Mordhau
 Seseau
  • Likes received 26
  • Date joined 12 Sep '17
  • Last seen 19 Aug

Private Message

19 26
  • 5 Jun
 Seseau

Yep. Sometimes it feels like the Greatsword does the same thing. It weirdly hangs still in the air, then skips a frame and ends up in your face. You barely see the release. The War Axe isn't too bad for that actually, I find the Battle Axe to be way worse.

19 26
  • 28 May
 Seseau

The notion that to win you should need to make your attack as unreadable as possible baffles me. That seems like such a wrong approach. You should be able to win because you have superior mechanics or because you're better at the mindgames. It should be about pushing your opponent to make a mistake, not have them stare blankly at you and get hit and go "wha?".

By that logic we should take the greatsword as a model for every weapon. Nobody would like it, but at least you could perform truly unreadable attacks then. See what it's like.

19 26
  • 21 May
 Seseau

I can't wait until the forums open up to everyone and chiv vets start spilling their vitriol on the newbies. It's entirely possible that Maul is fine, however, there are better ways to go about explaining why or why not.

Personally as a noob I'm not convinced it's fine, and I could very well be wrong. At least I'm not obnoxious about it though.

19 26
  • 20 May
 Seseau

It's unfun to play against, how about that.

19 26
  • 18 May
 Seseau

It also drains way too much stamina when you parry it. You get like 5 parries on most weaps and then you're disarmed. Pretty annoying against a "no mistakes allowed" weapon.

19 26
  • 15 May
 Seseau

I maintain what I said: you won't find "emergent gameplay" in the game's current state, simply because we only have duel servers. The parameters are way limited.

And it should stay that way. At the end of the day, combat should be relatively simple, but most of all clean. It needs to be clean, that's all. No missing frames in animations. No unreadable accels. Just dudes stomping on each other where you can read it.

The real emergent gameplay will come from maps, if they design them well. People keep insisting that Chiv-like drags and reverses are emergent gameplay: they are not. They are unintended mechanics which were never fixed. The example of Fortnite is good, and how building became so involved in fighting when it likely wasn't planned. But you'll notice building isn't part of the combat. In fact, it's absolutely not combat. It just happened to turn into a mechanic that then became involved in combat, but you don't deal damage with your buildings. You can't interact directly with your opponent. You can either protect yourself or use building to gain a positional advantage.

THAT is what good emergent gameplay is, in the large majority of cases. Not a direct combat mechanic, but a different mechanic which alters how combat is played in an innovative way. For Mordhau, and I'm spitballing here, but think about something like this: the devs add further destructibility to the game. You can now chip away at wooden gates, posts, etc more realistically. Turns out this also affects trees, and you can now chop trees if you go hard enough at it. Can you imagine the repercussions on a TO game? You can cut trees to have them land on your opponents, instantly killing them. You can cut a tree to have it fall over a river, bypassing the only bridge and giving you an important access point. You can cut off a flank. I could go on.

Obviously that particular example won't happen, but to me that is emergent gameplay. Not "different and funky-looking ways to swipe at your enemy". And let's be real here, killing a guy by chopping a tree on his face is universally fun. Dying to someone slowing down their weapon to a crawl mid-air is not. And again, the large majority of players will buy Mordhau for that reason: medieval shits and giggles.

As a side note, I also can't help but raise an eyebrow when I read people who talk about professional players and pro-play in a game such as this, and go even further by comparing scenes with Fortnite, Dota, etc. Baffles me.

19 26
  • 13 May
 Seseau

I don't agree at all. I think this emergent aspect is nearly non-existent in the combat, and should be.

I think the "competitive" nature of Chivalry (or rather, of Chiv players), and the fact that only Duel, TDM and SKM are available right now have made it so that people are fooling themselves into believing this game is something it just isn't.

The combat doesn't need to be this insanely fine-tuned machine, it's only a vessel for where the real fun lies: the maps. I would lay money on the fact that >80% of the players interested in the game would buy it, and play it, for that reason. To play a Stonehills-like map improved a thousand times over, not to FT10 someone over and over. So of course, the combat is important, and one of the major reasons why Chiv didn't last as long as it could have was because of "emergent gameplay", read: ROHs. If Mordhau has maps that are as fun as in Chiv, and doesn't cripple its combat with frustrating, outright unfun to play against mechanics (jump kick, cough cough), it'll do great and potentially even outshine Chiv.

