almost 2 years ago - /u/Jaaxxxxon - Direct link

Hey all,

We hope you're enjoying the new update! We're absolutely aware of some current issues, and working on hotfixes for them. In the meantime, please let us know what your thoughts on the new update are -just please remember to be constructive, and be courteous to one another. Any feedback, comments, questions, suggestions, etc. are absolutely welcome and will definitely help us iron out any wrinkles with this patch. Thanks!

As for meeting notes, we actually did a bit of a switch-up. We had our meeting last week instead of this week, and that was exclusively focused on the progress of this update and getting it released - so no new notes there. We'll be resuming the normal post next week, so things will be getting back to normal ASAP.

Thanks for reading - if you're interested in the past feedback thread, you can find it here:
https://www.reddit.com/r/Mordhau/comments/vcbkck/biweekly_feedbackdiscussion_thread_614628/

External link →
almost 2 years ago - /u/Jaaxxxxon - Direct link

Hey all,

We hope you're enjoying the new update! We're absolutely aware of some current issues, and working on hotfixes for them. In the meantime, please let us know what your thoughts on the new update are -just please remember to be constructive, and be courteous to one another. Any feedback, comments, questions, suggestions, etc. are absolutely welcome and will definitely help us iron out any wrinkles with this patch. Thanks!

As for meeting notes, we actually did a bit of a switch-up. We had our meeting last week instead of this week, and that was exclusively focused on the progress of this update and getting it released - so no new notes there. We'll be resuming the normal post next week, so things will be getting back to normal ASAP.

Thanks for reading - if you're interested in the past feedback thread, you can find it here:
https://www.reddit.com/r/Mordhau/comments/vcbkck/biweekly_feedbackdiscussion_thread_614628/

External link →
almost 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by gustronaut

Where woman? Where Maximilian armor? Where double gold event?

Next major patch on the first two, and we're working on the latter to be a server-side toggle.

almost 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by RocvaurOfDarkCrystal

What is the "upcoming project" we keep getting told the studio is working on? And what is the dev team's plan with Mordhau in the mean time? Many community members are well aware of the diminishing support the game is receiving and we are curious if any of the criticism Mordhau has recieved will be implemented towards managing the next game, whatever it may be.

The next game isn't public yet, can't talk about it unfortunately. I actually haven't been brought into the loop on it at this point, so I'm more or less in the same position as you are as well. As for lessons learned, I'd say that the team has a lot of information to draw from - and hindsight is always 20/20. In the meantime, the plan is periodic content updates and fixes for MORDHAU, we're not dropping support for it.

almost 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Deargrigh

Hi Jax, nice to have you back! My feedback:

The New Map:

I'm sorry to say this, but I'm actually pretty disappointed with Arid. Credit where it's due; it's nice to have a night map, and it does look absolutely beautiful, but I've actually found it a little boring. Some things I noted that I found a bit disappointing:

There's not a single functional siege engine we can use in this massive siege. There's some catapults sitting around but they're just props. The castle walls are completely inaccessible. We're fighting our way through an entire city, but there's not a single indoor space. None of the buildings have interiors, and there's not a single functioning door. There's no pitfalls, and there's no fun props we can pick up (like the cabbages/apples we got on Noria) — come to think of it, this might be the first map where there's actually nothing to pick up at all; no weapons lying around, no shields, no boulders to throw, or rock buckets, or boiling oil — nothing. (edit: I've been told some boulder spawns were added in a new patch, but the point still stands)

There doesn't seem to be anything fun or unique about the map in terms of gameplay — none of the interesting interactable stuff I loved about previous maps. I'm talking about stuff like the icicles and elevator on Mountain Peak; the trap door, dungeons, closable castle gates and sawmill on Grad; the bar with it's own music, random rooms, rooftops, diggable tunnel and dungeon on Feitoria; the choppable trees to create new pathways on various maps. Stuff like this is what made me love this game because it introduced unique ways to play and have fun that weren't just 'swing swords at eachother until one of you dies', which was great because, let's face it; the combat isn't without its flaws, and it's nice to get a break from the intensity of it to have fun in other ways. Especially since so much of this game's appeal rests on its monty python-esque humour.

