Mordhau
 ÐMontyleGueux
Knight
  • Likes received 1402
  • Date joined 10 Sep '17
  • Last seen 13h

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Knight 558 1402

Good ideas here. Especially on the building part, because some people have been defeating horses by building a palisade instantly in front of one and enclosing it before the horse could escape which is a bit silly.

One thing though, I really disagree with losing a kill when team killing someone. I think the kill column in the scoreboard should accurately reflect the amount of enemies killed (it doesn't make sense to have -1 kill).

Knight 558 1402

I read the response Steve Pigot wrote, which convinced me even more that Scott here is right.

What kind of passion leads you to literally leave your buggy game to rot and cram into it a microtransaction shop to sell stuff others made for free, on top of spamming free weekends to scrap as much money as possible. Hell they even hosted two map contests because they couldn't be arsed to add one single map post release by themselves. The only passion Steve showed is a passion for money, he's full of shit.

Knight 558 1402

@afiNity said:
In which way could I help you?

I could use someone with a midi instrument for testing purposes.

Knight 558 1402

Requirements : Stop being poor and buy an RTX 2080TI.

Jokes aside, you can go pretty low in terms of graphic quality if you edit the game files. I'm pretty sure full potato mode will run on a toaster.

Knight 558 1402

If you help me through it (as i don't own any midi device myself) I might be able to implement it into the lutebot as a temporary solution.

Knight 558 1402

@Jax said:
freelook arma-style wouldn't work imo, as that restricts you from turning - Mordhau is simply too fast-paced for that to be useful, and it'd feel way too clunky

Well obviously it wouldn't be used in the middle of a fight. It would be useful to look around while running towards an objective to check for archers or horses that might be a threat for instance.

Knight 558 1402

Not a bad idea actually. A fairly simple "hold alt to freelook" like in rust or arma 3 would be a nice addition. Not sure if it could have any kind of way to be exploited in game since you can't aim your attacks or turn around while you use it.

Knight 558 1402

@Jax said:

@conny said:
What i meant is that the actual bow and arrow would work as a reference to where your invisible crosshair would be, might be a challenge to implement but i think that would be a good feature, hard to master and satisfying af, just react to the bows movement during draw, i would not call that rng

already a thing

I think he meant that the crosshair should be invisible and players should have to aim with the arrow tip like in rust for instance.

Knight 558 1402

So everyone can dodge and perform vanguard charges ? CANCER ALERT

Knight 558 1402

At least the voice and pitch should be randomized on creation of a new character. Otherwise 99% of the players will use the same voice.

Knight 558 1402

@Runagate said:
Maybe a system where health can only regen up to a specific point, maybe 67 (Approximately two thirds) could work as well. Getting back to max hp would require healing obviously.

That's not a bad idea at all actually. Like in arma 3 solders can heal themselves with healing kits but can only recover up to 75 health points, to go back to 100 they need an actual medic. I like this system because it makes sure you're not doomed if you don't have a medic around you while giving medics some importance.

Knight 558 1402

@Bodkin said:
hmm lol

lele.PNG

It's already pretty much the case tho. It's pretty rare to land 3-4 shots to kill a plate armor wearing player before he can cover and heal. While any other armor tier get shredded by archery.
This change would just make sure archery is useless, because 90% or more of players already wear heavy on at least the torso.

Imo we just need more defined roles for both bows. The recurve needs to be low cost, low damage and high rate of fire, while the longbow needs to be really low rate of fire (or rather accurate rate of fire), high projectile speed and decent damage.
I'm still sure removing the crosshair for archery would cause archers to hit less often and make it more skill based.

Knight 558 1402

@Xanatelos said:
Well excuse me. Yea, they pay for them but its their responsibility to administrate it properly. Clearly the community has spoken up about how abusive they are.

Its literally killing the game!

Automation should be implemented to circumvent this trolly behavior.
Rainbow Six Siege is a good example of automated kick for tking.

Like seriously, these clan types ruin the game for everyone.

People who pay for a server have no responsibility to administrate properly, they do what they want with it. It's your choice to be on their server, no one is forcing you to go here. And if you can't because it's the only populated server then there might be a reason why people prefer to play on it.