There is no strategy to the combat. It's all mind games, reflexes and mechanics. I think maps and scenarios are where you can have emergent gameplay and find new ways to have fun.

The Rock, Paper, Shotgun article you linked almost exclusively talks about single-player games: unforeseen solutions to a designed puzzle. In multiplayer games, such emergent gameplay would require a form of strategy, or possibly interactions betweens weapons, or perhaps with the environment, because at the end of the day the game is about swinging your weapon at the opponent. Emergent gameplay would involve using your weapon to beat your opponent some other way. That last example is key, as specific, perhaps unintended interactions with the environment could no doubt lead to emergent gameplay in scenario maps such as TOs. One team could breach a defensive position using an unforeseen mechanic (think rocket riding in Fortnite). Tons of things could happen.

But if you strip it down to the combat alone? I doubt you'll find anything emergent, especially since the devs are on a stated mission to eliminate abuses in combat manipulation. Combat is about killing, gaining an advantage through emergent gameplay is about so much more, which is what makes it great. It's also what the article is about.

19 26
 Seseau

@ÐMontyleGueux said:
Had the pleasure to experience this with his quarterstaff... This is awful especially since I don't really know how to jump kick myself.

It's not too difficult. You have to initiate an attack, any attack, and simultaneously press kick + jump a fraction of a second later (to morph). I prefer to sprint forward when I do it.

I learned how to do it yesterday and can now do it reliably. It's beyond obnoxious though, and it becomes even more evident when you're the one to use it. The action may be fine and while it's currently a bug, it could be tweaked to be properly implemented. But with the stun... it's garbage and needs to go.

19 26
  • 5 May
 Seseau

As a relative noob, I find the jump kick pretty obnoxious, and most of all senseless. Jumping is slow, kicking is slow, yet if you somehow combine them it's lightning fast?

Besides, the obscure combo you have to pull off strongly suggests this wasn't intended. I've tried to replicate it a few times and I couldn't, so I do think it takes skill to accomplish. But it is not fun and draws a huge sigh out of me whenever someone does it against me.

19 26
  • 19 Sep '17
 Seseau

Logically speaking, it's not too far fetched to think an accelerated hit should deal more damage. More speed equals more momentum equals more strength. The opposite could also be true.

19 26
  • 18 Sep '17
 Seseau

A lot of Havoc's feedback can be chucked to this being a barebones build. It's a brand new alpha that's been out for less than a week. You're not going to have everything featured in the full game right off the bat; but I'm sure some of that feedback will be very useful to the devs though.

I'd say about 80% of it either isn't all that objectively true or relevant, or can be solved by refining mechanics as you said. I will agree to some though:

  • Parrying too wide/easy. It's been discussed and mostly agreed on. Though I think being able to do a recovery parry at the very last second is a good thing, it rewards players who are able to act quickly and keep their composure.
  • Attacks being hard to read. I can only partially agree, as I suspect my ping messes that up quite a bit for me.
  • Everything regarding stamina cost and feinting/morphing. Yep, should cost a bit more stamina.

Can't really talk about the rest. A lot (and I really mean a lot) of all that can be summarized as: you haven't mastered the game yet. Let's be honest here, were you doing ROH, godlike footwork and consistently reading feints 5 days into Chiv? I understand that some Chiv vets will feel like they should be able to achieve the same level of play in Mordhau very quickly, but I just don't think it's really the case.

It's a new, albeit similar game. Take the time to learn it and then, if you still feel that way, come back and build upon your previous points.

19 26
  • 17 Sep '17
 Seseau

@Frise said:

@Seseau said:
I feel like you shouldn't be able to parry "real" weapons with a dagger or a knife. Parrying a longsword or a sledgehammer with a dagger should not happen.

This comes up again and again. You deflect the blow. I've done historical fencing, they teach how to deal with heavy weapons with a dagger.

I can see this happening with a sword. But a hammer, or say a halberd? I'm dubious.

19 26
  • 17 Sep '17
 Seseau

I feel like you shouldn't be able to parry "real" weapons with a dagger or a knife. Parrying a longsword or a sledgehammer with a dagger should not happen.

