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

Hey all!

As always, we'd love to hear what you all have to say about Mordhau. Any suggestions / comments / critiques are welcome, as long as they're constructive! As for a general update, not too much is changed. We're mostly focusing on getting some last-minute improvements in, fix issues, and fix bugs that pop up from the fixes we do. Anyway, here are some notes from this week's meeting:

  • Right now, our main focus is testing and bug fixes. recent changes have introduced some bugs which we're smashing.
  • In terms of the mod SDK, we've heard back and the verification process should hopefully start this week!
  • As for these bugs, we've found quite a few navigation issues on the new Brawl map, so we're getting that sorted. Should be pretty simple to fix those issues.
  • Some work on console stuff is ongoing. (Side note: one of our dev's main responsibility is to do console stuff, so this doesn't detract from PC development.)
  • New mortar impact and firing sounds have been tweaked and improvements are being made.
  • Some new audio attenuation/mixing is in progress, as well as some misc. audio additions.
  • Some RCON fixes are done, which should help with server management.
  • The catapult was nerfed a bit too much, so we're re-balancing. It should strike a good balance between being powerful and not being untouchable in the next update.
  • Misc. UI fixes for the scoreboard not responding at high ping.
  • Some experimentation with matchmaking tweaks that should prioritize filling servers is underway. Our planned solution didn't pan out, so we're looking into different methods to fix things.
  • We're working on some tools that improve standardization for map assets, allowing us to optimize levels even further.
  • Bug fixing for issues that have arisen on the test branch has been ongoing.
  • We've implemented some better logic for hitting world objects, which means that we can have destroyable objective objects function better. For example, hitting peasants currently works like hitting a wall - now, we should be able to have that function like it would if you got a killing blow on a person.
  • UI fixes for aspect ratios taller than 16:9.
  • Some small improvements to the toolbox placement widget, which might help with readability.
  • More armory stuff - hopefully we can get a snippet out soon!
  • Misc. technical stuff for vehicles, so that way catapults / etc. act naturally when they're pushed.

And that's about it for this week. Thanks for reading! You can find last week's post here:
https://www.reddit.com/r/Mordhau/comments/oo5in2/weekly_feedbackdiscussion_720726/

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

Hey all!

As always, we'd love to hear what you all have to say about Mordhau. Any suggestions / comments / critiques are welcome, as long as they're constructive! As for a general update, not too much is changed. We're mostly focusing on getting some last-minute improvements in, fix issues, and fix bugs that pop up from the fixes we do. Anyway, here are some notes from this week's meeting:

  • Right now, our main focus is testing and bug fixes. recent changes have introduced some bugs which we're smashing.
  • In terms of the mod SDK, we've heard back and the verification process should hopefully start this week!
  • As for these bugs, we've found quite a few navigation issues on the new Brawl map, so we're getting that sorted. Should be pretty simple to fix those issues.
  • Some work on console stuff is ongoing. (Side note: one of our dev's main responsibility is to do console stuff, so this doesn't detract from PC development.)
  • New mortar impact and firing sounds have been tweaked and improvements are being made.
  • Some new audio attenuation/mixing is in progress, as well as some misc. audio additions.
  • Some RCON fixes are done, which should help with server management.
  • The catapult was nerfed a bit too much, so we're re-balancing. It should strike a good balance between being powerful and not being untouchable in the next update.
  • Misc. UI fixes for the scoreboard not responding at high ping.
  • Some experimentation with matchmaking tweaks that should prioritize filling servers is underway. Our planned solution didn't pan out, so we're looking into different methods to fix things.
  • We're working on some tools that improve standardization for map assets, allowing us to optimize levels even further.
  • Bug fixing for issues that have arisen on the test branch has been ongoing.
  • We've implemented some better logic for hitting world objects, which means that we can have destroyable objective objects function better. For example, hitting peasants currently works like hitting a wall - now, we should be able to have that function like it would if you got a killing blow on a person.
  • UI fixes for aspect ratios taller than 16:9.
  • Some small improvements to the toolbox placement widget, which might help with readability.
  • More armory stuff - hopefully we can get a snippet out soon!
  • Misc. technical stuff for vehicles, so that way catapults / etc. act naturally when they're pushed.

