Mordhau
 Naleaus
  • Likes received 875
  • Date joined 25 Oct '15
  • Last seen 15 Oct

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301 875
  • 2
  • 10 Apr '19
 Naleaus

Besides your title's hyperbole (you know balance updates won't stop after release), I'll go through a few things I know are either tentative, are in the pipeline or have been discussed.

Stabs:
Tentatively, stab animation update and possibly separate, slightly nerfed feint/morph windows for stabs are in the pipeline.

We've suggested to start with 25ms windup increase and 50ms feint window decrease. But changes are coming at some point so just gotta wait and see.

Shields:
I personally think they really require mechanic changes, and I assume marox is busy with other stuff. Either way, as long as they're not entirely OP or weak at release, it'll be ok for awhile.

1vX:
Tentative easy parry riposte buff in the pipeline, plus some other mechanics to help punish purposely missed attacks.

The easy parry one would be a buffed riposte (still up in air on specific buff, could be damage, speed, knockback, etc) after you do a parry into parry, riposte into parry or chamber into parry. This would help with your chamber desire as well.

Again, an actual mechanic change, so I assume will come when programmers can get to them.

Weapon variety:
I disagree partially with everything feeling the same. I think some categories/weapon types feel similar, which make sense to me. But an estoc doesn't feel like a battle axe which doesn't feel like a spear which doesn't feel like a warhammer.
And there are weapons like exec and maul which are played very differently from others. Plus blunt weapons having hitstop. Waraxe is also very fun with it's fast combos, which makes it feel different to battle axe.

I think some of the sameness comes from timings/releases not lasting forever like Chiv, and from using the procedural animations. Not much to be done about that though.

This isn't necessarily a defense, just my thoughts and what I have seen discussed. Balance wise the game is in probably the best spots it's been, so I'm happy mostly.

301 875
  • 10 Sep '17
 Naleaus

@Ahundred said:
It's also childish to get triggered because some people get to play a few days before you do. We should support the Team even through decisions we might not like. If they need testers, they have the right to choose whoever they want imho.

So if you want to support the devs, why post shit that you know will upset people and make them angry at the devs, then blame the ones that get upset instead of yourself? Hiding behind "triggered" isn't a defense.

I personally don't care who they pick, if they delay the alpha, etc. I spent my money knowing I may not ever get a finished product. That's not my point. I'm just saying that at this point, trolling needs to stop. It was fine to waste time for the past 3 years, but now it can cause harm and distract from development and testing.

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  • 9 Sep '17
 Naleaus

Should temp ban people spreading fake info under the context of "just a joke." While I don't care if it's delayed, quite a few of in the community are foaming at the mouth about not being able to play it. All these memes do is exacerbate things, and leads to more negativity towards Triternion, regardless of if they're fake or not. It's just childish.

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  • 9 Sep '18
 Naleaus

@Frise said:

@GIRUGIRU said:
Feints are much healthier than swing manipulation as the main offensive tool in terms of visuals

You are delusional. Any new player can instantly understand the concept of getting sidestabbed or shoulder dragged.

Not getting into the rest of the debate cause I'm at work, but nahh to this. I've sat through the whole alpha having to explain where and why people got hit by my waterfalls, and most of them were not new players. Unless you're playing in 3rd or turn your FoV up past the normal limit, then you can't tell for shit where something hits.

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  • 8 Sep '18
 Naleaus

I never fall for any feint cause I just stab with waraxe.

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  • 11 Apr '19
 Naleaus

@Frise said:

@Naleaus said:
Ok so you're just going to not comment on coming changes and rewrite what you wrote the first time.

Comment on some small suggested stab timing changes and a buff to easy parry that's "in the works"? Months ago Marox himself said they were experimenting with ways to make direction relevant, and then the only thing they came up with was increase stab release (the worst way to do so).

They also adjusted parry size/positioning. I've been able to waterfall again this patch again with varying degrees of success. Stab drags work pretty well for me. Stab itself doesn't need a lot of changes to make them readable. Increasing windup will help the instant feeling, decreasing feint windows will make reading easier. An animation change could negate the need for either or work in conjunction.

This "there's a solution coming up" thing is tired to shit and hasn't worked so far. Small balance changes and giving more buffs to 1vX won't solve any fundamental issues with the combat. Frontline was silently developed without testing it in the alpha and letting us provide feedback and it clearly didn't work.

Adding more buffs to the 1 in 1vX is a bandaid solution but it's better than nothing.

