Mordhau
 Spook — UI
UI
  • Likes received 681
  • Date joined 25 Oct '15
  • Last seen 15 Jun

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105 681
  • 1 Jun
 Spook — UI

The main menu can take a while to load at first (especially if the game's on a HDD), give it a few minutes and the menu should appear.

105 681
  • 28 May
 Spook — UI

It shows their loadout from the moment they killed you

105 681
  • 4 May
 Spook — UI

Try pressing alt+enter twice to toggle fullscreen, seems to work for most people.

105 681
  • 30 Mar
 Spook — UI

@Shovonem said:
To me, camp looks cool. However, it would be nice if the devs made different version of the same map. Like Rainy camp.. same map but there's a rain. or another camp with foggy weather etc. Since weather changing in the same map would put a lot of stress on performance.

This is something we'd like to do post-release in the future

105 681
  • 2
  • 16 Mar
 Spook — UI

I definitely agree that interactive objectives are more interesting and engaging than passive "idle until bar fills up", the trouble is making objectives that are fun and can be completed by both teams while also impacting the match in some way - the solution we implemented was to instead contain the interactive objectives as endgame goals to give the match a feeling of progression and finality when one team gets pushed back enough, naturally giving it a structured attacker/defender dynamic in a mode which conventionally has the teams playing both roles. However, it might still not be enough given the response and feedback to the mode so we're looking into ways of introducing minor, two-way interactive, player-driven objectives on top of the current capture points.

Last night while playing Frontline I noticed a few players had set up emplacements around an objective creating a wall or barricates and mini-ballistae, this really dynamic sandbox gameplay was incredible to see and got me thinking about ways we could encourage it in a way that felt natural to the gamemode.
One idea we've thrown around internally is redesigning the way the toolbox functions by making it a world spawn at capture points and raising the build limit for it quite a bit, then give some incentive (points, gold, cap bonus, something etc) to build around the objective. This gives the defending team a reward and reason to hunker down and solidify their position while simultaneously giving team attacking something to destroy as they overtake and capture it (with points/gold/etc bonus for breaking them). We could then in the future add more buildable objects and expand outward through the toolbox.

This would be the simplest, most realistic thing we could implement prior to release but I'm very interested in hearing other suggestions and ideas! Just keep in mind the scope limits we're bound to.

105 681
  • 2 Mar
 Spook — UI

@Stouty said:
let's go spook we got this

Dunno man, Babaji's a force to be reckoned with

105 681
  • 25 Feb
 Spook — UI

Tutorial won't be mandatory, instead it's heavily incentivized with a good amount of gold on the first completion.

105 681
  • 27 Nov '18
 Spook — UI

@Jax said:

@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?

The values were switched but it's fixed already internally.

105 681
  • 30 Aug '18
 Spook — UI

Only the armory SAVE button greys out when clicked, would like to apply this functionality to the settings APPLY buttons as well in the future. As for the video options not applying, I'm not sure what the issue is there.

105 681
  • 27 Aug '18
 Spook — UI

Flesh Wound + Brawler is a hilarious combo. Get your hands chopped off and DROP people with your powerful, meaty stumps.

105 681
  • 25 Aug '18
 Spook — UI

...I need to see this in action

105 681
  • 25 Aug '18
 Spook — UI

hmmmm.png

105 681
  • 12 Aug '18
 Spook — UI

@Shovonem said:
Beautiful perk system. The only thing I can suggest here(obviously it's not even out yet but just saying) is some change in the UI. For example, instead of a chest image beside the perks, there could be separate sign for the perks. For example, Brawler can have sign of a fist, acrobat can have a sign of someone jumping over obstacle, Smith can have anvil and hammer symbol etc.

That's the plan, right now the chest icon indicates how many equipment points that perk costs, but in the future we'll have unique icons for each perk.

105 681
  • 1
  • 28 Jul '18
 Spook — UI

Nice post! Just wanted to update the state of the dynamic crosshair.

New crosshair
There is a new crosshair that will help show a lot of information to the player, such as: the angle for your 240* attack, the chamber and parry window and all the attack phases.

It at one point had separate elements that indicated all of these things (and more), however it ended up just being bloated and not entirely useful so most of the fat's been trimmed and what's left (and what'll likely make it in the next update) is a very minimal version. Right now (and this can change between now and patch time) it previews the 240 angle your attack will take, the parry window, if the attack's a riposte, and subtly indicates windup & recovery without additional elements. As the chamber window is much bigger now it's not as necessary to show the window visually so that's gone. Hitmarkers are also seeing a change with unique animations for each hitzone (head/torso/legs).

105 681
  • 29 May '18
 Spook — UI

@Frise said:
I always thought it only showed up when you killed someone with a blunt uppercut

Nope, secret kill messages have a 1% chance of appearing, secret suicide messages 5%

105 681
  • 29 May '18
 Spook — UI

hmmm.png

105 681
  • 4 May '18
 Spook — UI

Loadout select menu is still placeholder, we've got plans to show your character & loadout

105 681
  • 1 May '18
 Spook — UI

@Stouty said:

Fixed two team scoreboard being off center by a few pixels

thank GOD

Game is finally playable

105 681
  • 5 Apr '18
 Spook — UI

@Jax said:

  • chat filter: game already has a cooldown if you spam, would be nice to have a list of banned words that cause a 5 minute cooldown or something. could have a line in the server config to enable disable, default on servers and enabled on official servers ofc. allow private servers to turn it off if they want I guess

The issue here is where the line gets drawn for banned words - some people might not care at all what they see in chat, other people might get offended at much lighter words, it just gets real messy and there isn't really a one-size-fits-all solution. Obviously someone spamming profanity sucks, which is where a client-side mute would come in handy (this'll probably be added eventually, on top of the ability to votekick people like that). In any case, if we do add a chat filter it'd be something you can toggle in the settings.

@Jax said:

  • toggleable UI elements: maybe another screen in the settings called "HUD" that shows all available ui elements with checkboxes next to them. being able to uncheck chat, enemy names etc. would be nice if you want to have a minimalist look but still see your health/stam

Would be nice to have for sure. This is something I can't do by myself so can't say if/when it'd get added.

105 681
  • 23 Mar '18
 Spook — UI

@LuxCandidus said:
User Interface

  • While on the second and third pages of the emote menu, it still says "page 1".
    Even if it were to update properly, nothing really tells you there is more than one page when you are on page 1. My suggestion would be to make it say "page 1 2 3" and have the current page number be white while the others are greyed out.

Good catch, not sure what's up, seems to work fine in the editor but is definitely bugged in the live build. I'll change the text to include the max number of pages.