Knight 558 1402

@Cow said:
A smart karma system, like that everybody can see your karma if i's negative karma auto kick you or ban for 20 minutes if too much tk in a short periode of time. Well we need to take care cause sometimes you can do a double tk with a mad swing so the threshold should be 3 tks per round for the temp ban in my opinion.

A system that saves your good/bad deeds between play sessions is surely interesting.

For instance voting yes to kick someone with high ping/packetloss/tk could reward with positive karma (a lot of people in chivalry simply refused to kick people over 200 ping despite them being cancer to deal with). Scoring objective points and finishing a round of frontline could reward with good karma as well to reward good behaviors.

Getting voted out with too much ping/packetloss/tk would lower your karma, as well as leaving ranked games before the end.

Of course there need to be a positive and negative limit so you can't farm karma for hours then troll.

The votekick system could take it into account, good karma players would require more positive votes to get kicked while bad karma players would require less.

In that case, a player who only wants to play peacefully and just enjoy the game will never have his TD, ping or packetloss over a certain threshold.
A player who maliciously exploit his bad connection and regularly play with a terrible ping would regularly get vote kicked with high ping by other players thus requiring less votes to get kicked again.
Same goes for high teamdamage.

Knight 558 1402

@saul_g00dman said:

@Xatrian said:

@saul_g00dman said:

@Hadeus said:
Abuse & injustice will always exist, even with a voting system.

That being said; There SHOULD be a voting system.
Furthermore, to combat vote kick injustice, there should be an admin cancelvote command.

Its really all at the administrators discretion tbh.
This form of sever governing is the best way to do it.

You will find abusive server admins and you will find the benevolent ones.
The former tends to stick around for a long time and have a larger community.

No, admins should not be able to override the votekick. This is because terrible admins like you, excuse me, Minimum Wage, who team kill with firepots will easily abuse that and already have.

It's their server. If you don't like it, you can go somewhere else.

I actually can't, since it is the only server with people on it most days.

Doesn't matter. He's paying for the server, you're not. So he should have the right to do whatever he wants with it.

Knight 558 1402
Knight 558 1402

@Pred said:

@ÐMontyleGueux said:
That happen mostly in FFA

Yeah, that kind of explains everything.

@ÐMontyleGueux said:
Because you can aim or cancel an attack, but you can't cancel a firepot. As soon as you throw a firepot, it's free real estate for trolls to give you a huge amount of teamdamage and you can't stop them from doing that. Especially since it deals a lot of damage, all you need to have is a few friends to jump into the fire with you and boom your target went from 5% to 30% TD in a few seconds.

Sounds nitpicky. How feasible it is for this to become a common occurence so it would offset benefits of having at least some control over the number 1 trolling tool in the game? In Chiv it dealt much less damage and you could immediately tell who threw it at you because only MAAs had access to it. Here it deals a shit ton of damage and you might not even be able to tell who has it.

If I was very dedicated to trolling someone I could just run in front of him forever so he can't hit anyone, running around the map waiting for you to throw a firepot and do it close enough so I can reach it in time would probably get boring fast, especially when I can't force you to throw it, so I'm just wasting time if you don't do it.

I'm speaking out of experience here, it's a thing in csgo. Two of your team decides to ruin your fun, you throw an incendiary to defend your position, the two dumbasses rush into it and boom you're banned 30 minutes or more.

In mordhau, the firepot is an area denial tool. Someone is likely to use them to defend or attack an objective in frontline. It would be annoying if you can't even use them because people would throw themselves in it on purpose to get you kicked.

Knight 558 1402

@Pred said:

@ÐMontyleGueux said:
I'm going to stop you right there. One good example I have is a friend of mine who regularly gets kicked out even today for being good at the game. It came as far as being kicked 7 times in a row, locking him out of the game, despite the fact that he never said anything in the chat, troll or whatever and basically just tried to play.

Maybe he plays different modes than I did or maybe now it's different as Chiv seems to be on it's last legs player-count wise, dunno. I used to play TO in the evenings with mostly other veterans and it almost never happened to me or others except some rare post-sale occurrences when there was an abundance of noobs. When it happened others would usually let everyone know in chat as well.

That happen mostly in FFA because everyone have to face you at some point and there's much more chance that most of the server hates on the top player. In team modes, only the enemy team would hate you to be good at the game.

@ÐMontyleGueux said:
Except people can intentionally get into your firepots and catapult shots to raise your teamdamage.

