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

Hello everybody!

As always, we appreciate the feedback, suggestions and critiques. Keep 'em coming, we'd love to know what's on your mind! Like usual, keep suggestions/feedback constructive, and let's be nice to each other :)

Like last week, check the pinned comment for a few notes from our meeting we had earlier today.

Last week's post can be found here: https://www.reddit.com/r/Mordhau/comments/hzjxw5/mordhau_weekly_feedbackdiscussion_728_83/

External link β†’
over 3 years ago - /u/Jaaxxxxon - Direct link

Some notes from our meeting on what's been developed:

  • A few things have been looked into about server stability and what we can do to resolve the issues. At the moment we don't have a 'perfect' solution, but we're looking into ways to improve the user experience on multiple fronts.
  • RCON has been worked on a bit more, and there should be tools to provide server owners with the ability to add people to the RCON system with varying levels of permission. This is different than in-game admin but we'll probably find a way to provide ingame admin to also have some different permissions and stuff. Also, we're looking into ways to have some more robust options for stuff like message-of-the-day, etc.
  • Backend work has been done on some technical stuff for matchmaking. Gameplay experience won't change at all but this will allow Mordhau to work a bit better without reliance on some other, equally boring technical things.
  • SDK development is still ongoing - features for packaging mods have been developed a bit more, which will make mod making a bit easier. Some UI features have been added as well.
  • Some technical stuff for new upcoming weapons has been worked on, but you'll find out more about the weapons later ;) Two of them are already in the combattest map but they're being tweaked, and there should be another one that will come in the future.
  • Some R&D work for upcoming maps, as well as some very basic design ideas for prototype maps.
  • A little bit of UI stuff.
  • Misc fixes and improvements.

Keep in mind all of this is subject to change or may not make the final cut for updates. Also, the things discussed may or may not come in the next update, as some areas of focus are shorter or longer term goals.

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

Originally posted by gooseppe1

Suggestion: add broken weapons to a list of weapons , so they will cost less points but will be good for certain cosplays. It might work gud with a new perk, for example. It might work like a peasant perk , so you will have an option to choose only from broken weapons.

This is kinda neat, but I think if we were to add the rusty/broken weapons in we'd just do it under the peasant perk. I feel like there would be way too much overlap adding them as a separate perk for a handful of items.

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

Originally posted by H8DCarnifEX

just read the forum, where a lot of suggestions and bugs were already posted over the time

because many of the bugs are still in the game after more than some months

so why should we write here again, if those bug-reports didnt even found a ear?

as example: how many times were the Team-Color Tint instead of Metal ones reported now, its like way more than 20 times?

its like talking to a wall... the devs are incomprehensible, i have no mo words... wtf

EDIT:

...Aaaaand Forum got locked/deleted again.

Seriously, whats wrong with you, Guys? ...

Going to post this as a reply to the main comment, but also in response to intelligent_rat's as well.

We read the reddit, I check it pretty much every hour or so when I'm working (that being said I can't comment all the time or I would have none at all). The issue with the forums is that the website itself it relatively unresponsive, and it also doesn't lend itself well for that type of communication. Some random person can easily derail or co-opt a thread, and it's much less efficient when compared to our other options - Reddit/Discord.

With Reddit, we have the ability to show info off or get feedback, and it's filtered more or less by popularity which can help determine how others feel about said idea. Of course we don't develop based on upvotes, but it can help sometimes to get an understanding and context to some issues or ideas. Of course we have this thread which I read every single comment in 100% of the time (some posts on the sub i don't always end up getting to checking) which is good for things like rare bugs that other people wouldn't upvote for.

With Discord, we can actually have real-time feedback and conversations, which is massively helpful for troubleshooting bugs or getting some more complex discussion going on. This isn't really archived and doesn't have any ranking, which is okay as well since it allows us to take each idea at face value and more closely follows a conversation.

With forums, you can't really sort by popularity, threads get derailed, and you can't really hold a conversation on them. Our forums was very useful when the game was in development and shortly after release, but it has served that purpose and simply isn't needed now - not when we have better and more efficient alternatives. This being said, we do check bug reports and keep that line of reporting open as an alternative, but the time of myself, the devs and the moderators can be consolidated into a more efficient system that benefits both the players and the team.

