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Private Message

Knight 554 1906

A profanity filter is necessary for streamers and other people who would get demonetised because of the contents of the chat.

Using slurs of any kind has been against the rules since day one, and why a games company would have such a rule should be obvious to even the daftest people.

I am going to do you a favour and close this thread before you incur a ban for breaking rule 3 or 5.

Duke 5473 13074
  • 30 Aug
 Jax — Community Manager

Patch #09 Changelog 30/08/2019

Added ranked Duel mode
Added Crossroads extension - now with two points, hopefully better balance and a new ruined tower
Added Veteran’s set - full armor set with 31 variations
Team damage in Frontline now disabled for 5 seconds after spawning
Friendly toolbox spikes now deal a maximum of 25 damage to teammates, fixing the griefing done by placing spikes in front of spawns. Enemy knockback is not affected by this, meaning you can still kick an enemy into spikes built by his teammate
Added autoban of 30 minutes for having 7 teamkills in a match. Currently only for melee and projectile weapons, excludes some things like catapult etc.
Added team damage % display on votekick
Raised votekick ban duration to 10 minutes
40% of people now need to partake in votekicks for it to have effect (50% previously)
Horse desync and hitboxes are now fixed
Horse riders no longer get a damage boost on the slower horse speeds, now only from gear 3 and onwards
Horse rider momentum damage now works both ways, so that infantry can one shot horse riders when hit at high speeds
Horse acceleration slowed down slightly
Horse bump knockback reduced slightly
Horse bump hitbox reduced significantly & fixed desync on horse turning
Horse bump slowdown reduced
Horse now slows down slightly when hit by a melee weapon, the unarmored horses more than the armored one
Riders on horses can now capture points
Horse respawn time reduced to 30 seconds
Firepots adjusted - fire starts much less damaging but faster - the fire is louder and generally easier to notice and react to
Toolbox destroyable walls now start with a foundation instead of a half wall
Battle royale minimum players to start reduced to 6
Removed walk debuff on Explosive Keg deliverables
Siege tower objectives now take two trips to complete
Damageable world collision will no longer ignore the weapon tip (non-damageable will do so still), which means things like destroyables won't ignore it, making it easier to hit

Fixed crouch hitbox “iframe” bug
All armory weapons strike and stab releases reduced 25ms - this will make attack releases slightly faster and more grounded/less floaty looking
Parry window reduced 25ms (this is mainly compensation for the new releases)
Chamber window for strike and stab reduced 50ms
Stab early release increased slightly (0.325 -> 0.35) - this will make stabs hit slightly slower out of the early release animation, making them slightly easier to read
Stabs now have 25ms smaller feint and morph windows than strikes
Combo feint window increased 100ms
Hitstop recovery is now 50ms faster (hitstop followup attacks can be started 50ms faster)
Added new dynamic feint lockout distribution based on feint time - this will make early feints slightly more punishable while making late feint followup attacks more reliable to hit and less prone to get double parried. Currently has only a very small effect, adds 25ms at the earliest feint and shaves off 25ms at the latest.
Morph to kick is now 25ms faster
Kick feint now costs 5 stamina
Kick range vs held block shields increased very slightly
Kicks now ragdoll people on ladders
Kick now drains 15 stamina instead of 20
Kick now gives 15 stamina instead of 10
Kick miss recovery increased 50ms (0.6 -> 0.65)
Parry turncap is now significantly less strict
Hand hitboxes are now disabled in parry window, this will fix some inconsistent hits trough parry
Bound upper attacks (overheads) are now 5 degrees more diagonal to make them easier to hit
Fixed active parry draining stamina - now gives stamina
Chamber disarm will now give stamina to the person who did the disarming too (same as parry disarm)
Stamina start regen delay raised to 1.25 (from 1.0)
Fury now gives full stamina on kill
Flesh wound now costs 3 points
Chase mechanic range increased slightly (4.5m -> 5m)
Chase mechanic activation time reduced to 500ms (from 1s)
180 Turn sprint momentum mechanic is now very slightly stronger, making it a bit harder to turn 180 and run in an instant

