this, let's talk about why active parry was implemented and why it got removed. Active parry was implemented from day one as a mechanic to make 1vX situations a little bit more friendly for the 1. The problem with it was that after 14 or 15 patches (I don't remember) it still wasn't in a good spot and every high tier player I met disliked it for it's inconsistency and unintuitive nature. It had little indication of when an active parry would occur which in turn made it less desirable for the X to focus on the timing of their strikes. Hit trades off of riposte is a substitute for active parry, it allows for the 1 in 1vX to have a smoother fight as well as making the X have to commit to strikes. Why make it easier to 1vX? That's simple, when Mordhau launches, there will no doubt be lot's of new players running around the battlefield, without hit trades off ripostes coupled with damage reduction, new players would have a hard time getting any kills against good players. Something that Chivalry struggled with was the discouraging nature of it's skill cap. Not to say that Mordhau is an unskilled game, it's just a better experience for both new players and skilled veterans, it forces the veterans to not get bored and stay alert, and it gives new players short term gratification to keep playing the game.

There were numerous proposed solutions to giving active parry visual or audio cues. Again, hit trades seem like a slap dash solution to a complex problem that leaves a large part of the community feeling alienated by the dev team. They deliberately advertised in the combat dev blog and on the forums that goofy mechanics like hit trading would be forgone for clashes and parries, to preserve the look, feel and pace of fights.

I know this thread was kind of tongue in cheek, but the reason I made it was because all the things I listed in the OP are things that the devs explicitly stated that they didn't want in the game. It feels like they're taking the lazy approach to tackling some of the finer issues here, and thus reducing the quality of the combat.

Baron 1644 5231
  • 16 May '18
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REMOVE

-3rd person
why: literally nobody asked for it and it adds nothing to this FIRST PERSON game
at the very least make it a toggle-able option for community servers and disable it on official servers

-kick stun
why: it's the chivalry kick, basically. the one you guys said you were going to improve on
the original kick in mordhau was good for interrupting attacks without being overly annoying or broken, now it's just godawful and the worst shit ever

-hit trades
why: the fuck did you add hit trades to mordhau
active parry was a much more intuitive and less face-desking mechanic
also, this furthers the extreme neglect of chambers and clashes, fundamentally some of the most interesting and revolutionary mechanics in mordhau and the most fun to do. they occur less often now that there's such an emphasis on the boring parry and riposte meta

-jump kicks
why: this is an actual bug, and for some reason you guys have said you have no intention to fix it in the forseeable future. WHY.

may add more things to remove over time
please remove these very bad, no good, ugly things from our mordhau. thanks

Baron 1644 5231
  • 1
  • 21 Apr '18
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@Ruby Rhoderick said:
Still having some issues with phantom attacks. Here's an example:

Wow, that's really bad. If anything, it looks like the phantom attacks have gotten more egregious over time, rather than less so. Wonder what exactly causes it?

Baron 1644 5231
  • 21 Apr '18
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@Monsteri said:
I wouldn't really want 5 hearts, the metabolism would be crazy

Yeah and he also has like 5 dicks

Baron 1644 5231
  • 19 Apr '18
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Screenshot_2018-04-19-16-32-28-1.png
Screenshot_2018-04-19-16-32-15-1.png

Baron 1644 5231
  • 19 Apr '18
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If you do what you love, you'll never work a day. Or something.

C o n g r a t

Baron 1644 5231
  • 27 Mar '18
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  • 120180327184610_1.jpg

Visual bug with Coat of Plates Alt chest and Gothic Arms; in third person you can see into the armpit and through the character model.

  • 2

When I play the game and then close out of it, it creates a duplicate Steam window that says "preparing to launch Mordhau..." but never actually does anything.

Baron 1644 5231
  • 27 Mar '18
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So basically, you did some wiggly camera shit while winding your attack up and that's supposed to earn you a free pass through their parry box?

Baron 1644 5231
  • 10 Mar '18
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@vanguard said:
Yeah, I feel like in the tutorial it would be a good idea to mention both the 240 system and the binds, tell the player a bit about the difference between about these 2 systems. When talking about basic controls, give the player the option to chose between them or make his own. But for this, we need a official default bind settings maybe.

Yeah, a good, easy to use set of default binds is a really good idea. One of the reasons I thought new played might struggle with them is the added problem of going into settings and keying in all the binds by themselves. That's typically something that people with lots of experience in the game work on doing.

I'd imagine a combat tutorial with multiple stages, one of them being "binds vs. angles"

Have seymour guide the player through switching the systems back, and explain the difference between the two. Stuff like that.

Baron 1644 5231
  • 10 Mar '18
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Everybody's been making good points here - I feel a lot better about them having the two systems in place now.

