almost 3 years ago - /u/Jaaxxxxon - Direct link

Hey all,

As usual, we'd love to hear your feedback. We've been getting a ton of useful information from you all, and it really does help to steer us in the right direction with development. Just a remind - please keep things on topic, be constructive, and be nice to one another. As for meeting notes this week, you can read them below:

  • Arid, the map slated for the second half of Eastern Invasion, is our main priority. Pretty much all artists and devs that can help are all-hands-on-deck to get things developed. Usually when a map is being made, we have a few artists working on that map while the rest handle other tasks. This time around we're getting all artists to focus on Arid, and to stop work on non-map making tasks (which should speed up development).
  • Texture work has been going on with Arid to get it up to par with other maps we've recently released, as well as asset work for some unique buildings on the level. Block-outs, some structure changes, etc. are underway but we're hoping that some new changes in how we make maps should speed stuff up.
  • Some planning is underway for more voices - ideally, they will be included with EI part two.
  • Issues with the scoreboard/player list have been fixed internally. This should restore the "view steam profile" option, etc. with the next update.
  • Maintenance and some improvements are underway for the SDK.
  • Backend work for development purposes has been a big topic for us; we've got a physical office now and the furniture, internet, etc. is all set up, and we're switching over some version control stuff at the office. This doesn't directly apply to the game itself, but it will make our development faster.

That about wraps this week up; if you'd like to read previous feedback posts, click here:
https://www.reddit.com/r/Mordhau/comments/rvzjo5/weekly_feedbackdiscussion_thread_14110/

External link →
almost 3 years ago - /u/Jaaxxxxon - Direct link

Hey all,

As usual, we'd love to hear your feedback. We've been getting a ton of useful information from you all, and it really does help to steer us in the right direction with development. Just a remind - please keep things on topic, be constructive, and be nice to one another. As for meeting notes this week, you can read them below:

  • Arid, the map slated for the second half of Eastern Invasion, is our main priority. Pretty much all artists and devs that can help are all-hands-on-deck to get things developed. Usually when a map is being made, we have a few artists working on that map while the rest handle other tasks. This time around we're getting all artists to focus on Arid, and to stop work on non-map making tasks (which should speed up development).
  • Texture work has been going on with Arid to get it up to par with other maps we've recently released, as well as asset work for some unique buildings on the level. Block-outs, some structure changes, etc. are underway but we're hoping that some new changes in how we make maps should speed stuff up.
  • Some planning is underway for more voices - ideally, they will be included with EI part two.
  • Issues with the scoreboard/player list have been fixed internally. This should restore the "view steam profile" option, etc. with the next update.
  • Maintenance and some improvements are underway for the SDK.
  • Backend work for development purposes has been a big topic for us; we've got a physical office now and the furniture, internet, etc. is all set up, and we're switching over some version control stuff at the office. This doesn't directly apply to the game itself, but it will make our development faster.

That about wraps this week up; if you'd like to read previous feedback posts, click here:
https://www.reddit.com/r/Mordhau/comments/rvzjo5/weekly_feedbackdiscussion_thread_14110/

External link →
almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by VinylScratch01

Week 4 of asking for an update on female characters

I've answered it quite a few times I believe - they are planned after the second half of Eastern Invasion is released. We'll keep you updated when we have new information.

almost 3 years ago - /u/marox_ - Direct link

Originally posted by UrMumGai

u/Jaaxxxxon when will we get folders?

I know some people might have thought people were joking but a big rework of the armory UI would be very nice to have.

Some filters, a search bar, and folders /categories.

Current plan is to ship the armory rework with the 2nd part of Eastern Invasion. It includes folders.

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Sharps__

Some feedback regarding the UI for deployable spawns (when you're on the big map choosing a spawn point):

  • It's not really intuitive when a deployable spawn is "available" vs. "waiting." I think there could be a more obvious difference between the two states.

  • The mechanics of the deployable spawn "availability" is unclear. Is it time-gated? Or limited by proximity of teammates? Proximity of enemies? It would be nice if the "countdown to availability" was visible in the map UI.

