Mordhau
 FenrirtheFrenzied
Knight
  • Likes received 18
  • Date joined 25 May '16
  • Last seen 22 Oct

Private Message

Knight 40 18

@Gambit said:
I'm pretty sure there isn't a roadmap. Also from the recent announcement and the edit they made about mod support it seems like it's very low on the priority list, but still planned.
They can't exactly focus all of their energy on it either though, because some of the devs are hired specifically for level design and the rest need to manage the other issues. I hope they hire more people to sort out mods soon though, as it would definitely have the biggest impact on the player base.

Thank you for the information. The game has so many issues you'd think they'd just go the Elder Scrolls route and release the mod-kit as the fix all.

Knight 40 18

Is there an official roadmap for Mordhau? I backed the Kickstarter for a modkit but it is difficult to find information for it.

Knight 40 18

Hello all,

After 13 updates of shields not being fun to play as or against I'm here to propose a solution. The solution requires 5 major changes to be fully realized.


Step 1. Make parries more selective about their left and right accuracy.

Why? This increases the effectiveness of offense and the pace of fights. It's also a necessary stepping stone for the next 4 points.


Step 2. Make drags based more on direction than timing.

For example, player 1 swings with a right overhead attack and player 2 parries...but it's a bit too far to the left. Then player 1 can react in time and drag the attack slightly to the direction his opponent isn't facing.

Why? I think this is generally a better way to handle drags than drags which are meant to last longer than the block. It would be subtler to look at and wouldn't drastically interrupt the rhythm of an otherwise high-pace fight.


Step 3. Shield's new parry box will be the same as the old parry, which will still be superior to the new parry. (For the sake of visual consistency it might need to be slightly larger than the old parry lest "why'd it go through the shield" happens).

TLDR; Current Shield Parry Box (too big) > New Shield >= Old Parry > New Parry


Step 4. Shields distinguish between "timed" and "held" blocks.

To correctly time a block on a shield would require that the shield activates within (rough estimate) ~100-200 ms of the attack landing.

Held Blocks are anything past the determined activation point. If you've been holding your shield up for a full minute then the shield no longer gives you a "parry". Instead, it would start a clash (obviously this does not apply to projectiles).

Why? Clashes are an initiative neutral scenario which means the shield user isn't punished for not timing the block, but they're not rewarded either. It also keeps the fight from having the "tennis" feel when fighting shields where iit's volleys of parrying and blocks until somebody stams out.


Step 5. Remove shield raise/drop delay.

Why? The new timed vs held mechanic's goal is to make shield fighting have a faster pace while being fair to each side. The raise/drop delay almost forces turtling.


Please tell me which points you agree with (1,2,3 or all of them etc.). If you don't agree please include what points you'd change about the idea and why.

Knight 40 18

To all in this thread worrying about playing a drag heavy meta. The Mordhau development team has promised us a mod-kit (reason I backed the game to begin with) and I hope to mod the realism in to my heart's content. This means that drags are quite possibly a removable feature at some point (and I hope to find a way).

To play devil's advocate: Yeah, drags do add to the skillcap of the game, and they are a good mechanic for risk/reward with some skill to pull off. However, it would also raise the skillcap if you made people play the flute to gain an additional stamina boost. The problem is as AngelEyes quoted the dev team, "We want fights to look like fights." Neither the flute nor drags have much to do with looking like a fight.

Knight 40 18

@YOLANDIVISSER said:
Is it that outrageous to imagine someone spinning into an enormous sword swing? There are lots of kicks in real life that involve spinning the entire body to generate force.

I think babies who were cut down like grass in Chivalry are just scared and PTSD ridden

You can get away with a lot more in unarmed combat for a variety of reasons.

  1. You're significantly less likely to become mortally wounded from a single strike (i.e. exposing your back doesn't matter quite as much)
  2. The range is different 0-3ft away as opposed to being hit from 0-10ft away.
  3. It's difficult to block a kick with that much force and can be used to back an opponent up. Parrying with a rigid steel bar means that you're at little risk of things "going through" a block.
Knight 40 18

@arr0wmanc3r said:

@YOLANDIVISSER said:
Is it that outrageous to imagine someone spinning into an enormous sword swing? There are lots of kicks in real life that involve spinning the entire body to generate force.

I think babies who were cut down like grass in Chivalry are just scared and PTSD ridden

There is historical precedent for spinning with a greatsword. Certainly not ROHs but several Italian spadone manuals describe swinging the weapon in huge arcs and even rotating the body 180+ degrees in order to hit someone behind you. As in chiv and Mordhau, this tactic was probably mainly used to fight several enemies at once. And now, enjoy Matt Easton being an absolute madman:

(He also uses one handed thrusts with the weapon, something we see in Mordhau)

In the video yes the way he's using the sword is in an entirely practical manner. Those cuts are coming from the front of the body in a great sweeping arc that keeps the momentum. He is not spinning his entire body in a slashing motion turning his back and then losing all the momentum (which is what happened in Mordhau).

