Mordhau
 Reapy
  • Likes received 128
  • Date joined 30 Mar '16
  • Last seen 13 Sep '19

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96 128
  • 13 Sep '17
 Reapy

Wondering if they didn't want to have that stuff happening as much and instead wanted people to focus on parries, chambers, and timing rather than obscuro angles and disguising animations?

That sort of thing is the thing that makes people quit a game in frustration as it more feels like you are playing the game engine rather than the designed combat system. I realize that most games do devolve into that, but things like dragging a dangling hitbox into someone before the animation ends is something you'd want to avoid in your game. You'd want to first avoid it being possible and also provide a designed mechanic that lets you overcome someone's defense so the technique wouldn't be needed in the first place.

This is just my thought on that and my guess for the chosen tuning they used for the turn rates. I'd also hope that they deaden swing damage on the end of the arc as well as the start of it to keep the damage band within the main swinging part of the animation.

96 128
  • 16 Mar '19
 Reapy

You don't want banner spawns in a melee game. They tried that in war of the roses and it's not really fun to have 8 people drop down on your head, plus it would break the flow of the game.

Squads might be interesting to encourage teamplay, but honestly going to tell you guys from years of playing mount & blade you won't get teamwork in public servers at all, you just get people running full tilt from one spawn point to the next with the occasional flanking people. That's about it and the game mode should all be designed around that.

Possibly by adding monetary rewards for doing things with squadmates could you prod people into sticking together, but really I don't know that you'll get a lot of value for needing them near release.

So I was only in for a few minutes last night and haven't played since early on in the alpha and honestly the game felt so great overall. I loved the tutorial, good humor, great information, gets through the key things. Maybe there might be a mention of how to defend against horses, as couched lance to face might be frustrating to players and just at a glance I'm not sure if I can block a couched lance or not. That might be too much detail though so eh.

Small nitpick on the music, it gets very repetitive and doesn't match the mood of the game mode. It felt a bit like the menu music got stuck on. It's a small thing but having the music either fade out or in on what you are doing or at least a more low key track with some melodies for capturing/losing points would help a lot with the feel.

I thought it was a bit hard to see the team color for people on horseback also, but that might just be something to learn over time. It wasn't impossible but did feel a bit tricky as they might be high value targets that you'd want to ID at a distance.

In a 10 second look at the armory it wasn't sure where you could see stats for items before you purchased it. I was also a bit confused on the load outs system to be honest where you have a lot of premade guys with gear that is locked. If they are a default loadout that lets you get going before you've got cash, maybe having some separate color or highlight around them or a 'premade' or something to differentiate them. If ending up using the tab mentions above having a premade tab would work there too.

But yeah the game looks in great shape right now and with the usually little tweaking and getting a nice player count this game is really amazing. You guys honestly should be very proud of what you've made so far with such a small team, it's a real great piece of software.

96 128
  • 18 Sep '17
 Reapy

Just a question and some thoughts on how different the weapon's feel from one another. I haven't played enough and I'm still really bad, but do have the thought that a lot of the weapons feel very similar, despite having some different attack animations, swing speeds, lengths etc. Meaning, your timing and spacing feels different with other weapons, but at the end of the day you are following the same rules of feint, drag, chamber etc in the fight. Playing the core loop.

Are the people that have spent more time in here feeling a big difference when going up against different weapons, like, oh this guy is using a spear instead of halberd so I'm going to have to approach this fight much more differently? At a higher level do those differences feel very strong, or just a subtle nod to the length/speed and on with the normal program?

I'm thinking along the lines of, lets say the warhammer suddenly can't thrust, but does 2x stamina damage when it hits and is a bit slower. When you are up against a weapon like this the idea would be you'd suddenly be thinking a lot more about stamina damage and exhausting your opponent while giving up other options of attack. The mentality of both players would be dramatically different because of it and I think that would lend a lot to the game.

Do you think mordhau could use some more extreme variety of weapon properties to flavor it? I think right this second it is probably not the time to get the balance out of wack as we are trying to home in on the 'core' style, but I think it is worth thinking about. Along those lines it is a good idea to think hard about how balance changes have moved and think about some of the changed mechanics could have a place in the future attached to a specific weapon that might get gimped in other areas

I know we have archers and horses coming so might be firing off to early on this, but I thought it was worth thinking about.

