Mordhau
 crushed — Art
Art
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  • Date joined 25 Oct '15
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822 4638
  • 6 Dec
 crushed — Art

Temporary Halloween Build #10

10/30/2017
Just some sp00ky changes, nothing else to see here.

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Alpha Build #10
10/25/2017

Changelog:

Gameplay

  • Fixed people being able to catapult off spinning characters
  • Kick feint cost increased to 15 (previously 10)
  • Removed kick ghost tracers (range is now accurate to the foot)
  • Increased kick turncap slightly
  • Kicks now flinch instead of stun. Removed the kick protection that prevented getting flinched by another kick as the flinch time is lower than stun time.
  • Increased Kick damage to 15 (from 10)
  • Increased Kick knockback
  • Decreased Kick miss cost to 20 (from 30)
  • Naked & light armor max. sprint acceleration lowered slightly - naked now (0.9 / 0.9 / 0.3) light armor (0.85 / 0.85 / 0.3)
  • Light armor movement speed slowdown increased (from 2% to 3%)
  • Increased parry recovery by 25ms - this will make double parries harder
  • Flinch headbob is now less disorienting
  • Fixed ping in scoreboard overflowing if above 255 and starting from 0 again
  • Increased parry knockback (from 600 to 800)
  • Increased world bounce knockback (from 600 to 700)
  • Parry in release is now possible after landing a succesfull hit (previously only in hit recovery)
  • Feint adjustments, mid feints are now more punishable
  • Nerfed Halberd raw damage for all attacks (HTK mostly the same, apart from HTK against medium armor)
  • Zweihander raw damage nerfed (HTK mostly the same apart from medium armor, halfswording swings now significantly worse compared to stabs)
  • Maximum stab release is now .425 (affected by this reduction are: halberd, zweihander, greatsword, bardiche, billhook, poleaxe, bastard sword, warhammer, messer) - this will nerf stab dragging
  • Removed confusing 0.6 miss recoveries, weapons now have either 0.4 recovery or 0.8 (0.6 recoveries have been increased to 0.8 for the most part, affected by this are following weapons: 1H Cleaver, 1H Axe, Bastard sword, Messer, Greatsword, Longsword)
  • Added m.AngleAttackAfterPress console command, only works for strikes - this will activate the other 240 system
  • Greatsword damage adjustments
  • Greatsword slowed down alt slashes by 25ms
  • Eveningstar nerfed headshot damage against medium armor slightly
  • Eveningstar increased stab combo windup by 50ms
  • Spear main mode stab damage reduced (cant two shot plate anymore with 2 headshots), main mode stab miss recovery increased to 0.8, main mode stab release decreased by .25, alt mode stab release increased by .25
  • Reduced 1H Mace stab damage slightly
  • Messer strike combo windup decreased by 25ms
  • Added full stamina system for all weapons that can be selected in loadouts (makeshift weapons are excluded at the moment) - stamina values change per weapon on parries, feints and misses. The system works with stamina damage and stamina damage negation, which means that some weapons drain more than others on regular parries, while other weapons lose more from misses and feints etc.
  • Lowered leg damage across the board
  • Increased bardiche & battle axe alt mode strike damage against plate by 1 so you can now two shot plate with 2 headshots
  • Parried and Chambered lockouts are now dynamic - this will reduce the attack spam after parrying someone. Lockouts are based on windups, which means that getting parried by a rapier will give you the current lockout, while getting parried by an eveningstar or slower weapons will lock you out more. System is setup so you can always chamber the riposte or the counter chamber. The lockouts range from (400ms-600ms for parry, 225ms-425ms for chamber) - Blocked animations will adjust accordingly to your lockout
  • Strafe walk modifier speed increased (0.975 -> 0.99)

Visuals

  • Fixed sky UFO bug
  • Added new UI dropdowns for weapon & armor selection in the customization menu
  • Some UI style improvements
  • Removed hover sound from wearable entry buttons
  • Grad map update, map size increased and layout changes
  • Various Optimizations on camp and grad
  • Added spectator bounds to Camp and Pit
  • Poleaxe mesh adjustments for better visibility
  • Made 1p animations more responsive for running and walking
  • Parry & chamber bounce animations are now more different, which will make it easier to indicate if you got parried or chambered
  • Improved parry Bounce animations are now more responsive/snappy/powerful
  • Fixed broken late release 1p bounces

Known Issues:

  • Profile select menu causes the input to become sticky.
  • Crashes may occur on Alt+Tab during loading screens, use Borderless Fullscreen if it happens to you.
  • During spectate, players may become invisible except for the person being spectated.
  • Flickering between the main menu and loading screen can occur on start-up. WORKAROUND - thanks to iluvfuz
  • Bots are afraid of heights.
822 4638
  • 1
  • 31 Oct
 crushed — Art

@Bang said:
You should be able to confidently fhf an alt grip poleaxe, battleaxe or eveningstar with say a longsword, assuming you just jousted at each other with stabs.