In comparison, Arid just feels like this (albeit nice to look at) big open space where there's nothing to do except fight each other.

Server Changes:

I think the idea to merge Frontline and Invasion servers into one playlist was a mistake, and I must say, I think it was a bigger mistake to not consult the community on this one. If there was a worry that the different game modes were “segmenting” the player-base, I think this will really be the nail in the coffin there, cause it has created a situation where people have to compete against each other with votes in order to play the game mode that they enjoy. I worry that any divide we had over game modes is now going to be deeper than ever. Also, last time I checked (at least, in the EU region) we almost always had a few options for fully populated servers for both Invasion and Frontline — it’s not like they were sitting empty.

On a personal note: I actually prefer Frontline, but I worry that I'm in the minority there. I play Frontline mainly because it allows me to access the whole map area at any time as opposed to Invasion where we are forced to fight within certain bounds depending on the current objective. I make use of certain quieter areas on the map in order to create YouTube content for this game. It's now going to be a lot harder for me to create content since Frontline seems to be the minority preference.

Armoury Changes:

The new armoury has quite a lot of issues but u/jael89 will probably explain that better than I could in this list he's been compiling.

New DLC:

It seems like the community generally don't mind paid DLC because there is this impression that the funding helps the development of the game, which is pretty amazing. I was actually one of the few who originally suggested and supported the idea of introducing paid DLC for this very reason, way before we ever had any. I recently had a conversation with developer geach3d (Environment Artist), though, where he left me with the impression that the 6 month wait for one map wasn't too far off what we should expect as a good time-frame for content — that while some improvements to workflow were made recently, he didn't expect any major improvements to that time-frame.

That interaction left me questioning whether I should actually buy the new DLC. I decided — along with many others, to buy the last DLC back in December, and we still waited over 6 months for an update. I want to support the development of Mordhau, and I'm happy to do it with money via paid DLC, but that money doesn't seem to make a difference to how often we get updates. I don't think Mordhau will survive another 6 months without an update, especially considering that the community is generally unhappy about this most recent update.

I'm also aware that any funding Triternion now recieve is most likely going to go towards this new game that we know you're making anyway. But since we've been told exactly nothing about it, I have no idea why I should support it via buying this DLC either.

Novice Servers:

Fantastic addition.

Thanks Jax, take care!

Thanks for summing up your opinion - this will be really helpful to bring to the team. I have a lot of the same questions as well, so it's nice to hear them out in the wild as well.

almost 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by OneEyeTwoHead

I was pumped to make the Kipchak armor they showed off in the old preview https://imgur.com/a/mitbxAY but with the colored plates I look f**kin ridiculous.

It's a bug, we'll be fixing it.

almost 2 years ago - /u/marox_ - Direct link

Originally posted by Deargrigh

Hi Jax, nice to have you back! My feedback:

The New Map:

I'm sorry to say this, but I'm actually pretty disappointed with Arid. Credit where it's due; it's nice to have a night map, and it does look absolutely beautiful, but I've actually found it a little boring. Some things I noted that I found a bit disappointing:

There's not a single functional siege engine we can use in this massive siege. There's some catapults sitting around but they're just props. The castle walls are completely inaccessible. We're fighting our way through an entire city, but there's not a single indoor space. None of the buildings have interiors, and there's not a single functioning door. There's no pitfalls, and there's no fun props we can pick up (like the cabbages/apples we got on Noria) — come to think of it, this might be the first map where there's actually nothing to pick up at all; no weapons lying around, no shields, no boulders to throw, or rock buckets, or boiling oil — nothing. (edit: I've been told some boulder spawns were added in a new patch, but the point still stands)

There doesn't seem to be anything fun or unique about the map in terms of gameplay — none of the interesting interactable stuff I loved about previous maps. I'm talking about stuff like the icicles and elevator on Mountain Peak; the trap door, dungeons, closable castle gates and sawmill on Grad; the bar with it's own music, random rooms, rooftops, diggable tunnel and dungeon on Feitoria; the choppable trees to create new pathways on various maps. Stuff like this is what made me love this game because it introduced unique ways to play and have fun that weren't just 'swing swords at eachother until one of you dies', which was great because, let's face it; the combat isn't without its flaws, and it's nice to get a break from the intensity of it to have fun in other ways. Especially since so much of this game's appeal rests on its monty python-esque humour.

