Mordhau
 DodgeThisYouBastarddd
  • Likes received 79
  • Date joined 4 Jun
  • Last seen 20 Sep

Private Message

Knight 7590 13879

VESANUS YOU SLOW FUCK GIVE US FEITORIA ALREADY IT WAS SUPPOSED TO BE A FUCKING LAUNCH MAP HOW ARE YOU THIS GOD DAMN SLOW

ALSO GIVE ME HIGHLANDS YOU COWARD

Knight 7590 13879

not only did you play nothing but horde for 96 levels but you also kicked people who played in a manner you don't like

very bad.jpg

Knight 40 51
  • 11 Sep
 Josh

Changing the timer would probably be a good way to get a 50% win rate if that's what they're aiming for on balance, but it wouldn't be a very fun way of balancing it, the maps would still have any issues making them imbalanced and players would have to spend more time playing with the imbalance.

This might also lead to the least balanced maps being disproportionately played, e.g. imagine if Taiga is very imbalanced and requires 30 mins, but Camp is more balanced and only requires 15, then players would be spending twice as much time on Taiga than Camp assuming they're equally voted.

They should figure out what makes stages imbalanced or frustrating and solve that. Moving the barrels on Taiga seems to be very difficult (though not a big sample size yet), so maybe the barrels should be placeable and then picked up later so people can defend themselves? Would be more interesting to play than it currently is, especially if the defenders are able to destroy the barrels while they're on the floor.

But as long as the objectives are entertaining enough to play, then being balanced isn't too important. We'd probably want the defenders to be favoured most of the time, with each objective getting less likely to be completed. e.g. if 20% of the time the attackers fail the 1st objective of Camp, 40% of the time they fail the second, 60% they fail the third and 80% they fail the fourth. That could be better than 50% of the time succeeding all objectives as it'll feel like more of an achievement to get far.

19 12

Just a few tweaks for invasion:

  1. Do the Warden and Commander have some form of fireproof? They should, otherwise, firepot spamming will end games very quickly.

  2. You should probably let people pass Warden and Commander if they don't want it.

  3. Let Warden and Commander have free reign, it was always fun in Chiv to have battle kings charge into the fray.

  4. Maybe let the cart be slightly pushed back on some maps? You'll have to test where it's appropriate to let the defending team push back, but I think this will make it a bit more balanced to defend.

1 5

Yes, you read that title right, I am a noob at this game. This does not hinder me from enjoying it though; I love the armor, the voice acting, and just memeing around with friendly people I happen to duel against. As a new player, however, Mordhau can sometimes be discouraging to grind for, even if that sweet helmet you've been eyeing for days is only just a few gold pieces away. I understand that Mordhau is a game for the skilled, however that doesn't mean that only the skilled should enjoy it. With the pushes in the right directions though, Mordhau can prove to be an enjoyable game for noobs like me.

  1. Map balances
    Crossroads in my opinion is one of those maps where if you aren't the team spamming the fire bombs, you're toast, literally. Chokepoints seduce barrages of fire bombs and serenade Death to come feast on the burnt corpses of the unfortunate knights/vikings. I like the idea of fighting for a central point to spice up the tempo of the game. I feel that it really changes the way players approach fighting for the objective, since it's a gorefest in the middle of the map. However, the potential of the map does not need to be hindered with chokepoints easily engulfed in flames.

  2. Some weapon balances
    Mordhau allows us players to mix and match so many armor sets and weapons. You could be Templar rocking a giant war axe, a Spanish Conquistador charging in with a greatsword, or just be a bard and play sweet melodies amidst death and destruction. As a new player, I feel like some weapons could use some balance, because this freedom to mix and match may also create loadouts that can be unfair to fight against. I will admit that I am biased against rapier+shield users, but this doesn't mean that other weapons cannot be balanced. Of course I still want us, the players, to enjoy the loadouts we create for ourselves, but I also want to meet my enemies in the battlefield knowing that our weapons have their advantages and disadvantages, and not just advantages only.

  3. Ping
    I have seen this topic discussed in the forums a lot, and I feel that this must be emphasized here. For a game that rewards you for timing counterattacks, parries, and ripostes right, high ping and lag will just leave you in a bloody mess after every fight. Of course there is always the presence of human error, wherein it is our mistakes that punishes us, and that's all right. Getting your timing wrong should punish you, but not lag and high ping. I have experienced duels wherein my enemy's stab connects even before his arm fully extends, or wherein my swings don't register because the enemy I was swinging at was already somewhere else. Yes, I am aware I am a noob and that my own timing may sometimes lead me to miss, but seeing that rapier stab connect even before it hits you is undeniable.

Mordhau, like any other game, has features we love, and some quirks that make us scratch our heads in disagreement. In spite of these issue I mentioned earlier, I salute the devs for working towards these problems one step at a time. Given enough time and effort, Mordhau can be a game that welcomes the young blood like me, but also still a game wherein the best of the best have a go at each other and let their blades sing.