You can FHF slower windups reliably. Windups are not in "similar range" at all. What you want is animation windup fixes where they blend in much quicker. Currently the windup animations hide part of the windups, making everything seem faster and more deceptive than it is, making these timing punishes much harder than they should be. This kind of improvement is part of what I'm working on currently, and will be part of a bigger windup animation update, soon.

I have watched the example video you have given, and the problem you have with the lockout, of not being able to disengage after you parry someone, happens also in the video. Someone trying to target switch by turning around from the enemy he is fighting, only to then get hit in the back multiple times, unable to disengage. In Chivalry you had to time your target switches properly so this doesn't happen, as well as be aware of the matchup (much harder to disengage from a vanguard with a zweihander than a knight with a onehander). This is very similar in Mordhau.

Chasing someone who just target switched was a bit more risky due to reverses, since that person could always just fake it and do an instant hit if you chased blindly. There is currently no chase mechanic in Mordhau, there probably will be a chase mechanic in the future, although I can not give any details if it will also be used for this kind of target switch or just regular chasing.

There is currently a problem with movement which affects this, where you lose a lot of speed on even slight turns from max sprint or diagonal running. This will be fixed in the next build.

Why don't you increase parry lockout by a flat 100/200ms, disallowing some of the "op" weapons such as heavy and vanguard the ability to chamber chambers/ripostes?

There have been some recent lockout changes. Next patch the max. parry lockout will be 550ms, and chamber 400ms. It will also have the input queuing and counter chamber problems fixed. This means that in an average teamfight where two handers are dominant, parry lockout will be increased by around 100-150ms. While this does not sound much, its a significant change in pacing slowing the game down and making it less "spammy" overall, while retaining fast pace and game feel that isn't clunky.

It also means that chambering constantly in a team fight means that you cannot disengage/targetswitch as easily, so you want to use parry as well, giving you the choice between the two.

Restricting chambers in more states outside of flinch would feel terrible and mess with the flow of the game too much, as well as remove options from players and dumb the game down.

Regarding the other problems such as face hugging, extreme drags such as feet dragging etc. are known and will see improvements/fixes.

Please stop using other comp players as reasoning, as there are still plenty of clans and non comp players who enjoy the game or see it's potential. Leaving without providing any feedback that I've seen doesn't help the game at all, so them leaving the alpha doesn't really matter. So please stop jerking off to what other players did and focus on the points at hand. And if you speak for them, sorry, but you're not doing that great a job.

It is interesting because I have heard the complete opposite to what Bang is saying about this from the vast majority of comp players I know. Even if it was true, quite frankly, it doesn't matter very much. The Chiv competitive scene is a tiny, handful of people and a lot of outsiders see it as a joke, it is not exactly a good example. Feedback from everyone is still considered and appreciated ofcourse, but I have been myself part of it since the very beginning, I've seen many competitive minded players and teams leave and never come back. IMO a big factor in this is some of the core gameplay, heavy emphasis on extreme dragging and so on. I believe that the vast majority of players, competitive or new, prefer a fluid chamber style gameplay to extreme drag heavy gameplay, both in looks and fun/gameplay.

Mordhau is a new game and a fresh start, if people want to play it competitively, then a new scene will form, regardless of the past competitive scene.

822 4638
  • 31 Oct
 crushed — Art

@Bang said:
The game at its core should be timing, movement and hitbox porn. And the former two are neutered due to the incessant need to chamber everything with everything during everything.

You still haven't given any actual reasons why the former two are "neutered" without chambers, or why the game plays "janky" without chambers. Most of your feedback seems very confused/contradictory or straight up wrong (mechanics being balanced around chambers etc.) - give some details and suggestions how you would improve footwork/timing so I can see what your problem is in this regard.

822 4638
  • 27 Oct
 crushed — Art

@Hadeus said:

  • Will knock a player back (as it does now)

  • Create a short window where you cannot attack, but you can still parry (maybe chamber?)

  • Drain victim of stamina, (10-20?)

All of these are already the case right now, kick flinches which means it puts the enemy on the defensive where he cant attack for a short window

822 4638
  • 25 Oct
 crushed — Art

Here's the patch notes: https://mordhau.com/forum/topic/10158/changelog-thread/

What do you guys think of the changes? Discuss them here!