Also 1 Handed thrusts are good "ha got you" tactic because you've extended your reach to its furthest extent, but it's incredibly easy to have your sword batted aside and become disarmed in this manner. Which is why the excessive 1 handed thrust animations get a bit irritating.

Skallagrim's video on spinning attacks: https://www.youtube.com/watch?v=vY9APMJTwT8
KnightSquire's video on spinning attacks: https://www.youtube.com/watch?v=MQpcgJ0O-Tc
Skallgrim's second video on spinning attacks: https://www.youtube.com/watch?v=u8ASbumbHUQ
Matt Easton's video on one handed sword attacks: https://www.youtube.com/watch?v=xSpVt9KLnJ8

Knight 40 18
  • 20 Sep '17
 FenrirtheFrenzied

Glitches/Bugs

Quite a few maps have a bug where when you clip into the wall slightly you can see through it.

May or may not be a bug - 360 degree attacks (LMB spinning) is still viable. I have a video of MonK Taboo killing me with 360 greatsword swings, it made me a bit sad. (I'll post the video upon request).

Yesterday my menu got stuck in the top left corner of my screen when attempting to do the flourish animation.
My game crashed and there wasn't a button to send the error report (I can't remember what it said and I didn't write it down).

There's no way to disable attacking by left click input which is really annoying when you have keybinds, and the mouse wants to do its own thing. My swings should not surprise my opponent and me.

Knight 40 18
  • 20 Sep '17
 FenrirtheFrenzied

Hey guys,

So far Mordhau is an awesome game! I've sunk in a good 19 hours already and lent my account to others for a total of 25 hours so far. Here's my personal take on everything such as graphics, mechanics, etc.

Graphics

The game looks sick. I've only experienced a few graphical glitches. One that comes to mind is my kite shield clipping through me while on my back. The customization is awesome and all the weapons/armor look very believable.

Easy 10/10

Performance

I ran it on 3 different PCs and the slowest one was getting around 30-50 FPS. Nice. Tends to get a bit lower around group fights but the slowest PC isn't very beefy so I put its specs below.

Specs:
GPU - r9 285
CPU - Intel Core I5 2500K 3.3GHz
RAM - 16 GB DDR3 1600MHz

Easy 9/10 pushing it for the 10/10


Gameplay/Mechanics

This is where my experience/opinion is different than everybody elses.
There are mechanics I love, mechanics I hate, and mechanics that need fine tuning.

Loved mechanics: THANK YOU, THANK YOU, THANK YOU, for slowing the game down enough so that moves are readable. It makes me so happy that people can't just feint spam, combo feint, rainbow drag, etc. to win. The hits feel earned.
Chambers are an awesome mechanic even if they were ripped from Mount and Blade (albeit Mordhau has made them better).
Feints are a viable strategy but you have to be cautious lest you get caught walking in with something (beautifully done).

Mechanics I hate: I hate Drags, and will always hate drags, but they're going to be part of the meta so this is just me ranting.
Don't get me wrong, I abuse the Eveningstar's RoH drag to foot just like everybody else, but it doesn't mean I like it.

The only other mechanic that really rustles my jimmies is crouch blocking. It looks really stupid when it's performed. Parries would be an incredibly difficult thing to do while in a full slavic squat, and you're likely to get bowled over (IRL at least).
Yes, it is a great way to do Chivalry type matrixing and the like but I think you should be able to move your torso backwards without becoming a crab. I can definitely see both sides of the argument on this though, and it's not a "big deal" just kinda "eh, that's stupid lookin'".

Mechanics that need fine tuning:

Morphs- These seem slightly OP because they're much harder to interrupt than a feint and you can get around people chambering it by simply dragging the second attack. I personally don't know a good punish for them other than constantly attacking or having veryyyy good prediction/reaction times.

Kicks - Kicks range seems a bit far for an instant stun, and the kick to counter a kick is pretty hard to pull off unless your opponent telegraphs (i.e. not setting it up).

Shields - Alright so first off I'd like to address that shields have the following work arounds: 1. Stamina 2. Kicks 3. Attack Delay 4. Low attacks
Secondly, I'd like to address that yes shields can feel a bit OP but they can also be a bit underpowered. How can it be OP? Essentially a good shield user nullifys every single move in the game by holding the shield up and just looking a direction. The only attacks that even a good shield user might get caught with occaisonally is a hard low drag (start high go low) or a drag that wraps around the shield.
Additonally, in group combat scenarios the shield pretty much can block 2 people pretty easy and up to 3-4 people some good movement. How is the shield underpowered? The attack delay is a real bitch. It means it's nearly impossible to punish kicks, because you're just holding the shield up. You almost always sacrifice the initiative to a decent no shield player because you must drop the block before attacking, or simply use the shield as a reactionary tool...but then it doesn't feel like much of a shield if it's a just bigger parry box.
It also has the unfortunate side effect of only being able to riposte essentially because playeres with good reaction times know that if you block with a shield you either have to riposte or gamble a slower attack and get interrupted. This encourages a form of "turtling" with the shield which is both annoying to play as and against. The most frustrating scenario for both parties is when the shield user successfully dodges a swing but puts the shield up as a precautionary measure (thinking maybe it's in range) then you're stuck waiting for them to continue their combo flailing at the air because of the delay while still holding the shield up.

