Ruby Rhoderick
  • Likes received 974
  • Date joined 9 Mar '17
  • Last seen 25 Nov '19

Private Message

1 5
  • 18 Sep '19
 Milliam Rhoderick

Another brilliant idea by yours truly Ruby, truly astonishing just he sheer genius behind this man, along with that body, and those looks!

6 8
  • 15 Sep '19

Have been seeing this error repeatedly on my servers since the latest patch.

Happens to all users.

The only fix for this is to restart the server process.

I've set up a cron script to do this automatically but even then it still can cause the server to be empty for hours at the time until I notice or a player mentions it to me. Please patch this bug ASAP.

988 6971
  • 10 Sep '19
 marox — Project Lead

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


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

1084 6148
  • 2 Sep '19
 crushed — Art

Patch #10 Changelog 02/09/2019

Auto kick teamkill amount reduced to 5
Horde - players can no longer be flinched, have 15% faster melee windups, 50% less melee miss recovery and receive 50% less damage from projectiles
Horde health on kill reduced to 10
Fixed remaining server is full error
Global official server ban list is now active

Reverted experimental global timing changes (all releases, parry window and chamber windows increased 25ms) - Chamber window is still nerfed 25ms total
Stamina start regen delay increased 50ms to 1.3 (from 1.25)
Combo feint buff reduced 25ms (75ms total now)
Bound overhead angle change reduced 2.5 degrees
Reduced maximum lower stab angling
Held block shields now have 2 less stamina negation
Held block shields now have stricter blocking turncap
Held block shields can no longer riposte feint using the block - now forces a full parry window & recovery time on the block (915ms)
Certain strikes now have bonus stamina damage against shields, following weapons are affected, starting with the lowest bonus stamina damage - 1H Axe, Poleaxe, Halberd, Heavy Handaxe, Maul, War Axe, Bardiche, Battle Axe

Weapons & Equipment
Eveningstar strike turncaps slightly more strict
Slowed down stab windup by 25ms for following weapons: Bastard sword, Shortspear, Bardiche, Halberd, Poleaxe, Greatsword, Longsword main mode, Messer, Zweihander
Firepot damage adjusted to be more useful
Reverted Halberd alt mode stab turncap buff

Visuals & Misc.
Veteran’s chest color fix

Added MMR display to duel end screen, player menu, and matchmaking screen

7 17
  • 31 Aug '19

IGN: ComboDombo
Hello, I am inquiring a simple fix that in my opinion needs to be implemented ASAP. What is the point of playing ranked? If none can see your rank status in casual. It's literally just another duel server. To make it an actual achievement. Your 1v1 duel rank AND 3v3 duel rank should be scaled to your banner so everyone can see your rank if you kill them. Also, in ranked duels you should be able to see a players casual level aswell. It defeats the whole purpose of progression if you're limiting the observable achievements to specific game modes. I hope this gets changed immediately because if it doesnt this patch was for nothing. Sorrynotsorry broskis

17 29
  • 1
  • 30 Aug '19

Most of these balance changes are extremely questionable. Decreasing the parry window I can understand, but a global decrease in release time? The battleaxe is so broken now. It already was faster than Sonic, and now it's lightning quickj. And the poleaxe - the added reach was needed but 3htk on head is an absolute joke.

Seriously worried about the development of this game now.

404 603
  • 6
  • 30 Aug '19

Eveningstar strike combo 25ms faster

April Fools?

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

You probably just killed the game for casuals

All armory weapons strike and stab releases reduced 25ms - this will make attack releases slightly faster and more grounded/less floaty looking

You want to encourage an even more accel meta in a game that sucks if you have over 70 ping? Why? Did you just accept that drags will always look retarded as fuck? Is this the animation fix you talked about? Seriously PRIOR to this patch I reckon 70% of the hits people got on eachother were literally fucked up accels due to latency issues.

Knight 936 950
  • 18 Aug '19

Most people can accept that it takes a couple of months for a new, big content update.
But at the same time people want to see development news and they want small fixes or small content updates in a more frequent manner. It's not even about the updates itself (even though I would like a lot of things to be changed, the game is not fundamentally broken), people just want to be assured that the devs still care about the game and actually have an idea for the future or even a roadmap. It's a psychological matter. You don't want to leave your playerbase completely alone and unknowing of the things to come. Better make a lot of small updates than one big update with months of silence in-between. Other games, like The Forest or Scum are/were having a much better patch policy.

Duke 5528 13171
  • 18 Aug '19
 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 697 1611
  • 18 Aug '19

@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.

33 72
  • 14 Jul '19

Damn... Its depressing how better the map design looks then what we have in Mordhau...

1754 1807
  • 17 Aug '19

If that answer is "trying his best" then maybe his best isn't good enough.

Count 4205 9820
  • 17 Aug '19

Jax: Oh yea patchie soon, it will have everything you've been asking for and more

Also Jax: Uh sorry guys I got a little carried away, I don't actually know what's gonna make it in the patch or when it's coming out

Knight 7768 14310
  • 17 Aug '19

@Jax said:


excellent community management jaxon, keep it up xDDDDDD

33 72
  • 1
  • 17 Aug '19

@ToLazy4Name said:

@Six_Blasters said:
The second worst thing to happen to Mordhau is the combat completely based on timing.

