To help personalize content, gather statistics and provide a safer experience, we use cookies.
By clicking or navigating the site, you agree to allow our collection of information through cookies.
Learn more about cookies in our
Cookies Policy and
Privacy Policy.
East coast service providers are much more congested at the moment.
Is this specifically to Ashburn servers?
It's not confirmed yet but the issue seems to be Comcast's routing. If you're having these issues, let us know what ISP you're using.
There are much more recent threads regarding this subject. Please read the rules and do not necropost.
Input started getting wonky around some of the post-release patches. I'll randomly FTP my ripostes and indeed, attacks sometimes don't input like they should, but this is not nearly as common for me as you describe. You're probably having both legitimate issues and placebo issues with intentional game mechanics.
https://mordhau.com/forum/topic/16488/game-banned-for-no-apparent-reason/?page=1
https://steamcommunity.com/app/629760/discussions/0/2530372519578320898/
Please post in the appropriate thread: https://mordhau.com/forum/topic/16488/game-banned-for-no-apparent-reason/#c1
Yes, that's very much intended.
I used to have this problem, figure it was a problem with my CPU (FX-6300). Don't have a fix for you, but when I upgraded to my current rig it went away. Would probably be helpful for devs if you listed your full computer specs.
Yep, on low post processing settings the AO takes fewer samples and you end up with this checkerboard pattern.
One thing to keep in mind is whether a game includes the delay caused by server tickrate in the ping total or not. At a tickrate of 60 the server will take up to 16ms to send your packets around. I believe that in CS:GO, for example, the ping displayed on the scoreboard takes this into account, but the ping displayed in the net graph does not, hence it consistently being a bit lower than the ping on the scoreboard.
You can't really make a fair comparison without knowing whether the other games do this.
20 000 iq change to stab animations that makes accels harder to do and nerfs the range, and gives the windup/release transition a distinct tell
I was alt-tabbed while Taiga SKM with bots was in warmup. When I came back the round had begun, but a ghastly spectre of me remained on the ladder where I had alt-tabbed. The bots were drawn to the mystic figure and would often ignore me entirely in favor of my ghost clone:
EDIT: Oh yeah and it had collision too, meaning the ladder would remain unusable for the rest of the game.
I think it should be:
2 slots for weapons
4 slots for whatever
As far as I've talked with crush, it was added to encourage aggressive play and make sure that with the removal of zero-stam chamber there would still be a way to stay in the fight, especially with 1vX in mind.
?
It's had a long grip unable to combo for several months.
Or do you mean changing the main mode so it can't combo?
Make this happen for the BR mode
Yeah, report these kinds of issues here https://mordhau.com/forum/topic/10084/bug-reporting-thread/?page=31#c609
You should only make a new thread if the bug is particularly game-breaking and needs an immediate fix.
Well if it was purely up to me I'd focus all efforts on making swing manipulation look and feel better, be it through animations or special gameplay systems. It's the cornerstone game mechanic and should've had more attention.
Current version with tweaks is serviceable though, and I don't think there is time to experiment with radical changes at this point.
The biggest draw to this game will be wanting to experience sword fighting perhaps not as it were, but to feel like you are swinging your sword as a character of some medieval description. To capture that feeling is essential for player retention, doesn't really matter which mechanic comes on top to achieve that; noobs don't know and they don't care. Immersion is what drives every new player forward while they still have no grasp on the mechanics. This should carry them to 40 hours or so, and at this point they should be comfortable enough with the mechanics to get interested in the depth they have to offer. Objectively speaking though, if the game captures the feeling of being a medieval warrior it's going to keep players far more invested at any hour count.
Well, I had written a huge essay halfway through but it's getting very late and no one's gonna read it anyways, so here's the broad reasoning and suggested changes instead:
Neither extreme will look like any kind of real fight, but heavy swing manipulation will feel more like actually being the force behind your attacks
However, very freeform swing manipulation tends to feel broken from the defender's perspective
Offensive feints take away from the feeling of a medieval fight, the actions taken are illogical from outsider perspective
Beginner and intermediate players will likely hate feints, chambers technically counter but then morphs which are mostly risk-free and look similar to feints counter chambers -> constant guessing game until hard reading is obtained
At this point in development cycle any broader redesigns of combat systems are unlikely
Scale of the main gamemode will carry beginner immersion as long as there are some mediocre defensive crutches and it doesn't look ridiculous
Goal: Push current systems as much as possible to generate bigger roleplay status
Changes:
----> morphs; fluid
----> feints; snappy, coarse
Add a very fast, violent feint animation that resembles a fake attack, a little extension of the arms meant to spook enemy
Hmm I hope I still agree with all this when I wake up