Mordhau
 Gauntlet
Knight
  • Likes received 546
  • Date joined 25 Oct '15
  • Last seen 11 Jun

Private Message

Duke 5558 13284
  • 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.

Duke 5558 13284
  • 3 Jul '19
 Jax — Community Manager

In light of recent publicity on the state of MORDHAU’s community, we would like to discuss our stance on toxicity and the topic of gender and race in our game.

First and foremost, Triternion does not, nor have we ever, had plans to add a customization option that would force a white male default. This is an absurd idea that stems from a misunderstanding in a recent interview by PC Gamer with two of our artists. These artists, both uninvolved with character development went into a verbal interview with minimal PR experience and ended up answering some of the questions in a misleading way, which combined with a lack of context, led to some very controversial statements. Again, we at Triternion do not, nor have we ever had any plans to implement any kind of ethnicity toggle on potential future character ethnicity customization additions.

The responses given were referring to the gender part of the questions, which were based off an old controversial "gender toggle" idea, with the intention being to give the player options to play the game with only female characters, only male characters, or both. This concept was brought forth by one of our developers and posted prior to the game’s release as a response to a large number of heated debates regarding the topic of realism. The idea to give players this ability was simply a theoretical solution to a difficult problem and was never intended to be the official stance of Triternion on this topic. This is a lesson for us that we must be excessively prudent with the wording we use in the future as it can be easy to misconstrue an individual’s opinions and ideas as officially sanctioned.

Shortly after launch and in internal discussions, the concept of a gender option toggle was dismissed as it would undermine the customization players work hard to create. The two artists featured in the interview were ill-informed of this decision, which was a major mistake and miscommunication on the side of Triternion; and in combination with a question on a sensitive issue of which they were underprepared to answer, strongly contributed to this misunderstanding. Our official stance is that these toggle options are out of the question.

In regards to community toxicity, we do not have prior experience managing communities of this size, nor the manpower or resources that established studious can leverage. Our team consists of 11 first-time developers working remotely and volunteer moderators who try their best to curb this toxicity and behavior across all platforms, including in-game. At the moment we are stretched thin with major important content additions and unfortunately we do not have the staff nor systems in-place to moderate everything to our intended level of standards. We plan on improving in this regard. We hope our players understand our situation and will continue to place their faith in us, as improving these things will take time.

168 1700
  • 2
  • 6 May '19
 elwebbaro — Art

It's been one hell of a ride thus far, and it's only been 7 days. None of us would've expected this reception in our wildest dreams.
As of today MORDHAU has sold just shy of 500.000 copies and we have reached a peak of 60.000 concurrent players yesterday. These are just mindblowing numbers to us, and we still haven't fully realized that MORDHAU is currently among the top played games on Steam.

Unfortunately the launch wasn't as smooth as we had hoped. Server performance was abysmal and reward drops such as Gold and XP, as well as unlocks were not functioning properly. We are still in the process of seting up new servers in regions that need them and as a result the Matchmaking can still be spotty. There's also some other Matchmaking related bugs that prevent parties from joining the same game, or BR lobbies to populate very slowly, but we're on top of that. All things considered, the majority of launch issues have been resolved. As for compensation of the lost Gold and XP. We have not forgotten about it and will be shipping it via the next patch.

Right now we are addressing some of the more frequent and critical issues, like the "Ghost Bug" among others, as well as some map exploits. These past few days had been very hectic for us, but things are starting to somewhat get back in order.

Looking ahead for future updates, we've got a couple new maps in mid-production: Castello and Feitoria. Here's a few impressions on the latter.

On top of that we will start looking into Ranked/Competitive modes, starting with duels. However we cannot give an exact timeframe on when you can expect these updates to be rolled out yet. We are terrible when it comes to estimating things, I'm sure our alpha players can attest to that.

Additionally we will keep adding new armor pieces and weapon skins here and there, as well as some new character customization options.
Goals further down the line would be to release Modding Tools, as a lot of you seem to be very eager to create some custom content.

We've got lots of ideas for improvements to the maps and gamemodes. There's also been some amazing feedback and suggestions coming from you guys. When it comes to balancing and tweaking of mechanics, we are pretty happy with how things are looking right now, but we will start tweaking some things soon.

In closing we'll take this opportunity to give some shout-outs.

