Mordhau
 Monsteri
  • Likes received 2637
  • Date joined 26 Oct '15
  • Last seen 2m

Private Message

1177 2637
  • 15 Oct
 Monsteri

There were originally 360 days in a year

1177 2637
 Monsteri

Retsnom I appreciate your enthusiasm, but politics are not allowed on this forum. Furthermore, you're derailing the thread.

Take it to PM if you want to continue.

EDIT: Well upon further reading I noticed you're done. The warning goes for everyone else as well, however. No politics, no derailment.

1177 2637
  • 6 Oct
 Monsteri

As Void pointed out it's very unlikely there are any legitimate unused keys left. For this reason and the large number of scammers, key sale threads are currently not allowed on the forums.

https://mordhau.com/forum/topic/9125/regarding-the-trade-of-alphabeta-keys/?page=28#c549

1177 2637
  • 6 Oct
 Monsteri

@Xatrian said:
If you don't see the communist boogeyman around every corner, then you're a leftist SJW drone. If you don't see the nazi boogeyman around every corner, you're a nazi sympathizing bigot.

Keep the discussion away from politics, please.

1177 2637
  • 1 Oct
 Monsteri

Take up the matter with developers privately.

If you absolutely wanted your case to have public attention then at least show some composure rather than going on yet another shitposting spree.

1177 2637
  • 29 Sep
 Monsteri

@Peregr1ne said:
I still don't see why it is more annoying to get shot from an archer when fighting someone else than it is to get hit from behind from a melee strike. The way I see it, both are equally annoying. When ranged is balanced right, projectiles can be fairly easily avoided and in this particular medieval title, blocked. Of course when you are fighting someone else it naturally becomes more difficult to avoid or block arrows but then again it also becomes more difficult to block or avoid multiple melee strikes. Now, I understand that in regards to melee you have to get closer but the trade off for that is that landing a melee hit is easier than landing a ranged hit.

Huntsman should be either removed or limited to be more skill-based because otherwise longbows (and possibly crossbows too) will be the common meta. What will that involve? People camping far away, corner spamming from towers, rocks, walls etc. and dishing out massive damage one shot at a time. Any recurve bowman that tries to play against them will get destroyed way too easily meaning the only counter will be another huntsman longbow archer. Pure melee set ups won't be able to close the distance since they can generally fall back into another wave of teammates due to being so far away, or they are perched up on a wall or tower. See, the whole reason I want some sort of change to the huntsman perk is because I DON'T want archery to be OP. I don't want any weapon to be so ridiculously easy to use that it's unfair on everyone else. Maybe it's just the longbow that mostly needs a nerf but then again a change to the perk isn't a bad idea either.

Dunno mate I top score with recurve consistently and usually win my fights against other archers, you included. Also keep in mind that in pubs enemy archers will constantly be preoccupied with something else and thus easy targets - it's not difficult to just dish out headshots with the recurve from the side and take out multiple enemy archers much faster than you could with the longbow. I think it's a pretty even fight with recurve and longbow though, and map choice will eventually determine the superior option.

Dunno why you're even mentioning the crossbow, it's a complete meme weapon that is far worse than just getting two throwing axes.

1177 2637
  • 27 Sep
 Monsteri

I like throwing axe + huntsman though

1177 2637
  • 26 Sep
 Monsteri

Fun idea

1177 2637
1177 2637
  • 20 Sep
 Monsteri

Adding perks that alter core gameplay stuff is a bad idea

1177 2637
  • 18 Sep
 Monsteri

Remove the hunstman perk, add soft classes via proficiencies --> no helmet cannot be worn with the archer proficiency. Everyone is happy. ¯_(ツ)_/¯

................................
..
.

But since this is never happening the current implementation is fine.

1177 2637
  • 18 Sep
 Monsteri

The children learn so fast :')

1177 2637
1177 2637
  • 17 Sep
 Monsteri

There's no NDA

1177 2637
  • 14 Sep
 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.

1177 2637
  • 13 Sep
 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

1177 2637
1177 2637
  • 9 Sep
 Monsteri

On the other hand if it releases in 2018 he'll be pleasantly surprised

1177 2637
  • 4 Sep
 Monsteri

Probably likes anime.

1177 2637
 Monsteri

@Pred said:

@Monsteri said:

@Pred said:
Shield is impossible to balance in this timing based game and should be made a utility tool. Change my mind.

Read OP pls

I did and it doesn't change my mind. NEXT.

I think your solution addresses the wrong issues. I'm perfectly fine with shield allowing turtling as in holding your parry and taking consecutive hits in a group scenario, I also have no problem with "passive" shield players, I can just ignore them, and being too passive will get you ganked sooner or later. The problem is actually that shield lets you be TOO aggressive.

Example 1: you can spazz out with your torso movement and feints/morphs without the usual risks like losing sight of your opponent and having to react to something you don't see clearly if they try to punish. If I have 2h and bang my head into opponent's knees with my OH feint and it doesn't work I'm exposed to all kinds of stuff - do I parry into what I can't see? Where do I parry exactly? Do I not parry and eat a Mordhau trademark accel? None of this is a problem with shield.

Fair enough, but run through this scenario with kick stun and you suddenly have to be much more aware of your distance and opponent.

Example 2: I have enough problems parrying Bastard Sword instas without the shield blocking my view. I posted a gif here once of Mace riposte stab from shield. I checked it in slow mo in Vegas and the weapon was visible for exactly 0.1 second between the shield block happening and my red bar being depleted. The rest happened behind the shield.

This is a matter of adjusting animations and no mechanical change would fix this (other than removing riposte, which would be dumb).

Example 3: most shield weapons can still feint for free (ie. follow up hit will land before chamber attempt) and shield gives you a bulletproof FTP out of the rare occasion where your spam actually did not have initiative. In comparison, auto FTP from 2h can be easily dragged/baited and feint to FTP is infinitely harder and will often make you eat a hit anyway because taking 0.01 sec to think about the situation is usually too long in this game. Non-issue with shield.

This is the case with any 1-handed weapon and nothing to do with shield itself.

Example 4: in 1vX you will never have to gamble a parry to a guy you can't see but you know he's there. Also constant misses on purpose and feint spam by the "secondary" Xs from the 1vX don't fuck you over, if it wasn't an attack you just hold block and wait for the next one to activate hyperarmor yolo or keep backpedaling until your teammates come. This lets you walk into the meatgrinder, murder spam people with switches and walk out safely if you please. Without shield if I fuck up one parry while being semi-surrounded is almost a death sentence now with the lockout.

Is this an issue? It sounds like exactly what the shield should be good at. Purposeful misses being effective is anything but good to begin with.

I think your proposition of the "bully" role for shield is pretty much what shield has been in this game. Maybe the impression in actual games tends to be different because it is often the bad players who tend to play with shield.

The difference is that there's no way to open up the shield player, and even when playing as a "bully" they tend to be very passive.