Weapons & Equipment
Buckler stamina negation increased by 1
Targe stamina negation increased by 1
Timed block shields no longer give stamina on disarm
Kite and Heater shield now have slightly stricter blocking turncap
Held block shields now always have a movement slowdown of 3/3/3 armor when equipped in hand, ignoring armor values (does not stack) - this does not change much for armored shield loadouts, but significantly nerfs light armor with held block shield combinations.
Longsword main mode strike release increased 25ms
Longsword strike turncaps slightly more strict
Longsword main mode strike raw damage increased slightly, this will greatly improve HTK against armored legs
Longsword main mode strike combo speed 25ms faster
Messer strike stamina drain increased by 1
Waraxe strike combo speed slowed down by 25ms
Waraxe strike turncap slightly more strict
Waraxe strike stamina drain reduced to 20 (from 21)
Executioner sword damage against armored legs buffed very slightly
Estoc strike turncaps slightly more strict
Greatsword main mode strike headshot damage vs plate armor to 48 (reduced from 50)
Greatsword alt mode strike releases reduced 25ms
Zweihander strike turncaps slightly more strict
Zweihander main mode strike combo 25ms faster
Shortspear strike & stab turncaps slightly more strict
Shortspear strike & stab releases reduced 25ms
Bastard sword strike turncaps slightly more strict
Halberd alt mode stab turncap slightly less strict
Spear alt mode turncaps more strict
Javelin damage vs plate torso reduced to 45 (from 50)
Removed flourish emote from pavise
Toolbox now starts with 6 ammo
Fixed some leg damage values being wrong (1H axe, Greatsword & Zweihander halfswording)
Poleaxe now has stricter turncaps
Poleaxe now has 5cm more range
Poleaxe alt mode is now the same range as the main mode
Poleaxe main mode strike combo 25ms faster
Poleaxe strikes now have better damage vs armored legs
Poleaxe stab headshot damage vs plate helmet reduced to 45 (from 50)
Heavy Handaxe now has stricter turncaps and faster windups, making it less floaty
Bardiche main mode strike turncap slightly more strict
Bardiche main mode strike combo 25ms faster
Battle Axe main & alt mode strike turncap slightly more strict
Battle Axe main mode strike combo 25ms faster
Billhook strike turncaps slightly more strict
Eveningstar strike combo 25ms faster
Added new experimental longbow sway
Crossbow sway now stable for longer before it starts swaying, making it more reliable to use

Maps & Gamemodes
Lowered pillar on Contraband
Fixed out of bounds exploit on Contraband
Fixed all reported map exploits on Taiga

Visuals & Misc.
Added new Emblems: Carcosa, Melee Slasher, Purgatory, Raptor Rider, Royal Pug, Tempest Knights
Fixed missing gold & XP bug
Fixed a bug where loadouts could be written over when in face customization and going back to mercenary list
Fixed a bug with firepots that caused performance issues and damage against wooden structures higher than it should be
Fixed buckler passive projectile box being too big
Fixed fist falling animations in first person
Fixed a bug where the catapult could be turned faster than intended
Fixed the spawning naked bug in Skirmish
Certain buildables will no longer perform depenetration, fixing cases where players would be teleported around and could break certain maps. Can cause players to get stuck as a result if they stay in the spot while it's building
Adjusted hitstop attack blending for new recovery
Fixed characters bouncing around on ammoboxes
Removed flying horse from FFA camp

Improved Footstep & human awareness sounds volume and distance - they are now louder and can be heard further without the sounds being LODed
Sound occlusion is now less extreme, meaning you can hear sounds behind walls or around corners louder and clearer

Added rudimentary chat filter toggle (Disabled by default)
Added tabs to post match screen on Duel mode (this setup will later be applied to other modes)
Added and/or updated the following languages: Chinese traditional and simplified, Italian, Korean, Spanish, French, Russian, German
Added new translators to credits
Split matchmaking modes into Ranked and Casual tabs
Players leaving and rejoining the server will now also have their kills/deaths/assists restored, not just score
Updated Bot and Credits backer attributions

Knight 755 3279
  • 27 Aug

Welcome, brothers and sisters to our nightly gathering. Tonight, we pray to our almighty Geach and Vesanus. Praised be their names, it has been all too long since our last patchie, but my brethren NOW, now is the time to remain strong. Keep vigilance and open eyes. Someday soon patchie will arrive and we will rejoice once more. These are dark dark days, but do not forget the light that is Jax. These evil demons, mods will try to bring you down, but never fear. Never fear and prevail, such is our way. ALL HAIL THE DEVS ABOVE. AMEN!


