Mordhau
 ExecuDoge
Knight
  • Likes received 21
  • Date joined 2 May '17
  • Last seen 30 Nov '19

Private Message

1308 1990

Bring back Alpha Patch 14/15 shields. Anything wrong with shields like that could've been edited. The idea of a locationally based shield defense is intuitive and should not have been thrown out so quickly.

Knight 87 110
  • 7 Nov '19
 Josh

@bobbydigital said:
This patch surprised me.
I expected the map to have boosted the player counter for longer but it's actually at an all time low now.
This is probably a case of too little too late.
You didn't seem to learn from the crossroads release, that releasing a map, then allowing people to vote for it constantly would just mean people bingeing on the new content, making the game fun for the people who like the new map but extremely boring for people who are not that impressed by it or just don't like playing the same thing over and over.

I'd be interested to know how much of the player count drop has been due to players that struggle to run Feitoria, loads of people complain about FPS in that map and some people simply can't load it. So these players might just quit while the map is constantly revoted.

Emperor 396 918
  • 28 Oct '19
 Soulcatcher

The best map so far.

It's the kind of map I think everyone expected to play in a 'main game mode' on Mordhau on release.

It feels great.

Can't really comment on balance in regards to what team has the advantage, but the map is awesome. Played it last night and just had a really good vibe, fights were going on all over the place, people flanking around all the different access routes etc.

Only thing it could really use is some more sound effects, make it more atmospheric instead of just the normal parry/hit sound effects and all the foppish laughs.

A+ good job

Duke 553 939
  • 1
  • 24 Oct '19
 Goatie

They just need to hire one experienced guy for level design and contract a sound guy to flesh out the sound like chiv did with all its unique weapon parry and hit sounds and background atmosphere. That's it. No massive hires and structure changes or making a big AAA team. Just key hires that boost the game in the areas it is lacking. I guarantee you even if Feitoria is detailed and cool it still won't be fun for long as it will feel 'empty'. If you want to compare and see how much abit of sound can make a map better go stand in battlegrounds in chiv then go stand in ANY map in mordhau.

Duke 553 939
  • 18 Oct '19
 Goatie

I've accepted the game will not go anywhere lol. I have more hope in chivalry 2 now then I do this game being fleshed out any time soon.

181 125

It's beyond a joke anymore .

Chivalry 2 will be released before Feintoria will be released at this rate.

Pretty fucking clear to me that instead of working on their game and reinvesting funds back into the company to hire additional asset creators and map makers, triternion does not give a fuck and would rather piss away their money on coke and hooker binges which last months on end.

Like your stupid and terrible excuse of "we don't have enough staff members to produce content any faster because we're an indie company!" just doesnt wash anymore considering the 20 million+ which Triternion easilly got from this game. Even TornBanner (a team of modders in the beginning) knuckled down, bought a studio and hired many more developers after Chivalry Medieval Warefares release and popular reception.

Absolutely disgraceful piss poor effort Triternion, as was your piss poor effort at "invasion mode" a glorified and repackaged frontline game mode with very miniscule and negligible differences, and I think I speak on behalf of most of the community when I say we've given you plenty of time to fix your game, but you ended up killing it due to your neglect at releasing actual content for the game which drove over 90% of the initial community at release, away from the game.

Knight 766 3316
  • 13 Oct '19
 Mittsies

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 553 939
  • 6 Oct '19
 Goatie

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

1369 1022
  • 10 Oct '19
 esturias

@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.

1369 1022
  • 10 Oct '19
 esturias

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.

1814 1898
  • 10 Oct '19
 SWSeriousMike

@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.

1814 1898
  • 8 Oct '19
 SWSeriousMike

@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.

182 110
  • 5 Oct '19
 bobbydigital

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.

1369 1022
  • 4 Oct '19
 esturias

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 2430 3415

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.

158 193
  • 23 Sep '19
 Quenquent

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
    else
        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 792 2345
  • 16 Sep '19
 Goof

"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 553 939
  • 15 Sep '19
 Goatie

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 '19
 .FreaK.

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.

sfgsdgsdf.jpg

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.

1308 1990

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.