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@RizlaBlue said:
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This knigga's my favorite.

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So throw some firebombs?

You can't just complain about something so easily counterable without even trying said counter. People were literally already burning the shit out of those spikes as you took this screenshot.

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My very handsome jester.

Watermelon, I'm pretty sure this has been done before (like everything nowadays).

German officer.

One very sexy baby.

ISIS soldier.

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@LuxCandidus said:
Just pointing this out, the biggest playtest the developers could do is a 5v5, assuming all of them are present and available. They have no way of knowing what it will be like for a full 32v32 server.

To be fair the community's been suggesting public test servers via Steam for a while now. Lots of players would love to help out.

And props to their AI programmer since the bots are pretty damn impressive for a multiplayer game. Maybe they won't do objectives but they'll still help get a feel of a map's flow and balance.

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A perk that reduces the time it takes to switch weapons and maybe also reduces the time it takes to stand up after falling (from your horse, bear trap, etc).
Would probably only cost one point.

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@Malfetus said:
What I find particularly dumb about this whole thing is that it seems like they've dumped the majority of the last 4 months into a ranked mode that they no longer have the playerbase to support.

There's what? 3k average players now? Assume that after the first week hype that 1000 are in Frontline, 500 on duel servers, 200 on Horde, 200 on BR, and another 100 just idling on menu. That leaves maybe 1000 people in the ranked ecosystem. With 30 ranks that's roughly 33 per rank.

Assume that 70% of those people are Diamond+ (since there's no new blood in the game), then that leaves 300 people over the remaining 20 ranks or 15 people per rank below Diamond.

If they do it properly with MMR, each rank will be broken down even further. Hell, in Rocket League which has 60k+ online, I keep playing the same people over and over in ranked a lot of the time.

Even if the update comes out and the population goes up, if the current development cycle continues, we'll just end up where we're at or worse. Basically, it isn't sustainable. I also don't believe that the playerbase will favor ranked duels over the shenanigans, lutebots, and community of duel servers.

TLDR; They just burned 4 months creating a mode that doesn't have the players to support it

Don't forget region which further restricts the pool of potential opponents.

I saw a post once that addressed people's complaints about matchmaking in a somewhat popular game. I think it was Paladins?

Basically it boiled down to the fact that out of the ~20.000 players currently playing the game on Steam, only 30 of them were potential opponents for MM to pair you with once you filter region, rank, gamemode etc.

I'm assuming Mordhau's ranked mode is 1v1 because it absolutely does not have the playerbase for anything larger (anymore). Even then you'll still face ridiculous matchups and the same opponent(s) all the time.

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Those weapons seem "OP" in the hands of a new player because stabs look more difficult to read than swings. The reason you're doing well with them in Front-line is because similarly new/bad players don't take advantage of just how easily countered stabs actually are. They're very easy to dodge or chamber.

Once you reach a certain point I can guarantee you'll be saying the exact same opposite. Farming people in Front-line is a lot easier with big, swing-focused weapons that kill enemies in 1-2 hits. Stab-focused weaponry on the other hand struggles in 1vX.

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Gaming culture is just weird.

When a game doesn't have enough selectable skin tones everyone loses their mind.
When I replicate an ISIS video in Mordhau no one bats an eye.

MORDHAU 2019.07.07 -

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...and fixing them should be one of the top priorities IMO.

Every single map is just filled with them. I don't even have to go out of my way to find them; I'll just walk from the spawn to the objective and I'll already get stuck on a bucket, crate, spike, whatever.

I don't think there's even a point in listing specific spots I find because the fact they are so easily found just screams to me that map development does not focus enough on gameplay/playability. Maybe something to focus more on during future map development.

Here are a few examples.

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@Jax said:
We're really bad with timelines, we thought the game would originally come out in march 2018 - we're working on some things (new maps, ranked, etc) and they're nearing completion. We'd like to give more concrete estimates but it's hard without layers of project management and staff, as it stands at the moment we've got 9 devs all working remotely.

Assuming you already have at least the occasional Discord session with the other devs for a status update, the only missing link here would be a community forum manager.

If you don't have one yet, hire one.
If you already have one, fire him/her.

I'm sure you'll even find plenty of people right here on this forum if you make an announcement asking for a select few part-time volunteer community managers - basically just standard moderators you'll include in your weekly dev Discord session.

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LOD'ing is pretty much nonexistent in Invasion. It was already somewhat of a noticeable trend in Mordhau maps that their lack of optimization suggests they were made by artists, not gamedevs. You get stuck on random boxes/rocks, objectives are uninspired, EVERYTHING has complex collision - even the scenery trees in Contraband more than 1km away from the playable area and the cart barrels on Taiga/Grad which permanently get you stuck if they fall on you.

And now with Invasion everyone's reporting worse performance than in other modes. Geez, I wonder why.