In comparison, Arid just feels like this (albeit nice to look at) big open space where there's nothing to do except fight each other.

Server Changes:

I think the idea to merge Frontline and Invasion servers into one playlist was a mistake, and I must say, I think it was a bigger mistake to not consult the community on this one. If there was a worry that the different game modes were “segmenting” the player-base, I think this will really be the nail in the coffin there, cause it has created a situation where people have to compete against each other with votes in order to play the game mode that they enjoy. I worry that any divide we had over game modes is now going to be deeper than ever. Also, last time I checked (at least, in the EU region) we almost always had a few options for fully populated servers for both Invasion and Frontline — it’s not like they were sitting empty.

On a personal note: I actually prefer Frontline, but I worry that I'm in the minority there. I play Frontline mainly because it allows me to access the whole map area at any time as opposed to Invasion where we are forced to fight within certain bounds depending on the current objective. I make use of certain quieter areas on the map in order to create YouTube content for this game. It's now going to be a lot harder for me to create content since Frontline seems to be the minority preference.

Armoury Changes:

The new armoury has quite a lot of issues but u/jael89 will probably explain that better than I could in this list he's been compiling.

New DLC:

It seems like the community generally don't mind paid DLC because there is this impression that the funding helps the development of the game, which is pretty amazing. I was actually one of the few who originally suggested and supported the idea of introducing paid DLC for this very reason, way before we ever had any. I recently had a conversation with developer geach3d (Environment Artist), though, where he left me with the impression that the 6 month wait for one map wasn't too far off what we should expect as a good time-frame for content — that while some improvements to workflow were made recently, he didn't expect any major improvements to that time-frame.

That interaction left me questioning whether I should actually buy the new DLC. I decided — along with many others, to buy the last DLC back in December, and we still waited over 6 months for an update. I want to support the development of Mordhau, and I'm happy to do it with money via paid DLC, but that money doesn't seem to make a difference to how often we get updates. I don't think Mordhau will survive another 6 months without an update, especially considering that the community is generally unhappy about this most recent update.

I'm also aware that any funding Triternion now recieve is most likely going to go towards this new game that we know you're making anyway. But since we've been told exactly nothing about it, I have no idea why I should support it via buying this DLC either.

Novice Servers:

Fantastic addition.

Thanks Jax, take care!

Server changes: we knew there would be complaints regarding this, but there was no real alternative option here. Consulting the community on this would've been futile, as the response would have been negative. Taking choice away is obviously not what people will respond well to. However, we have simply too much fragmentation, and it's unsustainable in the long-run with diminishing player numbers. It's not just two main modes, it's four - each has 2 size variants. Invasion was more popular, but Frontline was not too far behind. You also have to keep in mind that we added novice servers this patch, which further fragmented the whole thing into two again. Novice servers have been working out so far, so we're hoping this will be a worthwhile sacrifice, but only time will tell.

The voting screen probably doesn't help with this change, since it often provides samey maps for voting (especially alternative scenarios) so there is definitely room for improvement.

New DLC: the main reason we introduced DLC was to prop up revenues to the point where ongoing development work is sustainable. Revenue from the game's sales has been on a nosedive since the first month of release, and over the past year it reached the point where the burn rate has gotten unsustainable. The DLC help counterbalance this, but it's no silver bullet, and we'd much prefer to improve game sales without having to resort to these measures. That said, none of this money is going to the new project - that is entirely separate and funded separately.

We haven't had much luck with improving the player count recently, and we certainly see the playerbase is upset and not happy with the state of things. We've tried a few things in the past, from more competitive focused stuff with matchmaking, to more PvE focused stuff with the Horde update, but nothing seems to stick and it is definitely demoralizing for us as well. In terms of map content, our typical schedule for something like Arid is indeed 6 months - but it has been like this since the release of the game (if not longer, actually). Our biggest hope for this patch was the introduction of novice servers and how those will affect things in the long run (and before anyone draws comparisons to Chivalry, they work differently.)

However, the maps and small incremental changes don't seem to do much for our player problem, so it might be time to consider something bigger and crazier.