They can just as well run into your attacks if they want to do that, so I don't see how it would be any different than measuring melee-inflicted TD.

Because you can aim or cancel an attack, but you can't cancel a firepot. As soon as you throw a firepot, it's free real estate for trolls to give you a huge amount of teamdamage and you can't stop them from doing that. Especially since it deals a lot of damage, all you need to have is a few friends to jump into the fire with you and boom your target went from 5% to 30% TD in a few seconds.

Knight 558 1402

@Lionheart Chevalier said:
Passive health regeneration works very quickly. Too quickly for me to spend a slot on a healing bandage or to go find a medic... not when I can just sit behind my team mates and heal just as quick before diving back into the fray.

I think the bandage is quite good though. I mean it's not that expensive, heals very fast and has enough use to hold until you either die or find an ammo crate. It's nice to have but far from essential.

However I saw medic bags being really useful in skirmishes (a 2v1 situation turning into a 1v1 because the second has to heal before helping his teammate for instance). But even when telling people in the chat, always leaving the bags in the same spots or even throwing them at wounded teammates faces, most didn't even care enough to use them. Which is why I think "don't move I'm healing you" would work better than "here's a healing bag, help yourself". Note that the r key can be used so that the bag have both uses, there is no need to replace the current system.

Knight 558 1402

@Pred said:
Issues and perceived issues with vote kick in Chiv and some problems it should try to address:

Potential server hijacking

Solution: Non-issue on bigger servers. Never experienced it anywhere tbh, but for smaller servers I guess it's better to let a rare hijack rather than implement a threshold which would allow trolls to do whatever they want on less populated ones.

I agree with this. In chivalry hijacking only worked on servers without any active admins. If you keep people from joining for too long you're eventually going to run into someone who know the admin and get kicked/banned for it.

And even then, you can always go on a different server unless the whole playerbase is on it and exclusively locking you out.

Brigading and kicking people you don't like for nothing

Solution: it rarely ever happens.

I'm going to stop you right there. One good example I have is a friend of mine who regularly gets kicked out even today for being good at the game. It came as far as being kicked 7 times in a row, locking him out of the game, despite the fact that he never said anything in the chat, troll or whatever and basically just tried to play.

People not voting yes to kick obvious trolls and team killers

Solution: Show TD as it would be with 100% TD enabled. Chivalry showed the percentage after accounting for 50% TD, so people didn't realize that 33% TD meant that you hit a teammate once for every time you hit an enemy. Need to indicate to people which TK levels are still acceptable and which are not by some visual cue.

I agree with this but there need to be some sort of threshold. In chivalry you could easily get rid of someone by just blocking his way out of spawn at the beginning of a game, bait him to kick you out of the way and then call a vote while he still has 100%.

Firepots, catapults, fall damage etc. not being counted against your TD often made it very hard to kick trolls who went unnoticed by the enemy team.

Except people can intentionally get into your firepots and catapult shots to raise your teamdamage. What kind of severely autistic people would do that you may ask ? Well it's already an issue on csgo, chances are it will happen in mordhau as well.

This is also a response to @Gluten as well. If some troll want you out of the server, he can just keep going in your attacks, either preventing you to play or causing you to get autokicked for teamdamage if such a system would be in place. And yes it's also happening in csgo where too much damage gets you autokicked out of a competitive match and players can successfully get you temp banned if they want to.

Solution: obvious solution.

Don't know if devs are planning for the role of "king" as in Chiv, but TKing your king happened in Chivalry and since it was always the end of the round, it usually went unpunished.

Players have to do all the policing by themselves when admin is not around, resulting in "annoying" votes constantly popping up.

Solution: there should be a number of easy solutions to autokick or temporarily lock out a troll:

  • Throwing a firepot in your own spawn should never happen.
  • Landing, say, 4 hits in a row on teammates is almost impossible to do by accident.
  • Having a high TD% after a certain damage threshold (so you don't get autokicked right after you join and hit a teammate by accident).

As I said, any automated solution is very easy to exploit. That said, the no fire in spawn idea would work. In csgo killing a teammate in the very first few seconds of a round is an immediate ban because it obviously can't be an accident. Something such as too much teamdamage on players who are in the spawn could result in an autokick, since it can't be exploited.