Mordhau
 jest
  • Likes received 59
  • Date joined 2 May '17
  • Last seen 15 Nov '17

Private Message

18 59
  • 1
  • 18 Sep '17
 jest

Completely agree. Currently it costs 7 stam to parry most hits, 10 to block with a shield.

I'd love to see the slower/heavier weapons and attacks do heavier stamina damage. The slower/larger weapons have more restrictive turn caps, so say an overhead from a Sledgehammer/Zwei, does 14 vs a parry, 20 to block. Additionally increase the stamina damage done based on the point of impact in the weapon's swing - hard to aim vertical attack from a slow/heavy weapon, landing perfectly mid-swing = massive stam damage. This means players would want to evade certain slow/harder hits, rather than absorb most of them with blocks/parries.

Like competitive fighting games, it's much more interesting when you have a variety of fighting styles - some attacks that you remain mindful of, and just want to evade/avoid completely, while punishing the recovery (ie. fighting grapplers).

18 59
  • 18 Sep '17
 jest

It seems like the 240 pie-slice angle distribution's been messed up this patch. Right vertical-attacks have larger detection slices, while the left-verticals are much narrower as a result.

https://mordhau.com/forum/topic/10724/patch-4-unevenbugged-gesture-distribution-angles/#c1

18 59
  • 16 Sep '17
 jest

@marox said:
Next patch the buffer will be infinite, there was also another change that should improve the accuracy somewhat since 0 inputs on axes weren't handled correctly. Arrow indicator is planned but we haven't had time to put it in yet.

Thanks for the awesome update - swings are much more consistent. With m.inverseattackdirection, it's almost like second nature when translating from M&B's inputs. Higher DPI/sense is more viable since you don't have to be actively turning to register a direction.

@Reapy said:

Also if you don't know, Jest is a machine, for the past 10 years since I saw him destroy everyone in m&b he has been in every melee game I've been able to find at the top of the score board every time, while giving amazingly accurate feedback about the game. I may be a bit of a fanboy though, well, yes, yes I am.

It's great to see you here too man - miss your gameplay/tutorial vids. Been too much of a filthy casual/old, to do that here against some of the players with thousands of Chiv hours. Would like to get back up to par though, as Mordhau promises to be a lasting melee platform.

18 59
  • 1
  • 15 Sep '17
 jest

For mouse gesture controls, there isn't really a reason you'd want the buffer to clear, defaulting to one particular attack over your last input - most players will perceive it as the game giving them "random" swings whenever they don't get the swings they expect (ie. move the mouse left, but because pressing attack was a split second off, a right comes out instead); it's basically an additional layer of artificial automation that players have to wrestle against.

I'd suggest a tickbox/console command to simply remove the timed element for the input buffer (or extend it indefinitely), and another to lessen/remove the gesture deadzone (although this is harder to perceive right now because the timed element keeps resetting inputs). Removing the timed element will do a lot to improve input consistency.

Finally, other gesture systems like Mount & Blade's/War of/Kingdoms Rise, have translucent onscreen arrow-indicators, that show players the current direction buffered, letting them know which block/attack to expect before they press the button. This also helps players with input consistency and accuracy.

18 59
  • 14 Sep '17
 jest

Mount & Blade's gesture recognition is pixel sensitive, and has an infinite input buffer - if move your mouse left, you'll get a left a swing when you next press attack, no matter how long you wait.

In Mordhau, the gesture buffer seems to clear in a very short window (feels like 100ms), which results in a lot of erroneous swings. Press attack a moment too late (or early), and the buffer will clear, leaving you with the default right->left swing.

As Reapy said, the best band-aid for "consistent" gestures in Mordhau is to press attack while slowly moving your mouse in the desired direction. Lowering the sensitivity can help.

Hopefully the input buffer window/gesture recognition here gets looked at soon, as the input system is the DNA of a melee game - Mount & Blade's inputs are robust and hassle-free because of its pixel sensitivity/lack of filtering or deadzones, and infinite buffer.

18 59
  • 13 Sep '17
 jest

Is there a list of server admin commands published anywhere?

I'd like to do some testing on a private server.
In particular:
How can I enable God mode (god doesn't work)?
Is there a way to set spawn time?

18 59
  • 13 Sep '17
 jest

I'm hoping "flip vertical inputs" will be available as well, ala Mount and Blade. Moving my mouse down should swing the blade down, pushing the mouse up should do a lifting stroke. Right now, the flipped inputs feel like I'm fighting with a prosthetic left-hand.

18 59
  • 12 Sep '17
 jest

So I'm trying to mirror the Mount & Blade setup I've had since 2005, where I move the mouse as if I were swinging an actual weapon: swiping the mouse right = left to right stroke, swiping the mouse down = downward chop, etc.

The "flip attacks side" function doesn't seem to do anything - I'm guessing it currently only applies to the Chiv-style button-press system?

Anyone know how to get flipped attacks for mouse swings?