Mordhau
 Carlo_Mano
Baron
  • Likes received 1617
  • Date joined 19 Nov '16
  • Last seen 19 Nov '17

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Duke 2266 4010
  • 20 Sep '17
 Huggles

@Reapy said:
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.

This is so on point. What best seperates the good players in mordhau isn't really chambering or feinting or dragging or any of that. With two people who know and perform the combat equally as well, it comes down to composure. The guy who keeps his cool and refrains from panicking will win.

Knight 685 1855
  • 19 Sep '17
 ÐMontyleGueux

@ANALGRINDER said:
70 players online... and you already thinking about kick? you all who think about this in alpha must be very frustrated peoples in real life also...

I have an old duel server and I want people to be able to enjoy duelling without disturbance. I always ask to stop first if someone break a rule. But if they tell me to shut up and keep on annoying others like some did, well I will have to kick.

Yes, you're right, people want to enjoy the alpha. That's why I make sure they can enjoy it without any troll induced disturbances.

And remember, kick =\= ban. You are free to come back. Take it as a warning.

Countess 1233 2912
  • 18 Sep '17
 Whisper

Map Exploits Grad
You can use 3rd person and sometimes 1st person to see through walls
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Count 4205 9821
  • 18 Sep '17
 DerFurst

It's pretty common to go through a phase of "I hate this, this is awful" when first starting something new. Your brain isn't accommodated to the new thing, so either your ego will shrink back and say "I'm inadequate and that feels bad" or it will fight and say "it's not my fault, the thing itself is bad!" Both of these reactions are normal. Your brain just needs time to adjust, and eventually things will "click" and feel right.

Sleep usually helps. There's some subconscious learning in your sleep that almost magically can help you solidify learned patterns and help you solve problems. Just get some rest, try again with a better attitude, learn from your mistakes, learn from what makes others successful, and eventually it will "click." I'm only on day 2 and I've already had the experience of "oh shit this is bad" turning to "this is very good"

988 6974
  • 16 Sep '17
 marox — Project Lead

@JewJewBinks said:
would be nice to hear some dev feedback on this issue.

We will need video footage to see what you mean, because we don't experience any issues, the collision is accurate to the weapon model you see in 1P. If it somehow isn't, that is definitely a bug, but we need to see footage to identify exactly what the problem you're having is.

Knight 697 1611
  • 17 Sep '17
 das

Maybe an X with a friendly color on teammates like in CSGO would help as well.

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  • 15 Sep '17
 YOLANDIVISSER

They're already released.

This is Suzanne the handmaiden

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  • 1
  • 15 Sep '17
 jest

For mouse gesture controls, there isn't really a reason you'd want the buffer to clear, defaulting to one particular attack over your last input - most players will perceive it as the game giving them "random" swings whenever they don't get the swings they expect (ie. move the mouse left, but because pressing attack was a split second off, a right comes out instead); it's basically an additional layer of artificial automation that players have to wrestle against.

I'd suggest a tickbox/console command to simply remove the timed element for the input buffer (or extend it indefinitely), and another to lessen/remove the gesture deadzone (although this is harder to perceive right now because the timed element keeps resetting inputs). Removing the timed element will do a lot to improve input consistency.

Finally, other gesture systems like Mount & Blade's/War of/Kingdoms Rise, have translucent onscreen arrow-indicators, that show players the current direction buffered, letting them know which block/attack to expect before they press the button. This also helps players with input consistency and accuracy.

988 6974
  • 15 Sep '17
 marox — Project Lead

@Bittereinder said:
I'm impressed with the number of bugs addressed, but I noticed there was nothing about the azerty issue, not even under Known Issues. To reiterate, it is impossible to use emotes with an azerty layout and also impossible to switch weapons unless you rebind the keys (making the latter less of a problem).

I have the same problem in Mirage (though not in Chiv), but I hold Triternion to a higher standard.

Next patch you'll be able to rebind the emote controls, we're not sure what's up with azerty yet but we're aware of the problem

Knight 256 264
  • 14 Sep '17
 CrimsonKing

@Doppelsöldner said:
Excellent video! Helped me immensely to understand chambering!

At 2:04, you seem to "feint" a thrust and cancel it. Was this accomplished by using the game's explicit feint command (Q by default), or is there another way to cancel attacks without switching to a parry?

