Mordhau
 Wild_Bread_Tamer
  • Likes received 24
  • Date joined 16 Aug '17
  • Last seen 11 Feb

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12 24
  • 16 Sep '18
 Wild_Bread_Tamer

this really tames my bread

12 24
  • 27 Mar '18
 Wild_Bread_Tamer

yo Jax I sincerely appreciate the timing of the giveaway, I got midterms coming up just before spring break on the 29th so when it happens I can properly devote the time to watching you smack people around

12 24
  • 27 Mar '18
 Wild_Bread_Tamer

I'm a pleb who didn't buy alpha keys in time and tbh I can't wait for the game to come out so I can not play for 20 hours and just customize my kniggas, these last few posts are inspiring af

12 24
  • 25 Sep '17
 Wild_Bread_Tamer

ye I wanna do a bare-handed parry like in dank souls pls

12 24
  • 23 Sep '17
 Wild_Bread_Tamer

@ANALGRINDER said:
They should add double KO because 1v1 without this chance is boring.

Whose kid is this?

12 24
  • 23 Sep '17
 Wild_Bread_Tamer

So I've used the search function to see what previous discussions were had regarding the sound design in the game and what can be added in to improve gameplay, and I've only found the one thread by Jax from more than a year ago.

https://mordhau.com/forum/topic/519/audio-cues-for-gameplay/

Jax had some great suggestions in there, and I think the topic is worth bringing up again. So if you guys have any new suggestions to improve audio feedback for the player in-game, leave them here!

I have a suggestion of my own. If any of you are familiar with Dark Souls 3, the game featured a specific sound effect that played when you hit a player in a vulnerable state i.e. guard-broken and they take extra damage as a result (not talking about criticals). The sound effect was a lot like a deep thud / drumming sound, and I think it would be neat if a specific sound played when you headshotted a player in Mordhau, as it would make it easier to calculate hits to kill you have left if you know for certain you struck them in the head.

12 24
  • 19 Sep '17
 Wild_Bread_Tamer

If I recall correctly, I recall reading a post by Crush regarding weapon properties, tossed out an idea like a billhook doing full damage to legs as on the torso, for example. Don't quote me on it. Speaking of billhooks, are they in the alpha? I don't believe I've seen any gameplay footage with a billhook in it.

12 24
  • 13 Sep '17
 Wild_Bread_Tamer

It's my understanding that the game will have no lore, or if it does it will be expanded upon bit by bit with future updates. While that's fine as this game has a multiplayer focus, I think that simply naming the two factions would improve immersion, even if the lore never expands.

Chivalry didn't have a lot of lore, and I enjoyed the simple fact that the generic Red vs. Blue teams had names. Even TF2's Red vs Blue teams had names; "Reliable Excavation Demolition" and "Builder's League United."

I feel weird playing the red guys whomst were simply hired to kill the blue guys. I suppose the point of this thread is to suggest what you think the mercenary company names should be, you don't have to create lore.

I'm thinking of something like "Wandering Kings vs. The Windblown," for example.

12 24
  • 6 Sep '17
 Wild_Bread_Tamer

Problem is that it would probably break immersion more if armor damage was modeled, and players suddenly saw the armor reforming itself as the player healed. Makes the other player seem much less "human" in the game, imo.

Blood on plate is fine for guessing how much health they have left, unless they want to do health bars which I doubt.

12 24
  • 16 Aug '17
 Wild_Bread_Tamer

But it has to be at least 20 imho

Agreed. I guarantee you that for several hours upon release, there will be zero player activity in any of the servers due to everyone spending time customizing their warriors.

I wonder if we can create any abomination characters like in Dark Souls.
Esteban.jpg

12 24
  • 16 Aug '17
 Wild_Bread_Tamer

I rather like this idea. It emphasizes teamwork, something that Chivalry seriously lacked imo. I mean, obviously every multiplayer team-based game lacks teamwork when you stick a bunch of randoms together in a server, but Chivalry was uniquely terrible in this aspect compared to say, TF2, given that the former focuses far more on individual skill than the latter.

12 24
  • 16 Aug '17
 Wild_Bread_Tamer

I haven't seen any mention of this on the forum, so I thought I should bring it up.

With all the hundreds of possible weapon / armor customization options available, I think it would be a terrific idea to have multiple loadout slots to save all our favorite warrior types. Sometimes I wanna be able to switch from being a Landsnkecht to a filthy peasant on the fly, just by clicking "Loadout A, Loadout B" and so on, y'know?

To my knowledge, Chivalry saves your customization options, but only one per class on each team. Multiple loadout slots seems like an easy way of outdoing Chivalry in this regard.

That being said, how many loadout slots do you guys think are reasonable? 3? 5? 20?