  • The super detailed fire effects (Taiga, Grad) have no max draw distance. The particle emitters are always being rendered - even from the super far away view while selecting your spawn. As soon as you spawn as blue team during Grad's final objective you're looking in the direction of the burning village - with its ~15 resource-hogging fire emitters. Why doesn't the fire just die out after half a minute?
  • When the mine starts collapsing in Taiga, you can see the rocks falling even when you're in the spawn selection screen. Why?
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It's like that joke where someone carries a heavy fridge around so that when he's attacked by lions he can throw away the fridge to unburden himself and run faster.

The Targe has basically no value whatsoever when combined with a better stamina negotiation weapon.

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Remember in Chivalry's duel mode where archers oneshotting you from across the map was totally fine but you weren't allowed to equip throwing axes/knives.

Fun times. Banning ranged weapons from duels in Mordhau was the right call.

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@SushiFish said:
I wouldn't blame Jax as the community manager for this shitfest. He is probably trying his best with the limited amount of information given to him by the other developers. Seems like they have just caved in and are having a hardtime doing anything right anymore.

Partially, yeah. I reckon he's not given much information to work with and it sucks being the middle guy dealing with backlash.

On the other hand, and I mean no personal offense to the guy, he's not acting like a community manager. With the exception of the one proper July dev update (which was really well done) his presence is scattered across random short posts. There is no #1 official way to know about upcoming patches, no single thread where we find developer updates, not even a pinned topic with info like where to report a hacker.

Jax if you're reading this, here are some ideas that don't require input from the other devs:

  • Periodic community tournaments. No money required whatsoever. Maybe a unique forum badge or weapon skin for the winners.
  • Weekly balance discussions. This week we disuss Estoc, next week Eveningstar. That sort of thing.
  • Community polls. What kind of official map would the community like to see next? How would players feel if X was added to the game?
  • Screenshot Saturdays.
  • A forum category or pinned topic for modding/mapmaking. It's clear the community wants to get craftin' even if the SDK isn't out yet, might as well make it easier for them in the meantime.
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@jakkre said:

Essentially, we don't want to hold back an update if it's possible, as there's no real reason to keep ranked from coming if it's ready and the maps aren't, but the maps are very close to being done, so we'll see what happens.

Will there also be a MMR for the frontline mode or just for ranked?
As a beginner I'm tired of facing mostly hardcores in this game and I could bet that many other newcomers feel the same.
It is not fun to be in every match the cannon fodder for all the hardcores in this game. Pls separate us newbs from them.

Chivalry had "low rank servers" (only lv1-lv15 players allowed) and it was probably the worst idea the developers ever implemented, especially because Chivalry's skill curve revolves around mastering controversal spinny boi moves.

Instead of new players complaining immediately they would just be in their own little bubble until after a few hours they couldn't play on their special little servers anymore. Then they'd have to join a real server against good players and they'd just complain as much as before the lowrank servers were added.

Mordhau may not have the same broken moves as Chivalry but if there's one thing to take away from these lowrank servers it's that you don't learn anything fighting against bad players. You can't protect players from getting stomped (whether that's at lv1 or lv16), the only important difference is whether those players rage and uninstall or if they rise to the challenge and improve.

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@LukeJ428 said:
what I don't like is when there's teammates spamming smoke bombs everywhere and you're running through an entire battlefield completely blind with no way to stop it.

There's already a counter to those kinds of teammates, a Maul loadout without Friendly.

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But we already have longsword, so you'd have to rename Bastard Sword to longersword.

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@smellycathawk said:

@Shitscrubber64 said:

@Jax said:
We're really bad with timelines, we thought the game would originally come out in march 2018 - we're working on some things (new maps, ranked, etc) and they're nearing completion. We'd like to give more concrete estimates but it's hard without layers of project management and staff, as it stands at the moment we've got 9 devs all working remotely.

Assuming you already have at least the occasional Discord session with the other devs for a status update, the only missing link here would be a community manager.

If you don't have one yet, hire one.
If you already have one, fire him/her.

Screenshot (367).png


Shit, that is awkward.

Hire more.

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@Caliko said:
Use your political prowess and initiate a vote kick.

Good luck with that in a 64p clusterfuck where you have to sort through the playerlist to find that one correct dude with the weird symbols in his name and then have to explain in chat why you're votekicking him, hoping people on your team notice and vote yes and people in the enemy team won't vote no just because they want an easy win.

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Yeah this is why I'm not on board either:

  • FW costs 3 points, points you could've otherwise spent on better armor or weapons.
  • FW is literally designed to only be useful less than half the time, since losing your right arm or getting hit in the head means you get little to no value out of it respectively.
  • It's only five fucking seconds max. Someone with FW isn't gonna play defensively during those five seconds. You know they're gonna attack - if you consistently die to such a level of predictability then FW isn't the issue here, you are.

It's just a perk that costs points. Are we going to ban T3 chestplates next?