Mordhau
 PinkerStinklage
  • Likes received 117
  • Date joined 28 May '19
  • Last seen 1 Oct '19

Private Message

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  • 1
  • 26 Aug '19
 LoPan

Games like this really die out eventually because ppl can’t handle the skill curve and want to blame other things for their own shortcomings.

Sure we’d all like some more maps/game types and modding. Modding would also extend the lifespan of this game indefinitely imo.

But let’s not pretend those are the reasons half of you whiney backseat devs are rage quitting.

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  • 21 Aug '19
 Fred Dawes

@CarnifeX said:

@mr_jah said:

@Jax said:
The thing is the SDK will take a lot of resources (ie manpower) to get working, it doesn't make sense to do it before having a more acceptable amount of base content - if we dropped everything to work on it now, we wouldn't have the content. Working on it post content-update, we'll have more stuff in game that will make the small official content drought more bearable than now.

Stop justifying your fucking moneygrab, grab your balls, stand tall and tell everyone that you have enough money to not to care about the game at all. Can't believe that devs still are like "we are low on resources" after getting that much money.

24 hour peak is 6917 players, average player loss is: -54.55% for June, -45.16% for July, -23.62% for last 30 days. I hardly imagine how bad this should be for any sane dev team to look at.

exactly, i thought the same about this - when devs dont care about player loss, specially this very very huge play loss, they seems dont give a fck about the game/community itself - my opinion.

I was still putting 15 hours a week into Chiv when Mordhau dropped, and it "only" had 1k peak players at the time. I'm glad Mordhau sold well enough to support long term dev goals. Ranked and SDK appeal to long term players like kick starter backers, indie devs, and the competitive community.

I don't understand the rush to save the playerbase when it clearly was not the devs' intention to cater to the unexpected swarm of casual players who tried and didn't like Mordhau. Degrading the devs of a game you enjoy is not supportive or even respectful. It's unrealistic to expect Triternion to transform their development team overnight to quell the whims of impatient gaslighters. Y'all need to stop acting so entitled and accept that the devs are only human, not money-powered patch dispensers.

/rant

312 245
  • 20 Aug '19
 LoPan

I play strictly duels so my opinion is only based on the duelist populous.

That being said I have over 600 hours and the only things I dislike in this game are held block shields and being 1 shot occasionally by a maul.

Otherwise I’ve always dealt w good servers. My ping, depending on the server is always somewhere between 30-80. But whatever part of that spectrum it is it remains steady. And despite what ppl say I don’t notice any difference in my experience unless my ping is 100+ but I don’t join servers that far away.

Yes, I see the high packet loss msg from time to time but it’s never seemed to effect my gameplay despite flashing on the screen.

As far as mechanics go I don’t have a problem reading feints/morphs/drags/accels and think they are a necessary part of combat. Sure it was frustrating dying over and over in the beginning to more experience players and chiv vets but I chose not to blame the intended mechanics and cry out “animation abuse.” Instead I chose to keep fighting those better players over and over again until I understood more and could read the animations almost by second nature. Without these combat mechanics it would just be an arcade pong back and forth of whoever hits first wins the stm war. yawn

Sure I’d like some new skins/maps/game modes to be added eventually. And modding would keep this game alive for years from now. But as it stands I still love this game.

Knight 399 870
  • 21 Aug '19
 Alphonse

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Get a fucking life, dude.

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@LoPan said:.

Add me. Try your luck.

honk honk

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  • 12 Aug '19
 smug

@LoPan said:
Maybe for the first duel or two w someone.

I personally don’t have problems consistently reading any particular attacks.

Some players have good combo mix ups that might get you the first couple times around. But everyone has tells and patterns. Just takes a little patience.

1.You are being disingenuous to defend the game.
2.You don't duel anyone that's good therefore reading attacks is easy because they don't do advanced drags.
3.You are somehow one of the best duelers that's even better than Wizardish despite having never seen your name in a duel tourney.

Which one?

Anyone who tells me they can consistently read every attack in this game I really can't take seriously.

