Mordhau
 Vq.| Krieger
Baron
  • Likes received 38
  • Date joined 20 Aug '17
  • Last seen 6 Jul

Private Message

168 1701
 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.
Knight 3294 6737
 Bodkin

Hello all,

Just copy/pasting my suggestions from a feedback document a few guys made. Trying to get some opinions.


Archer Rebalancing Suggestions

UNIVERSAL ARCHER CHANGES

  • Incorporate small sway when moving whilst drawn. Not too much to prevent archer duels from becoming turn based (keep it where you can be aiming and dodging at same time, but harder)

  • Incorporate stam on shot + holding draw (specific values under each weapon). Allows melee player’s advantage to be greater upon reaching the archer whilst allowing smart and conservative archers to still be prepared for melee engagement.

  • Rework Ranger perk where it also reduces sway caused from movement

  • Remove 3rd person archery. People are already abusing it for corner peeking advantage in archer duel.

  • While holding an archer weapon in hand, enact a small 5% speed debuff

  • When hit by a projectile while aiming, increase flinch time by another half second. Right now in archer duels the guy who got shot can shoot at the same time you can after hitting them and it just makes closer archer duels extremely awkward. Make it where the guy who hits the other has to miss for the other archer to get a shot at closer ranges. Archer initiative.

LONGBOW

+10pts instead of 12
+20 arrows instead of 16 (to offset nerfs below, provide more potential dmg in the quiver so it remains somewhat equal)

-Reduce T3 headshot to 40dmg from 50
-Reduce T2 headshot to 50 dmg from 60
-Reduce T1 torso to 50 dmg from 75 (still 2htk, just no irrelevant ‘fuck you rat’ tier dmg)
-Reduce T0 torso to 75 dmg from 90 (irrelevant mostly. Nothing only does 10dmg except kick. Helps T0 with hyper armour somewhat)
-Increase gravity coefficient (Raise drop) where vertical aiming actually matters and increases skill in archer duels / headshots. Somewhere between current Recurve and current Longbow would be perfect.
-9 stam to draw + 2 stam/sec of held draw (starts past full draw / sweetspot)

CROSSBOW

+Change T2 torso dmg to 50 from 45 (make it worth having over throwing axe)
+Change T0 torso dmg to 100
+Change control scheme to use Parry to aim and LMB to shoot (like a gun)

-9 pts instead of 8
-1.5sec slower reload time
-Add short window of initial sway on aiming, that settles to be completely still like current. Right now people are encouraged to quickscope with it, aiming with the center dot without aiming speed debuff and without any accuracy penalty. Just short enough sway where they must wait a second before shooting and enact movement debuff when aiming
-Increase drop along with Longbow
-10 stam to reload, but no stamdrain on hold. Aiming stops stamina regen, but does not continue to drain stamina

RECURVE BOW

+7 pts instead of 8
+30 arrows instead of 24 (provides more potential dmg to balance nerfs below)

-Reduce T3 headshot to 33 dmg (4htk to make longbow superior)
-Reduce T2 headshot to 40 dmg (slight dmg nerf same htk, currently 45)
-5 stam to draw + 2 stam/sec of held draw (starts past full draw / sweetspot)


Anyway if you have any qualms or questions with what is provided, just say so and maybe I can explain my reasoning.

Inb4 TL:DR lol

2374 4815
  • 17 May '18
 Maci

@Jackass said:
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GVvFSsD

Baron 1551 2083
Knight 2593 6884
Mercenary 2547 4561
  • 17 May '18
 SIEGE

real funny real fucking funny you’re fucking hilarious you know that you ducking cunt

Baron 36 345
  • 31 Jan
 Trix

Jax told me in DMs to tell you that you smell and that you're bad until you credit me for that jousting image.

Otherwise, good work!

Duke 5477 13080
  • 31 Jan
 Jax — Community Manager

good

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Duke 488 1195

Shut up Chaq you rancid foaming at the mouth creature

Count 449 1186
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  • 31 Jan
 Hadeus

Greetings Mordhau community,

Ever wanted to learn the dark arts of Mordhau? Search no further....I take it you've become tired of getting abused by players with 1000's of hours in this genre. You may be confused, frustrated, unsure how to get better...perhaps all of the above.

I have toiled many months compiling information gleaned by the Alpha's.
Luckily for you, I have compiled the last 5 years of my melee experience into one guide - full of information from both a practical and competitive persepective - in order to help you get a sense of direction to 'git gud'.
Don't forget to like and subscribe.

I bestow a gift upon the community.

