14 days ago - /u/Jaaxxxxon - Direct link

Hey all!

As usual, we'd love to hear your feedback, suggestions, constructive critiques, etc. Please refrain from sh*tposting - jokes or memes or whatever in here clutter up the thread and make it harder for legitimate suggestions to be seen. Thank you, and as usual - meeting notes! This week was focused mainly on our test build and sneaking a few last-minute additions in. This being said, our art devs have been continuing work on future updates, maps, etc. Anyways, check out the notes below:

  • We're looking at removing the toolbox from SKM - the toolbox is great for defending an objective and but in a round based mode it doesn't have much utility outside of stalling rounds.
  • Our localization team is doing in-game QA passes. Translating a massive list of strings vs. seeing how they appear in game are two different things, so they should be improving things soon.
  • Some misc. technical/backend stuff (as always) has been worked on. Engine rebuilds for Linux SDK stuff, RCON cleanup, fixes for packaging game files that didn't play nice with UE 4.25, miscellaneous UI fixes and some BR incompatibilities with the new engine version have been resolved.
  • We're looking into some fixes for inconsistent parry when the player looks down, misc. other niche combat tweaks.
  • Misc. bug fixes for server configs, some improvements on other backend areas.
  • HWID ban support is being developed - it will be disabled until we get proper testing (don't want to nuke the player base by accident)
  • Elweb has mostly been working on Noria, but he's also done quite a bit of work on other general visual/rendering stuff. LOD's, etc. One takeaway is that the view distance setting will actually be useful - higher settings will show further objects and grass in better detail, and the low setting will be mostly the same as now.
  • Castello continues to get more optimization work (and new furniture).
  • Geach3d was tired of continuing to make fps on Castello, so he's made a quick Brawl map out of some of the optimized Castello parts. Weather forecast for the map: it's raining!
  • Some investigation in some weird bugs and issues we've run into is ongoing.
  • Armory improvements are ongoing.
  • We've been doing some QA passes on upcoming cosmetics, so hopefully we avoid bright red/blue trim on armor and the like.
  • Some fixes for the Toolbox have been completed.
  • We've added a new spawning system for Horde - at the moment we're just giving that some extra polish and squashing bugs.
  • Some new animations are being made and polished up!
  • New armor and weapons are being made as well, as always.

And that's about it for this week! You can see last week's post here:
https://www.reddit.com/r/Mordhau/comments/of2i89/weekly_feedbackdiscussion_76_713/

External link →
14 days ago - /u/Jaaxxxxon - Direct link

Hey all!

As usual, we'd love to hear your feedback, suggestions, constructive critiques, etc. Please refrain from sh*tposting - jokes or memes or whatever in here clutter up the thread and make it harder for legitimate suggestions to be seen. Thank you, and as usual - meeting notes! This week was focused mainly on our test build and sneaking a few last-minute additions in. This being said, our art devs have been continuing work on future updates, maps, etc. Anyways, check out the notes below:

  • We're looking at removing the toolbox from SKM - the toolbox is great for defending an objective and but in a round based mode it doesn't have much utility outside of stalling rounds.
  • Our localization team is doing in-game QA passes. Translating a massive list of strings vs. seeing how they appear in game are two different things, so they should be improving things soon.
  • Some misc. technical/backend stuff (as always) has been worked on. Engine rebuilds for Linux SDK stuff, RCON cleanup, fixes for packaging game files that didn't play nice with UE 4.25, miscellaneous UI fixes and some BR incompatibilities with the new engine version have been resolved.
  • We're looking into some fixes for inconsistent parry when the player looks down, misc. other niche combat tweaks.
  • Misc. bug fixes for server configs, some improvements on other backend areas.
  • HWID ban support is being developed - it will be disabled until we get proper testing (don't want to nuke the player base by accident)
  • Elweb has mostly been working on Noria, but he's also done quite a bit of work on other general visual/rendering stuff. LOD's, etc. One takeaway is that the view distance setting will actually be useful - higher settings will show further objects and grass in better detail, and the low setting will be mostly the same as now.
  • Castello continues to get more optimization work (and new furniture).
  • Geach3d was tired of continuing to make fps on Castello, so he's made a quick Brawl map out of some of the optimized Castello parts. Weather forecast for the map: it's raining!
  • Some investigation in some weird bugs and issues we've run into is ongoing.
  • Armory improvements are ongoing.
  • We've been doing some QA passes on upcoming cosmetics, so hopefully we avoid bright red/blue trim on armor and the like.
  • Some fixes for the Toolbox have been completed.
  • We've added a new spawning system for Horde - at the moment we're just giving that some extra polish and squashing bugs.
  • Some new animations are being made and polished up!
  • New armor and weapons are being made as well, as always.