Thank you

  • to all the Kickstarter backers and alpha testers. Without your constant feedback, suggestions and nitpicking the game would not be where it is now.
  • to G-Portal/zeuz and their amazing support. You guys were super helpful and assisted us a bunch to keep up with our launch woes.
  • to all community server hosts. You really saved our asses to provide servers for all these players while we were struggling to spin up our own.
  • to our promotional launch re-stream: You guys knocked it out of the park and delivered some sweet first impressions right on the storefront.
  • to all the content creators out there creating videos and streaming. MORDHAU spread like a wildfire, which wouldn't have been possible without you.
Baron 1647 5233
  • 29 Apr '19
 Lincs

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988 6974
  • 29 Apr '19
 marox — Project Lead

What a ride! The day of Mordhau's release is finally here. Our target is to go live today April 29th @ 10 AM PDT. We will be launching with a base price of $29.99 (Steam currency/regional pricing applies!) and a 10% launch discount. Besides the base game, for those who really want to go the extra mile to support us, you'll also be able to purchase the Supporter Pack containing the soundtrack, Medallion (necklace) wearable cosmetic and Mercenary banner. Those who wish to purchase the Steam key to the game on our webshop, will be able to do so here when the game is released, and a lot more money from those sales will go to the developers, as Steam won't take their cut.

Anyone who backed the game at $40 or more (Beta level, which contained the Soundtrack) will receive the Supporter Pack as part of their pledge via Steam key on the account you've registered on our website. So please keep this in mind to avoid purchasing the Supporter Pack twice! Please give us an extra couple of days to supply these Supporter Pack keys to you, as we ran into some delays there.

All backers should have received their rewards by now (except the soundtrack). For some of you, we're still waiting/adding the things that require your input (custom emblems, etc.) so make sure to fill out all forms on our website. If you have not yet received a key please do the following before contacting us. Check your emails, most of you that contact us have already activated your purchase back in 2017, but have not checked your forum account for the Steam keys. The keys have been waiting for you there for some time :) If you are sure you haven't received any activation link, and have never activated your purchase on our forum/website, then get in touch with us via a Kickstarter private message, or send an email to [email protected] from the email you used to purchase, and we will sort you out.

If you would like to purchase just the soundtrack (and it's a good one!) directly from the composers, you can do that here.

Thank you so much for supporting us and making this project possible. It's been an absolute blast to work on, and we hope you'll enjoy playing it!

See you on the battlefield!

Duke 754 1201
  • 26 Apr '19
 Stumpy

Got my T-shirt, it looks amazing.

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988 6974
  • 23 Apr '19
 marox — Project Lead

@Stumpy said:
My guess is 6pm -8pm CET

Good estimate, probably around 4-8 PM CET, we're aiming for 6 PM CET.

When will user submitted emblems be inclued in the game?

Depends when they were submitted, things that were submitted really late (like 1 months ago) might not be in, rest should be there on release.

When do we get our gold teeth?

We shipped them silently, but it's possible they're not available yet in the current build (will be by release)

Will i have my Duke title Ingame on Scoreboards, or even ingame at all?

You get the Duke in-game badge/banner (the thing people see when you kill them), but it's not spelled out specifically, it's just a way for us to refer them by.

Why is achievments completed in a match only given to you once the match is finished? Why not instantly? If you complete an achievment then leave server before it's match is finished you won't be rewarded with completion.

Fixed next build

Duke 5558 13284
  • 22 Mar '19
 Jax — Community Manager

We're looking at adjusting certain parts of the cosmetic progression, so it might get weird if you kept it.
We'll see what happens.

Knight 766 3329
Knight 627 2068
  • 19 Mar '19
 LuxCandidus

Horde mode is fun, but it lacks direction, and can be mindless at times. It reminds me of Team Fortress 2's Mann versus Machine, and could use some inspiration from it. MvM lets you purchase upgrades to your character that make you much stronger than is possible in other modes, taking advantage of the fact balance is not important since you are not fighting other players. In TF2 this means the ability to fire ten rockets in a second or to build several sentries. In Mordhau's case you could make it so 'super' perks can be purchased, doing things like making you sprint twice as fast (which would be invaluable given the size of the map), making you fire several bolts or arrows at once in a single shot (without expending additional ammo), making you swing your weapon much faster, and so on.

It should also be possible to purchase things like revives for teammates or fortifications, such as spikes that automatically get built around the encampment every wave, or ballistae that get manned by friendly bots. The mode could use a tower defense element. Something that gives you a grander purpose than just seeing how long you can last.

