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

Hello everyone!

We hope you're enjoying our latest update, and we'd love to hear your feedback on it. Let us know what you think of it, and any suggestions, or (constructive) critiques you have in mind!
We're aware of a few issues that we're working on, but as always bug reports are super useful for us. :)

As for this week's meeting, most of it was focused on the update and support for it, which is resulting in a couple of hotfixes and a few small tweaks. We took a good look at the new nobles, buildables, etc. and have some initial impressions on how they've played out, but we're still monitoring feedback. As for the future, we talked a bit about changing a few things about the engineer's toolbox, tweaks to fire bombs, backend issues and improvements, and more. Work is still going great on the SDK - we can't say a completion % or anything, but it's going well! Shouldn't be too long, but no guarantees on when exactly as of now.

Anyways, thanks for all the feedback you all have given us, and we're eager to see what you have this well as well. <3

Last week's thread can be found here:
https://www.reddit.com/r/Mordhau/comments/k4vhso/mordhau_weekly_feedbackdiscussion_121_127/

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

Originally posted by idontfinishanythero

Please bring back 64 man servers, the 80-man "experimental" servers are where most people go and they're horribly unstable, the 48-man servers feel empty even when full and honestly they're either full all the time so you can't join or they have 20 people in which feels even more empty.

As of the current patch playing on either 48 or 80 is almost impossible, the ping and packet-loss spikes are insane to the point where people might as well not play if our swings and parries aren't registering properly, it used to be bad occasionally but every match i've joined today has had major issues.

We are definitely considering it. Not sure yet what we will decide, but it's definitely up for discussion. As for servers - it's a constant battle but we are doing what we can. <3

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

Originally posted by Holy_saracen

Hello! A small batch of suggestions this time around:

  • The new walls (arrow covers) are great HOWEVER, they hardly fulfill what their name suggest, they're simply too low. The current arrow covers should be a little bit more taller to fully protect a crouched player from projectile hits.
  • Adding labels to engineer toolbox's structures is a neat change, but I think that they should be team-coloured in order to represent what team built it.

That's it, thank you for reading!

Yep, we are thinking about raising the height a bit so they actually cover you when crouched. So far, we are liking that they can't be used to completely block areas off without someone defending them, so it's a matter of finding the balance between covering from projectiles and still being climbable in most situations. :)

Edit: Team color tags would be really nice. I'll see if we have the UI support for that, and if it makes sense. Potentially green/yellow like we have for friendly/enemy UI, so it's not confusing if you're free guard or iron company, etc.

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

Originally posted by needlzor

The new walls (arrow covers) are great HOWEVER, they hardly fulfill what their name suggest, they're simply too low. The current arrow covers should be a little bit more taller to fully protect a crouched player from projectile hits.

Agree! I appreciate that they are shorter but they overshot by quite a bit. Ideally they should be just high enough that a dwarf can't see over them, so we can box them in and force them to fight each other.

hahah you had me in the first half

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

Originally posted by Luke6805

PLEASE- TEAM BALANCING :) Many games feel so bad because frontline matches will start, high levels will stack on one team, and then the game ends with the losing team at 800 Points. I feel there needs to be some kind of way to balance teams or prevent situations like these if there is a way other than team auto-balance.

It's something we're aware of people wanting, and we're trying to find ways to make it work!

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

Originally posted by C_sharp_minor

The server browser is non-functional - not sure if it's the browser, or if servers aren't up. Hope it's just temporary.

Fixed with a hotfix, and we appreciate you bringing it up!

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

Originally posted by Strider2126

  • fix hitboxes
  • fix servers

That's it

so this was due to a backend switch from relying on steamworks api stuff to using playfab. It was taken care of at the beginning of the week, but figured you might want to know why :)

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

Originally posted by PotatoKilr

  1. The warhammer, battleaxe alt mode, and axe are too fast
  2. Firebombs kill too fast
  3. Active parry is unreliable
  4. Playing as an engineer is unrewarding
  5. The spear is too expensive
  6. The eveningstar is too powerful
  7. Horse users can perform unblockable attacks by flinching opponents with the horse right before delivering an unblockable killing blow
  8. The heavy handaxe alt mode deals significantly less damage to all armor except for T3 legs and torso, even though the poleaxe alt mode deals increased damage to all T2 and T3 armor. This does not make sense.
  9. Getting killed by the fire of a trebuchet or getting pushed over a ledge should not count as suicide
  1. We are working on some parry changes to prevent getting stuck in a death loop of misparries/flinch.
  2. We talked about changing firebombs - we will be looking into some changes in which the fire starts as a smaller, more damaging point and spreads to a larger one, with the outside bits of the damage field being less aggressive. This should fix the issue in most cases of dipping a foot into the edge and getting burnt to a crisp, but still keep them viable.
  3. Lots of the more niche mechanics are going to get some balancing passes and tweaks.
  4. Something we've discussed, and we are taking a look at ways to make the experience more fun.
  5. It could use another look soon - it used to be a top tier, kinda busted meta weapon ages ago and I think we just balanced it back in line, but didn't change point costs. I'll ask crush to take a look and see what can be done.
  6. Eveningstar has always been really strong, but what (in your opinion) is making it OP?
  7. We're still monitoring the changes done from the previous horse nerfs, and we'll see where they stand, and adjust from there. Sometimes after a few big changes it's best to let things settle out to get a better understanding.
  8. Each weapon should be thought of as being individual - HHA is the engineer's most powerful tool, and I think the idea is more for attack/repair instead of the usual anti light/heavy alt modes.
  9. We can take a look at this :)
over 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by DaReaperZ

Something has to change with nobles. Either make them heal less per kill like before, or readd flinching on hit.

