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Some mentions from my previous post about how to make it more balanced. However, since this mechanic is only a placeholder... will see
It's a good way to make 1 vs X more balanced tbh, the other thing that constant health regen value would make heavy armor even more superior to light or no armor, so it should be reworked a bit
Changing camera distance doesn't really affect the placement of hands and weapons
чувак здесь вряд ли многие знают русский.
чувак здесь вряд ли многие знают русский.
Приятно знать, что я тут не единственный русский.
Rattsknecht тоже из наших, если не ошибаюсь
I've done this a few months ago for lulz and memes from the piece of paper, but it might be a good accessory and i definitely would like to own this one.
However, it has some cons, such as the sharp part on the right top, so it can be dangerous to a carrier in some situations, and awful fixing point aka ring in which you will put the rope. Why awful? Because classic fixing ring will look really dumb and will disturb all the aestetics and design, but it might be solved by several fastenings behind pendant - each one on the opposite sides and one in the middle to hide rope (pictures below to show).
E V E R Y T H I N G
Wow dude, do you playing with Microsoft Basic Display Driver?
This topic has been FUCKED.
Well i'd rather have an alpha than devblog
¯ \ (ツ) / ¯
Combat will be complete shit without possibility to control your swings in real time. Attacks in Mordhau is faster than in Chiv, so it feels more like redirecting your swing than broken-floaty-attack-stops-mid-air from CMW
9 - 6 = 3
We are getting EVEN closer
Higher mathematics to release alpha when
Currently there is no way to get alpha or beta access. However, it was possible to pre-order the game, but now it's illegal ( you can read about it in this topic https://mordhau.com/forum/topic/9071/no-longer-possible-to-prepurchase-mordhau/?page=1 )
Who knows, maybe pre-order will be available when Mordhau will be in Steam.
Also, no Early Access :B
Another russian backer here, and it seems like I will stick with EU servers because of lack rus players with alpha/beta access.
The other question is will there be any Russian servers at all? During testing ofc.
At least Mirage don't have b0ckswings, so it's not that bad imho
Wow whot a thread m8
Since this subject is still pretty active in terms of discussion (health regen at least), there is one delicious mechanics that wasn't discussed for some reason. There is mainly two opposite sides in this discussion - one side would like to see new health regen mechanics, and they have their own reasons for it: recency and desire to differentiate from Chivalry, immersion (kek), or they just wasn't satisfied by Chiv mechanics for some reason. The other side is absolutely fine with Chivalry health regen, and i'm also support them too. I simply described advantages of health regen against bandages and healing places around a year ago in a different topic which is called "Health Regeneration?"
So, I think it's possible to find compromise between two sides and satisfy they both, except "immersion guys". I'm sorry, but if you watched all the devblogs you already should realise that Mordhau is not aiming for complete realism etc, the game is stay immersive until the point where it might interfere and limit competitive, offensive and fast-paced fluid combat.
And finally, mechanics by itself! There is no need to implement utility items, healing places, auras etc etc etc... it's simple and it can give some kind of freshness and "piquancy" to the gameplay. Hope it's going to be tested in alpha.
The idea is to keep health regen like in Chivalry or maybe with a little changes like lowering the rate of health regeneration a little bit (but this is going to be obnoxious imo, some people was annoyed even by Chiv health regen rate thinking it's slow), BUT on top of that there will be added a bit health and stamina gain per kill (something like 10% health and 15% stamina). It have the same advantages of health regen, but even more!
-Players and SKILLED players will stay in fights longer, because why the fuck would you like to leave fights if you can heal right in the combat?
-Gives a tactical aspect to the game: sometimes you will enter a situation where it's necessarily to make right decision (leave fight for full recovery/avoid engages with big guys and fed by newbies/try to push/defend "as it is" at your own risk)
-And the main thing - It makes 1 vs X a bit more balanced. If player is skilled enough to kill someone in 1 vs X situation then he should be rewarded with more chances to survive.
However, this might have it's own special moments
-Health gain should stay small because tricky vetarans would be almost invincible in team fights. The main idea is just to give a player one more HTK in really tough situations and let players stay in fights a little bit more.
-This thing may not work well with light/no armor guys because they can die in 1-3 hits, so 10 health gain per kill might be a little bit small.
Maybe degree of gained health may vary a bit? (No armor - 20%/Light armor 16-17%/Mid armor 13-14%/Plate armor 10%) Maybe the difference should be even smaller, because light armored warriors still should be more vulnerable, but sticking to one value definitely can create a heavy armor meta.
So, what do you think about that, ladies and gentlemen? Sry if my eng is bad((9
Emmmm, maybe would be better if devs will bring a short info about alpha release date and content? Maps, modes, weapons, features and etc that will be available in first day of testing?
Oh god, could you imagine how annoyingly and distractingly it would be in fast-paced slasher? There is no need in "reinventing the weel", Chivalry health regen works absolutely fine.
Who said that big maps is gonna be wasted?)) From my expirience It wasn't even in Chivalry, while Mordhau will have even bigger playerbase.
Also V O T E M A P
Horses will be available only in big modes lmao
Number 2 seems the most reasonable in my opinion
Number 1 seems to be kinda unstable if server will dynamicaly fill/outflow with players, while number 3 and 4 is pretty specific, you simply discribed some weak moments of it by yourself.
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