• Likes received 21
  • Date joined 2 May '17
  • Last seen 13h

Private Message

Knight 761 3291
  • 13 Oct

So you've been vote-kicked for no reason, eh? You were just minding your own business and suddenly someone decided to call that vote, maybe they even fabricated a reason in chat like "TKing troll", and you were kicked from the match? Or maybe they did have a reason but it was an effervescent reason at best, like you accidentally killed them once, or tried to use the catapult for a moment. Well the bottom line is that you don't think you deserved to be vote-kicked, and yet despite your best efforts to say "please downvote" or "bogus votekick, page down", you were kicked anyways.

Well let's start by clearing up some misconceptions: if you were votekicked successfully, then in the opinion of the players in that server, you did actually deserve to be kicked. You might think of yourself as an african american citizen who took a 2-year plea deal instead of facing trial tax because the legal system is fundamentally-racist and completely broken; in other words: a victim of injustice. You might think of yourself as the target of a bunch of morons that immediately hit page up while giggling to themselves at the idea of randomly kicking someone like a typical game of mafia or town of salem.

But at the end of the day: the majority of players on your team/in that server decided it was time for you to pack your things and leave. I'm looking in my crystal ball right now, when Mordhau finally adds female models, and people votekick you for having a female character while saying "kick this roastie" - and of course it will pass. It wouldn't surprise me even for one minute to see every bastard sword and kiteshield wielding female character to be kicked on sight, especially by sadmins in a private duel server.

But let's not get too far off topic here: is this just how things are? Unbridled chaos where nobody is safe from votekicking? Is there nothing you can do as a self-proclaimed innocent player to avoid being kicked by this "toxic community" as some call it? Well for starters, you have to be the change in the world. Next time you see a votekick: you need to immediately say "page down", "bogus votekick", or something similar in chat. You could even call out the person who started the votekick, and say they are abusing the votekick system.

I mean yes, there are some rare instances where someone is actually rampantly TKing, trolling, etc., and obviously you should use your best judgement, but in general you must do what you can to contribute towards preventing votekick abuse. Even if the person being voted up is a known bastard sword and shield user who morphs literally every single attack and their steam name is "you do you boo" and their avatar is some obnoxious looking anime girl with a transgender flag behind it - you must stay resilient, and page down for the greater good. Avoid bandwagon mentality, and encourage others to only kick those who truly deserve it, and not just hit page up every time they see that pop-up.

Not only will you make the community a better, friendlier, and more reasonable place - you will ultimately reduce the chance of being votekicked yourself. One day you might even see someone returning the favor, a person you've never seen before, saying "page down" as you are randomly voted up. It'll be the year 2020, you'll be running around screaming with your high-pitched female voice, your steam name will contain gender pronouns, your avatar is a picture of a transgendered woman with blue dyed hair winking and sticking their tongue out, you're using bastard sword and buckler which still hasn't been nerfed for some ungodly reason, and you'll have unironically accused multiple people of being both virgins and neo-nazis - and yet you still won't be kicked because the accumulation of your good deeds will have finally caught up and spared you from a votekick that you probably really actually deserved.

remove shield. tighter exe turncap. mounted artificial range and bonus damage at low gears. rework huntsman. underhand waterfalls. castello. feitoria. actual rewards for ranked. new progression system in general that cannot be afk-cheesed. API-data like weapon usage statistics.

Duke 545 903
  • 6 Oct

How is Feitoria not done yet jesus christ. It feels like i stopped playing this game months ago and it's exactly the same.

702 537
  • 10 Oct

@SWSeriousMike said:
More than half of the points are bad and wrong. Someone who is right about something by accident and virtue of writing so much isn't necessarily worth attention.

He bothered to come and post his opinion in this dead forum instead of just raging in the gamechat and he wrote in a somewhat acceptable way.
If he happens to be wrong - correct him. After all, there are most likely many players like him out there. Or let it and keep silent. These dumb kiddy fanboy answers are just stupid and don't help anyone.