19 26
  • 2
  • 17 Sep '17
 Seseau

I'm a noob, but I too agree that the parrying hitbox is slightly too big. It would benefit from being made tighter, especially since on good ping, parrying is literally instantaneous and allows you to wait until the very last second to parry.

This is especially obvious when you try to go for the opponent's feet, and the guy very evidently parries in his upper body, yet blocks the blow. I don't even think it needs to be made that much tighter, just a bit less forgiving. The absence of delay makes it entirely OK to require a bit more accuracy in parrying, IMO.

edit: I can't say I have had the same experience with lag though. I'm currently in Japan and try to play on AUS/US servers, with 150+ ping and it makes parrying extremely inconsistent. When I play on ~28-40 ping or in local, I can parry at the last second. On 150 ping, I have to weirdly anticipate half if not more of my parries, leaving me very open to feints. I also consistently get the yellow chain icon. But that's just life; soon I'll be moving back to Europe and I suspect the problem won't be present on EU servers.

19 26
  • 16 Sep '17
 Seseau

Depending on how well the game does on release, having a handful of players be leagues and leagues ahead of everybody else is a potential issue.

Myself, I'm a lot like Invo; I started playing Chiv in 2015 and have like ~280 hours. When I got out of low rank servers, I tried getting better at the game, then was introduced to extreme drags, feints and ROHs. Drags and feints are A-OK by me, but ROH I found no fun at all. Which is not to say that I think they take no skill or anything. They do, I just found them to be not entertaining gameplay.

So I decided not to engage in any of that, and kept to the "casual" game. From that point on, I pretty much kept playing but mostly dicked around in TO or FFA, laughing my ass off whenever I get decapitated.

As a result, the large majority of players in Mordhau atm completely trash me. There's definitely an argument in favor of playing against better opponents; it's how you improve. But at some point, the skill and experience gap is so big that it becomes rather counter-productive (for me, it doesn't help that only a few people play in Asia and playing on ~150 ping makes your gameplay really inconsistent).

Anyway. I do hope the devs have managed to learn from Chiv in that regard, as I think it's actually more important than the gameplay itself. New players should be properly introduced to all mechanics and thrown in together with other new players, then moderately experienced players and so on. There should be a sort of steps system, you go from brand new > marginally experienced > somewhat experienced, etc.

But the community can help too. The nicer, better players out there could host "mentor" servers where a handful of good players teach newbies the basics in a low pressure, no trashtalk environment. Even having only one of those per region would be a huge game changer. Maybe the devs could even have an official mentor system, where a few well-behaved, high skill players are picked to help new players. Say something like a special status or icon they can turn on or off at will, so that they may join a server and have people train against them, something like that.

I honestly think this particular, albeit potential issue totally warrants creating some kind of unique game mode/server specifically designed to help newbies, or even mid level players. And let's be real; the fact that a fair portion of the Chiv community is a special kind of toxic will not help.

Just my two cents.

19 26
  • 15 Sep '17
 Seseau

Title.

Currently I'm in Japan. I love the game, but the one Asia/Japan server available never has anybody on. For all other servers, I have to play with 140-220 ping.

Needless to say, it sucks. It feels like half the time my parries don't register. I'd love to have a training partner to play with on a good ping server.

Let me know!

19 26
  • 15 Sep '17
 Seseau

Maybe some weapons should be able to gradually destroy a shield, or would take fewer hits to knock it away regardless of stamina.

If say, it takes 5 hits of a warhammer to break through a shield, it gives the shield bearer a window of opportunity to make the most of it, and then the fight becomes "normal". It adds a bit of strategy while not ruining the entire fight, since it changes it only temporarily.

19 26
  • 14 Sep '17
 Seseau

You can use emotes, you just have to switch to qwerty, use x1 and then switch back. Use CTRL + SHIFT (Maj) to switch to qwerty, do emote and CTRL + SHIFT again to go back to azerty.

It sucks though, because it leaves you open to mistakes from switching back and forth so much.

But what I really want is the damn console!

19 26
  • 14 Sep '17
 Seseau

Not just that, but also accessing the console. Emotes I can live without, but I think it's not currently possible for azerty keyboard users to open the console.

I'd like to access it to slow down time and practice chambering against the AI. :-(