Mordhau
 Monsteri
  • Likes received 2881
  • Date joined 26 Oct '15
  • Last seen 29 Apr

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1315 2881
  • 30 Mar
 Monsteri

East coast service providers are much more congested at the moment.

1315 2881
  • 28 Mar
 Monsteri

@Treebie said:
Im on verizon and am also experiencing severely increased lag since the patch

Is this specifically to Ashburn servers?

1315 2881
  • 28 Mar
 Monsteri

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.

1315 2881
  • 7 Jun '19
 Monsteri

There are much more recent threads regarding this subject. Please read the rules and do not necropost.

1315 2881
  • 29 May '19
 Monsteri

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.

1315 2881
  • 18 May '19
 Monsteri

Yes, that's very much intended.

1315 2881
  • 15 May '19
 Monsteri

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.

1315 2881
  • 28 Apr '19
 Monsteri

Yep, on low post processing settings the AO takes fewer samples and you end up with this checkerboard pattern.

1315 2881
  • 1
  • 16 Apr '19
 Monsteri

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.

1315 2881
  • 11 Apr '19
 Monsteri

stab.png

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

1315 2881
  • 2
  • 22 Mar '19
 Monsteri

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:

20190319040804_1.jpg

20190319040827_1.jpg

20190319041459_1.jpg

EDIT: Oh yeah and it had collision too, meaning the ladder would remain unusable for the rest of the game.

1315 2881
  • 17 Mar '19
 Monsteri

I think it should be:
2 slots for weapons
4 slots for whatever

1315 2881
  • 28 Jan '19
 Monsteri

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.

1315 2881
  • 28 Nov '18
 Monsteri

@Hadeus said:
Tobi pretty much nailed it.

Some people might not agree with this, but I would recommend taking away Bardiche's short-alt grip.

It would become more of a diet-halberd (support weapon) - unable to combo.

This would let bardiche remain powerful - yet remove its swiss-army-knife like utility.

?

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?

1315 2881
  • 29 Oct '18
 Monsteri

@Mittsies said:
It's a map design flaw.
You shouldn't be able to see anything from your spawn other than the 1-way exit.
This can be done by:

  • Spawning players in an elevated room (Think tower) and you leave by dropping down.
  • Spawning players on a cliff, but their view is obscured by trees/buildings/etc. until they drop down and proceed.
  • Spawning players in a room where the only exit is a 1-way "slide" down to the battlefield.
  • Spawning players in a catapult, of which they are immediately launched into the fray.
  • Spawning players in a catapult, of which they are immediately launched into the fray.

Make this happen for the BR mode

1315 2881
  • 20 Oct '18
 Monsteri

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.

1315 2881
  • 14 Sep '18
 Monsteri

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.

1315 2881
  • 13 Sep '18
 Monsteri

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:

  • Much more distinct windup anims, more unique windups, much more flair especially in the combo animations
  • Make morphs and feints look as different from each other as possible
    ----> 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
  • Reduce morph window
  • Decrease depth of parrybox but increase the width
  • Only register the parry once it connects with the playermodel
  • If this results in POV issues, add an extra pane strictly in front of the character that registers parry immediatly
  • Crazy 3AM idea, make parry wider when crouching but it costs more stamina and reduces knockback
  • Give stabs 25ms release back
  • Reduce swing chamber window by 25ms
  • Reduce stab chamber window by 50ms
  • Alternative crazy 3AM idea: remove the counterattack from stab chambers so it becomes an even gamble - if you guess right, well, you probably hit him or forced a ftp, if you guessed wrong you still defended yourself from a potential stab feint and have soft initiative. Stab chambers with these windows just feel off to me and especially late chamber is some weird shit that even as the attacker I can't expect.

Hmm I hope I still agree with all this when I wake up