Mordhau
 Seseau
  • Likes received 201
  • Date joined 12 Sep '17
  • Last seen 23 Apr

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80 201
  • 4 Mar '19
 Seseau

@Naleaus said:

@FaffyШaffy said:

@Pred said:

@Seseau said:
People like you are the reason why Chiv had its initial success and then failed to keep the tens of thousands of "noobs" it attracted.

Nah, Chivalry failed to keep the noobs because it made them rage at the game with all the cheese, Mordhau seems to be going the same path tbh imo.

There's been 4 months of development we don't know about, so maybe something will change, but I wouldn't hold my breath.

He's probably talking about his involvement in the comp/balance loop and how his input will result in a very flawed game.

Cept he's wrong anyway cause Giru wasn't involved in Chivalry's early days and TBS DIDN'T listen to comp/good player balance early on and subsequently lost most of the their comp players by making the game pretty shit for almost a year.

People quit Chiv cause it was unbalanced, buggy as hell and hard to get into after people started getting good, and not because of people on the forums. As for in game toxicity, it's going to be 100 times as bad this once it releases.

Most of the people offering actual balance criticisms do so from a perspective of "Will this be good for the health of the game?" and not just "Hurrdurr skill ceiling." You want to have both. Assuming his feedback will result in a flawed game is pretty subjective, since you're assuming that all his feedback is listened to and that something you might not like is flawed in the first place.

My last sentence was poorly phrased and overall just bad. It just baffles me to see such bad attitude from someone who apparently has a significant say in the game's balance.

My primary point was that you can't just dismiss every concern with "get good". The large majority of people who will play this game will not care about its potential competitive scene, and obscuring gameplay with weird, sort of nonsensical mechanics which are best for pro play seems like a bad move to me.

I think that if you put your hypothetical everyday casual Mordhau player up against someone who cftps, they will be very puzzled by the mechanic and likely won't be able to piece it together without somebody else telling them. It's a very logical process: you missed and left yourself vulnerable, therefore I can exploit this. Except not, because yada yada high level yada yada reasons. The argument that it costs stamina is not without basis, but to your average guy that parry looks and feels nonsensical.

80 201
  • 4 Mar '19
 Seseau

Isn't GIRU heavily involved in the gameplay feedback loop with the devs? I was always under the impression that he gets a significant say.

Either way you are by far the most abrasive person I've seen in this community, which is saying something. Your answer to literally everything is "get good" and then you invariably descend into insults.

People like you are the reason why Chiv had its initial success and then failed to keep the tens of thousands of "noobs" it attracted.

80 201
  • 9 Sep '18
 Seseau

I hope Frontline comes out soon, so we can give feedback on the real game instead of this endless cycle of back and forth between feints, chambers, drags, ripostes and so on.

Combat, no matter how good, will only carry this game so far. I want to experience fun maps and their mechanics. They should be the main attraction. The reason everyone loved Stonehills was because you were storming a freakin village, and on the other side you had ballistas and boiling oil and so on. It felt like a damn storming, and it was fun. Combat, due to its broken nature (and the depth that came from it, no doubt) eventually just got in the way of that for your average player. Imagine a Stonehills on steroids, bigger, better, with more ways to kill your enemies en masse or to breach the gate.

Why can't I trigger a small avalanche on Mountain Peak to kill like 4 guys? Why can't I cut the ropes on the mostly useless bridge? That is personally what I want out of this game. Battle simulations pushed further than Chiv did, with more fun mechanics to that tune. That is fun. And I dearly hope I see it in Frontline, because refining the combat so much only caters to a very small sample of the potential playerbase.

80 201
  • 12 Sep '18
 Seseau

@Stouty said:

@Frise said:
lol ok giru show a feint reading montage to anyone that doesn't know about mordhau or chivalry and ask them how impressive it looks

anyone can get hype watching this, even more so when you understand the game like with any spectator (e)sport. This genre is much easier to understand than say DOTA

No. Objectively, no. Comparing this to Dota as a spectator sport is genuine blasphemy. If Chiv had any traction for that kind of move, it would have picked up. If you truly believe Mordhau has the potential to become a real esport, you are massively deluded.

80 201
  • 2
  • 17 Sep '17
 Seseau

I'm a noob, but I too agree that the parrying hitbox is slightly too big. It would benefit from being made tighter, especially since on good ping, parrying is literally instantaneous and allows you to wait until the very last second to parry.

This is especially obvious when you try to go for the opponent's feet, and the guy very evidently parries in his upper body, yet blocks the blow. I don't even think it needs to be made that much tighter, just a bit less forgiving. The absence of delay makes it entirely OK to require a bit more accuracy in parrying, IMO.

edit: I can't say I have had the same experience with lag though. I'm currently in Japan and try to play on AUS/US servers, with 150+ ping and it makes parrying extremely inconsistent. When I play on ~28-40 ping or in local, I can parry at the last second. On 150 ping, I have to weirdly anticipate half if not more of my parries, leaving me very open to feints. I also consistently get the yellow chain icon. But that's just life; soon I'll be moving back to Europe and I suspect the problem won't be present on EU servers.

80 201
  • 9 Sep '18
 Seseau

@Pred said:

@Seseau said:
I hope Frontline comes out soon, so we can give feedback on the real game instead of this endless cycle of back and forth between feints, chambers, drags, ripostes and so on.

Combat, no matter how good, will only carry this game so far.

If it's bad, it will drag it down though, exactly as it did with Chiv.

That is true, but I'd say the combat is already far better than it was in Chiv. The current alpha is terrible for judging that though, because a large percentage of the current playerbase is already immensely good at the game.

What matters is how the average player sees it. Personally, unless I fight really, really, really good players, I have fun most of the time. Runagate, for example, is not bad at all but has a fairly straightforward fighting style with nothing obscure and it makes for enjoyable fights. PLOUPLOU on the other hand moves his body along with his attacks and makes his character look a jumbly mess. This is all from my casual pleb perspective.

That, shields and a couple of bs weapons like bardiche (but only in the hands of a good player). Those do not make for fun fights when you're on the receiving end. The rest is OK in my book, funwise.

But that's my point. Combat should be the backbone of the game, but should not extend its reach too much. A backbone is just that; a solid foundation for other things to build on. You have a backbone, but you also have hands and eyes and a mouth. And we all know that's where the real fun is.