Mordhau
The Mordhau Alpha is out!

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 crushed — Art
Art
  • Likes received 4573
  • Date joined 25 Oct '15
  • Last seen 1m

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805 4573
  • 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.

805 4573
  • 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.

805 4573
  • 9 Oct
 crushed — Art

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

805 4573
  • 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.

805 4573
  • 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

805 4573
  • 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

805 4573
  • 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.

805 4573
  • 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

805 4573
  • 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.

805 4573
  • 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.

805 4573
  • 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

805 4573
  • 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.

805 4573
  • 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

805 4573
  • 21 Sep
 crushed — Art

We will look at some shield changes soon, we are aware that they are currently not in a good spot and will be changed.

805 4573
  • 20 Sep
 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!

805 4573
  • 20 Sep
 crushed — Art

Alpha Build #4
9/18/2017

Changelog:

Level Design:

  • Fixed even more exploits on Contraband.
  • Added first pass HLOD to Contraband.
  • Bunch of LODs for meshes mainly used in Contraband.
  • Fixed big tent collision on Camp
  • Collision improvements on Camp
  • Fixed a stuck spot on Grad.

Gameplay:

  • Added health on kills, currently 30 (Currently just placeholder for a new regen mechanic that will be added on kills later)
  • When in air e.g. during jumps, leg damage modifier is reduced by 50%, so more damage is taken
  • Attached weapons can now be detached even if they're stuck in objects/shields via use key when inventory is full
  • Lag compensation netcode now uses median ping rather than mean, making it more robust/stable and responsive to varying network conditions.
  • Removed riposte feints
  • Eveningstar strike release lowered by 25ms
  • Reduced miss cost of eveningstar by 7 stamina
  • Decreased halberd stab damage
  • Increased halberd stab combo windup
  • Increased halberd stab release by 25ms
  • Decreased mordhau stab damage
  • Mordhau stab release time increased 25ms
  • Mouse attack angling now angles after detecting movement after button press, or until button is released, same as it works in MnB/Wotr
  • Shield hitbox can now be kicked when it is equipped (whether holding block or not doesn't matter).

Visuals:

  • Head tracking changes, preventing it from breaking and better limits
  • Fixed some animation bugs introduced in last patch mostly related to offhand sticking to the weapon e.g. after a kick
  • Chain Coif and Padded Coif hide beards now.
  • Camera distance and FOV is now accounted for visually to reduce/remove the effect of arms looking cut off in 1P
  • Fixed weapons appearing too early in 1p during equipment switch
  • Fully updated and added LODs for all missing armor/equipment.
  • m.showobserveddelay can now be turned on

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.
  • Server leaving message plays twice
  • Flickering between the main menu and loading screen can occur on start-up. WORKAROUND - thanks to iluvfuz
  • Bots are afraid of heights.
805 4573
  • 1
  • 19 Sep
 crushed — Art

More differences between the weapons are planned. Currently considering some mechanical changes (such as left & right stab for the spear having different damage and timing stats), passive weapon perks (for example Axes having some form of bonus against shields) and a full stamina system with different stamina damage for weapons etc.

805 4573
  • 18 Sep
 crushed — Art

@Stouty said:
I wouldn't recommend using Borderless Fullscreen as it made my gameplay feel like I'm losing frames despite maintaining 144fps. It's better to play fullscreen and not alt-tab during loading.

I've experienced the same, fullscreen runs/feels much smoother. We'll have to look into this

805 4573
  • 18 Sep
 crushed — Art

Melee hit trades will never be a thing in Mordhau.

805 4573
  • 18 Sep
 crushed — Art

Known problem, is the framedrop completely random for you?