702 537
  • 10 Oct

Some valid points, some wrong points because of a lack of experience.

Maybe, instead of coming up with the most childish and useless answers, our proud and honored veterans here could acknowledge that even a "bad" player notices some of the many issues of the game.

1395 1462

@Cracksmith said:
Why are you people so fatalistic? The game isn’t dying, it just fills a niche that people aren't generally interested in.

It fills a niche I'm generally interested in and I'm not playing it at the moment either.

1395 1462

@bobbydigital said:

@SWSeriousMike said:
The game isn't dead. It's just that all players are tilted. Next patch will probably reduce projectile speed and increase the effectiveness of 2h weapons and everything will be perfect forever.

I don't think the stats lie, the game is declining at a rather rapid pace, losing 10% of it's population a month.
Obviously with less players, losing 10% seems less noticeable as the number is smaller, currently it's about 10 people a day leaving the game.
A patch will bump those figures up briefly and then it will decline further after a week or 2 when people realise little has changed.
2020, probably going to have an average of 2500 players.
Once it gets to a point where it feels empty and difficult to find a full match, you will only have super hardcore players left.

It was a meme and not a serious reply. I fully agree that the game is losing players fast. But since the remaining community seems to be totally fine with it and blames the former players instead of the ridiculous slow progress and ludicrous balancing decisions memes are the most adequate response.

160 97

Posting on the forum doesn't get us anywhere, day one issues are still in the game. It's just a habit to come here.

702 537
  • 4 Oct

Sooo... I was/am sick at home, so I tested the game again after a >6 week break (except for three matches of Invasion when that came out).

The little tweaks seem fine, I noticed melee being a little less chaotic.
Apart from that, the old problems still exist (map quality, map quantity, general balance, general performance/connection, sound, bugs, glitches, general care for the game and its players, ...) and the "patches" brought a few more (even worse petformance/connection, even worse sound, bugs around server kicks, ...).
I won't even mention Invasion as a "new" gamemode.

But the worst part I noticed: Even during "rush hour", there are barely enough players to fill TWO servers - at least when talking about the German ones. The other one or two active servers stay empty with maybe 10-20 players, who just wait there until the others have some free spots.
If you want to play off the rushhour, even just a few hours - no chance. You have to pick a half empty server in another country where your jumping ping goes from 30-120 to 60-250. Fun.
And it seems like only the dumb kiddies and immature bobs stay with the game. The raging and dumb posting increased a lot, compared to before. So did the trolling.

Well... that just as a little bit of feedback/rant to keep the forum alive a bit longer...

@邪悪な領主 said:
Can you guys please make an update that has Asian weapons or armor. For example katanas, naginata, and shurikens. PLEASE MAKE AN UPDATE AND ADD THESE THINGS !!!!!

Please grow up.
How stupid would it be to have things like that in the game when the game doesn't provide ANYTHING of that kind to support it, meaning maps or... anything?
I know, the game isn't realistic at all and just a silly smashing and slashing game, but no need to make it worse.
I love Asian and especially Japanese stuff, too, but noone likes brainless fanboys...

King 2425 3397

Self explanitory but for team modes i think bear traps should have a short indicator above it similar to healthpacks but showing a trap teeth symbol

Not just to help circumvent team greifing but to also to coordinate its uses with teammates for team objectives.

76 81

This post will sum up the other two I've made but if you want to read them, you can find part 1 here and part 2 here.

So, since Invasion came out, the number of Toolboxes drastically increased. Which means the number of Firebombs and Smoke Bombs increased too. This was bound to happen, but sadly most of the basic issues with the Toolbox hasn't been addressed. I say that but I make it sound much worst than it is.

Again, playing and an Engineer right now is fun ! In term of overall gameplay, the Toolbox is in a good state ! Also wanted to say that having walls starting off as a pile of planks is a good change to prevent trolling.