96 128
  • 16 Mar '19
 Reapy

@ǀǁǂÐƦ₳ƓƟƝƁƟƦƝǂǁǀ said:

@Reapy said:
So playing m&b in a pub server you really were required to have a shield out, even if you wanted to just do melee, otherwise you were half dead before you even got up close. In competitive you just can't use 2h swords at all because you'll be dead in half a second.

Sadly, this isn't the case here. Archers have high damage against each other, thanks to the Huntsman perk, but low damage against plate. This leads to archers mainly shooting at other archers and leaving melee alone, aside of accident shots or having no other target at sight.

If the developers wanted to fix this, they would give a perk equal to Huntsman, but against plate-users. Call it "Bodkin", giving a hefty damage increase against plate. This would allow archers to choose their targets. Now the "choice" is between 1) do shit damage on melee, or 2) do awesome damage on other archers. HMM, WHICH WOULD I CHOOSE?

Interesting, thank you! To be honest I think I like that better as when getting into a melee game I want to melee and be open to use different things besides a 1h and shield set up. I like the idea of arrows being situational so maybe things like making ballista users vulnerable to archer fire or other things like that. Obv wont have any good suggestions here till I get back to playing more but yeah, nice. Thank you for clearing that up!

96 128
  • 26 Sep '17
 Reapy

I'd just like to make a point that regardless of game balance or preference, it is worth nothing how upsetting the base mechanic of the parry window feels to new players. The issue is that reacting fast leaves you with big feeling windows where you have control of your character and your brain is witnessing the incoming damage yet your character can do mostly nothing.

This is the issue that makes people upset and go complaining to the forums. Oh, I saw the swing coming at me, I reacted to it, and oh look, it didn't hit me yet, now I can maybe duck or run around but I can't do anything and I see this weapon coming at my face, and dead.

I realize that the entire game is centered around defeating that parry window and playing with it would lead to some dangerous set backs. I think it is worth still thinking about making it 'feel' nicer.

I'd wonder how it would feel if there was a 'panic parry' window, if you parry right after a parry you get 'the worlds shittiest parry' that you still take 90% damage, hit stun so you can't retaliate, maybe stamina damage. But you get some sort of animation and sound effect, and you might as well have been hit there, and maybe you even wanted to get hit there, but you can do something.

So basically still suck and you've failed, but you get the illusion of having done something at least.

96 128
  • 20 Sep '17
 Reapy

I agree that it does feel a lot like chivalry 'base' and you are seeing a lot of players with a chiv background taking the stuff from that game and applying it here. It is coming out effective because those techniques work and they are well versed in them from their years of using it effectively.

I think it is too soon yet to really see how it shakes out and to see if the mordhau way is the chiv way as people haven't had enough time yet with the game to figure things out.

To me, the defining features that make it feel 'chiv' are is the timed parry window. In m&b I could be very free with blocking. It was okay to be fast, and I worked a lot to get on block button the instant the arms moved on the character model even before I was 100% sure of the block direction because I wanted that reaction speed in place.

Here you have to be very calm and watch everything until the last second and not do anything, so you have to be sort of inactive yet highly alert.

The other things is a more emphasis on blade placement on your swing. Hitting early or late in the arc, hitting high or low. In m&b you could hold your attack slightly to vary your timing, which would be the equivalent of a drag here. This was a good way to defeat chambers because your weapon was ready to hit sooner, and a slight hesitation means they would start their chamber early, yet your blade would still hit them.

Hitting early or late in the swing arc didn't really do much, it was always in your best interest to hit people as soon as possible.

So I think when bannerlord comes out, I think I'll be over there as my primary thing because 3rd person and the larger battlefields are in my blood. I don't want mordhau to look like m&b despite me comparing it a lot to systems though. I want it to be mordhau, which in my mind is doing all of the things torn banner was unable to do with their combat system and more.

For me so far the defining feature of mordhau is the way the weapons feel alive in this game. They interact so well with the world that it stands out so much. I feel like if you learn the combat system well you can make your blade sing. Chambers, weapon collisions, battering thrown melee weapons out of the air, smooth hit detection, all of that just creates a wonderful feeling and makes the weapon feel so much more present in the game world than other melee games have done before.