Baron 128 295
  • 26 Aug

3 new maps today : DE_Dust2, StreetComp and Anorlondo.

Trailer here :

Our guide to create Mordhau maps has been updated, among other things Elwebbaro (Mordhau artist) did us the honour of completing it with valuable advice !

If you don't have the Community Map Installer yet, download it here (Click on MCMI1.1.0.4.exe):

Join us on discord to get help, chat with the map creators, or test and vote new maps before their release :

Knight 208 727
  • 25 Aug
 Anal Error

Come one...if you don't do it, the Chivalry 2 team will do it, but you don't care because your pockets are already full with our moneys u faking piece of shiats !

43 51
  • 21 Aug

I only paid $30 for this game. I have other hobbies and games. The only reason you want this patch so bad is because you love this game. Go do something else for a while if it's 'unplayable' in it's current form instead of being impatient and making the devs feel like shit. The real 'Toxicity' in this community is the amount of people whining like a baby who doesn't have it's favorite pacifier in it's mouth.

Knight 755 3279
  • 19 Aug

The last patchie was June 22nd; 58 days ago.

The longer something in Mordhau stays unchanged, the more the frustration it builds up for players. It would be unrealistic to expect a brand new map or big content patch every week, but it's NOT unreasonable to want a few tweaks every now and then to keep things in line. Everyone knows there's a big patch on the way with new maps, ranking, balance changes, fixes, and all sorts of goodies, but it's easy to lose interest altogether in the meantime. It's very unhealthy for the community to let the game go without a patch for so long, it makes players feel like nobody is listening. The consistent negativity and chanting of "dead game" that follows going without a patch for several months at a time scares off potential new players and makes current players just quit and move on.

I said last year during the alpha:

Is releasing a quick patch important?
The main issue with such long periods between patches is that it temporarily nukes the playerbase, turning the game into a ghost town until the next patch. For the small pool of alpha players, it's not a big deal, but if this continues after the game is released it could be a real problem. It would be disastrous to allow the post-release playerbase sit on a broken patch for several months, things like that could really hurt the game's future. If the patch itself doesn't do it, the negativity from the community will. I've already seen it happen: the veterans whining and complaining in chat about how the current patch is shitty and broken, and it really gives the newer players (beta/earlybird wave) a bad impression of the game. Combine that negativity with a long wait for the next patch, and you've got an uninstall.


This is an on-going issue with the development of Mordhau. Something needs to change, or the game's concurrent playerbase will be damaged beyond repair, and somewhere down the line even a huge patchie could fail to bring back more than a few thousand players. 4~5 weeks is the absolute maximum we should go without a patchie, even just a handful of quick tweaks and fixes, and 2~3 weeks is the absolute maximum we should go without some kind of development update / communication from the developers.

Duke 5473 13074
  • 18 Aug
 Jax — Community Manager

At the moment we're doing heavy bugfixing for ranked and a lot of the new tweaks that are incoming.
The way it's looking is that we're most likely going to drop an update with ranked, gameplay/general improvements and quality of life features first (also probably a bit of a rebalance to xroads), and then release another update relatively soon afterwards with the new maps and anything we didn't get sorted for the first one.

Our reasoning for potentially doing it this way is that there's no good reason to hold up Ranked and general improvements for the maps. As for the maps, there's been more of the same, a lot of optimization work and now we're also setting up gameplay logic (like frontline objectives, spawn points for game modes, different playable areas for each, I'm pretty sure Horde/BR setup as well). A point to note is that Feitoria needs a lot of work for optimization, since it's such a big and visually dense map with interiors and stuff - that's not to say the map will run badly, but that it needs a lot of optimization work so it doesn't run badly. This optimization work is time consuming, but it can't really be 'sped up' by throwing the whole art team at the problem; it just takes time.

As for the SDK and Invasion, these are long term goals we want to start working on ASAP. We're focusing on the short-term stuff (maps and ranked, etc.) because we realize there is a lack of content currently, and we want to fix that before starting work on the big things that will take up the bulk of our manpower. Mod tools will be awesome as they let the community make the content they want, but if it takes us a few months or more to get an SDK working it doesn't make sense to drop everything else and work on that, while the base game is sorely lacking in content. Invasion is something that is currently in the 'on-paper' design phase, and while it will be a big task to make, it shouldn't take forever, as we're most likely using existing maps for it.