And that's about it for this week! You can see last week's post here:
https://www.reddit.com/r/Mordhau/comments/of2i89/weekly_feedbackdiscussion_76_713/

External link →
7 days ago - /u/Jaaxxxxon - Direct link

Originally posted by mrdebelius

- Please, in order to keep up with the competitors, we need new FL/INV maps and objective ASAP. I know a lot of people are asking for this, please hurry hup! I hope more maps are in development after Noria, they are what the game needs the most.

- Some more snippets would be cool!

- Among all the bugfixes and optimizations you are doing, please remember to take a look at the cloth animation bug on gtx1070 I talked you about some time ago. (fingers crossed it gets auto-fixed with engine update.

- Can we put emblems on the back of our armors in addition to on the front? (like in the back of the tabard)

  1. That's the plan, and Noria is just the most finished map that we're comfortable showing off. We did show a Brawl map on the Discord that's heavily WIP, but those take way less time to make. There are other maps in development, but we don't want to show them off just yet - if we show a map too early, it's pretty underwhelming.
  2. Yes, more incoming.
  3. We'll see - it's really low priority since it seems to be a pretty weird graphics driver issue which would take ages to diagnose. We haven't forgotten about it though.
  4. Unlikely, it would require re-doing all the armors.
7 days ago - /u/Jaaxxxxon - Direct link

Originally posted by KasiFlow

Female characters was a Kickstarter goal. Something like that should be way closer than past the engine update and eastern invasion. Eastern invasion is already taking ages but it's more forgivable because it wasn't even a goal that was reached. Female characters however are 2 years LATE.

Eastern Invasion was a KS goal - we showed off women characters in a trailer, but didn't get them working in the alpha. Adding male characters is somewhat easier since we don't need extra voice lines - we're trying to be as efficient as possible.

7 days ago - /u/Jaaxxxxon - Direct link

Originally posted by Kazerz

Hey Jax,

Thank you for the weekly feedback.

I talked to Geach on Discord on how to improve communication with the community as it seems to be mostly limited to Reddit and the Discord channel, having looked at other games and how developers talk to the community about how development is going - i.e. Insurgency Sandstorm devs uses Steam announcements to post monthly Community Update blogs where they show Feedback results and content produced by the community (There was a public survey a few months back for Mordhau, the results have yet to be published publicly). They also have a blog for State of production, where they talk about the current state of development, and provides a pedestal for members of their team to discuss what's going on.

With that said, here is a list of suggestions which may help with playerbase communication:

  • Weekly feedback thread visible on the main menu (Suggested by another user called Frost, website compatibility shouldn't be an issue since it's just text)

  • Using Steam announcements to organize released snippets easily, as it is really hard to navigate on Discord. You, as community manager, could organize a list of what devs want to show to the community and then post it.

  • Development blogs, which goes hand-in-hand with snippets: how the team is doing as a whole, maybe more information regarding future plans, what kind of challenges the team is currently facing etc. . This should be useful in keeping people up to date with the state of development, like how Mordhau SDK is awaiting approval by Epic Games.