Any adjustments to 1vX will be a band aid. With base mechanics, 1vX will be hard as fuck. You can increase parry lockout, bandaid. HA, bandaid. Easy parry buff, band aid.

Chiv had huge fucking parries that let you crouch and lookup to the sky gods, who would answer your prayers by letting your ass parry for you, and reverses which enabled a nice circle around you as dangerous. Plus shit 2 frame animations. It's sort of broken base mechanics allowed stuff like that, while Mordhau's don't.

Also, I like teamfights at the moment compared to when we had HA. Still wish we got to test AP again though.

However, if they are going to add those changes, they need to just get them out there, so that they can see how they play out, and then make changes. That's what the alpha is for. And with such little time before release and the rate at which the combat has been evolving lately, very little is going to be accomplished with the combat if they don't start experimenting.

I agree, everyone has been waiting at this point. Unfortunately, balance/mechanic testing has been stuck behind content/engine updates, etc. I don't know the specific reasoning for it, but would have been nice to have separate experimental branch. I can't blame Crush for it, cause he's at the mercy of the other devs. Can blame him for animations though.

However, I don't think mechanic changes will stop after release. Balancing obviously will continue too. Maybe we can get a opt in test build after release.

I also like the game currently. Obviously it can be better, there's always things to be improved, but I'll be playing at release and enjoying it as is.

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  • 11 Apr '19
 Naleaus

@Frise said:
"Just ok" isn't the standard of quality I imagined 2 years ago from a game made from former Chivalry veterans that experienced how shitty Tornbanner were at developing. I thought Mordhau was gonna be developed to be a great competitive game. Instead we're getting another big multiplayer medieval game with "ok" combat. Shields are crap? Well at least they're not broken, so it's ok. 1vX impossible? Eh, game's still balanced. Stabs are more unreadable than in Chiv? Eh just spam chambers and be forced to hard-read them if you're in 1vX.

Balance changes can happen post-release but major mechanic changes are unlikely. The 2 years of alpha was the time to do experimental mechanic changes.

Ok so you're just going to not comment on coming changes and rewrite what you wrote the first time.

301 875
  • 17 Mar '19
 Naleaus

I didn't have the issues with not getting into games. Once I got in an active server, it was a pretty quick loop of playing till death/win then switching to the new server where everyone else was waiting for game start. I have an SSD so load in game quickly, but I definitely saw some others having issues loading in late.

As for gameplay, I had a lot of fun with it and liked it more than FL, and I hate BR games. I think at the moment the most skilled players will have the most fun. Once the playerbase isn't sweaty tryhards mixed in with others, it should even out somewhat for everyone. It's pretty easy to get to the end game just avoiding fights and scavenging stuff near the end, but the games weren't full earlier.

Are the chests in the dungeon affected by your graphics settings? I could instantly tell after a round or so which were real and which were fake just by the look of them.

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  • 11 Mar '19
 Naleaus

@Frise said:
Imagine thinking the only way to make stab feints reasonable is to give us chambers to crutch read. Imagine lacking that amount of brainpower to think past a single step.

Imagine thinking stab animations will ever be readable or thinking anything like that will change before release, or that removing chambers altogether will be healthy for a game where they're used as a soft read for feints or to pressure when you don't have initiative. Imagine thinking that making parrying more difficult will lead to enjoyable team combat when parry is already shit to begin with. Imagine having a chin.

301 875
  • 13 Oct '17
 Naleaus

There are a whole bunch of these threads, stop making more. The alpha is fine, the game is on the right track. An alpha does not need 3000 players to test. Once the next patch drops, player counts will rise again then. Then drop a few days after. Repeat till more game modes. This is normal, stop sensationalizing stuff.

301 875
  • 11 Apr '19
 Naleaus

@Lionheart Chevalier said:
I don't like that we get scraps of what may or may not be coming from people who might be on the dev's inner circle. More specifically to deflect or play down combat complaints that have been made since day 1 of Alpha and will likely continue post-release.

Where is Jax?

You'd prefer Jax, who is for better or worse a company man to give you a spiel? All I did was post what I've seen discussed as far as changes and give my opinions. It's not limited to a specific inner circle of people.

I like the game and like the state it's in. There are things I want changed and I touched on some of them. If that's a problem, let me know and I'll attack your opinion.

301 875
  • 10 Dec '18
 Naleaus

@Jax said:

@Mittsies said:
While we're on the subject, just remove 240 entirely.
You'll still be able to angle your attacks with the mouse, it'll just be locked to the 6 primary angles.

no

just because you don't want to use it doesn't mean it should be removed

why get rid of the other 234 angles when the animation tech already supports them?