Let's go on the main subjects :

Add a system to identify which building is yours, your allies or you enemies

When you are alone, it's easy to keep track of your buildings. But all you need is an other ally with a Toolbox and it becomes a mess to know if your six buildings are still up. Trying to fill gaps left by destroyed buildings can be complicated as you're not sure if the destroyed building is yours or not.

Additionally, it can be hard for all to know which team built what. It would help a bit to determine if a constructed building was made for trolling or not, and to identify defensive positions created by buildings.

An idea would be to add a small colored cloth patch to buildings. It could be green for your buildings, and team-colored for the others. For deatchmatch/BR, it could be green for yours and red for your enemies.
A really deep system is not needed. No HUD elements are required. Such system would be informative without breaking immersion.

Give points for repairing and destroying buildings

Let's be honest : repairing and destroying buildings is NOT rewarded point-wise, and it's a hard and necessary job. I find it even strange myself that the only reparation that rewards you points is map-barricades. It's even worse on Invasion since the only way to gain point from repairing is gone ! So not seeing your work rewarded in the scoreboard is disappointing. Mordhau rewards completing objectives really well, as long as support with Medkits. Building and repairing is the weakest point here.

It doesn't, and shouldn't, be a 100 point per fully repaired/destroyed building. Getting 10, or at best 25 points from that should be more than enough.

Now of course, that would mean players could farm points by having a teammate damage friendly buildings and have them repaired. Here's a small algorithm for that :

When damaged
    if damager is teammate
        friendlyDamage[buildingID].addUp(damage done)

When repaired
    damage repaired = damage repaired - friendlyDamage[buildingID]
    if damage repaired > 0
        give points
        friendlyDamage[buildingID] = 0
        friendlyDamage[buildingID] = friendlyDamage[buildingID] - damage repaired

Allow the destruction of our own buildings with the Toolbox

The only reason I use the Heavy Handaxe is because re-positioning your buildings is a pain. If you misplace a building, you either have to destroy your building by hand or go above the 6 building cap. The first method isn't doable if you only have the Wooden Mallet or the Blacksmith Hammer, since you can't destroy buildings with those, and the second isn't really practical as you might have to demolish your entire setup beforehand.

Not being able to destroy your buildings easily forces the use of the Heavy Handaxe for Engineers, which heavily reduces loadout choices. You could add an alt-mode with the Wooden Mallet and the Blacksmith Hammer to allow building damage, similar to how the Heavy Handaxe works, or an alt-mode with the Toolbox to immediately destroy our stuff. The latter would require a system to identify which buildings are ours or not.

Give assist points when someone else uses our Balista

Players using the Toolbox are support players that wants to help the team and focus on the defense of objectives. So when someone steals your Balista, you aren't the kind of player to kick them off it. I'm not here to hurt my team, but help them.

Getting point from players taking our Balista would not only encourage diversifying Engineer's work (being more focused on repairs rather than Balista kills), but also having player taking our Balista not being frustrating. It doesn't have to be a 1:1 ratio, not should it give any kill credit on Balista kill, but it should be enough to prove our work is worth it.

Add or move ammo crates to make them easier to find and reach

Toolbox efficiency is linked to the position of the closest ammo crate. This almost deserve a thread of its own, as Toolbox isn't the only weapon affected by this, but know that there are some problematic ammo crate spots, especially on Taiga.

Thank you for taking the time to read this.

Sellsword 694 2187
  • 16 Sep

"Invasion" is not a new game mode as they claim it to be. It's literally just frontline but one team is specifically defend and the other attack.

Sure there may be some new objectives, but there's really nothing in invasion that sets it apart from frontline.

This is yet another bland and empty update. The only good thing that comes with it is the addition of SDK/Modding support which is HUGE.

What Triternion needs to do which will really help them in the future is to take some of those $$$'s they earned through sales and invest in a larger development team. Get some new ideas in there or something. From the outside, it only seems like the devteam is getting stagnant and running out of steam.

Duke 545 903
  • 15 Sep

They need bigger epic, better designed maps and an atmospheric sound overhaul. Only that will make a big player mode fun and engaging.

