Mordhau
 Wild_Bread_Tamer
  • Likes received 37
  • Date joined 16 Aug '17
  • Last seen 23 Aug

Private Message

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I tried to make a swagged out viking loadout w/ Spangenhelm, Chainmail Coat, and the Nordic Skirt. I bought the first 2 items, only to find that unfortunately, the most expensive skirt can't be paired with the most expensive medium armor, and this saddens me deeply.

I know it's low priority, but an update that removes some equipment restrictions later down the line would be much appreciated. I can't quite see how the Nordic Skirt clips w/ the Chainmail Coat, but I'm not the one who made them lol

I know it's an insignificant nitpick, I 100% am in love with the game otherwise, thank you very thank you.

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quick note: with the proposed rework, to make the parry window obvious, a small shield icon will appear on the cursor which disappears when held too long.

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I want to preface this by saying that I stress this is an idea, in no way am I asserting this is the way it should be - I just want to promote a discussion on unique ways shields can be reworked beyond thoughtless number tweaking i.e. more stamina drain.

In my opinion, shields are not overpowered. In 1v1 situations, they're not significantly better than any other loadout. But they are annoying / unfun to fight against in 1vX situations because of how absurdly safe they are against a potentially much more skilled opponent.

Maybe this isn't even a dynamic that needs to change - I'm thinking for the long-term health of this game, and new players need to have fun too. Maybe shields should remain as they are; as unbreakable walls in team fights / gank situations so that new players can feel they are contributing, and not meat to the slaughter when someone with hundreds hours more experience effortlessly kills him and three of his buddies in what they thought would be a guaranteed gank.

But nonetheless, here's my rework idea. I intend for it to reward good defense timing for shield users, while making them less annoying in 1vX, and without making them useless / mere sidegrades in all other situations. Because by all means, a shield should be a straight upgrade to a one-handed weapon by itself. When timed properly, a shield block will deflect an attack as a normal parry - but if held too long (e.g. after the end of the regular parry window), attacks will bounce off shields in the same manner as two weapons clashing mid-air - allowing the attacker to continually attack and keep initiative until the shield user properly "parries" his attacker. Of course, the recovery time of lowering shield will have to be reworked so that shield users aren't absolutely forced on the defensive until they run out of stamina.

How should the shield lower recovery time change? When the shield "parries" an attack, it's the same recovery as parrying with a weapon. If a shield is raised but no attacks come their way - lowering it is slow as it currently is. If a shield fails to parry and instead blocks an attack - lowering recovery is drastically reduced and the shield user gets a quick opportunity to parry the follow-up attack from the weapon bouncing off the shield. Losing stamina from having to block 2 or 3 times is punishment enough.

How does this change the current meta? People complain that shield users don't have to play the same timing game as everyone else. With this proposed rework idea, shields are safeer rather than currently immune to feints, morphs, and drags, but if the shield user wants to regain initiative, they will have to play the timing game. In 1vX, the shield user will have to pay attention to the attacks of the guy being ganked, so that his wall of a shield doesn't allow the gank-ee to keep target-switching against his teammates.

But perhaps there's something obvious I've overlooked here that breaks the game in ways I haven't anticipated. Please discuss below, or other ideas to rework shields, or argue against reworking them at all.

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The path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. Blessed is he who, in the name of charity and good will, shepherds the weak through the valley of darkness, for he is truly his brother's keeper and the finder of lost children. And I will strike down upon thee with great vengeance and furious anger those who attempt to poison and destroy my brothers. And you will know my name is the L O R D when I lay my vengeance upon you.

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but it works both ways, they'll take longer to die too, making it more likely that you yourself will eventually get killed.

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  • 16 Sep '18
 Wild_Bread_Tamer

this really tames my bread

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  • 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

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  • 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

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  • 25 Sep '17
 Wild_Bread_Tamer

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

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  • 23 Sep '17
 Wild_Bread_Tamer

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

Whose kid is this?

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  • 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.

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  • 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.

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  • 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.

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  • 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.

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  • 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

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  • 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.

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  • 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?