Everything you're saying is 100% agreeing with my post, but presented as if you vehemently disagree.
I'm confused. Is this bait?

No I don't agree with the sentiment that everything in Mordhau is readable, and there is no guessing involved. If everything was truly hard readable in this game people would never land any hits. The nature of parrying in this game is conducive to 50/50 mixups anyway. If we are defining "reading" as waiting for the last second possible to parry.

Knight 766 3316
  • 10 Aug '19
 Mittsies

Unreadable attacks.
The term is thrown around by players of all skill levels quite often, usually when describing an attack that is difficult to consistently defend against. Although Mordhau has no truly unreadable attacks, there are certain maneuvers so difficult to read that even the best players will struggle to consistently deal with them in most situations. Keyword: consistently. Skilled players do their best to mitigate unreadable attacks with good footwork: trying to give themselves more space (and therefore time) to read, as well as repositioning themselves so the attack isn't floating right in front of their camera. Other mitigation examples: running away, crouching, torso movement, jumping.

At low levels of play, properly-executed feints and morphs are extremely difficult to read, especially when they don't mitigate any of their attacks - usually either face-hugging or backpedaling at all times. These players will either panic parry or gamble almost every single time. Even after hundreds of hours of practice, they can still be difficult to read consistently. An intermediate player may still fall for a well-executed morph about once every three or four times. Combine it with decent accels, drags, footwork, etc. and even a player with over 500 hours of playtime will find it impossible to consistently read his opponent's mix-up. So how much practice should be necessary to consistently read a particular maneuver?

https://i.imgur.com/Gk3aUhP.png

The reading-difficulty of an attack should be determined primarily by the difficulty to perform the maneuver.
An example of this would be the undercut-waterfall / wessex / That One Undercut Drag / whatever you want to call it. This attack is one of the hardest maneuvers to perform currently, and it's also quite difficult to read as well. On the other hand we have attacks that are very simple to perform (i.e. stab ripostes or bastard sword morph/feint mix-ups) that are also extremely difficult to read consistently even by god tier players. Part of a maneuver's difficulty is how situational it is, as well. Stabs are not situational at all: they are precise, fast, won't accidentally hit teammates or walls, and hard to runaway from so they should be weaker in terms of damage or be easier to read.

I think it's safe to say that the majority of reasonable players would agree that simple-to-input attacks that are also exceedingly hard to read (Even by top tier players) have no place in the game, but at what point should even the difficult-to-perform maneuvers be nerfed or removed due to how inconsistent they are to read? The danger in removing certain "unreadable" attacks is that it makes defense easier, which can sometimes lead to really bad compensations like nerfing parry (increases inconsistency across the board) or over-buffing basic attacks (stabs). It can also make the game feel really stale as the number of viable offensive options continues to dwindle, and complex attack manipulation takes a back seat to mechanics-heavy playstyles.

Duke 553 939
  • 13 Aug '19
 Goatie

It's at the point where I'd almost rather reverse overheads over these instant attacks and unreadable drags. I could at least reliably parry reverses in chiv by reading body movement and easily parry drags. Here everything is always so neutral looking. I think things should be readable and the skill should be changed into team fights where the pressure will make everything less readable in a natural way. Trying to keep the 1v1 ceiling high and the focus will only lead to things staying unreadable and people will just stop caring.

Knight 766 3316
  • 10 Aug '19
 Mittsies

@smug
Everything you're saying is 100% agreeing with my post, but presented as if you vehemently disagree.
I'm confused. Is this bait?

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  • 9 Aug '19
 TombstoneJack

@VampireDuck said:
theres also the problem of people turning skirmish into duel servers, like why the fuck do people want to make every gamemode duel?

inb4 duel mode gets released and ppl turn it into capture the flag

1814 1898
  • 8 May '19
 SWSeriousMike

If your ping is always that high in every game, I don't see how better servers would help you. You can't expect the devs to improve your internet infrastructure for you.
100ms is high for every reaction-based game. You don't have to like that, but it is what it is.