Knight 7577 13875
  • 18 Aug

das you continue to astound me by never making a single bad post, which is saying something because you just explained business and taxes to a retard in a manner that an ancap finds acceptable

Knight 693 1581
  • 18 Aug

@Jax said:
We obviously care about the game and we're working on updates, if we wanted to jump ship with the money we wouldn't be making big updates and working super hard on content and features.

Everything is true except this part: obviously, which is the crux of the problem. This isn't because you guys aren't working on the game (I understand that new maps and mechanics take forever), but because nothing is being communicated and immense problems that do have a quick or already finished solution aren't implemented in a timely manner (horses, Crossroads temporary removal, the TKing and spawnblocking issue, etc.). To me, this indicates an issue with the development pipeline and someone in the private Discord chat theorized that whatever version control is being used disallows the team from releasing such hotfixes on an older, stable live version.

When people return to the game and give it another try, they want to see change, not just with new maps and skins but with the team's development process and attitude. To see "shields now have bigger kickbox lol" in patch notes and hear that a rework is never coming does the opposite of this.

The current model is not working. And it was frustrating and mindboggling to deal with in alpha too. Jax, I suspect that you're the lightning rod of abuse when it's probably not even your fault. You were admonished by the team for trying to show Frontline to the rest of us in the alpha. When I heard about that, I couldn't help but ask myself, WHY??????? Why was the #1 priority to "not show anything, to build up hype for our alpha players"? Why weren't we allowed to actually see the mode for ourselves and give input months before release so that perhaps the team could be directed into making a more fitting and better gamemode before it was too late? I feel as if the rest of the team is tying your hands and gagging you all the time. When you stream, I'm always hearing "...but I can't talk about that" from you.

Honestly, think of it as a relationship. You don't talk to your girlfriend one day and then just stop texting her for two weeks... that doesn't get people hyped. She's just gonna dump you. People are just gonna quit playing. Absence does NOT make the heart grow fonder... possibly one of the worst trite sayings being passed around as common wisdom. At the very least, it does not foster a healthy relationship.

And that's exactly what it is. The relationship between player and the devs is souring. The biggest problem isn't the melee combat; probably the opposite, that is its greatest strength and it's very obvious to release players that that is what the devs focused on 90% of the alpha. The new maps will alleviate the "lacks content" problem, but it's kind of like buying a new purse for your girlfriend - it's not a permanent solution if the root problems of your relationship aren't fixed and addressed.

The devs need to be able to find a system where they can hotfix and incrementally release smaller patches while simultaneously working on the big loads to come every month or so. That would be communication by showing good and timely acts. In the absence of patches, smaller engagements (text messages saying I love you with the cute smiley faces and shit) are needed. Right now that girlfriend doesn't feel loved, the guy's never texting her, he promises her that he's gonna land this huge deal and they're gonna get so much money and they're gonna move out to a better house and get a dog and it'll all be better, but what that girlfriend is asking for is to feel loved and present.

OP said:
Let's face it - the developers don't care what any of us want, and they never have to again. Mordhau's surprise success made them all millionaires overnight. Why on earth would they want to spend any of that money on a game that's already the overwhelming majority of money's it's ever going to make? If I were in their position, I'd say fuck Mordhau and enjoy early retirement.

Revenue =/= profit. Steam's cut, Unreal's cut, payments to employees around the globe, working with those foreign laws, and taxes. Let's imagine that Mordhau sold 2 million copies at an average cost of $29 (the game's price depends on the region and the means in which it was bought, e.g. first week sale, the 3000 kickstarter buyers, etc.).

2,000,000 x 29 = $58,000,000

Cool, but now Steam takes 30% off of that
58,000,000 * 0.7 = 40,600,000

Then Unreal takes 5% of that
40,600,600 * 0.95 = 38,570,000

Taxes vary immensely across the various countries... but European taxes are generally a lot higher than American taxes. I don't know how corporate vs personal taxes factor into all this, but my guess is that you take that above number and reduce it by the corporate tax rate, then it is again taxed by the personal tax rate.

Corporate Tax of 20% (Slovenia at 19%, but I'm not sure how this works with Triternion having people around the globe)
38,570,000 * 0.8 = 30,856,000

This is assuming 2 million copies sold, which I don't think is the case. Over a million is confirmed, which would be $15,428,000. One and a half million would be at $23,142,000, which is probably closer to reality.