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

Originally posted by kaisettevelliane

Would love to see some smaller maps. Don't get me wrong the maps we have right now are good but there are some so large you could slice them into 3 different maps and they'd still be good.

Would also be nice for the people whose PCs choke on some of the newer maps.

Agreed, even in 64+ player modes some can feel a little too big. This being said, jamming more people into frame at the same time can make performance a bit worse as well (more detailed characters to render) so there's a bit of a balancing act to be made. :)

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

Originally posted by SkepticBlank

Thanks for these threads u/Jaaxxxxon they're really useful. Just a couple of things from me, apologies if they've come up before.

  • On Camp would it be possible to make the ballista in blue spawn area an off-limits zone to red players? Pretty much every frontlines game I've played recently has had some smart-ass from red sit on ballista and spawn kill blues as they jump over the precipice, it's getting quite common and annoying.
  • I use the messer quite alot, specifically the swiss sabre skin with inpune blade. Several people have complained at me after killing them that the weapon has a lot of phantom range i.e. the skin is shorter than the strike range and so feels like it's a bit broken. Personally I've never had too much of a problem with it but I figured it's worth pointing out!
  • Wondering if the polehammer needs either a small buff to it's default mode or a reduction in points cost because I'm seeing noticeably less people using it in favour of the halberd, at least in the groups I play with.

Anyways, that's it, hope it's not treading old ground and thanks again for running these feedback threads.

Hey there, glad you're liking them! A few quick thoughts on these:

  1. I can see the point on that, but at the same time (unless I'm thinking of somewhere else) that ballista is exactly right beside where you run off the ramp. If an entire team lets a red guy sit on their ballista in spawn and doesn't catch on... πŸ€”
  2. We're looking into it. Been getting reports about it for quite a while, but never were able to identify what is actually going on there.
  3. Polehammer could use some tweaks, yeah. It's best if new weapons aren't insanely OP so we tend to be a little cautious if possible and then get them into a better state, as opposed to them completely destroying the meta of the game :D We'll take a look and see what can be done to bring it on-par.

Thanks for the feedback, we appreciate it a ton :)

Even repeating things is good because i might initially dismiss something until I hear a ton of people mention it. A good example is the maul - it had always been a pub stomp weapons from pre-alpha until now, so when I heard complaints about "maul op" I chalked them up to that. Maul is good when you outskill your opponents and can easily get 1 hit kills, when they know how to play around that its effectiveness runs out quickly, Anyways, i chalked that up to new players fighting good ones, until like the entire sub starting talking about it, and even highly experienced players and more competitive folks brought it up as well.

So tl;dr - repeat things if needed (not spam) as that helps us get an idea of what's relevant or popular or just something that we might need a bit of a reminder on, we don't mind :)

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

Originally posted by Slop-Slop

Is the ability to select your main screen background character going to come around? Can even have a "random" option for it.

Also, any plans for a "king of the hill" type map?

We can look into it :)

Unlikely we'd make a large scale map around solely king of the hill, but implementing more objectives into new invasion/FL maps is something we're looking into. We're toying around with some new ideas and seeing what sticks!

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

Originally posted by ETucc

Pole Hammer buff, please.

Just give me more length. 150cm.

We're looking into some love for the polehammer, it needs some :)

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

Originally posted by Nexerade

More T1 T0 clothes to flex on tin cans

Trueeeee

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

Originally posted by Majora4Prez

I'm curious as to why you guys are adding the falx. Don't get me wrong, it's a cool weapon, but you usually say the timeframe the game takes inspiration from is 1066 - 1550, and the falx is like a thousand years older than that. I'm not opposed to its inclusion at all; I just want to understand the contradiction.

I'll ask the team on that one, not too sure myself. Remind me if I don't update this in a few days!

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

Originally posted by seitung

What was the design decision or reason behind weapons only impacting environmental assets during release? Why not during windup?