~Enjoy

Capture.PNG

251 859
  • 1
  • 16 Jan
 Cswic

@AzorAhype said:

@Cswic said:
It's pretty simple. They can not sell more keys currently due to Steam's rules regarding early access. They can give away keys, but they do not typically.

They gave a key to shroud (presumably) because he provides something of value, that being an audience of 20k+ viewers.

His stream also sort of serves as a soft way to see how an audience outside of alpha testers / chiv vets feel about the game without opening the floodgates like early access would.

Does it suck to miss the kickstarter? Yes.
Does it suck that the release date has been delayed? While understandable, yes.

Is is disrespectful to those waiting to purchase the game to give a key to shroud and co? You can look at it that way, but it is also understandable why shroud got a key and others did not. It's not like they have been throwing out keys often either.

I'm sure you have probably thought of all or some of this before you wrote your OP, but I think it's worth repeating it here.

im not saying you are wrong but they never even sold a copy on steam, so how could they be prohibited from selling "more" when they only keys given out where from kickstarter? im just trying to see the logic in this because of course i want to buy the game, and seeing more copies go out to people for whatever reason makes me a little upset that the rest of us are getting kinda kicked to the curb so to speak

From what I remember it basically came down to Steams rules about early access / games in general. I do not know the specifics, but typically Steam takes a cut of 20-30% per game sale right.
Mordhau intends to launch on Steam in the long run. So for Valve, every key sold outside of Steam (like through kickstarter or on Mordhau's store page for a brief period of time) is a sale they don't get their cut from. You can see why Valve would want to limit sales outside of Steam for a game that intends to launch on Steam.

Again I have absolutely no clue if that is correct but you can see how a case can be made just from that bit of info alone.

251 859
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  • 16 Jan
 Cswic

It's pretty simple. They can not sell more keys currently due to Steam's rules regarding early access. They can give away keys, but they do not typically.

They gave a key to shroud (presumably) because he provides something of value, that being an audience of 20k+ viewers.

His stream also sort of serves as a soft way to see how an audience outside of alpha testers / chiv vets feel about the game without opening the floodgates like early access would.

Does it suck to miss the kickstarter? Yes.
Does it suck that the release date has been delayed? While understandable, yes.

Is is disrespectful to those waiting to purchase the game to give a key to shroud and co? You can look at it that way, but it is also understandable why shroud got a key and others did not. It's not like they have been throwing out keys often either.

I'm sure you have probably thought of all or some of this before you wrote your OP, but I think it's worth repeating it here. All I can say is vent a bit about the situation and just try to forget about the game for another 2-3 months until it will hopefully be released.

Knight 7631 14008
  • 20 Aug '17
 ToLazy4Name

how did he die

I will shed blood in his name and get drunk off my ass in his memory

Duke 5477 13080
  • 1
  • 21 Dec '18
 Jax — Community Manager

big THANKS to you and the community for feedback that is super useful and also some great memes

Count 449 1186
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  • 21 Dec '18
 Hadeus

"A delayed game is eventually good, but a rushed game is forever bad."

5u5vk354jo521.png

Thank you for your hard work Triternion!

Count 449 1186
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  • 22 Dec '18
 Hadeus

If I screwed any of this information up, please let me know and I will fix it.

Developers
Marox- Project Lead/Lead Dev aka 'Daddy Marox / God'
Elwebbaro- Lead Artist
Dominator- [reclusive] Programmer
Geach3d- Texture/Prop + Environmental Artist
Grator- Weapon Artist
Maxilator- Armor, Weapons, Environmental, Animations, Artist
Vesanus - Level Designer Artist
Crush- Animations + Balance Artist
Spook- UI Design
Neo- Webmaster aka 'The Chosen One'

Content Developers / Community Managers
Jax- Community Manager

Moderators
Gauntlet
Smokingbobs
Monsteri
Void

Count 449 1186
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  • 17 Dec '18
 Hadeus

it could be a whole lot WORSE...

Thank you @Devs for not allowing backspins in Mordhau - however, I still argue for the removal of the current ability to jump drag during RELEASE.

The problem with jump drags is this - We read an attacks' windup while on the ground, yet the opponent may jump during any point of the swing, even during their early release -> release.

I've brought this up many times, but it's always dismissed.
Restricting jump input during early release & release of an attack will still allow for jump drags, but would remove the ability to float the drag to an unreadable state (mid release).

Does anyone honestly want fights looking like this?

Thank you rob for demonstrating <3. This is some old footage, but they haven't changed.

Mercenary 178 613
  • 1
  • 29 Nov '18
 Stauxie

oh so you're just going to upload my screenshots huh?

good man
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