Mordhau
 Walworth
  • Likes received 63
  • Date joined 12 Jul '17
  • Last seen 25 Nov '17

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35 63
  • 3
  • 8 Oct '17
 Walworth

@EliteTeamKiller said:

@GIRUGIRU said:
loving mordhau so far, just gonna quickly put down some criticisms;

  • chambers need a particle effect/sound, alot of people have no idea when i'm doing chambers in 1stp on stream, a chamber feint would be alot scarier if chambers had a sound, etc. Tons of reasons why this should be added in, but mostly for spectatorship

  • overheads feel totally useless with alot of weapons, it's impossible for me to make consistent switches let alone fake switches. Currently if i'm playing ES or bax its just far more effective for me to lmb spam and manipulate/leg strike my way out of being chambered. Overhead is the most satisfying attack and its sad to see it in this state - my advice would be to increase the turncap (unlock it abit more) during early release and then during release put it back to normal.

  • 220 degree turncap (to prevent spinning) is still triggering incorrectly - far too early - during combos. Been unable to replicate it consistently but can show some footage of it happening. Really cripples 1vX

  • kick has legitimate uses but i just find most noobs give up on actually trying to fight and continually try and cheese me by gambling with kicks if i go for a drag etc.

  • active parry is incredibly inconsistent, LMBs seem to be the way to make it work the most but especially on accelerated overheads chances are you will just get flinched

  • queue windows are abit awkward, i input a riposte but sometimes they come out later than i want them - i'm guessing that it's because i queue a riposte before my parry connects and if i time that slightly wrong i wont get an active parry when it feels like i should have riposted. I think that's slightly unfair because its very difficult to consistently input a riposte with like 100ms accuracy of when your parry is going to connect with the realtime swing system. My solution suggestion would be allow you to queue a riposte a hundred ms before your parry has connected

  • sometimes i get hit by stabs when they dont really seem as though they are going to hit me, and it happens quite often; i feel like it's something to do with the netcode. Makes it very difficult to judge turncaps by eye and i just have to go off pure gamesense or guesswork to know if i will be able to turncap punish a stab. EDIT: just to clarify i mean a stab tracking towards me, not talking about the range of the stabs

  • teammates flinching me, had enough of it now, please remove

  • projectiles flinching, really annoying and unfun

  • teammates RAPE you if you're using light armor, a perk to offset this or something would be great in future

  • 100% team damage is a pain, not only is it annoying to get hit by your team but also when mongols unintentionally deny stamina and hp from me with their own ignorance.

  • try to ensure that projectiles dosent render light armor useless (like vanilla archer does to chiv vg )

  • thrown mace doing like 45 damage to full plate, why. 90% of the time i play heavy armor is to avoid projectile cancer but i still take a disgusting amount of damage from them it seems

  • every time ive been headshot by a projectile its just been a random throw from some goon who will never do it again, Dosen't feel like a skillshot, just feels like luck and isn't fun especially when im getting 1 shotted as a light build from behind me in the middle of nowhere while im already 1v4

  • shields need some kind of rework - playing vs shield and playing shield v shield is very boring atm and i'd expect most new players to be taking shields at the start of the game's release

some suggestions for that:

Jump strikes are very ineffective vs shields currently, pls change

targe shield would allow you to have almost no penalty on raising/lowering shield, more vision and less turncap on block but much smaller parry/block box

tower shield (if you have plans for it) or kite, delay when raising, much bigger parry/block box and alot less vision

shield should ALWAYS lose a stamina war to a 2hander, (unless it's like a dagger or smth) because otherwise they will be way too strong and with such a low skill requirement. Shield user can offset weakness by chambering, so it balances itself out. otherwise shield is probably gonna be broken in 1v1

shield users still have a huge damage output, that 1h mace does retarded damage to full plate for what it is

  • potentially replace riposte kick with a quick jab or something

  • windup animations for riposte are unclear alot of the time (but this is already being worked on, just thought id throw it in there)

  • add more variants/playstyles to shield, so tower shield, new weps etc. i would focus on. Currently the game is very 2h focus and parrying is much harder in mordhau than chiv, which will make it very difficult for noobs

will probably add some more bits and bobs, just again to clarify; the current state of the game is still honestly really good so this post isnt me bashing on the game. Thanks for reading

Most of this is decent, but punishing team damage? No sir no no no. That defeats the purpose of team damage (Team Killing).

EDIT- also, why nerf shields so that it is more fun for you? (jump attacks). This isn't Chivalry. Jump attacks shouldn't even be a main stay. When have you ever seen a jump attack in a real fight? It's very rare, and you certainly don't see much of it in HEMA.

And projectiles flinching you, how is that a bad thing? You don't think an arrow to the shoulder would flinch you? It seems like you want to just have the game unfairly balanced toward your preferred style of play, tbh.