This isn't even factoring in any of the loans and debts that marox and co. almost certainly had to undertake. There was a huge rush before release to push the game out due to "money". The devs had to live somehow with $0 income from Q4 2014- Q2 2019. Mordhau had some very strong guerilla marketing around release, whether they had to pay the big bucks for it or not is unknown cause it's quite literally none of our business.

Then as marox allocates that ~$23,142,000 to the 11 members of the team, each of them is taxed differently based on the bracket. I think that this tax rate can be as high as 50%, so even if you were a relatively huge contributor to the team and were about to receive $1 million, that could be reduced to $500,000 that you actually get to take. This sounds like a lot, but considering you weren't paid for 4.5 years, this averages to an annual income (not gross revenue) of $110,000. Certainly still good by most people's standards, but you weren't able to spend any of that for 4.5 years + this isn't your income anymore unless Mordhau miraculously sells at a static rate of 1.5 million copies per year. Certainly far from being able to retire. If I'm grievously wrong about how taxation in this scenario works, please feel free to call me out on it.

Chances are that the team members didn't evenly receive $2 mil as their gross income, not all members joined at the same time and some comparatively have easier jobs. People who aren't the CEO tend to get salaries and compensations based on their job.

"So is marox hogging all that gold for himself?"

He can, but I highly doubt he would given that he took the immense risk and trouble of developing Mordhau in the first place and continues to develop it (even though 99% of that process is currently hidden...). The dude has a PhD and several published papers in Computer Science... he could've become a CTO or some big shot elsewhere making a regular $250+k a year without all the stress and risk of developing a massive game.

Why on earth would they want to spend any of that money on a game that's already the overwhelming majority of money's it's ever going to make?

Because investment into a company fosters good will and a stream of revenue for the future. This is what Torn Banner didn't get and what a lot of short-sighted, greedy companies in general don't understand (and unfortunately, companies and politics in America is filled to the brim with that). Mordhau has room to reclaim big playercounts and grow beyond even that. If marox doesn't believe that, then yes, he should just take the money and run. But I feel as if he is motivated by things other than money considering he started Slasher alone, already has the skills to make very steady and good money, refuses to implement microtransactions, refused to find a publisher that would've made this whole process 100x easier, etc.

If I were in their position, I'd say fuck Mordhau and enjoy early retirement.

And that's probably why it is unlikely you (and most people including myself) would ever be in that position in the first place.

"Dude, if marox isn't hogging all the gold and didn't pay each of his employees a gorillion bucks, then that means they just have like ~$20 million lying around! Why aren't they getting more employees?"

As already mentioned, chances are that Mordhau already made of the majority of the amount of money it will ever make (unless it explodes again with some significant patch, which is possible and hopefully what happens - CSGO erupted with the skins update, Blizzard games had expansion packs which are just today's version of 2.0.1 and 3.0.1 patches, Minecraft took a few years to truly explode, Rainbow 6 Siege was more successful quite a bit post-launch than on release). The income of the company isn't $20 mil per year, but probably rather low now that the game has settled down and dried out. Yet, the salaries of all 11 employees must still be paid. In addition to that are server and upkeep costs.

Expanding the team and obtaining a studio has a double whammy in increasing these costs. Even expanding to "just" 20 employees means that those millions will dry up really fast if the team isn't making massive headways. It also doesn't have a guarantee of making processes faster but could potentially make things slower. New coders need to be trained up to speed, which is a long term process and investment. I don't necessarily agree with the team's stance on such matters, but for perspective's sake I mention all this. I do believe this is their general reason for not expanding yet + they still want to keep "the integrity of the game" in tact, so to speak.

But all that being said, I don't really know what I'm talking about. I am very open to being educated and corrected by someone more knowledgeable about such matters. This is all a crapshot.