96 128
  • 14 Sep '17
 Reapy

I've had some issues because it is not ultra sensitive like m&b and too short of a movement won't get picked up, but the main thing is you want to learn to move your mouse almost the minimum required amount of time for it to pick up your direction.

You can test this out by moving your view right, then left click to see your right swing. Then move your mouse back a few pixels to the left and swing, hopefully having the left swing come out. If you do it short enough your view shouldn't move at all.

Try to think of your mouse movement in two modes. One is standard looking around, the other is a quick drop into swing selection and a click, then you go back to movement.

So think of turning camera left to track someone, then you want to attack right, so you flick your mouse just a hair to the right in a very small movement and click the button, then continue right on with your left motion.

Biggest thing people had learning to swing select with mouse was making too big of movements. For you I'd try to find that minimum amount with the lower DPI settings (left mine at 1600 dpi still).

I do hope it gets a bit more sensitive picking up swing directions in future patches, I found that moving the cursor maybe 3 or 4 pixels to another direction won't pick up on it and that might be exacerbated by the lower DPI settings too.

But once you get the hang of swinging ideally you keep your cursor in like a 10 px by 10px area while selecting your swing, and only do so for half a second, and that'll keep your camera very stable.

96 128
  • 29 Apr '19
 Reapy

Hey was just wondering if this was something considered as a possible option? I'd honestly prefer sprint up at all times except when I'm holding shift to heal up. I hate to say it but my almost 40 year old hands are getting tired finally and having shift mashed down with my pinky starts to wear on me. I realize this is totally an old man problem but wanted to mention it.

I am using the toggle sprint button now, but it seems to disable sprint if you stop movement and it's a little hard to tell when you have it on. After an hour or so with it I was able to get a feel for when sprint was off and keep tapping it on, but it gets to be a problem in traffic if you are back pedaling and turning a lot, it's hard to keep sprint up, at that point I'd want to hold it down but now in toggle state you'd have to keep tapping it.

All in all I thought always sprint with shift acting as a modifier to do the opposite would be a nice idea for the future. Outside of healing/stam regen can't think of a time you'd want to walk for a long period of time.

96 128
  • 15 Sep '17
 Reapy

I noticed a difference. I think it is your camera offset from where your head would be. I liked having it at -15 and felt I could see a bit more as it moved the camera to where the back of your skull would be. I haven't adjusted my FOV past 110 so maybe at the higher FOVs it's less noticeable. I know i'm supposed to warp my screen and make the game look like ass to be competitive but I just can't do it.

96 128
  • 30 Apr '19
 Reapy

@KoAJohnTacoSheriff said:
Anytime I go into a server nonbattle royale servers I get like 300 ping

Also, hey Reapy, the grandfather of warband!

O hello there friend! We're all little melee addicts, aren't we? ;)

96 128
  • 29 Apr '19
 Reapy

Ahh good to know. I hope it comes back or even better just always on with shift as a walk toggle would be great.

And yeah I've always had trouble enjoying sprinting in melee games, sort of like if that's the speed you want, set that speed, however here it does accelerate, seems to slow you when you flick turn, and manages stam/health regen too in tradeoff for speed, so is really nicely integrated into everything honestly. I just hate holding down the button! Maybe I need to turn on sticky keys in windows ;)

96 128
  • 6 May '19
 Reapy

Truly amazing, you guys deserve all the success you have had. It's all from your hard work, taking an idea and carrying it through to the end! Having been addicted to and seeking out melee games since jedi outcast, morhau is right up is one of the best ones created, and proving out that this genre has an audience too! The best part is that from the start you guys have understood how to make the game from a player's point of view, with the talent to create the game as devs, and that's evident in the final product.

Amazing job so far, congratulations!

96 128
  • 30 Apr '19
 Reapy

Feels like big servers are having issues. Was in a 16 person one a bit ago and xp gold was sticking just fine. Maybe start trying to server browse into smaller ones would help.

96 128
  • 16 Mar '19
 Reapy

@AngelEyes said:
Hail Reapy, the man who single handedly tutored bladers worldwide 8 years later still relevant

I’m humbled you’ve graced us and your presence comforts me brother salute Stand & Deliver

Hey stranger! We can't stay away from these games can we? If I felt old playing m&b then I feel older now, how you feeling 10 years on? ;)

96 128
  • 16 Mar '19
 Reapy

I don't see a lot of arguments here regarding arrows. They were a hot topic in M&B because a large percentage of people on pub servers are using arrows, especially wnen defending. Archer here seems just about as fast and effective, so I imagine in release you are going to get peppered with arrows on your way up to doing any melee fighting making a shield necessary. I know you can bat the arrows away but that seems unrealistic when 10+ people are shooting at you.