822 4638
  • 25 Oct
 crushed — Art

Alpha Build #9
10/14/2017

Changelog:

Gameplay

  • 240 attack input changes, now using old method of angling before button press but with improved detection. Angling after press method failed on things like scrollwheel and had too much input delay in some cases
  • Increased walk -> partialsprint accelleration
  • Partialsprint is now 10% faster than before
  • Movement strafe modifier increased speed from 0.95 to 0.975 (faster)
  • Removed partialsprint restriction in attack release, remains enabled in attack recovery
  • Parry recovery (both successful and unsuccessful, will skip if riposting) will now limit to partialsprint
  • PartialSprint limits added to: blocked (chambered, parried, worldcollision, clashed), flinch, and feint recovery
  • Character hitboxes revamped: this will make the hit detection more consistent, as well as headshots etc. Cutting off limbs is also easier/more accurate as result
  • Attack lunge reduced overall and duration is now weapon and mode-specific: Halberd, Spear and Zweihander have a lunge duration of 0.3, rest have 0.35 (0.4 previously)
  • Spear stab windup on main mode increased by 25ms (from 0.625 to 0.65)
  • Increased parry window by 25ms (from .425 to .450)
  • Reduced parry recovery time by 50ms (total parry time is now 900ms)
  • Increased all weapon releases by 25ms
  • Dynamic feint lockout adjustments: the lockout ramps up faster, which means you can now punish mid windup feints easier. Maximum feint lockout reduced from 450ms to 425ms due to parry changes
  • Chamber attack 240 angle tolerance increased from 0.5 to 0.75, so it is less picky in terms of getting the exact right angle
  • Made successful parries have a more lax view direction check making them easier to parry another attack
  • Made chambering have a more lax view angle direction check, making it easier to aim them
  • Increased strike chamber window by 25ms (0.25 -> 0.275)
  • Riposte queue window is now entirety of parry (for held blocks its same as parry duration though so it isn't infinite)
  • Feint queue now works based on endtime instead of starttime but remains 200ms

Visuals

  • Adjusted animation of feints in 1P for better feel
  • Adjusted projectile sticky to new hitboxes & reduced floating
  • Made 3P feints a little more readable by adjusting the animation
  • 1P movement anims now scale with character speed modifiers which should improve the feeling of faster loadouts feeling faster
  • 1P anim movement velocity is now directly sampled from input, instead of actual movement speed, making it much more responsive
  • Head look-at fixes to prevent neck breaking
  • Fixed bug with movement anims sometimes not playing after spawning in air
  • Fixed some issues with crashing on death in 1P for certain loadouts/settings

Known Issues:

  • Profile select menu causes the input to become sticky.
  • Crashes may occur on Alt+Tab during loading screens, use Borderless Fullscreen if it happens to you.
  • During spectate, players may become invisible except for the person being spectated.
  • Flickering between the main menu and loading screen can occur on start-up. WORKAROUND - thanks to iluvfuz
  • Bots are afraid of heights.
822 4638
  • 24 Oct
 crushed — Art

The next patch will include a kick rework.

822 4638
  • 2
  • 14 Oct
 crushed — Art

Parry buff only applies to a parry thats still active after you parried someone. So when you parry someone, and don't do anything, that remaining parry window has a bigger parry angle (roughly double) of a regular parry. It only affects 1vX/teamfights and is not related to parry into parry.

Chamber/parry windows got increased because release time was increased globally, so its the same, just a little bit slower.

822 4638
  • 10 Oct
 crushed — Art

@Bang said:
If you cleverly mix in micro feint kicks some of the shit you can do is pure aids. And when I say feint, I mean the smallest feint possible, not even visible. Kicks after feints are the same speed as kicks in neutral. Chamber morph feint kick is faster than riposte kick if you're fast. I could hit you with the very end of a release with a slow weapon and you'll be flinched long enough for a free combo feint kick. There's an endless amount of ways you could weave in microfeint kicks which surprisingly "gasp" isn't very legible/predictable. Not even mentioning how gambling kicks is better than just gambling nowadays (because speed).

All of the situations you are describing have been significantly slowed down in Build 7. A feint to kick is never as fast as a kick from neutral. Kicks still need some range fixes, however.

822 4638
  • 9 Oct
 crushed — Art

We're aware of this, emote menu will change in the future

822 4638
  • 7 Oct
 crushed — Art

We will look into fixing the more extreme drags soon, this kind of spinning is definitely something we don't want to be possible.

822 4638
  • 7 Oct
 crushed — Art

We're aware of the major problems that most of you have with the game and will probably make some changes and improvements in regards to them in the future

822 4638
  • 6 Oct
 crushed — Art

@DrEpochノಥ益ಥノ said:
at least shield in chiv worked...

You lowered your shield right before he hit you, watch in slomo. But I agree, this can be confusing and we might add something for this scenario

822 4638
  • 4 Oct
 crushed — Art

We will look into fixing the more extreme drags soon, this kind of spinning is definitely something we don't want to be possible.

