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

Hey everyone!

As usual, please let us know any suggestions, critiques, requests or anything you think is relevant to the game! Your feedback is immensely helpful and we appreciate it greatly. As always, keep things constructive and also for suggestions, please make sure they're something you think is actually feasible.

As for meeting notes, not really that much to talk about - we tested last week, and found a few issues/bugs and things that needed to be added. We'll be testing again tomorrow, and we are waiting on a few things to finish up which will need also testing once they're in the 'release candidate' build.

Regarding the SDK, it's been going really well - there are a few things to do in terms of making sure it's up to the standards required to be an official SDK, tweaking a few things and testing. As for an ETA on it, we don't have one currently but it's progressing pretty well.

Most other development work has been either focused on long term-goals for the update after this one or little bits of housekeeping needed to get this upcoming patch released. Anyways, that's all for this week. Let us know what's on your mind below!

Last week's post can be found here:
https://www.reddit.com/r/Mordhau/comments/llhds4/weekly_feedbackdiscussion_216222/

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

Originally posted by TheGaboGamer

Hey are you guys thinking of introducing any new game modes? I think a head taking game mode (kinda like kill confirmed I suppose) would be pretty neat!

Also any thoughts on mixing frontlines and invasion together?

I can’t wait for modding to be more relevant. There’s so much dumb shit this community will be able to do soon, it’s gonna be great.

(Also new snippets?)

Hey there! So we don't plan on doing a ton of new modes at the moment - player count is a little low, so we want to make sure each mode is populated. However, we're looking into improving Frontline and making it more different from Invasion, Horde changes, and maybe down the line looking into a que-able game mode that has an assortment of smaller modes in a more relaxed setting.

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

Originally posted by TheRussianSnake

Would it be possible to reduce the new parry start timing from 100ms to about 60ms.

Can you elaborate on why?

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

Originally posted by Hyper_anal_rape

any updates on the DDOS? its getting bad, invasion is unplayable at this point.

We will be working on an update to UE4, which will have native DDOS protection. Until then there isn't a ton we can do, although we have permanently banned a few individuals who we have had sufficient evidence for. There aren't a ton of tools we have at our disposal currently, since a DDOS attack can be very hard to prove.

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

Originally posted by GreenGhost95

A compromise then, keep the bumber's ability to interrupt attacks BUT remove his ability to prevent his victim from parrying, that way it's still useful for plowing through others but he can't abuse the stun to get guaranteed kills.

This could be interesting, although I'm not sure exactly how opinion horse balance is at the moment. We can look into it though!

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

Originally posted by protogoblin

Suggestion: Map of killing blows / recent hits when you die

https://i.imgur.com/lUWSUJa.png

This would be interesting, although our hitboxes are pretty simple.

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

Originally posted by tomscott90

Not a single word about server stability? SMH

We've done a few things that should be in the next update, but it's very hard to tell if netcode optimization will have an effect outside of "lab conditions".

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

Originally posted by Foxyfluffy

On Grad Invasion; a rework on the red king's playable area would be really welcome. If you step beyond the pile of logs you're doomed to get eliminated by the castle ballista and mounted crossbows. Taking the required cover behind the logs is claustrophobic at best before you get to the spawn death zone, causing firebombs to be more of a nail in the coffin than for any other noble.

Definitely something to take a look at, Iron Company commander is a lost cause at the moment.

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

Originally posted by Miltawne

Billhook deluxe skin?

We definitely need some cool poleaxe, greatsword and billhook skins :)

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

Originally posted by dankmemesm80

Two questions, cosmetic related

  1. I've heard that Grator is sitting on a stockpile of cosmetics he's made. Is there any chance that some can be included in the coming patch?

  2. Will the Kastenbrust faulds receive a visual update (particularly the skirt underneath)?

Thanks!

Some will be included, others are slated for the next major update (after this one) and an update after this. We originally planned on the past update and the upcoming one being a single update, so the cosmetics have been a little dry recently. Things should be back to normal, and I think we are going to plan cosmetics for more updates to prevent this in the future!

