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

Hello everyone!

As always, we welcome your feedback - and this week we're doing a poll on player caps for FL/INV down below! Aside from, that feel free to post any feedback, suggestions, critiques etc. Please remember to be constructive and civil with each other, and we'd love to hear what you have to say.

Like last week, we focused mainly on testing. The past few weeks have been busy with backend work, and development on long term features, as well as trying to wrap up an update cycle. We originally planned on patch #20 being a really minor one, but we've decided to add some core improvements that are needed for the future. Anyways, let us know your thoughts below!

Last week's feedback can be found here:
https://www.reddit.com/r/Mordhau/comments/jvy9zc/mordhau_weekly_feedbackdiscussion_1117_1123/

View Poll

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

Originally posted by Schmenuel

Imo the most important content we need is new FL/INV maps.

That's one of our main priorities. Lots of lessons learned from existing maps, and the new ones we make should be great. No ETA yet, but we're working on a few. Screenshots once they're more complete and we have a rough idea that they're coming soon. :)

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

Originally posted by isohunter538

I agree with this. I think they should stop working on new 1v1 / 3v3 maps, the ones we have are good enough and barley anyone plays those modes as is. The majority of the playerbase plays FL/INV so focus your resources there.

Thing about the 1v1/3v3 maps is we can whip them up in a few weeks. They're incredibly quick to make and don't require a ton of brand new assets to be created, don't require us to balance the spawns, objective distances etc. so they're much less complicated.

That being said, big maps are in the pipeline. Soon™

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

Originally posted by Holy_saracen

Hello!

  • I dont know how hard will this be to implement, but I would like to have training sword chambers costing no stam when chambering another trainingsword. That way chamber practise would be easier to do.
  • I think we could use more vehicles (animals/siege weapons) in Mordhau for some maps, here are my ideas:
  1. Mules: these animals could carry around supplies (similar to supply chests) that have charges (so it isn't an infinite supply for engineers), being near a supply chest would refill the mule's current supply charges. restocking from a mule should have shared cooldown with supply chests, so it prevents firebomb spam and other nasty stuff.
  2. Cannons / ribauldequin (organ guns): these would operate like catapults, but they would shoot straight rather than in an arc. Just imagine this or this demolishing an enemy push. However, I dont think that catapults and cannons should be on the same map, that would be too much siege for a single map.
  • Last (but not least) please, reconsider adjusting some fixed ballista locations in some maps:
  1. The blue ballista on Camp (the one on the last point on FL), almost never sees use and when it does get used it's usually operated by some Iron Company soldier that managed to sneak by, I think it should be moved forward (towards the 2nd point near the tower).
  2. The red ballista on Mountain Peak FL: this issue mainly affects FL, beacuse on INV (when playing on Free Guard) you can at least get to the ballista and destroy it/use it, on FL is a different story though, if you try to reach it as a blue player, the out of bounds activates (beacuse you're below red spawn) and you cannot get near it. I suggest either moving the ballista a little bit (so it doesnt cover most of the map) or moving the out of bound area so Free Guard players can reach it.

Thanks for reading!

  • With chambers, it would probably be better to just have a chamber training tool in the game at some point. Training sword having now stamina is bad in some ways, since it teaches bad habits - stamina management, over reliance on chambers, etc.
  • For mules and organ guns/cannons - they could be cool, not sure about how they could be implemented in a way that is balanced etc.
  • We're taking a look at some of the ballistas, I think these might have been tweaked a bit. I'll double check with the team to make sure we have made some adjustments where they're needed.

Thanks for the feedback, we appreciate it greatly!

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

Originally posted by Red_Nine_Two

PUT THEM BACK TO 64 PLAYERS. I adore this game and Triternion but reducing players from 64 to 48 was a huge mistake, especially as the 80 player servers are too laggy to play for me in the UK for some reason.

80p is definitely wild sometimes in that regard, we will definitely see what the consensus is within the team, taking feedback into account. :)

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

Originally posted by Schmenuel

Aight so this idea is a little stupid, but what if there was an option to spawn into the map as a rat when youre in spectator mode, so you could scurry around the map watching other guys fight and avoiding being squished it would be hilarious

While it would be great, it's just outside the scope of what we're looking to do. Unfortunately, we don't have unlimited dev time and resources, so we have to prioritize features and content.

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

Originally posted by mojoemahn

32/64 lowers the stress on some less powerful PCs.

I would like an increase in players to brawl servers.

In skirmish, enemy location indicators for the last 45-60s would be nice so we don’t have to play hide and seek for 3 mins for the guy on Castillo.