6 6
  • 11 Sep

Hello guys, before I start I have to say that I have no actual experience in modding and that everything I bring in this thread is just an idea I had for a long time. Maybe some of you might find this interesting and could imagine bringing it to the game as a mod.
Also notice that english in not my mother language and I appologize for my grammar. And my drawing skills...

The realism mode would contain the following things:

1. Damage based on hit angle.


The ammount of kinetic energy and damage you will deal to your opponent will be dependant on the hit angle. Means there will be critical strikes (sweet spots) where you might deal severe damage to your opponent and drain more stamina if they manage to parry it.
Is the angle bad, the damage will be reduced and might be completely negated. Weaker hits will barely cost any stamina to parry.
Keep in mind this will automatically nerf drags and accels as the damage output will be way too low. Riposts and Chambers, on the other hand, will benefit drags and accels.

2. Momentum based damage.
Just as you do bonus damage while moving on a horse, this mod will let you use the momentum from your movement on foot aswell. Means striking while standing still does overall less damage than moving towards your strike direction . The movement of your enemy will also effect the damage output of your strike. (Stabbing an enemy who is running up to you will punish him)
The bonus damage will be seen as a critical strike as i explained in "1.".

move strike.jpg

3. Weapon types and armor rework.
Killing a knight in plate armor with a few slashes of sword is not what you can call realism, so this needs a rework.
My idea to fix this would be to add movement restrictions for people in heavy armor while adding a bonus for light armored folks.
You will have to decide, whether you want to be slow and well protected against most types of weapons, or to move freely but get wounded pretty fast.
Heavy armor will make you lose stamina faster by almost everything you do. Light armor will be much more forgiving.

4. Sprint
You can walk, you can run, but you can not sprint... I would love to see another use for stamina in Mordhau.
Sprinting will add tons of new fuctions to the game. Whether its running away from a fight, catching someone trying to run away or just getting from A to B faster. Use your stamina wisely tho or someone might catch you out of breath.

5. Dropkicks
This is pretty much self explanatory. Sprinting up to someone while he is off guard and performing a risky dropkick to knock him down on the ground is not just useful in battles but also extrely fun. I would love to see that kind of stuff in Mordhau.

So these are the things that I came up with. I can imagine these will be very hard to implement, but I'm glad I could present my ideas on this forum.

Let me know what you guys think. Which of these ideas are your favorite/least favorite? I would love to hear some additional ideas and/or critisism.

1081 1716

Oh I love how when I gamble kick a shield user and they're out of range... invisible kick tracers kick stun him anyways :D I'ts like hacking but the game has intentionally given me bonus kick range. :)

And man, if they have a blunt weapon just keep kicking because, even if they hit me or an ally, they will have to put the shield up due to blunt hit stop and then one of our kicks will get lucky. Not like he can hit more than one of us at a time.

FUCK! The mace shield guy put his shield away, now we have to actually read his attacks now and stop kicking like Kangaroo Jack.

I don't even bother with shields anymore myself, unless I'm using a lance. One handed bastard sword or mace are pretty cancerous and why should I nerf myself by paying points for a shield.

No really I get pretty good KD with one handed bastard sword as opposed to bastard sword paired with a shield. Messer is a different story though, it's prolly the only real FL weapon that's actually buffed by a shield. Maybe short spear too, since it's always out of range of kicks with an extra meter of invisible tracers.

I block arrows better with regular parry anyways, tired of pesky archers just shooting my face or legs anyways.

My point is: Shields should have to read where attacks are going like in Alpha patch 14/15 instead of getting an invisible forcefield that's magically weak to feet and runs out of stamina quickly. Why should a shield user have to run away at the sight of multiple opponents or put his shield away because he knows he'll get surrounded and kicked to death? Why do I, after spending points on a spear or Zweihander and light armor, have to run up and kick a shield or play stamina warfare... when I built my load out to play range.

Kick stun was invented by a caveman for cavemen.