For number 2, at the moment probably not, since we need some colored cloth for team identification.

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

Originally posted by rude_ooga_booga

Nerf war axe combo speed. It's silly fast for a two hit weapon.

Nerf one handed axe windup and combo speed for f**ks sake. It's unnaturally fast and every pleb in invasion runs it for a good reason

Already planned for the next update :)

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

Originally posted by ImVannox

I would be really more interested in new armors being added then weapon skins, also maybe some new emotes? I think we could definently use more options to create good looking/realistic builds, something like a better Chainmail Tabard would be a nice start.

Cosmetics are planned, and we are looking into new emotes as well! We'll need to update the emote menu, UI and functionality wise, so we don't have like 8 pages to cycle through. After that, more emotes will be on the table!

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

Originally posted by Destralnar

its not a huge deal, but losing a kill/getting -100 for suicide deaths kinda sucks. i get why in the context of the actual suicide button, but getting kicked off a ledge by a teammate or getting killed by jacked up out of bounds messages when spawns change shouldnt take points away. again not a huge deal, but it seems like an easy fix for a pretty obviously backwards mechanic.

Yeah, I think that is more of us just needing to fix TK's or ledge kills, etc. counting as suicides. IMO kill boundaries are fine as counting as a suicide but it's still something to consider.

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

Originally posted by Lucky_Deal

Are there any new cosmetics in the works?

Yep! Still more to come :)

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

Originally posted by Arkelutious-Corem

FL Feitoria’s Blue side spawn points need a rebalance. If the third point is in contest, the spawn point for Blue is 122 METERS AWAY, that is literally further away than the first spawn point which is active if the second Blue point is being contested. This literally kills the flow of the map when you have to walk for nearly a minute just to the battle field, all probably because 1 rat captured the point for half a second. The spawn points on Feitoria just makes no sense at all.

Thanks for the feedback, we'll take a look at this.

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

Originally posted by _Risi

Huh, ive got 1000h in this game and i always thought parries are instantaneous

Yep, thought he meant parry duration. Tiny timing windows are cool for skill based stuff, but they don't work for multiplayer games.

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

Originally posted by spyr04

Please make a competetive map for ranked with good lighting, no elevating ground, no bushes etc. If you make it steedie i woulndt mind either

We have like two of those? Not sure what ya mean

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

Originally posted by Leslawangelo

Perk sugesions:

  • Sprinter: faster sprinting, but it drains stamina.
  • Mule kick: kick does more damage and causes opponent to ragdoll if it is at low stamina.
  • Hopper: you can jump higher

Maps:

  • Some passages are no longer availble for dwarwfs (this spot for example). My guess is you just haven't thought about the side effects of the new perks, but I actually like it. It would be cool if maps included tight passages (sewers, tiny holes) where only dwarfs can fit.

Combat:

Power attacks: Alternative attacks with longer windup animations ( I know... It would be a nightmare to balance):

  • Zweihander: 360° cut
  • Maul: powerful overhead attack that breaks through blocks, but you can't move.
  • Rapier: double stab
  • Polearms: ability to couch them. It would deal damage to charging horses or sprinting enemies.

Items:

  • Pots as T2 helmets for peasants
  • more musical instrument (probably suggested 1000 times)

Some interesting ideas! Not sure how we could balance them, but we definitely want to add more dramatic things that aren't just stat changes.

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

Originally posted by Kazerz

Hey Jax,

Thanks for the weekly updates! Are there any plans to make certain weapons more distinguishable from one another other than point cost? The bastard sword seems to be a straight upgrade to the rapier and the falchion doesn't seem to fit anywhere gameplay-wise due to better alternatives for weapons. The community is hungry for more content as always, and it's always nice to see new dev snippets. Keep up the good work as always!

Edit: Also, are there any plans to make catapult show the trajectory of the projectile?

So yeah, that's just a little bit of us needing to balance things in most areas. That being said we can balance off point cost, so having some weapons be straight upgrades but more expensive still works gameplay wise.

edit: as for catapult, we like that it takes a little bit of guessing, otherwise it would be laser guided rockhau and catapults would be a bit too strong :D

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

Originally posted by Ser_Anonymous

War axe is busted because of this loadout:

Full medium armor, waraxe, bloodlust, +3 points left over.

