Mordhau
 ÐMontyleGueux
Knight
  • Likes received 1855
  • Date joined 10 Sep '17
  • Last seen 2 Jan

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Knight 685 1855
  • 6 Oct '17
 ÐMontyleGueux

Phoenix made a skirmish only server hosted in EUW.
Not all heroes wear capes !

Knight 685 1855
  • 6 Oct '17
 ÐMontyleGueux

@JasonBourne said:
There is nothing deceiving about drags. It is just an extended swing (or a fast one if you accel). However, there are certain ways you can use drags with body feints and that is when it becomes confusing. Well, that is the skill of the player, not the fault of a drag. I can read drags from players very easy while harder against high lvl players because of the timing, placement, ect. they use it. In other words, its a skillset.

What I ment by drags can be deceiving is that they repeal new players. When a new player die from feints, morphs, accel or slowed down drags, they know that they failed to read and respond to it. When they die from a wessex or another more complicated drag, they feel cheated and they don't get the incentive to improve, they don't even understand what's going on most of the time.
As skilled players, our challenge is to be able to take a step down and think of people who are new and can't defend or even understand what we are so used to see and counter.
If we don't, people will stay away from the game and leave us playing with the same few players from chivalry.

In short : the whole challenge here is to have new players look at drags as "wow, I would like to know how to do this" instead of "wtf happened ? This is bullshit"

Knight 685 1855
  • 6 Oct '17
 ÐMontyleGueux

@Monsteri said:
We should try to make these kinds of attacks look better. If they can be made to look plausible / somewhat intuitive, they have a definite place in the game. If not, they should go.

e: not talking about z-drags in general

So from what i understand, the goal is to make drags look appealing instead of deceiving so that new players feel like getting better instead of throwing the game away quickly like they did with chivalry.
Not that it's really a bad thing, I'm sure having more people interested in the game will be better for us on the long run than defending our strange looking drags to keep the upper hand against non chiv vets.

As for Frise vs the less experienced players, no point arguing because you're both right.
Frise is absolutely right in the sense that these drags can be countered, and rather easily in mordhau due to the game pushing you to gamble.
On the other hand, as it has been said, they look unappealing for a new player and will push away players who want to get better.

Knight 685 1855
  • 1
  • 4 Oct '17
 ÐMontyleGueux

While most of us are used to drags which does make it hard to relate, i have to say great work on the footage.

The editing clearly shows the parts that seems strange to you and what's wrong with them. Way more interesting that the hundreds of "drags sucks" post.

The next big step in the alpha is about animations, perhaps the drags you showed there will 'fixed' or made more believable.

Knight 685 1855
  • 27 Sep '17
 ÐMontyleGueux

@EruTheTeapot said:
I'm gone for couple days and forum is flooded with repetitive discussion, rip

These kind of posts "I can't deal with (drags/feints/morphs) so we should change them, here is my fix [something completely breaking the game]" are invading the forum right now.

Knight 685 1855
  • 25 Sep '17
 ÐMontyleGueux

@Huggles said:
Third is fine. Everyone who plays in it is at a disadvantage when it comes to angling, dragging, etc. Also seeing around walls is not an advantage at all, lmao. Any semi-competent player should be anticipating corners. Maybe even starting an attack right before you meet the corner.

Exactly. It was really op in chivalry and zwei groundsniffers were absolute cancers. But in Mordhau it doesn't seem to be even efficient compared to the first person, which is a good thing for a first person medieval fighting game. I would either remove the 3rd person or turn it into a tool reserved to admire your character, not for fighting.

Knight 685 1855
  • 25 Sep '17
 ÐMontyleGueux

"Having weapons defy gravity and sluggishly move forward as if caught in quicksand makes fights look silly."

Have you played Mordhau ? These drags you're describing were common in chivalry, but nowhere to be seen in mordhau. Which is a good thing. You can still drag, but they are far more believable than the common chivalry slomo overhead, you can't really slow the weapon mid swing anymore.

Knight 685 1855
  • 25 Sep '17
 ÐMontyleGueux

@DrEpochノಥ益ಥノ said:
https://clips.twitch.tv/ShortBrainyGoblinPupper

https://clips.twitch.tv/PrettiestGorgeousHerbsPartyTime

Its not improving the game. Its just one dimensional lameness. and abuse of a bad parry system
https://clips.twitch.tv/FineMoistWrenMingLee

When you completely miss a stab but its ok cause drags' got your back
https://clips.twitch.tv/CourageousDrabStarWoofer

I don't understand your concern about these. It's physically normal that if I swing from left to right, I'm going to hit my target faster if its on the left and slower if its on the right.
To me, mordhau drags are nowhere near the slomo swings we had in chivalry, the sword still go fast enough to deal damage and the actual dragging happen during the windup, where you put more distance between your sword and your opponent while you're raising the sword and preparing your swing.