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How does having 100ms set to high ping mean that their net code and/or servers are bad?

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  • 4 Aug '19
 esturias
  1. Grow up.
  2. I feel there might be a valid reason why you get votekicked.
Knight 7768 14313
  • 1 Aug '19
 ToLazy4Name

You need to counter by going for a chamber attempt and immediately cftp if he drags it. Also, stop basing your balance opinions on duels.

Emperor 396 918
  • 31 Jul '19
 Soulcatcher

No text walls, just state one thing you love, and one thing you hate.

Take this free template.


I really enjoy:

I really dislike:


I really enjoy Greatsword, good animations, good drags and accels, nice stamina drain, just a respectful duel weapon that I don't feel like I'm bullshitting my way through a fight. Based GS best weapon. Feels so balanced and respectful in comparison to most everything else.

I really dislike, not having a toggle option to disable peoples battlecries in the audio menu.

Have at em'

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Knight 697 1611
  • 24 Jul '19
 das

It's fustrating to use and it's only upside is stab spamming, which is lame, boring and probably broken.

I don't disagree with you there lol. Things about it feel off, to use or fight against. I think getting a headshot + body shot kill nerf + 500ms windup stab nerf + 575ms strike buff + 500ms release buff would make it feel better and closer to the Chivalry Flanged Mace (which was a good feeling weapon and very nice against knights and vanguards, but weak against other MAA).

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  • 20 Jul '19
 CatR

@ShapiroLibtardsDieTwice said:
If Feitora is just another map for the Frontline game mode, I'm going to gouge my eyes out. Imagine seeing a girl a Walmart and you're like, "Hey she's a good looking girl, her boyfriend must look just as fine", only to see her boyfriend is a disgusting, unhygienic, long haired unkempt ugly creature. "Seriously, she has him as her boyfriend? Fuck me."

Do you have issues you need to work out?

Knight 3311 6797
  • 15 Jul '19
 Bodkin

They probably still probably get going and I should have told you about running into the guy with the midget right to the heart of each other just started laughing and pissed all over himself he was laughing so hard he can't build a floor pissed all over the floor the pedal to floor awesome.
Haha midget funny guy arab come big fight lots of rainbows mean girl we just started laughing fun time BOOM big bang reset kinda funny bad thing happen wake up in ghana put to work i fix sink make bad cash fly to thailand haha good time

Knight 7768 14313
  • 19 Jul '19
 ToLazy4Name

hey jax cool post now keep doing this or else

Duke 5533 13191
  • 19 Jul '19
 Jax — Community Manager

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Hello!

In this post I’ll be discussing some plans for the future of Mordhau, and what the team has been working on recently. Please note that most, if not all features and content covered are in varying stages of completion; everything is Work-In-Progress and may change prior to its release or be canceled. As for timelines and estimated release of these things, we focus more on ensuring they are up to our standards as opposed to setting hard deadlines, so things will come when they’re ready.

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Content / Maps

Our main priority post-release has focused around bringing in additional content to help keep the game feeling fresh - while a handful of weapons, cosmetics, and the map Crossroads were added, our artists have been hard at work on fully-fledged maps that will be playable in all game modes.

Feitoria is a sprawling town and accompanying village that will alternate between crowded streets, chokepoints, and more open areas and will have an emphasis on verticality and interiors as well. Currently, progress is going well on Feitoria, and our level designer is working on optimization, interior/background polish, and configuring the map for game modes.

Castello on the other hand, is a southern-European/ Mediterranean inspired castle keep and walled courtyards. It will have a similar feel to Grad, but with a more involved castle section, including portcullis control and close-quarters fighting. At the moment, Casello has begun its final art pass, along with some fine-tuning of the lighting and post-process effects.

Existing maps aren’t being forgotten, however - while we’re prioritizing new maps over spending all of our time tweaking the existing ones, we’re aware of balance and gameplay issues on existing maps, especially Crossroads, and will be improving them.