If you don't like that, why are you playing the game? It's the entire point.

Good question. I quite liked the idea of a medieval combat game. The combat seemed fun the first 200 hours. However, after that I realized that once people get gud the only way to win is to manipulate the swing timings and animations which I don't find fun or engaging. And with the lack of good team mode I don't see any reason to play duels only to get better at these mechanics. I haven't played for about 2 weeks now and I'm just checking the forums from time to time to see if a there ever going to be a change.

Duke 89 89
  • 17 Aug '19

@Jax said:


I just clicked on this thread to check out this dev response....

Jax, remember you are a 'dev' now with the responsibility to produce meaty responses, and look at the PM I send you months ago before the last update why my emblem is not in the game...

Knight 928 2545
  • 17 Aug '19

@Budd said:
and god do I wish the dev team was 15 people, 5 extra people to get shit done would be literally like 200% faster.

I doubt it would help much, because all these constistently terrible decisions are made by someone who is already on the team and it's not something a few new hires would be able to fix.

83 57
  • 17 Aug '19

modding and mapping scene is alive and booming.

You guys are silly to think a small team of like 15 ppl is going to cater to your every nerf and whim or even has time to read the bs you ppl post here.

you want something to happen in the game make it happen by modding it or creating a map.

this medium wont accomplish anything for the game whatsoever!

learn ue4 and mod the game.

quit fkn whining and do sumthing about it.

What fucking sense does that make, yeah ill go right ahead and completely learn and spend hundreds of hours making a shitty map that like 4 people are going to play ever because not everyone is going to find it hidden in the depths of the Modding Discord.

and god do I wish the dev team was 15 people, 5 extra people to get shit done would be literally like 200% faster.

Knight 5270 7104
  • 17 Aug '19
 Humble Staff

Thing is simple, Triternion's comunication with us has always been like this, maybe it wasn't in the very early days of the forums where there were like 30 active people. The thing is, back then we were a few people devoted to this game and willing to give devs the time and patience to build such a colosal concept from the ground up. I mean there was a point where there were even less devs than there are now, game started with Marox all by himself.
But this comunication issue slowly gained traction as the game itself started to get more people to join this comunity and participate on it. What i'm trying to say here is that this has happened a hundred times already, with the dev blogs, with the snipets of information and art, with the Kickstarter, with most of the alpha patches, with release and now with regular patches. And that's not even mentioning the many shit shows that arised from this deffect like when alpha was first only tested by a select group of Mordhau groupies and when found out the comunity exploded, or when the dev team allowed someone to upgrade their kickstarter backing tier behind the scenes. And that's not even talking about how they have handled moderation.

What i'm trying to get to here, is that now that you guys have a mostly shaped up game, released, with big profits from it, a massively larger player base compared to those early days and someone with the role of comunity manager, the comunity uproar is just understandable. You no longer have excuses to not improve uppon your comunication. Not everyone will and should be expected to be as patient as some of the veterans here, and the veterans that misstreat the people that are not happy with this are being short sighted. Triternion never improved on this and now that they finally have the resources to do it they still fail at it. I have seen some previously passionate and understanding veterans start to give in, me included, and honestly, i have given this game and this dev team a LOT of chances in the 3 and a bit more years i have spent here. Now i'm starting to feel it's their turn to start moving.

I'm not saying game is dead, i'm not saying it's easy as "lol just hire more people", i'm not saying this game is hopelessly doomed to fail if this keeps going. All i'm saying is that Triternion has been postponing this side of game developement throughout all of its existence and if they don't do anything about it this will keep going and will happen again and again like has already happened a hundred times over, and maybe, some day everyone but a few hardcore people will say "that's fucking it" and will turn away to other games with a similar promise. Or the SDK will completely replace the dev team lol.

Duke 89 89
  • 17 Aug '19

@PC_Principal said:

@Dog3020bdccd4a144ab said:

@PC_Principal said:
Well I witnessed the same outcry about development speed, communication, etc on Rust Forums so I'm used to that.
But look at where Rust is now. It's far from dead. The dev told people to leave for a while and come back after a couple months if they want to see new things. Rust still has a solid playerbase.
I wouldn't call it a dead game. That just makes you sound like a narcissist who thinks the world evolves around you. Just because you quit playing doesn't mean everyone else did.

Idk, losing over 75% of your players in the span of a month. Losing over 90% since game release. Peek player count is dropping by the hundreds every day. If the game isn't dead yet, it's certainly getting there.

Yea well the curve looks like 90% of other games that went early access. Nothing special. Plus we're all just waiting for the update, of course player numbers drop.
In 2014, the game was deemed dead by many that bought the game on release and expected faster updates. Player numbers decreased from 50k to 10k for the better half of a year.

I just think mordhau left early access too early.
@Budd: When I played rust it was 3 devs not 25 (garry recently got himself the help of HELK and some other dude)

Mordhau was never early access but in closed alpha (and 'beta').
For why Triternion decided to release instead of going early access eludes me.