The only drag that could look odd is the dragged stab, but one could argue that the stabbing movement would have "sliced" in a slow drag instead of actually stabbing.

About the parry, it's the game's way to "simulate" how you can't block with a sword but rather deflect it, thus an emphasis on timing.

There is no need to create hundred of threads about dragging, because it is the core of the game. What makes it unique is how your skill doesn't come from pressing buttons alone, but also your mouse movements, which can be ever improved.

Knight 685 1855
  • 22 Sep '17
 ÐMontyleGueux

@das said:

@PJ_Ammas said:

@das said:

Slasher had some hilariously hammy voices

OF COURSE OF COURSE OF COURSE

My favorite/the most annoying voice was the guy who said:

"It's getting too much, let's get out of here!"

"ah Ha Ha Haaaaa..." omg that laugh lmao

"Well aren't you a dapper little fellow!"

"No-ho-ho-ho..!"


A worthy opponent.

AH HOUEAH HOUEAH HOUEAH
UF COARSE
UF COARSE

Yesss, yesss, hue hue yesss...

THOU ART... A REEKY, DEEKY, DARK-MOUTHED FILTH PIG

That's all I can remember from the top of my head from 2 years ago.

I miss pointing at a dead enemy and spamming Bastard ! Bastard ! Bastard !

Knight 685 1855
  • 22 Sep '17
 ÐMontyleGueux

@TwistedFox said:
Get it outtttttta here

Agreed, it was a simple "good to know" trick in chiv which just add to the 'learn something new everyday' aspect of a game like chivalry or mordhau.
I've been playing chivalry on a crappy laptop for the first few years, never felt that not having corpses to hit to save stam was such a big deal.

Just like the emotes blocking the stam regain, you can do without it but that would be cool if it were in the game.

Knight 685 1855
  • 20 Sep '17
 ÐMontyleGueux

@UnderPepeGrillosControlΦ said:

@Astonop said:

@UnderPepeGrillosControlΦ said:

@Runagate said:
I apologize for calling you names. My point still stands though: Mordhau is in an early alpha version. It hasn't even been out for a month. It's an incredibly well made alpha by today's standards for sure, but still not nearly a finished game. As such very few things are set in stone.

I am agree with you.
I really like the game, but it's what I said before: Every time I duel everyone makes feints and morphs, so much as there is the wonderful characteristic of the sword clash is very unlikely to see it, and it is a shame because it is beautiful.

The developers have made it pretty clear over posts and I even believe on the title screen of the game that the Alpha is on no way meant to be used to show the full potential of the game nor for balancing it. There is an EXTREMELY solid chance that during the Beta all the qualms that people have with the combat that are widespread among the community will be resolved, such as the certain lack of clashes. Many people, mostly in the games chat itself, have shown the desire for clash rate to rise along with fixing of parry windows and slightly easier morphs.

Think of the Alpha as a tech demo that is being constantly changed with experimental features. Since Alpha release we have already had some pretty major changes, off the top of my head being the change from the old direction-then-click style to the more M&B focused combat style, a flat health recovery upon killing an enemy and constant changes of how damage works with certain armours and parts of the body.

All I can really say is wait. If you really don't like it right now and somehow these small gripes are putting you off enjoying the game, then play the games you enjoy and come back in the Beta to see what's what.

I know what an Alpha is. I like to support alpha games and developers because they always bring something new and different like Hellion, ProjectZomboid, SpaceEngineers, Blackwake, Chivalry, DayZ, Rust, StrandedDeep, TheForest, GangBeasts, Squad and a very long etc.
I know there will be perks and the combat will be balanced.

Well I can not discuss you what you said. Maybe what I do not like is that people are so competitive that they do not want to enjoy the game or look for errors, but to be the first in the table.
The same thing I said before: Duel = feint + morph spam. Maybe I will wait for the beta.

The feint + morph spam is a newbie tactic.
The lack of recovery phase after being blocked and the chambers encourages you to be way more aggressive towards your opponent. Trust me, feinting will get you killed a lot against more experienced players.
Also, don't forget to listen to the grunt noises to counter feints and morphs. Feint reading is a very technical part of the game, but it's beautiful to see your opponent lose his confidence as his feints have literally no effect on you.

Overall mordhau and mount and blade have taken two very different roads, which makes them hardly comparable. But don't believe that mordhau is too simple...