Knight 755 3279
  • 16 Aug

Starting with the first idea on my top 10 countdown: heavy shield. Shields are heavy so holding block makes your character very tired as he attempts to lift up the shield which rapidly drains stamina. Shield are so heavy that you must hold with both hands to do hold block so then you cannot use Bastard Sword anymore. Now I will not die to brand new players in duels who have shield and Bastard Sword. They are so heavy that if you kick the shield they fall over because they are already screaming loudly from the pain of attempting to hold up the shield so if they are kicked they fall down completely. Obviously they also cannot move while holding the shield, this is obvious. Wearing on back is okay, because you have very strong back muscles that can support the weight of the shield, but your arms and legs are weak and shake under the crippling weight of the shield. Characters will visibly sweat and scream very loudly, as if they are in excruciating pain, which will alert other players both visibly and audibly to know they are a shield user which is only fair. If your character runs out of stamina while holding the heavy shield he will fall to the ground and continue to scream. The ragdoll animation will play at 30% speed because it takes a lot of time to recover from such a massive painful fall. As you're reading this, your arms feel heavy, and you want to scream, because you can imagine what it's like to hold up a shield for so long while backpedaling mindlessly. That's a good thing, it means you understand the deep root core of the balance issues that hold block introduces to an otherwise tightly balanced game about timing. I hear the argument, shields are good for new players, and removing held block is both unintuative and bad for new players but that is an absolutely shit argument. Since when has any crucial decision in this game been made to cater to frontline trash, especially ones that have a dramatic impact on the game's fundamentals? This heavy shield idea is only number 10 on my top 10 countdown because there are better ideas and this would make shields too weak perhaps, and you may have to compensate with a new mechanic or balance. So I'll bump this one up a few positions by saying that you can hold it with one arm again: and yes I know that means Bastard Sword can be used again, which is a nightmarish situation. However, to balance this, you cannot swing while your shield is equipped. You can put the shield away entirely and hold the Bastard Sword with two hands, then you can attack, which is still genuinely game-breaking but that's another story. Hold block has no place in a game where timing is the primary element to which you have skill.

Knight 693 1581
  • 5
  • 15 Aug

My optimism has faded.

Recently, an interest in a shield rework was expressed, then decided against because devs believe it would do more harm than good to the game's playerbase with shield crutchers being deprived of hold-RMB. When the playerbase has shrunk so much, it's really strange to me that they are so afraid of taking a risk when by their own admission they say held-shields will never be fun and forever be fundamentally broken and clunky.

The stance on BR is unmoving. When I try to explain that the reason BR feels bad for the average player is because they wait minutes for a game to start, only to have it end in seconds, and that even a victory lasts just four minutes, the reply I get is - "if BR was any longer, no one would play it", missing the point of the criticism. Suggest a team-focused BR and you get replies of "that's not a Battle Royale like the book" or "we don't want to be like every other BR." ...The social aspect is 90% of the reason we even played games like PUBG, that we can squad up with our friends vs the world. Shows a disconnect with the casual players who don't just want a loner solo repeated random-weapon duel simulator.

I foresee a similar phenomenon for ranked 1v1 with the planned BO5/FT3 format for it. "The point is to have fast matches." Trying to explain the lack of time to adapt to cheese, and that the perception of not having enough time to adapt (whether it's a valid belief is NOT the most important factor here) to such things, falls on deaf ears. Their fear is that "losing 0 - 5 is going to feel slow and terrible for noobs". Isn't that what ELO is for? "No one wants to play a 9-round game". Except plenty of people would be glad to play a neck-to-neck bo9/ft5 that goes to 5 - 4... people of all skill levels love close matches... I really don't understand this part.

Frontline's story, map designs, and black ops development as a whole... this has been covered extensively by release players enough already.

I had high hopes Horde's potential and enjoyed its flow in Taiga in alpha (well, beta). But releasing it as is, especially with ladders and all, really struck me as odd. This and the fact that minute-job player clip brushes on Taiga trees were never added despite doing a rework on the bridges (which takes more than just a few minutes) also really strikes me as odd.

Weapon balance is the smallest offender imo. Everything's generally useable. Things like unreadable accels, broken stabs, and stamina warfare duels are problems with other systems, not the weapons and their values themselves. Even the purportedly overly safe low risk high reward weapons like Zweis and Halberds and Spears would be balanced if they were highly compelled to wear mail torso or forced to give up helmet + lvl 2 legs entirely if they wanted plate torso (so that even a BS/LS can one or two shot them with precision).