I agree with a lot of this, but some of it seems erring to far away from mah realism.

jpgjpg.png

HMM.gif

35 63
  • 4
  • 8 Oct '17
 Walworth

@GIRUGIRU said:
queue windows are abit awkward, i input a riposte but sometimes they come out later than i want them - i'm guessing that it's because i queue a riposte before my parry connects and if i time that slightly wrong i wont get an active parry when it feels like i should have riposted. I think that's slightly unfair because its very difficult to consistently input a riposte with like 100ms accuracy of when your parry is going to connect with the realtime swing system. My solution suggestion would be allow you to queue a riposte a hundred ms before your parry has connected

To expand on this, a settings option for customizing input queue windows would be really nice. Besides opening the path for a lot of potential future control schemes, it would make the 240 control scheme feel a lot cleaner.

Right now, there are some things that feel clunky if you try to purely use the 240 control scheme without a single pre-set angle binding.
The most awkward ones I've found so far:

  1. Convincingly faking accels into drags and vice versa
  2. Turning and winding up an opposite direction attack in one smooth motion.
  3. Not accidentally telegraphing your own attack with your camera movement (lol)

Customisable input queue windows would make these actions feel less painful and clunky.

35 63
  • 27 Sep '17
 Walworth

@Mef said:

Alpha Build #6:
Added togglestamina command to disable stamina on local/server if admin

Praised be

Now if we could make the bots stop stabbing so much we'd have a very good chamber practicing environment in local games.

35 63
  • 25 Sep '17
 Walworth

It's online let's goooooo

35 63
  • 1
  • 25 Sep '17
 Walworth

We just need an NA version of this server now. I checked and this server had like 160 ping.

When I get home in like 15 min I'll have one online. (Server is located in Florida)

35 63
  • 23 Sep '17
 Walworth

In the patch 5 changelogs there's a line that says:

DamageFactor is now exposed to ini, server owners (or for local play) can adjust it same as TeamDamageFactor

However, I can't seem to find it...

35 63
  • 23 Sep '17
 Walworth

This would make the game more interesting and raise the skillcap.

+1

35 63
  • 23 Sep '17
 Walworth

It's pretty annoying how something as easy to execute as a simple foot drag counters chambers which take far more precise timing and inputs to execute.

35 63
  • 5
  • 21 Sep '17
 Walworth

I realize you guys have quite a lot of work on your hands and are very busy, but I believe that 10 minutes of writing (per week maybe?) would go a really long way towards keeping the community sticking around in the alpha with near-future development goals in their minds as something to look forward to.

Even just a paragraph or so per week that's basically a little heads-up on development goals and perhaps even current design priorities would be highly appreciated. Anywho, great game so far.

35 63
  • 2
  • 21 Sep '17
 Walworth

@Mef said:
addBots x
removeBots x
restartLevel

Are all useful for singleplayer practice

changeLevel x (anyone knows all the names of the maps?)

copy pasta'd from server .ini file:

MapRotation=TDM_Camp
MapRotation=SKM_Camp
MapRotation=FFA_Camp

(no TDM on Grad )
MapRotation=SKM_Grad
MapRotation=FFA_Grad

MapRotation=TDM_ThePit
MapRotation=SKM_ThePit
MapRotation=FFA_ThePit

MapRotation=TDM_Contraband
MapRotation=SKM_Contraband
MapRotation=FFA_Contraband

35 63
  • 17 Sep '17
 Walworth

This also happens on TDM_Contraband as well as TDM_Camp

35 63
  • 17 Sep '17
 Walworth

@kEsa1996 said:
The current system takes only the last directional input into account when deciding where you are going to strike. THis is not good. It also takes into account only input that you put in before clicking LMB, another problem.

Problems:

  1. You click and flick at the same time. Because there is no input before the click the game will make a default right hand strike no matter where your flick was aimed at. Annoying.

  2. You flick and then click, but you click a bit too late and your hand is already bringing the mouse back to the "center" position. The input system takes into account the movement where you are bringing your mouse back from the flick instead of the flick itself and the attack will start in the wrong direction.

How to fix it? Make the system start recording your mouse movement when you press down LMB. The important bit is that the system does not start the swing until your mouse has moved in some direction with LMB pressed and thus told the system where you want to strike. The attack would begin as soon as sufficient data is gained or alternatively as soon as LMB is lifted.

With the current system I can only successfully aim my strikes if I'm not trying to be fast. If I'm trying to be fast I can correctly aim a maximum of half my hits. With the system I described which is used in M&B and WOTR I can successfully aim around 99% of my attacks no matter what speed I'm doing them at.

PLEASE change it Devs! I really want it to work properly and the current system just doesn't work as well as it could.

That sounds like a far better system.

+1