Knight 685 1855
  • 19 Sep '17
 ÐMontyleGueux

@ANALGRINDER said:
70 players online... and you already thinking about kick? you all who think about this in alpha must be very frustrated peoples in real life also...

I have an old duel server and I want people to be able to enjoy duelling without disturbance. I always ask to stop first if someone break a rule. But if they tell me to shut up and keep on annoying others like some did, well I will have to kick.

Yes, you're right, people want to enjoy the alpha. That's why I make sure they can enjoy it without any troll induced disturbances.

And remember, kick =\= ban. You are free to come back. Take it as a warning.

Knight 685 1855
  • 19 Sep '17
 ÐMontyleGueux

@DailyMilkman said:
Autokick?

FFA - Dunno really whats kickable other than having a bad language and manners. So this might be hard to fix an autokick for. Perhaps simply make filter that autokicks on what people are typing in chat. DUNNO!

TDM/LTS - Autokick upon too many teamkills or too high team damage percentage.

I don't think autokick is a good idea. In csgo you get autokicked from servers if you tk too much, even privately hosted. Yes, even if you're hosting the server, closing the server in the process.

Also a troll can easily exploit it to piss someone off until he makes a mistake and get kicked himself

Overall votekick mechanic is flawed but it's the best option I can think of.

Knight 685 1855
  • 19 Sep '17
 ÐMontyleGueux

@Carlo_Mano said:
On duel servers, the gang-rape the troll technique kinda works, but votekick would be faster :p

Don't worry, admin kick still work more or less, I got your back !
No but seriously, unless you can have an admin online 24/24 you need a way for players (especially in old duels) to regulate the server themselves.
On chivalry every server on which the votekick was disabled were riddled with hackers (the assault rifle sling were funny at least).

Knight 685 1855
  • 19 Sep '17
 ÐMontyleGueux

I kinda like the idea of same attack combo.

Maybe just not forcing the normal to alt to normal in combos by having the character spin the sword above his head back into the same side of the previous attack (like in M&B II in the combat videos).

Knight 685 1855
  • 19 Sep '17
 ÐMontyleGueux

@Carlo_Mano said:

@Frise said:
In my experience, you shouldn't look at the weapon when trying to chamber. Just a short flick in the attack direction will work while making your chamber a lot less telegraphed. It also avoids the common problem of getting the direction wrong.

It's a bit easier now that the 240° has been updated.

Totally agree on that. I'm more comfortable with chivalry keys for attacking, mostly because aiming a parry then aiming your attack in the short riposte window feels to hard for me. But the 240 system now works wonders for chambering.
Which is why I now use both systems for what they are good at.

Knight 685 1855
  • 15 Sep '17
 ÐMontyleGueux

Hi,
Since yesterday I now own a SimRai server for mordhau. Ping seems good, people doesn't have any problem with it, it's been full the whole day yesterday.

Once people left later during the night, i worked on tweaking the parameters using the multiple guides here on the forums. I managed to add myself as an admin, change my server name, admin password and even the tickrate thanks to a few threads on the forum (big thanks to the authors of these btw).

But, one thing that doesn't want to work is the maplist :

  • I tried to modify it in the config file from the SimRai panel (Mordhau\Saved\Config\WindowsServer\Game.ini) in which the maplist kept getting erased on restart until i found this thread.

  • I also tried to modify the defaultGame.ini as this thread suggested. It does save properly after a restart.

Both solutions doesn't seem to work. I tried only modifying the defaultGame.ini file without any maplist in the game.ini file and having the same maplist in both files. Whatever i do, i either get a TDM Pit map over and over again or it starts the maplist with FFA contraband (which isn't in my custom map list).

Did i miss something ?

TL;DR : Whatever i do, my maplist isn't taken into account.

Knight 685 1855
  • 14 Sep '17
 ÐMontyleGueux

I have a bug currently unreported on the thread. I'm getting killed unexpectedly by the game while fighting.

As I'm about to block a hit (which may or may not have been a successful block) I die suddenly and the displayed weapon that killed me is "RIP", just as if i was pushed out of the map. Every time it happened, my opponent was as surprised as I was, one even said : "I walked into him and he died" (could it be some ghost animation?)

There is a second similar bug where I die when trying to block, but this time it said I killed myself, despite my suicide key being mapped on f10 thus making it safe from accidentally pressing it.

On the reproducibility, it sadly appears to be random. I spent pretty much my whole Saturday playing the game and it happened VERY frequently during the day (especially annoying for a bug that basically kills you unfairly while trying to play) and somehow never happened again during the evening/night.
I'm apparently the only one experiencing it as far as I saw, but it was observed by both me and my opponents on their end.

I will try to learn more if it happens again, get a screenshot or so.