Even the expectations for their own game feels low. "It was naturally going to fall to a regular 5k, the genre is too niche." At the same time, they are so undermanned that that may be a realistic assessment rather than a sabotaging self-fulfilling prophecy. It's hard to say though. But what I do know is that, beyond just the core melee mechanics, there is some unrealized potential gestalt of a game that so many of my IRL friends who have never touched Chivalry (or have sub-10 hours) were really hyped for. We played a boatload of Mordhau, were disappointed by things like lack of team BR and the FL maps, but had a blast with dueling, farming pubs, seeing people get ballista'd and catapulted while yelling, etc. It used to just be the lack of manpower that, while saddening, made me understanding of the devs' limitations and timelines. However, I can no longer be naively optimistic about decisions irrespective of time that being made. There seems to be some sort of disconnect with players both current and prospective, as evidenced by the level designs, modes being released in their state, comments on game modes, etc. Mordhau is a strange experience where extreme love and detail is evident in things like the melee system, and then utter detachment and lack of direction is palpable in other aspects. Highly detailed and beautiful maps outfitted with boring lighting and horrendous, worse-than-Team Fortress Classic early maps' chokepoints and design choices.

Maybe these two new maps and 1v1 ranked mode will be awesome. I won't be around to try myself for their release assuming it's coming this quarter. Mordhau has a base that can take it back to 30k+ concurrent players on the regular imo. Whether or not that can be realized before SDK, and whether or not it ever will, I guess I'll see when I randomly check up steamdb a couple years later.

tbh a "Laserswords" mode would be able to circumvent a lot of the problems even the combat system of this game is bound to.

Wall jumps, as an advanced analog movement option, which helps immensely in not getting surrounded in 1vX and adds enormous dynamics and verticality. It was one thing Mirage did really right: constant movement and outmaneuvering. Force play in general just has high potential if it's analog, highly controllable, and most importantly, not too floaty.

Stormtrooper projectiles, slower than arrows and much noisier both visually and aurally, making them much easier to react to and thus parry so they feel less cheap. In return, these are blasters you can repeatedly shoot (unless sniper), and shooting against other blaster bros is more akin to traditional FPS. Basically, a lasersword guy is untouchable if you're using a blaster in a 1v1, but have two blasters from different angles and he has to be much more tactical about his positioning now. Adds actual strategy and tactics rather than just being ranged annoyance.

part 2:

3 11
  • 6 Aug

Mordhau is everything I ever wished Chivalry could be and more. The look and feel of the gameplay is just too perfect. Doesn't matter that every weapon isn't an exact translation or that certain armor spans different eras. The game is amazingly fun while still being incredibly immersive. It truly feels like we all imagine medieval warfare should feel, when real men chopped each other to bits the way real men should! I bought a bunch of copies for my friends and we've been having a blast together.

Really looking forward to some map re-balancing, more content, and fixes. It says a lot about how well this game has been developed and balanced that there aren't many fixes necessary. Obviously fire is the big one that needs attention but there really isn't much that is wrong with the game mechanics.

It's been many years since I've found a combat game which I've enjoyed this much to escape into. I think it's been a good 10 years since I've enjoyed a versus FPS to the degree I enjoy playing Mordhau.

I hope you guys continue to add to the game without subtracting anything from it. I know some people don't like the open chat but I actually enjoy the retro feel of open chat between people playing a game together.

I'm not sure how possible it is but I keep thinking how amazing this game would be with a fantasy version of the gameplay. Fantasy species and fantasy classes would be a wild thing. Obviously it would be a ton of artwork but as far as game mechanics go it can't be all that different.

Once again, cheers and kudos to the great game and amazing work! Looking forward to more to come!

Knight 554 1906

Aside from fixing spawns, nerfing horses, and other things that go without saying or are getting rectified next patch, here are some ways in which Frontline can be made more enjoyable:

  • Reduce the playercount. This might be unnecessary for the upcoming map Feitoria, but for the maps we have so far, 64 players just feels too chaotic. It guarantees most of your deaths will be from things beyond your control, such as enemies randomly appearing behind you or random projectiles hitting you, even ones thrown by teammates. A 48 or 32 player limit would result in a lot more room to fight in; more opportunity to strategise where to attack from and how to split up, since there won't be enemies on every inch of the map; and more skillful teamfights as opposed to the current cacophony of teammates swinging into each other, and there being no room for footwork.
  • Reduce the average time it takes to complete a match. When both teams are roughly equal in skill, the match tends to drag on for far longer than it should, and people start to get bored. They shut their brains off, and start wandering around to get the occasional kill here and there, just waiting for the match to be over so they can get their gold and experience. In this state no one is rushing the objective or thinking about winning, just postponing the game even further. It is possible to make such matches quicker without also making steamrolls quicker - just increase the ticket bleed for both teams if neither of them has gained a considerable advantage in the last few minutes.
  • Reward good performance. Let's say you start out strong and capture some points or get a lot of kills. Is this rewarded in any way? Not really. In a lot of games, from MOBAs to Shooters, this would be rewarded with gold which could be spent to purchase items and gain an advantage over the enemy team, often referred to as "getting fed". It rewards continuous good play by giving you an advantage as long as you do not allow the enemy team to catch up, and it adds a layer of strategy as you choose how to spend your currency based on the composition of the enemy team. Now when it comes to Mordhau, I do not mean buying weapons or armour, since they are already part of your loadout. I mean using your gold to spawn a horse, to build those fortifications around each point, to spawn medic bags, to spawn a ballista, and so on. Imagine if those parts of the map, like siege engines, were not just there but instead had to be spawned by amassing enough gold first? I think this would solve the issue of them being overpowered while also making matches more dynamic, as certain elements of the map would be different every time, as well as reward a team for performing well.

The idea of using a currency to spawn things was first suggested by @Mittsies.

193 385

Sherbersh Lemel
-real life stats:

gender: pp
height: 173cm
weight: anorexic
IQ: 85 tested
Autism level: 5/10
race: normal
religion: jew
income: jew

-mordhau stats:
level 56
played 400 hours of the Alpha
ex chivalry player
i have over 40 character builds for each and every situation
my average response time is 400ms but still manage to do well in duels somehow
im looking forward to ranked duels and absorbing the high salt content
i often use the bastard sword or the greatsword in most situations
sometimes i equip shields because it helps calm my nerves despite not being of much use
i also play primarily in 3rd person because it means i dont have to use my ears to keep track of my surroundings
i cant save up gold past 15000 without spending it
im really bad at horse combat and often run in to static objects immediately after mounting one
i have a bad pc but i still enjoy the game for some reason
im also a level designer waiting to make some maps for mordhau
im also excited to play chivalry II as it seems a bit more lighthearted than mordhau and perhaps less stressful

Knight 554 1906
  • 31 Jul

@idiotgod said:
Go look through my comment history to see the honest feedback that me and hundreds of other backers were telling them for months before release that were ignored and met with bans.

If they released in early access they could have re-released it when they actually fixed the game, but they decided to do a full release literally because they knew they'd make more money. They chose to deceive buyers and ignore backers. They killed their own game for mo money right moew!

I understand you have to fake ignorance if you want to remain a mod. But I know you saw this shit go down.

Shields the way they are and a dying game are what you get when you listen to someone like giru for balance

Yes, the developers selling their game at $25 without any microtransactions are just in it for the money. You make it sound like people were getting banned for making suggestions, but I was a regular backer for the entirety of the alpha, and I got to experience the immense fulfillment of seeing my suggestions regularly get added to the game. You, on the other hand, have been one of the most consistent spammers in the forum's history. Four bans ago you were no different from now - belligerent ravings and hysterics, zero substantive suggestions or constructive feedback, just whining and hostility. But there is no way you are at fault for getting yourself banned four different times for the same behaviour, right?

Knight 554 1906
  • 31 Jul

"Add held block to all weapons, so that half the game's mechanics can become irrelevant".

Baron 128 295
  • 30 Jul

The mapping community is happy to announce the release of 6 new maps !

Here is a teaser of the maps released today, congrats to Kenshin (Duelyard), Marel (Dining Hall), Squackety (Adamant), Teabag (Arena), Whym (Colosseum) and Yellowbentine (Kingsfall) for their awesome work in such a short period !

We are also releasing a community map installer !

D.Mentia has been working on a Map Installer that will auto-download and install the maps for you. This will greatly improve the way we share our files, and facilitate the life of players and server owners as it will also keep you informed on new maps and map updates.

Click here to download the community map installer (instructions under files):

For those worried about security, it is open source so you can check and compile the code by yourself if you wish to.

The maps files are also available here if you don't want to use the application, but you won't be notified when future updates and maps will be released :

Ps : We suggest you play the maps with shadow quality set to ultra. Well, everything at ultra if possible ! And music ON.

Feel free to join us :

Knight 554 1906

Never trust a duck.

EDIT: This is the input I had for my 500th comment.