Clanging off of random stuff just isn't fun, more or less. You'd have to stand feet away from any objects and using WASD+mouse and looking at a screen, you don't have the level of control or spacial awareness you'd get if you were actually doing it.

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

Originally posted by BorisTheSVTLoveHammR

This is more a question than a suggestion, but given the recent influx of conversations about it on the subreddit, I'm just wondering: is there an ETA or anything regarding female characters? I know it's almost definitely not as high of a priority right now as bug fixes, optimization, and other QoL measures, but I remember they were there in the early days of the kickstarter and, if I'm not mistaken, that they've been promised for a while now. I also know a lot of players would like to see them added either just for more cosplay options or for a bit of actual representation, which is my case and the case for some folks I know. No complaints if it's still something of a "distant future" type thing, of course; y'all are doing pretty awesome as it is with these updates, and I totally understand that that's a fair bit more challenging to handle compared to making new weapons or armor! Thanks in advance :)

I answered this last week (I think?) so I'll keep it relatively short. Atm we're focusing on big additions that we have wanted to get in the game since before release, even. Mod tools, ranked team modes, etc. This stuff will have a big impact and take up quite a bit of our time, so female characters will be developed later, once we have ironed out these major additions. It's unfortunate, but it's just the nature of the beast.

The current state of female characters, development wise, is that we haven't worked on them (AFAIK) since we did the Kickstarter video. We will make them in the future, but right now we have to focus on the priorities we've set for major additions to the game.

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

Originally posted by PotatoKilr

Allow kicks regardless of item held (for example, shields, toolboxes, and medkits). If allowing punches when holding a shield is never added, then this will give at least one offensive capability to a player armed with nothing but a shield, as well as providing a last-resort defensive option for players who only use medkits.

We're aware people want this, we want it too. We have quite a heavy workload at the moment so this might take some time for us to fully delve into development on. While it seems pretty simple, a lot of these items work fundamentally different that weapons, which obviously are held when you're kicking, so the underlying framework could cause some issues. Not 100% on that since I'm not the smart people, but even if I fudged the details a bit that's the general situation.

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

Originally posted by seitung

Will we see significant attention given to map optimization?

Feitoria and Castello, what beautiful maps these are, but they are so severely underoptimized for gameplay that users have been having performance issues on them since their respective releases.

Many assets are beyond the playable area. Could the LOD be reduced (for low at least), or even the lot to one massive 2D asset? Low settings should be stable on lower end.

We're working on more optimizations. We've done a few minor things, especially to castello, that have helped a bit, so we have an idea of where to eek out some more frames. No ETA as of yet, but we're aware that these maps don't run as well as others and we're looking into some more ways to improve the situation. πŸ‘

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

Originally posted by SkepticBlank

Thanks u/Jaaxxxxon

  • You do spawn there initially before the first point is captured. However, once the first point is controlled by blue and assuming blue don't hold the river, you spawn just behind the ramp and 20-30 metres in front of the ballista with your back to it and this is when the spawn killing occurs. Usually it inspires about 2-3 blues to go and gank the guy doing it but they tend to just come straight back. Feeling like you need to guard ballista until the river is taken isn't ideal :p
  • Thanks! This is good to know.
  • Makes complete sense, look forward to seeing any changes.

Good good, I'll not shy away from adding my voice to the many in future pieces of feedback in this case. With that said, I'd love to see increased colour saturation on the level 110 gold tint :p - I know you've said previously that this isn't as simple to implement as it might seem though!

Ahhh I know what you mean now, we can take a look. And yeah the gold tint is something I'll definitely bring up some more :)

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

Originally posted by TheSicks

WHY AREN'T THERE BLACK PEOPLE IN THIS GAME? TF IS UP WITH THAT? CAN I PLAY AS MYSELF?!

soonβ„’

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

Originally posted by Jaaxxxxon

I'll ask the team on that one, not too sure myself. Remind me if I don't update this in a few days!

alrighty thanks for the reminders - it's just a big choppy weapon, and we wanted something that's kind of unique with the blade curving forwards. I wouldn't expect this to be a trend of adding a ton of weapons from this time period, however :)