Mordhau
 Void
Knight
  • Likes received 2220
  • Date joined 26 Apr '16
  • Last seen 2h

Private Message

Knight 2262 4076
  • 1
  • 23 Mar
 Runagate

@Peacerer said:
Who gives a damn about skins, fix shields and archery instead.

If you are not a massive troll, I cannot fathom why you don't just make a thread and share your idea for a shield and archery fix/revamp.

Ecxept if you don't even know yourself I guess

Knight 2262 4076
  • 24 Mar
 Runagate

@Peacerer said:

@Runagate said:

@Peacerer said:
Who gives a damn about skins, fix shields and archery instead.

If you are not a massive troll, I cannot fathom why you don't just make a thread and share your idea for a shield and archery fix/revamp.

Ecxept if you don't even know yourself I guess

You will get there, don't worry. If not sooner, then when you start earning your own money and value your free time which you obviously can't as a teenager.

I'm not sure if I get your point here, care to elaborate? Do you mean that writing up a constructive suggestion post is a worse waste of your invaluable free time than just spamming "fix these things I don't like reeeee" everywhere?

988 6971
  • 25 Mar
 marox — Project Lead

There's a bug with the lute in the current patch, should be fixed next update

988 6971
  • 25 Mar
 marox — Project Lead

@Uncy said:

@marox said:
There's a bug with the lute in the current patch, should be fixed next update

Please set that fix priority to very high, thank you

I meant it's already been fixed internally.

Knight 765 3307
  • 23 Mar
 Mittsies

@Peacerer said:
Who gives a damn about skins, fix shields and archery instead.

excuse me sir but this thread is for 2h elitists only. you'll have to wait outside.

Conscript 168 357
Duchess 782 3461
132 1228
  • 16 Mar
 Maxilatorn — Art

Stouty seems like a fine gentleman that enjoys a bit of banter.

105 684
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  • 16 Mar
 Spook — UI

I definitely agree that interactive objectives are more interesting and engaging than passive "idle until bar fills up", the trouble is making objectives that are fun and can be completed by both teams while also impacting the match in some way - the solution we implemented was to instead contain the interactive objectives as endgame goals to give the match a feeling of progression and finality when one team gets pushed back enough, naturally giving it a structured attacker/defender dynamic in a mode which conventionally has the teams playing both roles. However, it might still not be enough given the response and feedback to the mode so we're looking into ways of introducing minor, two-way interactive, player-driven objectives on top of the current capture points.

Last night while playing Frontline I noticed a few players had set up emplacements around an objective creating a wall or barricates and mini-ballistae, this really dynamic sandbox gameplay was incredible to see and got me thinking about ways we could encourage it in a way that felt natural to the gamemode.
One idea we've thrown around internally is redesigning the way the toolbox functions by making it a world spawn at capture points and raising the build limit for it quite a bit, then give some incentive (points, gold, cap bonus, something etc) to build around the objective. This gives the defending team a reward and reason to hunker down and solidify their position while simultaneously giving team attacking something to destroy as they overtake and capture it (with points/gold/etc bonus for breaking them). We could then in the future add more buildable objects and expand outward through the toolbox.

This would be the simplest, most realistic thing we could implement prior to release but I'm very interested in hearing other suggestions and ideas! Just keep in mind the scope limits we're bound to.

Knight 474 916
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  • 16 Mar
 wierHL

In Chiv TO, you stood next to a thing until it got from point A to B, you stood next to it some more until a bar filled up, you hit a couple static objects with your melee weapon, you killed a specific player or some bots, you did the thing your HUD told you and sometimes got killed in the process, you also fought other players trying to stop you, you [oversimplification/downplaying].

In Mordhau Frontline, you gather at specific points in order to get a vantage point and keep up the pressure, you bust your way into the enemy camp, be it through the front door or over the walls, you wrench away your enemey's control over their catapult and turn it on their siege towers, you struggle and skirmish along the river with those rival mercenary fucks, you man the towers and pelt your enemies with projectiles, you charge alongside your comrades and clash with your foes at the midway, you [dramatization].

It's
disingenuously worded

However the execution on camp should be improved:

  • control over stable grants additional horse (spawned at the stable)
  • camp doors can be barricaded (srsly why can red walk in without destroying the door)
  • siege towers can be pushed forward, making them more susceptible to catapult fire but allowing additional spawn point(s) for red, right on blue's doorstep

I'm not saying Frontline right now is perfect or even that great but I think you're giving Chivalry's TO a little too much credit here.

988 6971
  • 19 Mar
 marox — Project Lead

@Rattsknecht said:
Not a very big deal, but I suggest, instead, that cosmetics be picked only once - when the item is "created" (bought it Horde or spawned from a chest in BR). This way, for example, if you happen to kill a high-tier KS backer, you get his gilded longsword as a nice trophey thing.

That's how it works already, weapons don't get customization assigned when you pick them up, but when someone breaks the chest/buys it. Not sure where you saw weapons assuming your customization on equip.

42 130
  • 22 Mar
 KingOfSow

When you rank up, please add a list of stuff showing what you unlocked getting that rank. Now you wouldn't have to go to the armory to see if you unlocked something.

Duke 5496 13122
  • 22 Mar
 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.

988 6971
  • 21 Mar
 marox — Project Lead

The other maps have different final objectives. We're currently experimenting with having some more objective play that happens at the pen-ultimate point before the frontline can progress to the final point (as a one-time soft lock of sorts), as well as some potential buildables around points/encampments which would give people something to do there and make it more fun. This is something that we can hopefully do realistically in the timeframe while also working on polish/other two modes.

Knight 765 3307
  • 22 Mar
 Mittsies

The combat is getting better with each patch; a gradual process that requires lots of experimentation and small adjustments - it certainly won't happen over night. Some aspects of the combat get worse for a patch or two, but that's all in the name of progress and testing. Mordhau is still essentially a brand-new genre of game altogether, preceded only by few very broken slasher titles, and it will take a lot of time before such a concept is anywhere near perfect.

The developers, along with the help of the most skilled players in the community, will sort these problems out in due time. Most of these issues will not even affect the new and intermediate players who still have trouble parrying and aiming basic attacks, while the more skilled players will rely on strong fundamentals and good footwork to avoid having to hard read every single attack. Just because one aspect of the combat is a bit overtuned doesn't mean the gameplay is broken or mindless.

Duchess 782 3461
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  • 16 Mar
 Stouty

Why ruin it now? If the game has to come out now just release it and call it a full game, it's more feature complete than most AAA titles at their launch so it's stupid to tarnish the game this late

Also VOIP would be aids in frorntline

Knight 1269 3805
  • 21 Mar
 Frise

@yourcrippledson said:
who cares what youtube comments who haven't played the game say

Yea who cares about the game getting good publicity and getting an actual playerbase

Knight 928 2545
  • 1
  • 21 Mar
 Pred

@yourcrippledson said:
Make the game good

Ooooh, so THAT is the secret to making the game good. Just make it good. Shame devs didn't figure it out.

I guess you wanted to discuss FOV in this thread? FOV itself seems fine for me, otherwise we would get people playing over 150 like in Chiv, which was effectively playing in 3rd person, only with your head being invisble. It's the hands in your face thing that makes it feel so claustrophobic.
.

Knight 1388 3162

R E A P E R B O T

I mean, considering he has the power to easily 1 shot you, kinda feel like it'd be nice to have him have more visual uniqueness, also for the grim reaper meme.