The last game I played in this vein was Mount and Blade in which all feinting/attack cancelling is done by blocking, so I'm just trying to figure out a way to cancel my own attacks without switching to a parry (which renders me briefly defenseless).

You can get around the FTP bind by typing "m.autoFTP 0" in console and then binding feint and parry to RMB.

Knight 63 88
  • 2
  • 13 Sep '17
 greyfox

I created some chambering footage in slowmotion to better understand the timing and direction etc. It's not perfect but maybe it helps.

988 6974
  • 12 Sep '17
 marox — Project Lead

It's here! The purpose of this Alpha is to ensure the stability of the game and its server infrastructure, as well as testing the functionality and synergies between all the game mechanics. Balancing is not a big concern to us at the moment and will be addressed once we have finalized our proficiency and perk system, which will follow in a future update, along with other features that we're currently holding back while they're being worked on. Please keep in mind that this is an early alpha version of the game, bugs and broken things are to be expected.

To compensate for the lack of an ingame tutorial in this early stage, it's highly recommended that you read carefully through the controls menu and try things out in a local match before jumping into multiplayer -- there are some extremely skilled players with thousands of hours in melee games who are eager to fight and won't hold back.

Also, check out this great tutorial made by community member Jax:

988 6974
  • 11 Sep '17
 marox — Project Lead

It's almost here folks, and yes, that's 2017, we're not delaying it by another year. We will unlock Steam keys tomorrow by the specified time, which will then appear in your forum account, and you'll then be able to activate them on Steam. If you haven't activated your purchase on our forums yet, go ahead and do that (we've sent out emails with the activation link some time ago!)

We can't wait to have you guys get your hands on what we've been working on (and what you've been waiting) for so long. See you guys tomorrow!

PS: regarding the recent outbursts on the forums.

The situation on the forums has been, well, rather tense the past few days. We made some decisions that clearly riled parts of the community up. If we were to do it again, we'd have handled it differently for sure. We've been working day and night to make sure everything in the alpha is working correctly, and that it has as much content as we can reasonably put into it at this point.

If you've been following us for a while, you know we tend to obsess over details and nothing is ever good enough. This remains true even for an alpha, and will remain true in the future. It's simply how we operate as a team. Unfortunately, everything has its downsides, and it sometimes costs us foresight when it comes to other aspects, like keeping you informed of our on-the-spot decisions, or being able to stay true to deadlines. That said, we think you'll love it. And ultimately, that's really why I think we're all here. Thanks for your patience and support, we'd never have made it without you.

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.

78 115
  • 9 Sep '17
 SandorClegane

@Ulkenstride said:
More bullshit from FannyBandit, he thinks I'm Jake Lily, the politician that in his dream world supposedly "Owns Torn Banner and Triternion"

The guy's actually fucking crazy Lmao.

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dang looks like you might have got trolled

Knight 147 159
Knight 337 778
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  • 5 Sep '17
 AngelEyes

@Ulkenstride said:
I had a nightmare last night, the Alpha was delayed again, and I started crying.

Haha, I seriously had a dream we all logged in and it was the "Slasher" prototype build and Devs was like, "Kickstarter pitch video build isn't ready quite yet."

Baron 48 87
  • 1 Sep '17
 Nagrandt

@P0P218 said:
why complain about the delay?
i do not care about server issues, i would play this game alone against bots. or walk around in an empty map.
or even simpler things. we bought an alpha not a sequel afterall

The alpha is not a demo. The alpha is to TEST the game, and more particularly, they are interested in testing the online aspect of the game with a large number of players cause basically is WHAT THE GAME IS ABOUT. So releasing an alpha to have us headbutting bots is fucking useless to them.

Also bring me more wine.

1090 6149
  • 1 Sep '17
 crushed — Art

@LemonTroutsky said:
I think the most likely scenario is that there's some major flaws with the core mechanics of the game and all they've got is something the devs can make pretty demos with... but once it gets into the hands of actual players, they know it's going to be literally nothing but exploits and cheese spam.

You couldn't be more wrong. We are excited to give the game to the players, it just needs a little bit more time before its ready.

78 115
  • 1 Sep '17
 SandorClegane

@Marv said:
If it takes any longer i'm gonna have to play chivalry. Send Help.

Lol, my thoughts exactly.

plays chiv to ease wait for mordhau
instantly thinks about how much better mordhau is gonna be while playing chiv
gets annoyed at chivs balarinas
crys
plays more chiv knowing it's inferior specimen