We're aware that not all maps are set up ideally for Brawl, and we're working on changing that. We want to keep it low player counts though, as it's a nice change of pace from the more hectic FL/INV servers.

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

Originally posted by gooseppe1

1) We need "none shall pass" phrase for a hold voice line. Would be a very pleasureful easter-egg.

2) Hit sound rework (or additions). At the moment, when you hit plate armour, it doesnt sound like you hit actual steel. It sounds like you are slashing through meat. If devs could implement sounds for armour hits, it would become a great addition and make an experience more immersive.

3) Community thrives for snippets and more info about patch. What makes devs not share snippets for 2+ months?

  1. When we decide to add some more voices, I'll be sure to suggest this as a line :D
  2. I agree! We might be doing some more work with sound in the future, and it would be really immersive to have this.
  3. More snippets incoming. This patch isn't very heavy on content - we're focusing a lot on more technical, backend type stuff that will allow us to release some great updates going forwards. Because of this, it's a bit hard to show off some killer content, since most of it is relatively boring and mostly code :D
over 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by MBMuk

An easy way to increase difficulty in local matches for practicing. Or maybe create training rooms to practice chambering or other advanced moves/skills

A training room-style practice mode would be fantastic. I'll make sure to forward this to the team!

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

Originally posted by DDRMANIAC007

  1. Is the catapult on Camp Invasion being looked at? It's long been a source of pure frustration for the attackers. If the cat user isn't an idiot they can use it far out of range of the attackers and even from behind walls.

  2. Being rammed by a horse should flinch an attack but NOT parries.

  3. The second final objective on Grad Invasion with blue as attackers should be reworked so the objectives take a bit longer but you only need a majority in the zones. This way a single enemy can't block the entire objective.

  4. Exclusive cosmetics for rank 200+s? Maybe even some for rank 300+s in the future?

  5. Will there be any more weapons in the future capable of one shotting bare legs?

  1. Catapults are being looked into!
  2. Horse bump is being tweaked :)
  3. I think we've changed this, as it was a bit annoying before. We need to also look into win% and completion stats on it as well.
  4. Maybe at some point, no plans yet though. I think some longer term cosmetics are great, but we can also effectively get this by having high-gold count cosmetics. Level-locked ones are a good idea though as well.
  5. Not sure! We have a few more ideas for upcoming weapons, but we want to make sure they are balanced and have a clearly defined role/playstyle.
over 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by weefatpie

Have you’s talked about adding more music to the game?

It could be a good idea! At the moment we're not too focused on that, but it might be a good thing to look into going forwards.

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

Originally posted by tobiov

Can we make the red castle area accessible in mountain peak frontlines accessible. Its cancer at the moment because you can't reach it with fire bombs or hand to hand, and it's quite tricky to reach by archery. All ballista should be able to be flanked.

This has been noted, and I think we've tweaked it. Don't quote me on this though :)
I'll double check anyways to make sure we didn't overlook it.

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

Originally posted by heskaroid

-Back cosmetics would be really nice to have. It can range from equipment backpacks to knightly capes and banners.

-The gold farm is really tedious. While buying a 100k helmet doesn't make you better at the game, there is still no way to earn extra gold to ease the grind a little bit. Other people before suggested an objective based system that upon completion, you are rewarded with cash.

-More engineer buildings would be really great to have. Memes aside, frontline and invasion are fun because of the different play-styles you can choose, and engineers have quite a limited selection of buildings. I'm not really well versed in what other equipment medieval engineers used historically but, I guess it wouldn't hurt to give engineers the option to build a Scorpio mounted on a cart.

While not necessarily new buildings, it would be really nice to have the ability to upgrade buildings into fortified versions that can withstand extra punishment. I can see it only working for the walls though.

  1. Back cosmetics aren't really possible, in terms of us adding a new cosmetic slot. We're aware that capes/cloaks are highly requested, and we're looking to see what we can do. We're limited to 1 item with cloth physics per character, so we'd need to do some technical trickery to get this to work without murdering performance.
  2. We have scaled this to make it so the flashiest items are less common to see on the battlefield. If we inflate the gold gain, new flashy items would also increase in price because we don't want to see everyone running around with the coolest things. The relative rarity of them makes the items seem more prestigious, and if everybody gets those items, they won't feel as noteworthy. Also, not directed specifically at you, but I feel that a lot of people have the assumption that the idea is to buy every cosmetic item, which makes it seem that everything is overpriced - we've really intended to have the cosmetic system more of a "pick-and-choose" style as opposed to a completionist one.
  3. This is something we're looking into. There's a cosmetic rework coming to a few items, but we're also toying around with having some ideas for new structures as well.