Mercenary 1845 6968
  • 12 Sep
 ThunderDuck

some of you are alright
don't come to the crossroads tomorrow
some of you aight.png

Mercenary 1845 6968
  • 12 Sep
 ThunderDuck

stfu.jpg

it was never meant to be you fucking neanderthals

985 6954
  • 10 Sep
 marox — Project Lead

@Ruby Rhoderick said:
What's the map names for the config for Invasion?

INV_Camp_1
INV_Grad_0
INV_Taiga_0

the suffix 0/1 indicates which team is attacking, currently there's only one variant per map anyway though

166 1688
  • 10 Sep
 elwebbaro — Art

Invasion & Mod support

With this update, we are shipping the Invasion game mode on three existing maps: Grad, Taiga and Camp. Invasion is an epic, asymmetric, objective-based mode where one team defends and the other attacks. The remaining maps will be adapted for Invasion in the future, including the two new maps we’re working on - Feitoria and Castello.
Also featured in this update is automatic mod (map) download when connecting to a modded server. This is only the first step in mod support for MORDHAU, as the official SDK is not ready yet, although our resourceful community has managed to make maps regardless.

Stay tuned for more updates in the near future, Feitoria is just about ready for release!

Patch #11 Changelog 10/09/2019

Gameplay

  • Added a whole new asymmetric objective-based mode called Invasion. Currently available on Grad, Taiga and Camp. Mixed in with existing Frontline rotation on official servers.
  • Added automatic mod (map) download on connect and mod.io integration (workshop)
  • Server owners can specify their https://mordhau.mod.io/ auth token in the ServerModAuthToken field in Game.ini which they get from mod.io. Any mods subscribed by the mod.io user will be automatically downloaded & updated by the server on startup.
  • Reduced waiting for player time in duel from 120s to 90s
  • Fixed kill credits being assigned to teammates for teamdamage (e.g, even if the enemy suicided or died otherwise) causing a teamkill
  • Players on vehicles now count for pushing in push objectives (e.g. horses etc)
  • Getting auto-kickbanned for teamkilling (5 TKs) no longer applies a global matchmaking ban of 30 minutes, it now only bans you from that server for 30 minutes.

Combat

  • Adjusted axe head bonus stamina drain vs shields to be slightly weaker
  • Held block shields global stam negation increased by 1
  • Held block shields block turncap slightly less strict
  • Reverted Horde changes from last patch except for the projectile damage change
  • Horse respawn time increased to 2 minutes
  • Spinning in the opposite direction and trying to “backswing” will no longer work, now causes glancing blow

Weapons & Equipment

  • Eveningstar main mode strike combo slowed down 25ms

Visuals & Misc

  • Made thrown weapon trail a bit less squiggly
  • Fixed perma ban message showing when trying to search for a match after a temp ban expired
  • Fixed inventory not refreshing between matches when staying on the same server
  • Medium horse now gets random colors and patterns assigned on spawn, and will assume team colors when mounted in a team mode.

UI

  • Polish on objective icons look and feel
  • There’s now a fixed amount of closest objective icons that show up, preventing too much clutter
  • Objective icons now display in the map spawn screen
  • Added mute, unmute, mutelist commands for server admins; prevents players from sending chat messages; global on official servers
  • Banlist command now includes globally banned players on official servers
  • Fixed profanity filter not applying when checked (having to be re-checked)
  • Synced up duel UI countdown better with the server
  • Fixed top rank next icon breaking in duel
942 293

remove one handed Messer

Knight 554 1906

@Badass_Ben said:
So after having several encounters where a weapon was what I thought, 100% in range, only to miss, I did a little testing

And maybe there is errors with this, BUT

So I took a series of weapon and stabbed against a wall, being a fixed point

I found a LOT of weapons had to clip INTO the wall in order to "strike" said wall
Regardless of where on the wall I was striking, or which wall

This seems to me to explain a lot of range issues with weapons where you are obviously in range, but it just doesn't count

Weapons use different tracers for non-destructible objects. This is so that your weapon does not keep hitting a wall when you are fighting in close quarters. A weapon may not reach a wall from a certain distance, but reach a character from that same distance.

Knight 755 3279
  • 4 Sep
 Mittsies

Very nice video you've provided to illustrate that weapon hitboxes don't match their models.

Thanks, great post!