It's great that you and the team are engaging with the community and listening to feedback, but that has a limited outreach to the Mordhau playerbase. That being said, I think that utilizing Steam Announcements more often would be helpful in how you want to portray Triternion to players, but also in what you want to tell players. Content update seems to have really been held back by Epic Game's slow approval of Mordhau SDK, but other aspects could be greatly improved as mentioned previously.

Geach interacting on Discord is fantastic and gives a lot of insight on what's going on Behind the Scenes. But that information tends to be easily lost, as shown by how players (not part of the dev team) have to make their own post on Reddit to show snippets posted by geach3d. Maybe the dev team could talk to the community as "Triternion", rather than as one-off developer conversations over on Discord.

Crush was also interviewed on Slothcast a few days back. He discussed how ranked mode died off really quickly and there it wouldn't make much sense to keep developing a game mode if no one is playing it.

There isn't much incentive to play ranked at the moment, aside from ranking. The matchmaking doesn't make sense at times too. One game of ranked gives about the same reward as an intense game of FL/INV which is more fun. Maybe adding cosmetics as bonuses for reaching a rank could be more of an incentive for people to play it more. I just hope Ranked doesn't get abandoned.

Given how small the team is, I hope this post can be helpful in improving things.

Cheers, looking forward to the next weekly feedback.

-Mark3MSK

I think the most feasible thing is our current idea of doing regular developer streams pre-patch (and perhaps monthly in the future) which can then be posted on Steam as announcements. I'm the only PR guy on the team, so aside from being on social media I'm also in charge of all inboxes, I manage the moderation, organize tournaments and prizes, etc. and I'm also going to school full-time. 🙃 That being said, I agree that there could be some improvements.

As for SDK, it and any updates are mostly separate - once the SDK's approved we can pretty much release it (after a few tests and checks) - unfortunately this engine update has been pretty involved so that's set us back quite a bit with this one. Luckily, most of the content planned for the Eastern Invasion patch has been in development alongside this stuff, so fingers-crossed it shouldn't be as absurd of a wait in between 'em.

I think you've summed up the issue with Ranked pretty well - FL/INV is just more fun currently. I'm not sure if we're really able to devote our cosmetic people to adding stuff as ranked rewards if we're not sure the mode would be sustainable with it. IMO we should be looking at ways to improve the mode first, and then we can go from there. It's tough though, and I don't think that there's one 'perfect' option.

edit: I don't organize (host) tournaments, but I talk to people doing so and get them set up with rewards and such, coordinate prizes etc.

7 days ago - /u/Jaaxxxxon - Direct link

Originally posted by death1234567889

Can you PLEASE stop friendlies from being able to eat the chicken drumsticks on Feitoria????!!!!!

IIRC we're taking a look at noble food - I think that we are just doing balance changes to it currently, but this is something to consider (although other comments are right, that it's a fun little mini-objective).

7 days ago - /u/Jaaxxxxon - Direct link

Originally posted by HPADude

Stab drags: any plans to address them? After 2k hours, I still loathe being hit by them and feel bad when I use them. They just don't make any sense and they're janky as hell to read - plus you can make several disgusting mix-ups with them in teamfights that are almost impossible to read e.g:

  • Stab at an opponent who's 1vX against you, if he doesn't parry then let it miss, if he does then stab drag it back in

  • 50/50 stab switches. Wind up stab with spear/estoc/short spear and either throw it into the first guy or drag it into the second. Extremely difficult to punish, because an early stab chamber to try and punish the switch will just make you easy to hit with a stab drag.

I would suggest significantly reducing stab release times across the board, making the weapon do damage only while it is visibly moving forward with speed

The current plan is new animations → more combat balancing/changes.

We've kind of hit a hard limit on what we can do with the current ones via blending and timing stuff, so new animations should help in this regard, as well as some longer term goals of reducing the general recovery times, which should allow for shorter releases - essentially we're looking into "tightening up" the combat in some areas.






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