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Game Modes

Recently, we have been hard at work on implementing ranked modes into Mordhau, as we feel it is a perfect fit for the high-skill gameplay that Mordhau brings to the table. You will earn a distinct rank - here’s a quick preview of them:

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In addition to Ranked, we’re also working on a 64-player attack/defend mode which will capture the feeling of a medieval battle, with sieging and progressive objectives. We’re calling this mode “Invasion” in-house, and we’re in the process of designing the mode. It’s important that we’re able to retroactively add this mode to existing maps, as our levels are designed to be usable in all game modes when possible. This mode will not come next patch, but in the future.

We’ve been listening to your feedback, and we’re aware that Frontline is a bit of a polarizing topic - some people love it, others hate it. We’ve been looking into ways to reduce stalemates and make Frontline have more of a back-and-forth “tug of war” feel to it, and increase the player’s feel of involvement with the objectives. Nothing on this front is set in stone, but we’re looking into ways to improve the game mode nonetheless.

Balance & Gameplay Improvements

We’ve been listening to your feedback on game balance and frustrations with the game, and we’ve identified some areas that need a bit of work in this regard. Horses feel a bit too powerful and unfun to fight against and we’re looking into ways to make horses fairer to fight against, adding more risk to the horse riders while keeping them deadly and powerful. These potential changes include things like momentum damage against the rider, a smaller and more accurate horse flinch hitbox, fixing the desynced horse hitboxes causing players to hit through them and making horses more fragile against bigger groups of infantry, and more.

Fire bombs can also be frustrating at the moment, and we’re working on ways to fix these as well. We’re currently re-working the way fire damage is applied - it will start out much less damaging and faster, and standing in the fire will cause the damage to ramp up, making it behave more like one would expect from a fire. This will make the fire bombs less punishing when players only “touch” the fire shortly. In addition to this, the fire will be louder in volume and generally more noticeable. Players will still have to respect the fire as an area denial, but situational awareness will be increased and avoiding them will be much easier.

At higher levels of play, especially in duels, we noticed that the buckler can be overly powerful. We’re looking into removing the 30 stamina gained when the buckler is disarmed, but increasing the usefulness of the buckler when it comes to stamina costs when blocking weapons. We’re also looking into making swing manipulation look better overall without compromising the skill of the game, and adjusting a few weapons turn caps which are a bit too extreme at the moment (For example, Spear in short grip), making the game a bit more grounded. There will be many more adjustments and improvements, including Javelins among other things, to help fine-tune the already amazing combat.

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Quality-of-Life / Miscellaneous Improvements

As we’ve discussed in our statement recently, we’re taking toxicity and racism seriously. At the moment we are discussing and experimenting with ways to add more tools to the game to help curb unwanted behavior. One area of focus is on preventing griefing and vote-kick abuse; we’re interested in adding more information to vote selection screen, such as the player in question’s team kill amount and team damage ratio, as well as a reason for the kick. We’d like to add an easier user interface for starting vote kicks, as the current method via the console is functional, but not exactly the easiest or most polished method we could implement.

A client-side chat filter is also in the works; while muting players removes anything they’ve said, you can only do that after they’ve said it. We plan on adding a filter that will automatically remove inappropriate or offensive messages before you have to see them, which will help to curb toxicity quite a bit.

In terms of griefing, we’re looking into ways to easily identify placed structures and their team/owner, so it’s more apparent to see if a teammate is intentionally placing structures to disrupt gameplay, and who exactly is the one doing it. We’re also looking into other ways to prevent griefing with toolboxes and firepots, to prevent players having to rely on votekick to deal with them in the first place.

While the majority of progression/gold issues have been fixed, there are a few persistent bugs remaining with our backend system. We’re looking to switch to a more reliable backend system that will handle player inventory, purchasing items, and player progression to resolve these issues for good. Additionally, we’re looking into server improvements to help reduce ping and latency problems.

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Mod Tools / SDK

We are also well aware of the high demand for modding tools, and it is not something we are ignoring. At the moment, development is focused more around our short-term goals of increasing the amount of content that the base game provides and we’ll look into an SDK and mod support in the future.