822 4638
  • 29 Sep
 crushed — Art

@Peacerer said:
Which is exceptional considering it's not the kind of a game where you can just quick hop ingame whenever you have 10 minutes of free time

Same with Dota 2, CS:GO and the vast majority of games in the top 20, "quickly hop ingame whenever you have 10 minutes of free time" doesn't mean shit for pc games

822 4638
  • 27 Sep
 crushed — Art

After the attack animation updates which will also make drags easier to see/read, we'll be looking into some of the more problematic drags.

Currently eyeing the left over spinning (360, non reverse) that is still possible in an edge case as well as crouch delay drags, we will probably get rid of both as they do not add anything good to the game. They are very easy to deal with as skilled player so all they do right now is allow some cheese against noobs while looking awful/wierd/broken ontop. Ofcourse, crouch accellerations will still be possible.

As for regular drags we think they will be in a good spot once the animation updates are in, as well as the recent max. release time change.

822 4638
  • 27 Sep
 crushed — Art

Headbob will be adjusted more in the future, it's just a bandaid fix right now since we adjusted some movement animation translations.

822 4638
  • 1
  • 25 Sep
 crushed — Art

@afiNity said:
As much as I like the complexity of the mechanics in this game, I think they might become a problem in the long run.
Chiv only worked for noobs/casual players because they ignored many of the mechanics, which led to very different metas between competitive and casual play and this might become true for Mordhau as well.
Ideally a game should be easy to learn (or at least easy to get into) but hard to master, while Mordhau is really hard to get into. 99% of the people in the alpha are ex-chiv-players, so for us it isn't that much of a deal due to our previous experience.
But Mordhau is actually much more complex and harder to learn than Chiv so I'm a bit worried how completely new players to the genre will perform and how many of them will rq cause of frustration.
There are games from the melee genre that are much easier to learn but still have an extremely high skill ceiling. I wish Mordhau was a bit more like that.
I'm not saying that the mechanics should be changed but... what's the point of a super good game if only a couple chiv nerds are going to play it. A high skill ceiliing doesn't necessarily have to come from super many different mechanics. Just some thoughts.

I have to disagree, have you actually seen any new players play the game? For example some of the content creators/streamers, from what i've seen, the basics of attacking, defense (parrying) and flinching is easily learned and understood quickly. It was actually satisfying to watch how quickly they improved within an hour of playing compared to when they started, despite no actual tutorials and such.

There is no doubt that the meta will be different between good players and between noobs. In my experience, a lot of noobs didn't even know you could overhead in Chiv. A tutorial and matchmaking will be needed for Mordhau, regardless, something like chambering is far from the basics. You don't learn about all the advanced stuff in most games with high skill ceilings until you've atleast played for a while.

IMO unless im missing something here, I think youre confusing with easy to get into with whole game being easy to learn

822 4638
  • 21 Sep
 crushed — Art

Those stabs are chambers and yes some windups are currently very fast and difficult to react to, this is due to a problem with the windup animations. After the attack animation fixes soon-ish, attacks will be a lot more readable.

822 4638
  • 1
  • 21 Sep
 crushed — Art

@Kaiowa said:
I was hoping they would fix everything that was wrong with Chivalry, that's probably the expectation most people had when backing this, but you can still basically face your opponent backwards and start an attack hiding your hands movements completely and still hit him. That's exactly what was wrong with Chivalry.

Reverse hits (someone hitting you while he's facing you backwards) aren't possible in Mordhau, unless there is a new bug we are not aware of in which case footage would be greatly appreciated. They do no damage and you can parry them. There was a bug which let you still do them in some cases which was fixed in Build 2.

I guess what you probably mean is the edge cases where people can still spin, do a full turnaround and hit with the end of the swing. They are not anywhere near as bad as actual reverse hits, but still bad, as they are annoying/unfun to fight against and look dumb. Currently thinking of a solution to get rid of them without destroying some other aspects of the game, but we will sort them out.

As for noobs, you have to keep in mind that this alpha is the worst possible entry point for them, as there is no matchmaking, and no rating system, no ingame tutorial and things are currently unbalanced/with some possible cheese existing. On top of this the vast majority of players ingame are melee veterans. Mordhau is most fun when played against equally skilled opponents, like any other skill based game that uses matchmaking.

As for feints, the game is definitely not balanced yet and in the future it will be a bit easier to defend against feints (currently thinking about possible backpedal changes and chambers being more consistent). As for feints being OP in lower skill levels, keep in mind the noob fights youre describing arent actual noob fights, in actual noob fights, there are no feints. And if there are, they are usually very badly executed.

What you are describing is someone figuring out how to do good feints against people who have no idea how to defend against them or even do them themselves. This is a common thing in skill based games, someone figures out a strategy which works against players of a certain skill level, and they use it to win games, climbing up the rating. But eventually they will hit a cap with this strategy where they are fighting people who can deal with it or do it themselves, where it balances out again.

Except that currently there is no "climbing up" and and its very rough, you have to fight the same people over and over and its an uphill battle right from the start, instead of a natural skill progression as it should be