And that's about it for this week. Thanks for reading! You can find last week's post here:
https://www.reddit.com/r/Mordhau/comments/oo5in2/weekly_feedbackdiscussion_720726/

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

Originally posted by jrubolt

Are you going to create a map making competition or something when the SDK releases? We really need more official FL/INV maps and letting the community make some would really decrease the required development time.

It's something we're considering. At the moment we're just focused on getting it released!

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

Originally posted by RocvaurOfDarkCrystal

Guys come on.

We love you but you are really killing the community here. We have an average of 7590 players we currently have about 4750 that's a 38% loss. kind of a big deal for a game with this small of a community.

(guy with 1.5 K hours talkin here)

Here's the bottom line.

No new content = no new players, no new players = no old players

The point is you guys. Stop telling us "its coming" and just be honest with us.

If this content is going to take a year then tell us. "It will be ready in a year" and not "it's coming" every week a lot of vets like me have quit because you don't really mean it when you say "soon" . I poured a lot of energy into this game I ran a few different community servers and recommended this game to a ton of friends it was a blast, there hasn't been a substantial content drop for a long ass time.

Some suggestions from a guy who has no idea what's actually going on behind the scenes.

(player retention!)

(1): Create some form of a well known public "Test" server for people to join that includes all the wacky and crazy stuff you guys are working so hard on! Mordhau has a special charm and flavor that lends it great potential for a long lived game letting people "peek behind the curtains" a little bit would make the unbelievably long wait times bearable

(2): Involve the community with the design process I've seen loads of mods with tons of spectacular looking cosmetics and maps. Its impossible that It would be difficult to implement these community creations into the official game(Think TF2) even involving the community in some minor work would go a long way to keeping people invested and making us think our input has value

(3): Create a roadmap so the community can have reasonable expectation on content. If you are unsure of when a feature will be implemented don't mention it all! as it just leads to people rioting for answers and getting frustrated when all they get is "eventually".

(4): More moderators!!! So many new people get turned off due to the loud minority of the player base that just feels the urge to flood the chat with heinous shit! I'm not expecting there to be no assholes in the chat. What we as a community expect is for the moderators to actually enforce rules. Too many times dilweed's get reported for being a toxic assholes, and it seems like it just falls on deaf ears; sometimes even with a mod present in chat!

Please don't take this the wrong way and think that we don't support you guys. Because honestly we do, It's just that a lot of people are leaving and we hate to see our favorite game die.

We are working on getting things done - unfortunately we can't give exact estimates so that's why I'm primarily sticking to "we've done x y z this week" as I'd at least like to keep you guys informed on what we're working on.

As for your other points:

  1. This would unfortunately slow down development - maintaining two separate version of the game would be kind of unmanageable for a team of our size.
  2. So at the moment we're focusing on just releasing the official SDK - and once that's out, it should help a ton with making the lives of map modders, etc. easier. It's unlikely that we would add modded cosmetics in, as that becomes a pretty crused rabbit hole of trying to make sure things aren't the IP of some other company, compatibility issues etc. That being said, the SDK should be pretty huge - and we can look into the idea of map contests, etc. in the future as well!
  3. Yep, something I'm talking to the team about. Like I said, we can't accurately guess when things get done - we thought the engine update would be done in March or April, and so we don't want to overpromise and underdeliver there. This means that if we put out a roadmap we have to be really careful; either way, it's something we're working on.
  4. Yeah for sure. I appoint the moderators, and my mindset is "quality over quantity". It sucks when someone is being racist (and we're adding in-game reporting for chat soon), but what's ever worse for the community is if we appoint a moderator who abuses their power. I like to make sure that I and the existing mods are confident in who's on the team.
over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by BigJimmyHD

Question regarding map design: Why is the team's focus on large, asset-heavy maps like Castello/Feitoria? Why are there no maps that take place in the woods/wild?

I imagine it would take 1/5 of the time to make a few maps that are large but focused on being away from large castles

We're actually working on a wooded map, kind of similar to this. More details once it's in a state that can be shown off ;)

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

Originally posted by needlzor

I am a bit worried that it does not seem to be obvious that releasing maps should be the highest priority item.

It's our #1 priority 👍