So, devs, the universal feedback here seems to be better 240 control and/or helpful crosshair indicators, if that's at all possible :)

Baron 1644 5231
  • 8 Mar '18
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@JasonBourne said:
Dont be such a tryhard for a like, here ill give u one.

You should go pay an Asian lady to give you a stress release handjob

Baron 1644 5231
  • 8 Mar '18
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@EatAtRedLobster said:
To me the 240 system is a good idea with lackluster implementation. That being said it could very well improve in reliability in the near future, and honestly I hope it does. I feel it is self evident that both the 240 and keybind systems should be available. Removing either is literally a winless scenario for the devs, and would alienate large segments of the current and future player base. I know the 240 diehards may not like to hear this but... The current fuzzy and unreliable nature of the 240 system is also likely to run off new players. The obvious solution is not to remove one or the other, but rather to improve a substandard input method.

Personally if I had to choose between them I'd make 240 dig it's own grave, hobble it, and leaving it for the crows before I'd ever let harm come to the keybind system.

Then I would celebrate with a victory dinner at my local Red Lobster. Their Cheddar Bay Biscuits are made HOT and fresh to order, and pair perfectly with the new and improved garlic butter dipping sauce.

you're goddamn right on those cheddar bay biscuits my lobstery friend

the food of the gods right there, the third best human discovery behind fire and penicillin

Baron 1644 5231
  • 7 Mar '18
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@rob_owner said:
that setting where you can hold lmb and then move the mouse to input your attack direction is so much nicer than the raw 240, because i dont have to move to a direction, click, then move back. You can do tiny flickshots normally but the room for screwing up is massive, if you hold lmb during what you notice is a riposte windup anim, you can wait to see which direction it appears to be coming from, and then just move the camera at it by an ATOM to try and chamber.

it was really fun but apparently there were input problems and the room for error with directional is not only massive but AMBIGUOUS because if you mess up pressing a bind button, its obvious because you can hopefully tell what button you pressed, but without some nice ui and having it more optimized i guess, it can be vague, not just for what direction you attack from but for riposting since the 2 inputs, look and click, can make some people miss their riposte window, i assume its integration is not finalized.

its likely that because a bind requires 1 input, it will always be more optimized than direction which will average 2 inputs, the movement of camera and clicking or vice versa. Being full fledged in either of these skill trees may not be as OP as leveling them both up in unison. Though, when finished, the directional may offer advantages that makes the 2 input hardly an inconvenience , especially when it is coupled with binds.

this is a really good way of explaining it, it's made me feel a bit better about the situation

thanks

Baron 1644 5231
  • 6 Mar '18
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@Pred said:
240 system is clunky at its core, in a game which requires so much camera movement.

If it's really the new players experience you care about, they will have an easier time with binds as well.

Will they, though?

Bound attacks were a big part of why chivalry combat was so reliant on swing manipulation and cheese. I'm convinced that with some streamlining and a UI element to highlight where the attack is starting from, 240 will be perfectly fine.

Baron 1644 5231
  • 6 Mar '18
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From what we've seen so far, using attack angle binds takes all the complexity involved in the 240 system and burns it at the stake. Strike binds are used by the highest-level players to grind out insanely fast accels at the perfect angle every time, or extremely difficult to block footdrags. They can repeatedly combo these binds ad nauseum with next to no repercussion. While I can usually hold my own against these bind users, I'm definitely worried for newer, casual players and therefore the longevity of the game. I can definitely see new players in the future getting mowed down by bind users, accusing them of 'exploits' and rage quitting. To many, these binds will undermine the complexity and self-expression put in place by the combat as it is.

Not only does it take away that factor of complexity, but it's also arguably a flaw in the game design. You've advertised the 240 degree angle system throughout the game's development as the core method of combat, and I can only assume that this will continue when you put a tutorial into the game. Having a secret and objectively easier way to play the game, which goes against the established design philosophy, is definitely yikes territory.

Please, devs. I really feel like the game's in a good place right now, and I like where it's going in the future. But I have to respectfully ask that something be done about the binds.

Baron 1644 5231
  • 6 Mar '18
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Now imagine after release, these kind of fights will be limited to one or two of every ten you get into.

Actually running into another decent player will feel like a cinematic, high stakes bossfight after you've spent the past five-ten minutes mowing down the hordes of untrained peasants.

Baron 1644 5231
  • 5 Mar '18
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@rob_owner said:
Ye those are just feints m8

O

Ok

Baron 1644 5231
  • 4 Mar '18
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@rob_owner said:
all the examples in your video are not of parries, those are chambers that are feinted, and one was even a chamber morph feint !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

hey guys did you know that all of the things he thought were parries in the video were feints

Baron 1644 5231
  • 3 Mar '18
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Yeah those are just microfeints dude, you fell for 'em hard.

You can feint on ripostes, you've gotta be quick about it though.