Knight 3287 6722
  • 8 Sep
 Bodkin

@Milosh_Obilic said:

@ToLazy4Name said:
If you win who fucking cares

More and more players each year play video games for social interactions. So I'm not surprised to hear that so many people seek validation from complete strangers. Me on the other-hand: I like to immerse myself in a video game. I also like to be in control of my own life. I would sooner kill myself than allow a stranger to dictate the choices I have a right to make myself. When I'm standing on the battlefield and my enemy stands before me, the only thing on my mind is how I will set upon the task of dispatching him and sending his sorry ass to the afterlife. As far as I'm concerned the only thing that matters in the sands of an arena is victory.

ngl that was cringe af

Knight 7590 13879

dude I love RNG mechanics in my skill-based game

90 109

Did you ever hear the Tragedy of Mordhau the indie? I thought not. It's not a story the Chivalry vets would tell you. It's an alt right legend. Mordhau was created by a bunch of tryhards, so powerful and so into minmaxing they could use the Turncap to influence the hit detection to destroy noobs... They had such a knowledge of the mechanics that they could even hit through parries. The dark side of gaming is a pathway to many abilities some consider to be unfair. They became so powerful... the only thing they were afraid of was losing was their reputation, which eventually, of course, they did. Unfortunately, they taught their PR everything they knew, which was nothing. It's ironic he could save teammates from a horse, but not themselves from brony game reviewers.

Knight 7590 13879

@Christian2222 said:
When people can't admit that cheesy tactics does NOT equal skill.

Oh humanity.... why are you such a piece of shit? :_D

oh for fuck's sake I thought you had finally left please for the love of god leave so I don't have to hear your retarded whiny posts ever fucking again holy shit

Knight 7590 13879

It turns out, as you increase in rank, so too does the quality of your opponent. Who would have thought?

Knight 755 3279
 Mittsies

They are just too powerful of a thing to be available for free.

The following is just a list of possible ideas that don't involve removing them entirely.


Earn Tactical Resources to buy Horses with

  • In Frontline, players could collect "Tactical Resources" by doing objectives and/or getting kills, which they can spend to spawn in Horses (with spawn limits of course) - rather than just being this free thing that spawns in a fixed location you can jump on and use. Tactical resources could also be used to buy siege weapons, bandages/medical kits, or even special weapons. That way, taking down a Horse or enemy siege weapon would feel very rewarding, because you are actually hurting the enemy's resource pool.
  • Downside: None that I could see, as long as spawn limits are done properly.

Add a bounty mechanic.

  • The more kills a player gets without dying, the more their bounty goes up, awarding additional score and draining additional tickets from the enemy team when killed. That way, when you finally kill that damn rider, you get a huge score to compensate you for all of your hardwork. This will incentivize more people to actively hunt down horses, thus indirectly nerfing them. By making high bounties drain many tickets, you won't have to worry avoid people losing the game because they're chasing down horses instead of controlling capture points.
  • Downside: it will make people salty if they get their kill stolen.

Require perks to be efficient with Horses.

  • Significantly nerf horses, then add Perks that allow you to deal extra damage with couched/rideby attacks, dismount/mount them faster, better control/turning, activate sprint to make the horse move faster for a short period of time, etc. Without any perks, Horses will just be a way to travel between areas. With all of the perks, Horses will feel as they do now: extremely powerful, but you will have to actually invest points into your character. If I have to spend 8 points on a Toolbox to deal with Horses, then I don't see why riders shouldn't spend some points to be effective riders as well.
  • Downside: None that I can see, but depending on how it's done it might not be a big enough nerf.

Require perks to attack while on Horses

  • Simple alternate idea to the one above: just make an 8 point perk called "Rider". Without it, you cannot attack while on a horse.
  • Downside: Unintuitive, less fun, and after killing a guy on horse you can't take his horse for a quick joyride and get a few kills.

Horse kills drain tickets.

  • If a horse dies, it drains a significant amount of tickets from the owner's team. This adds consequences to using Horses, and rewards those that seek them out, sort of like the Bounty System.
  • Downside: Allows troll players to "Feed" with Horses and drain their team's tickets, so it's probably not a good idea by itself.

One per player

  • This is a simple alternative to the tactical resources idea. Basically each player has the option to spawn themselves a Horse from the team's stables. You can only do this once per game, and there's a spawn limit (depends on the map). Theoretically you could have players spawn horses for their team even if they don't intend to use them, but it would still make the number of horses finite.
  • Downside: Probably won't solve anything because you still have 20~32 horses per team depending on how many people are in the game, and I doubt you'll need more than that. Furthermore it might create toxicity from players stealing each others horses, or refusing to spawn ones in to help their teammates.

...Just Remove Them (for now)

  • Yeah well, you could just remove them too. Put them back in when Developers have a real solution. Not an ideal solution, but if you ask me, it's probably better than nothing. Generally speaking Horses, while fun to use, are not fun for anyone else involved: not even their own team.
  • Downside: horse "mains" will rage
2 4

This game can join the territorial module, can attack other people's territory, and then have their own population, form their own army, players can attack each other, robbing each other's population and women, it must be very interesting.

73 66
  • 6 Sep
 The Bird

Lol I #pekt this dude in ranked around the time he posted this. He started flaming at the end. I claim the credit for this buffoon's departure.

GETPEKT

BIRD