A few pertinent issues:

  • It can take a really long time to find the enemies. If enemies are too far away, make them teleport closer. As long as this happens at enough of a distance for the player not to notice, it is desirable.
  • Everything looks brown, which can make it difficult to distinguish between teammates and bots in the midst of battle. Team colours would make more sense here. You could have team colours be forced only on the players, while the bots can be anything, as long as they cannot be mistaken for a teammate. For instance, I have yet to see a single blue enemy, so make blue the colour of the team.
  • The shield enemies are not challenging, they are an obnoxious brick wall that only wastes your time. Rethink them.
  • Players that join a game in progress start with 0 gold. This results in them being underprepared and struggling to survive, while being useless to their teammates. Going back to MvM, players that join a game in progress are given an amount of gold relative to how many waves have passed. The amount is less than one would have earned if they were present from the beginning, but enough to get equipped and contribute.
  • Your actions during a wave should be rewarded with gold. You should at least get a bonus for surviving the wave. You could also get a bonus for killing 20 enemies in a single wave, or not taking any damage.
Knight 18 55
  • 17 Mar '19
 KoFDGucky

I was able to test the new game modes this weekend with the new proton version
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which includes DXVK 1.0.

IMPRESSIONS

Here are some fresh impressions for Mordhau on Linux, where the current state of the game runs perfectly (platinum status) with all settings to ultra:

Gamemode: Frontline
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Gamemode: Battle Royal
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New Character Stats:
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Personal test results:
During my hole Test (~10h) I did not encounter a single crash / bug playing with proton on steam play. I was able to test the group feature this weekend was able to join a server or frontline match together with a group of 3 people. Mordhau in it's pre release state have yet reached proton's platinium rating, in my point of view. From gameplay perspective, if I would let you play on my pc, with g-sync on, I'll bet you could not say if I have Mordhau booted up on Windows or Linux ;-)

PERFORMANCE:
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  • ~ 60-90 fps avarage all settings on ulta (1440p WQHD) in Frontline with > 40 players on the server
  • Mordhau consumes <5gb of RAM form OS
  • Mordhau uses ~5gb ram from graphics card
  • ping times are 10ms in avarage lowert then the windows once
  • alt tap to desktop or switch to second desktop works as fast as hell, so no wait times when you're simultaneously chatting on the mordhau discord

CPU & Ram Usage while playing:
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Lowest framerate I was able to achieve was with fire effects on the TAIGA map:
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988 6974
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  • 12 Mar '19
 marox — Project Lead

Attention all backers!

NOTE: This is a closed test for Kickstarter backers only. Access to the game is otherwise not possible at the moment, but release is coming soon!

As we approach towards having everything ready for release, we need your help to do some stress testing and identifying any show-stopping issues. Starting on March 15th (Friday) at 5 PM CET (Central European Time), until (including) March 17th (Sunday), we will be running organized tests on the pre-release build, where you'll get a taste of what we've been working on.

This time around, we really need to hit high player counts, so we are going to be limiting the servers to guide the testing phase. We will be doing themed tests each day to focus the population, starting with Friday - Frontline on Camp, Saturday - Battle Royale on Grad, and ending with Sunday - Horde on Taiga. Outside of these dates, the new modes will not be available to play. We are doing this to ensure that all those who wish to try them out show up on the days mentioned, ensuring a high peak. During the testing we will have servers in EU, US, AUS and SA.

After the weekend testing period, we will be rolling back the game to the current test build which will remain up until closer to release. Assuming there are no major issues, we will then proceed with our preparations for release and will announce an exact date shortly after. Good times are coming.

(Sneak peak below of the new armory poses :))

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80 201
  • 4 Mar '19
 Seseau

@Naleaus said:

@FaffyШaffy said:

@Pred said:

@Seseau said:
People like you are the reason why Chiv had its initial success and then failed to keep the tens of thousands of "noobs" it attracted.

Nah, Chivalry failed to keep the noobs because it made them rage at the game with all the cheese, Mordhau seems to be going the same path tbh imo.

There's been 4 months of development we don't know about, so maybe something will change, but I wouldn't hold my breath.

He's probably talking about his involvement in the comp/balance loop and how his input will result in a very flawed game.

Cept he's wrong anyway cause Giru wasn't involved in Chivalry's early days and TBS DIDN'T listen to comp/good player balance early on and subsequently lost most of the their comp players by making the game pretty shit for almost a year.

People quit Chiv cause it was unbalanced, buggy as hell and hard to get into after people started getting good, and not because of people on the forums. As for in game toxicity, it's going to be 100 times as bad this once it releases.

Most of the people offering actual balance criticisms do so from a perspective of "Will this be good for the health of the game?" and not just "Hurrdurr skill ceiling." You want to have both. Assuming his feedback will result in a flawed game is pretty subjective, since you're assuming that all his feedback is listened to and that something you might not like is flawed in the first place.

My last sentence was poorly phrased and overall just bad. It just baffles me to see such bad attitude from someone who apparently has a significant say in the game's balance.

My primary point was that you can't just dismiss every concern with "get good". The large majority of people who will play this game will not care about its potential competitive scene, and obscuring gameplay with weird, sort of nonsensical mechanics which are best for pro play seems like a bad move to me.