The fix? I'd suggest making the shield require a bit more angling to block and either lessening the attack delay substantially or removing it.

Zweihander - This bad boy just feels cheesy. It goes from being damn fast with look-down overheads to the slow creep of continental drift during a drag, and it deals massive damage.

Fists - Damage might be a bit too high, I've won my fair share of duels by throwing a quick hook against a plated helmet.

Knight 40 18
  • 20 Sep '17
 FenrirtheFrenzied

Ah shit, will do.

Knight 40 18

Moved to correct forums.*

Knight 40 18
  • 18 Sep '17
 FenrirtheFrenzied

@Ƭheodore said:

@SpreaderofCheeks said:

@FenrirtheFrenzied said:

@das said:
Chamber is a normal attack.
Normal attacks can be feinted.
Chambers can thus be feinted.

The existence of chamber feints means the guy who got chambered is encouraged to chamber back instead of just parrying.

Exactly the correct response. Because if you time the chamber correctly, great you're now in position for a good hit. If they happen to feint then you're already launching an attack.

Also an easier method might be to simply sidestep the attack.

Bruh we're not talking about how chamber counters feinting, that's another discussion. We're talking about how after you do a successful chamber you can actually feint the chamber.

It's not another discussion. A chamber feint is still a feint, and all feints can be countered with chambers

Yeah this ^

Knight 40 18
  • 17 Sep '17
 FenrirtheFrenzied

@das said:
Chamber is a normal attack.
Normal attacks can be feinted.
Chambers can thus be feinted.

The existence of chamber feints means the guy who got chambered is encouraged to chamber back instead of just parrying.

Exactly the correct response. Because if you time the chamber correctly, great you're now in position for a good hit. If they happen to feint then you're already launching an attack.

Also an easier method might be to simply sidestep the attack.

Knight 40 18
  • 13 Jul '17
 FenrirtheFrenzied

@Plebican said:
"frog helmet"

froghelmet.jpg

Now that I've witnessed that helmet in its full glory it cannot be unseen.

I need it.

Knight 40 18

@TheDankestMeme said:

@FenrirtheFrenzied said:
I need Danker memes.

they are only legends, these things, they never existed
"dank memes" like, these are just stories we tell to children...
something so cancerous is simply inconceivable

I belief I have evidence contrary to your statement.

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4chan

Knight 40 18

I need Danker memes.

Knight 40 18

@Sammy said:

@Ranten said:

@FenrirtheFrenzied said:
It's the same game with nicer graphics

Run away, boy. As fast as you can. And never look back.

He meant that Skall would say that, he wasn't saying it himself.

Appreciate the backup, but no, I was speaking heresy.

The comments are delusional with Mordhau hype, and can't see that this game is essentially Chivalry 2.0. Which is good, but it's foolish to think there's some kind of magic going on here where this game with nearly all of the same underlying mechanics (read the dev page haters) will be super different.

My point, however, was that Skallagrim would probably give it a similar review and it'd make for a boring AF video.

Knight 40 18

Why? He'd give it more or less the same review as he did Chivalry. It's the same game with nicer graphics, (hopefully) more balanced weapons, and small amounts of esports potential...

Knight 40 18

@ToLazy4Name said:

@FenrirtheFrenzied said:
Isn't this game supposed to release in January?

I don't know where you heard that, but no. There isn't any official date for the game, but their current estimate is Q3-Q4 2017. The Kickstarter is set to release sometime in 2016, but even that isn't set in stone either.

I swear upon Frigg's nipples I read that as a release date somewhere on this site. But okay that makes sense.

Knight 40 18

Isn't this game supposed to release in January? The lack of a dev blog makes me nervous even though it probably means they're just working on the game and not blogging. TornBanner has made me weary of silent developers though...

Knight 40 18
  • 19 Oct '16
 FenrirtheFrenzied

@marox said:
It's taken us a bit longer than we anticipated, but the third developer blog is finally here! This time we're showing off the vast customization options that the player has available in Mordhau. Check out the video below:

Unrelated to the devblog, we've also been cleaning up the forums a bit for the past month. You may have noticed some filler posts getting deleted to make topics more readable. Please keep things tidy in the regular forums, use Off Topic for your memeing needs.

As always, thanks for the awesome support guys!

Uhm. It's been July since we've had a new dev blog. What's happening?