If you want a serious answer, it's because having 6 angles only allows for angle specific animations that can help remove ambiguity while doing things to hide/break your animations. If the extra angles had any purpose other than obfuscation of what you're doing they'd have a purpose, but chamber angles are pretty lax and otherwise they really don't help you hit anyone at all.

301 875
  • 14 Sep '18
 Naleaus

@TheShade said:
It's fun and gives depth, you need skill to pull it off and you need skill to defend against it. A noob can pickup good feinting withing an hour and then make a 3k hour chiv vet start panicking.

This isn't Chiv, but let's carry on anyway.

No one can read Chivalry feints conistently since it has 15ms between a feints windup limit and release.

I don't play Chiv anymore, but pretty sure there's a 200ms cutoff on the feint window. Either way, it's not 15ms, so why make shit up?

Visually feints don't look that great for neither the defender or attacker.

Same with drags in Chivalry.

The defender just stands there without making any kind of "intense" movement. Feint reading is impressive for the competitive eye, but for noobs that don't really understand everything that's happening will find it looking boring.

If this is how you try to read feints, maybe that's the problem. How do you defend against a drag? By using footwork and pressing the parry or trying to punish. How do you defend against feints? By using footwork and not pressing parry and/or trying to punish. They're not that different.

It's fine if you like chiv drag meta, whatever. But give better reasoning.

301 875
  • 30 Sep '17
 Naleaus

It's not an exploit, but rather a strangely but purposely implemented feature specific to the warhammer. It receives a boost to it's recovery time upon a successful hit. All weapons do really, but warhammer's is fastest. If the animation was better it'd be fine.

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  • 11 Dec '18
 Naleaus

@intTobey said:

I'm not sure if you're arguing about the same thing. The 240 control scheme itself is fine, I don't think anyone cares about retaining that. The problem is that the procedural animations would be better as independent animations for each angle. You could then try to make animations for each particular angle that don't get broken by staring at the ground, jumping, etc. You could give them independent timings to allow more mixups, different turncaps, etc.

The degree of control as far as current 240 implementation really doesn't add much to the game. You can't do many precision drags and chamber angles are already forgiving as hell. What difficulty there is from reading mid angle attacks comes from distorting your body during the attack, which is what you're against, not the mid angle itself.
I actually use 240 for slashes and underhands typically. Not because of any function, but because I'm lazy. Its not very difficult to make animations difficult to read for most players, and it's easy enough to do all the stupid looking shit with 240. Removing binds won't fix that. I would hope that independent animations and timings would do a better job of that.

Again, this is all moot. Nothing is going to change this late in the game.

301 875
  • 15 Sep '18
 Naleaus

Cause they're duels. Add in drags and they're still slow paced. You're still just waiting for an attack to end so you can regain initiative. Without feints they're even slower because people take longer to die. Causing your attack to float in the air or spinning around to hit your opponent looks bad for casual viewers and even worse it's confusing to them. But why are we even talking about reverses or Chivalry tier drags? They're not coming back in Mordhau. At least Frise only advocates for subtle side drags.

And, hey, guess what, mixups still happen in Mordhau just like Chiv.

301 875
  • 15 Sep '18
 Naleaus

Maybe rewatch the first video and not cherry pick a single fight. Rick just backpedaled all the reverses and mostly got hit cause shit animation. Real fun to watch. Stouty did a whole bunch of dumb looking shit and got punished. Then check out the footwork that happens when Rick falls for a feint, or the early parries and then footwork to give time to catch the follow-up. The drags were the least interesting shit in that video.

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  • 14 Sep '17
 Naleaus

@monkey7659 said:
deal with it...

This is the alpha testing section. Bugs and other issues need to be posted so others and devs are aware. Be useful and don't post useless stuff like deal with it.

301 875
  • 14 Mar '19
 Naleaus

@Enlok said:
If you want to do a stress test, why you don't do an open beta like all multiplayer games?

Because they don't need extra players to fill a few servers. All extra players would do is force them to commit to specific server hosts and setups before they've been tested. Why pay for a bunch of stuff before you know it's going to work?

301 875
  • 27 Apr '18
 Naleaus

@Jackass said:
of course it's some fucking Stouty lookalike doing this

That's me, I don't know Stouty, I've had the same customization the whole alpha cause I'm a lazy shit who doesn't care about it.

Anyway, yeah, don't stand still and crouch. You don't even follow my weapon, in fact you lose sight of me even.