Kickstun is gay.

9 20
  • 1
  • 10 Sep

I am personally somewhat disappointed with Invasion in its current state and I can imagine other people feeling the same. Let me preface this by saying that the mode is generally more enjoyable than Frontline, but there's some places it needs to be improved in.

  • Balance: The gamemode favors the attacking side too much. The attackers have ridiculously long objective completion times (up to 20 minutes) and the first objectives are most oftenly quickly lost by the defenders. This seems to be the case for all current Invasion maps. Decreasing the objective time seems appropriate. An alternative solution could be returning to the ticket based system of FL, wherein the current timer would be replaced by a certain number of tickets for the attackers. Each death of the attacking team would subtract a ticket and each captured objective would add onto the ticket pool. The defenders would therefore win upon defeating the attacking force instead of waiting out a timer, but this could present its own problems in terms of balancing.

  • Retreating: Teleporting back to the next objective as the defenders feels dumb. Although it helps the defending force somewhat, it ruins the gameplay flow and takes away from the feeling of desperation. Remove the teleportation.

  • Map Design: In regards to the actual maps, there are some jarring design decisions that I thought would not be carried over from FL. In Grad for example, there is a number of wooden platforms and stairs that are unrealistically placed and actually help the attacking side (one such example would be the gated wall between the castle and village). One major side of the castle, the one with the long wall that servers as the background of the mercenary selection scene, is completely unused, leaving the attacking team to assault the castle from one side only. This was most likely done because of balancing of course, but it's an underused area and could perhaps serve as an intermediary phase between the village raid and siege, as the raid phase is usually extremely short (perhaps to push siege towers to the walls).

  • Map interactivity: There are no barricades or structures for engineers to build, unlike in Frontline. Although this was most likely left out of the mode because it would give the defenders too much of an advantage, it makes the maps feel more static. In addition to this, I was hoping this mode would arrive with more interactive elements, and fulfill what was listed on the Kickstarter: " Bring gates crashing down on enemies, chuck boulders off of castle walls, and pick up and drop equipment as you go". More defensive elements like this would greatly enhance the gameplay and considering they're literally listed on the Kickstarter, I don't see any reason why they shouldn't be implemented in some way, since they would be perfect for this mode. Boulders, boiling oil, whichever.

Now I think Invasion has the potential to be the rightful successor to Chivalry's Team Objective, but as it stand currently, some elements of the mode need to be adressed by the developers.

Sellsword 31 28

Regen in ranked duels is cancer

7 4
  • 2 Sep

I'm still having the same issue after months as well. Today I got about 5 auto stabs in 3 minutes, and had tons of failed inputs with the scroll wheel and sometimes using LMB for riposte and strikes . Usually stab is what fails inputs the most.. I've reinstalled my computer, tried various mice and a few older USB drivers as well. I have tried 1 monitor setups and 2 and nothing changes. I installed this game on another computer as soon as learned this was happening and the same issue was going on there.

One thing I have noticed is that when I play a local game, I almost never have this issue, so could it be a net code issue?

This is a game breaking bug for any types of dueling or serious competitive play as you never know when your stab is going to auto fire or not work. Please o please help us to fix this bug so we can play this otherwise fantastic game!

702 537
  • 3 Sep

They just need to do a little more than slightly changing some numbers in order to balance them.

Duke 545 903
  • 1 Sep

Please hire a sound guy holy hell. Mordhau is BORING right now and i guarantee half of the problems with the maps and game wouldn't be as bad if there was an interesting soundscape and each map was unique in its atmosphere. Hell even the parry sound is crap. I get you don't want to hire devs and use your money but sound is a key aspect of games that seems to be just being neglected here. Funny voices is not sound design. ALL the maps will feel the same regardless of how they look or how much effort you put into them because it feels like you're just playing in a stock UE4 map with pretty assets not an actual location with its own feel.

Duke 5477 13081
  • 19 Jul
 Jax — Community Manager



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.


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.


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:


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.


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.


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.