I think that if you put your hypothetical everyday casual Mordhau player up against someone who cftps, they will be very puzzled by the mechanic and likely won't be able to piece it together without somebody else telling them. It's a very logical process: you missed and left yourself vulnerable, therefore I can exploit this. Except not, because yada yada high level yada yada reasons. The argument that it costs stamina is not without basis, but to your average guy that parry looks and feels nonsensical.

Knight 941 2569
  • 1
  • 21 Feb '19
 Pred

I think what currently gimps light loadouts are:

  • Lunge + non existent range play, so they can't utilize the would-be biggest strength of the supposedly best weapons
  • Said weapons are too cheap as well - you can go 3/3/1 with Zwei and 2/3/1 with Halberd. Access to the best weapons should be the main reason to go lighter and it certainly doesn't help that you can get a mass fucking destruction powerhouse like Mace for just 4 points and then pack yourself into all kinds of armor and perks (I'm assuming you have a sliver of decency to not go with shield as well).
  • T3 torso is too cheap/ too good in comparison to leg armor, so T3 torso ends up pretty much the best purchase in the game and almost everyone can afford it by saving on leg armor.

On the other hand, 0/0/0 should be 1HTK to torso and head by 80% of the weapons in the game, most of the mainstream weapons need 2 hits to kill T0 torso and 3 hits to kill T3 torso, which is pretty absurd.

So, the lightest loadouts would ideally get perks and utility space, but going something up to like 1/1/0 with Halberd should be clearly inferior to medium armor. Then light to medium loadouts would get the best team play weapons and tanky loadouts the Longswords and Greatswords of this game at most.

Knight 3313 6811
  • 18 Feb '19
 Bodkin

@Mittsies said:
Just placed into my favourites.
That said, I just watched the video and hated the fact that tomatoes are actively RDMed in toxic VQ servers. So basically the consequence will be that instead of actually getting to play the game and have fun we will have the players swinging carelessly into tomatoes all the time. Because who cares, right?
Unfortunately I'll probably skip buying the game just for that.

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1090 6149
  • 10 Feb '19
 crushed — Art

@ArmedSpartan said:
That's just sad. Once you removed Naked legs, it broke all my Roman Legionaries, and now they look disgusting. It has Great RP potential. Many like the ability to do this to their character regardless of whether you may not like it personally.

"They look silly" as an argument can be used to dislike many current cosmetics already.

Naked legs are making a comeback with some new shorts pants option, they're similar to the old ones but now an actual model and look much better/more medieval

Knight 77 162
  • 9 Feb '19
 ArmedSpartan

@Jax said:
naked legs and things like having armored arms without a torso probably aren't going to make a return, they just look silly

That's just sad. Once you removed Naked legs, it broke all my Roman Legionaries, and now they look disgusting. It has Great RP potential. Many like the ability to do this to their character regardless of whether you may not like it personally.

"They look silly" as an argument can be used to dislike many current cosmetics already.

988 6974
  • 7 Feb '19
 marox — Project Lead

@elwebbaro said:

@marox said:
We're on 4.19.

Maybe you are, but the rest of us is on 4.20.3.

Well, shit

988 6974
  • 2 Feb '19
 marox — Project Lead

@Milosh_Obilic said:
Will there be any plan to get Bots sprinting enabled/integrated as a variant behaviour tree for each Bot character. Possibly a setting you can enable/disable when creating a LOCAL game? If not, will there be changes/additions to bot behaviour trees prior to SDK launch? Very happy with the current ones, however kiting them with back-peddle + repeated stab or long ranged slash is OP 1v1. Pretty well optimised for horde mode though. A sub-variant behaviour for offline games only, to accomodate players that want to practise 1v1 would be much appreciated by myself. Based on the fact sprint enabled combat for bots would be real useful in SDK modding applications, I feel this is a reasonable request/question.

Bots have had significant changes, especially basic movement. Among the changes are also things like being able to open doors, clear destroyables, climb (sometimes), use ranged weapons where appropriate including throwables, use emotes and voice commands, look for weapons when disarmed (or simply without a weapon), duck attacks and footwork, they also avoid having too many bots on single enemies (usually at most 2) and will position themselves opposite to other allies to maximize their ganking potential.

Their parrying behavior has been reduced a bit to make them more enjoyable to fight instead of being these impenetrable walls, although Seymour remains unaffected.

988 6974
  • 30 Jan '19
 marox — Project Lead

@Baron said:
Woooaaaw so much hyyype!
Maybe this question was asked before, but are you planning on letting us preorder the game?

We tried to originally, but Valve wouldn't let us do pre-orders because they only do those with developers that successfully released a product on Steam and have some form of relationship with Valve in that sense. So we'll just have to do it the old fashioned way.