  • When a deployable spawn is very close to a traditional spawn, the overlapping icons can be confusing and hard to click on the one you want.

  • It's inconsistent that traditional spawns usually spawn you far away from the icon, while deployable spawns are always pinpointed right on the icon. Ideally, traditional spawns should show you a shaded area where you might spawn, instead of looking like a single point on the map.

Good suggestions, I'll bring them up.

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by TreesAreFriends

why does scimitar oneshot 0 armor body when billhook, longsword, messer, battle axe(alt/non alt), pole axe, greatsword, spear, polehammer, zwei alt, and estoc stab don't?

why does scimitar oneshot 1tier helm when 2h messer, longsword, greatsword, alt zwei, estoc stab, pole axe, rapier stab, spear stab, halberd stab, and billhook strike don't?

why does scimitar share 3 hits to kill on t3 body with halberd, bardiche(alt/non-alt), zwei, greatsword, longsword, falx, pole axe(alt/non-alt), estoc stab, spear stab, messer, and battle axe? and why does scimitar do only 5 dmg less (does more dmg than zwei if in alt mode) than a zweihander to t3 chest

this isn't to jaxx, fyi

I've brought this up multiple times, we can still look into it.

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by CloudCityFish

New player who joined with a group of friends. They all fell off over the course of a week, I am the last and slowly falling off. Maybe this will be useful.

  1. I think the new player experience of getting destroyed is a bit overhyped. Almost everyone in my group likes competitive games. I myself come from the FGC. Getting destroyed has 0 effect on my choice. Also some of the most popular MP games in the world also destroy you as your a newbie. Important aspect? Sure, but heavily over hyped on this sub.
  2. Having said that, not having an official training mode I can learn what I want to learn is insane to me. I don't understand, how long has this game been out? Even a placeholder would work.
  3. I have no idea why auto balance isn't a feature? I feel like shooters had this in the early 2000's? You know the #1 reason my friends left? We couldn't play on the same team.
  4. I feel like there's not enough feedback to the player for what's going on. I understand drags and accels, but I can't tell if my enemy blocked because I did it wrong, I did it bad, they just happened to be parry happy etc. Obviously experienced players can feel this, but as a new player I don't always feel satisfied with my drags or accels because I can't tell if I did good or my enemy did bad. Simple things like a kill cam, so I can see how my opponent did their drag would be cool. Or maybe an option to see how many ms after I pressed attack before it actually hit my opponent, so that I could see how fast my accels and drags actually are?
  5. All the game modes feel very same to me. I'm not sure if this is the map design, the combat design, or the objective design. When I think of all the classic objective based games I've played I remember bombastic maps with exciting objectives like the beach invasion in Wolfenstein. I think of really clever plays I was able to pull off using specific class strengths and map knowledge. Sometimes I get that in Mordhau, but mostly these massive maps just feel like smaller maps that occasionally move up to other areas.

Thanks for the feedback - we'll do our best to improve in these areas.

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by heartsnfartstheyfade

Why did the developers implement an auto balance that bars anyone from joining any team? There are multiple games with an auto balance mechanic that switch teams as needed without restricting player choice. The implementation of this feels hamfisted, guys.

We're still looking to improve balancing for teams.

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by GreenGhost95

Please change so the shawm isn't dropped on hit, there's no good reason why it should since the lute doesn't.

I think I brought this up before, I can ask about it again.

almost 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by MissingSkype

"For me, however, it doesn't really matter the gender/race of the characters" yeah because you're probably a f**king white dude and you're represented everywhere

And if you're a girl you're already verbally abused for being a girl, moderation needs to be stricter on sexism not holding back on female models becahse it may cause sexism.

It's not about us holding back due to fears of sexism - we've added POC and we haven't seen any uptick in racist behavior. It's more that creating face models/new body proportions for women is a pretty big undertaking, and what we showed off in the Kickstarter video is extremely far from even being workable. We shouldn't have shown that off so early since it wasn't exactly representative of our progress. That being said, the art work required for creating women will be best spent getting the second part of EI done ASAP, so we can then focus on updates after that (and adding women characters). It's mostly just a matter of timing and planning.