So playing m&b in a pub server you really were required to have a shield out, even if you wanted to just do melee, otherwise you were half dead before you even got up close. In competitive you just can't use 2h swords at all because you'll be dead in half a second.

Like people have said there is a bias here as in the players that have this game now probably really like melee play and see it as the point of the game. The 'mass' of people getting the game (hopefully) will follow the same pattern I see in m&b all the time, probably try melee for a bit, if not having success, they get on a horse or shoot arrows or a balista in this case. I usually saw this pattern all the time in pub matches, where it might start out heavily melee but as they have less and less success it goes more and more arrow/cav heavy.

Just really expect most servers in release to have at least 50% archers for the number of players. That will really rethink how you feel about having a shield in your loadout I think.

96 128
  • 18 Oct '17
 Reapy

@kEsa1996 said:
Instead of the old system where you decided that "I want to hit NOW" and then made a small flick with the mouse to tell the game where you want to hit, the new system forces you to think "I want to hit SOON" and make the flick before clicking (And should your flick end and you begin bringing your mouse back to the center position before you click, the strike will start in the wrong direction). Basically the new system makes aiming strikes where you want them to go really hard.

Haven't tried it yet, but really interesting how the different brain patterns work for choosing to attack. Playing m&b I really was just dialed into flick and click because the direction was very important, more so than the timing. I imagine you have a chivalry background where the timing is more important than the directions and so you want to be precise in the start time of the attack.

I like the button pressing ending the attack input collection too because it is precise and faster, it is one pixel movement. When you click and flick, the flick is some timing window, how long do you have to continue flicking? How long until you can adjust your view after clicking? Probably a long window of time.

When you move first, one or two pixels, then click, you know that your camera is free to angle the swing any way you want now and your mouse is back to looking around. It is very clear and fast. Flick, click, back to moving.

I think if anything going with this will make it more relaxing for m&b players coming into mordhau anyhow and probably should be the default. Having the option to change it though is good because I believe I've seen a lot of talk over in m&b about people wanting to click & flick over there.

I know, small team, priorities, but hope down the line in release they can have a really sweet swing control config screen to just absolutely set it up how you want between all these options. Have a few preset control schemes that are well thought out, and then tons of configuration options. I'd have that really low on the priority list though heh

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  • 18 Oct '17
 Reapy

It's more like okam's publisher gave up on us and turbo fucked the okam team. I had okam installed on my desktop receiving updates and was very ready to play the game as soon as they released the proper game mode for it, whenever they were ready, I wasn't going anywhere, and was looking forward to playing the game they were making still, despite not logging in for a few months. Game had to be done to play it.

Same thing here. Got a taste of it, duels are fun but I think not my 100% bag with timed parry system (Personal preference, not criticism). So I'd rather take a look at a chaotic / objective based mode. Will be back for combat animation overhaul for sure, and then will probably shelve it until horses and archery get back in, then shelve it till the objective based mode.

Game time is limited so it's going to divinity 2 right now which is a great game for anybody thinking of checking it out.

Dev team is doing Mordhau properly though, yes alpha attention dwindled, now they build a more engaging game, then release it as a beta, where a new flood of excited players will enter. Beta is the test for player retention with engaging gameplay. If they hold beta numbers up they are good, but even if that fails, they have a release window and one more shot at the population surge and retention.

After that you can try with a free weekend, then a humble bundle and/or steam sale for another player surge, and I guess torn banner proved you can give your game away for free with mirage to get another player surge too if all else has failed.

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  • 17 Sep '17
 Reapy

You want the mouse to select the direction your mouse was moving right when you left click. Right now it buffers the last 100ms of movement, so if you flick left, click, and keep moving back right, you get a right swing (as was said).

All you want is to just lock in the way you moved. You don't want to record movement after lmb presses (which is what it currently is doing), you want it to take in the direction flick you just made and that only. Your hand should be free to do whatever you want again after you left click and not force you to arbitrarily hold the direction you want to swing.