Firebombs should deal a lot of damage, but it should slowly ramp up while you're in the fire, it shouldn't pretty much insta kill you if you're at 40% HP, give us some time to run away.

Please change the way that horses work in that riding into people interrupts their attacks and causes enemies to flinch, which can make horse users unbeatable. Technically speaking we should be able to use pointy weapons (spear, halberd, pole axe etc) and just let a horse user ride into them.

Autobalancing teams would also be nice, should be an easy enough feature. You could give a small bit of gold to players who accept to be teamswitched first. Basically, have a prompt pop up (sort of similar to the votekick prompt, but different enough so people don't think it's a vote kick) and ask people to change team, if they press page up, they switch team and are awarded a small bit of gold and xp.

We are thinking of some changes - currently, we might reduce their 'overall HP' (it's really more like.. a resistance thing since it's still 100hp) so instead of them being super tanky, they are more fragile (still stronger than normal) but they have the 4hp on kill still.

As for the other points, I addressed them in another comment :)

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

Originally posted by dropbbbear

The best way to deal with the current state of nobles/invasion is

  • readd flinching on hit

  • remove heal on kill entirely

  • add more food in various locations and make it respawn (add food to grad for example), make the locations spread out so the nobles can't just camp one place

  • buff the second/third/fourth stages of each map for the defender, so that there isn't so much pressure put on the commanders to hold out for 15 minutes under constant attack

Removing HP on kill is the opposite approach, and IMO not a good one. We want the nobles to be objectives that need to be protected, but we also want them to be more involved and actually fight. This can be done with higher HP on kill and lower base HP.

Personally, I always turn down the noble class because I'd rather hit people, instead of stowing away in a house and not do anything. The optimal play style we want to encourage is what i like to call "chad smasher" - run around and kill things without overextending.

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

Originally posted by SeparateList6128

Let's get the elephant out of the room. The update went up and the servers were bugged. We're talking each team capped at 14 players each in 48 man servers and the 80 man servers at around 28 per player. There's also servers showing almost full but you go in and there's only like 9 per team. Not sure if that's been addressed so far since I'm at work, but something to keep an eye out in the future.

I love the new horses, it requires finesse and skill to make them useful now, so people aren't annoyed out of their minds when only 1 or 2 are present on the field.

Great job on the new skins and helmet as always.

The 3 points for the stun perk really helped with my fun sledge peasant build. So thank you for that adjustment as I really wanted to keep that with an additional sidearm for sledge throwing.

The new barricades and their texture overhaul is awesome. I think people will start using their creativity more once they realize the potential of having enemies vault over walls instead of just breaking them. Would be nice if they did get a slight buff on how many structures they can build at a time after this because with shorter walls they'll need extra structures to get creative. Maybe an additional 2-3 builds.

Archer's have been insane recently... Can we get an anti-archer perk that reduces ranged damage? Similar to fire damage, but for ranged. Cut that damage by 80-90%. Perk Cost? I'll pay anything for it honestly. And yes, that perk combined with tank should make tanks immune to archer fire... have a little DINK sound effect happen when they fire at someone immune to it and have the arrows bounce off. That would be amazing.

So I answered quite a few of these in other comments, but in regards to archers, they're in a bit of a weird spot. At the moment, I still feel that if someone is equally skilled in melee and archery, they're going to get WAY more kills in melee, so in that instance they're underpowered. At the same time, they're still really annoying, even if they just plink a few hp off you now and then.

Ideally, archers should have a big impact in certain situations, but not be ideal in others. Not sure how as of now, but it's something we could definitely look into. OVerall, I think they could just use a bit more depth in the mechanics, and then we can use those new mechanics to help balance them out some more.

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

Originally posted by oakley_

As someone who has put many hours into the toolbox, I definitely agree that the last update was a step in the right direction. Having structures show a nametag is a big improvement, since it essentially stops spawn-blocking altogether. However, one thing that is still handled incredibly poorly in my opinion is ballista trolling. It is so frustrating and annoying when some nerd just decides that your ballista belongs to him now, and if you hit him off he just destroys the ballista -- because if he can't have it, no one can. There are currently zero ways to deal with these trolls, nor is there any incentive for engineers to let other players use their ballistas. Here are my some of my ideas:

  • Give engineers some kind of award if another player is scoring points using their equipment. Kill assists, "supporting points", maybe achievements -- anything that would make me go "yes please get on my ballista!" instead of "oh no another idiot ruining my evening". The same system could be applied to archers getting kills with arrows lit by the arrow brazier, or by building structures in "tactical" locations.

  • Disable engineers being hit off their ballista by teammates.

  • Give engineers the ability to lock their ballista so only they can access it.

  • Punish the player that destorys a teammate's equipment harder. Maybe have them auto-kicked when they surpass a certain number of equipment damage, similar to the auto-kicking system for team damage.

And that's about all I can think of at the moment. I'm looking forward to discussing these points with other players and hearing their suggestions!

Yeah, agree with most of these points, we'll take a look and see what we can do. :)