It’s a 2htk with good swing manipulation. This loadout is so busted in frontline and ffa it’s ridiculous. Personally, I think just raising the point cost of war axe would be fine.

Waraxe is getting nerfed, axes at the moment have too strong combo speed and that makes it a little too powerful. It should be a good weapon, it just shouldn't be great at everything. Other things are issues with armor and bloodlust, which are being looked into.

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

Originally posted by Haippen

Hey, If you see this, I have been keeping a track on this for a while now, but the offline bot pathfinding has gotten a lot worse as updates have gone on.

On Camp Frontline, blue bots get stuck en masse at the gate, as each of them wants to get through, but one gets stuck in a corner, and it all goes downhill from there. They also try to repeatedly open and close the gate, which only makes things worse as the gate stays closed and nobody has any chance to get through. This makes the whole thing pretty much unplayable with bots.

On Crossroads Frontline, bots on both sides now ignore the watchtower with mortar, only caring about it if you personally capture it. Even then it's not a guarantee that the enemy bots care about it. And when you capture it as blue, the blue bots that try to spawn on that point get stuck in their spawnpoints en masse. They can only be freed with a firebomb or kicking the right bot down.

On Taiga Frontline the bots here too now tend to ignore the central point until you personally go there. Instead they prefer to duke it out outside the camp on the path between the camp and the river.

Basically the bots have a big problem with getting stuck, which interestingly wasn't always the case. They also have problems with focusing on points that are not directly in their paths.

It might be silly of me to care about bots so much, but I can't always play around online, making it necessary to play with bots at times if I want to play this game. (Helps when DDoS gets bad too).

(EDIT) Also where did the offline invasion mode go :( It worked pretty alright and was fun.

It's not a huge priority in terms of PVP mode bot pathing , but we can take a note of it.

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

Originally posted by 0pp0sitesDailY

I posted on the last weekly feedback and I wanted to add to what i said before, I think after gameplay the next update (or part of this update) could be working on server issues and more bug fixes. I can't wait for the new maps and I wanted to know what we might expect. (If it's secret that's quite alright too :) )I was also wondering if you planning adding a way to buy gold so that people like me don't have to grind 414 hours to get tons of gold. I'm just wierd tho so feel free to criticize me.

Edit: also I was wondering if you planning adding back the game mode where you compete for weapons and armour, I joined late and never got to try it. Do you think once more people get into the game you might add it back in?

We plan on an update before the big content update - we've been testing the past few weeks, and this update will contain bug fixes and some technical things. :)

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

Originally posted by SkinMilonov

Are you planning to add the ability to interact with severed body parts? For example, take a severed head or hand and throw it at the opponent. Or take a leg / arm and use it as a club.

Not really something we're looking into, performance would be a concern and ragdolls are not server side, so setting less bodies for performance would technically put you at a disadvantage.

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

Originally posted by Chekey-Kiggster

Estimated release date for the next patch?

We don't really give estimates, but we've been testing it in the past few weeks. Not too much longer!

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

Originally posted by WarlordOfMaltise

Add more events. I love playing this game, but don't always have a reason to come back after a busy workweek and coordinate with friends on getting a group in. Having x2 xp and gold was great (we played a lot in that period of time), as well as all of the Christmas stuff. If you did more of that, I'm sure more people would come back and play.

Yeah, we are working on some backend stuff that will allow us to do more events. At the moment we have to patch the game for 2XP, not do any development during the event, and then release a hotfix. We have only really done this during this last holiday since we were cool with a bit of a break, and we had some good timing on it with our update schedule. We're looking into changing that system so it works based on a server-side switch, but I'm not sure of the status of that.

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

Originally posted by Smash_Z

Do you guys have any plans to make any of the newer helmets and armor's metal paintable? Like how the Padded Armor, Hussar Armor, Barbute, etc. have versions with paint on them. Will newer items such as the German Sallet Buffet or the Kasten Brust get something like that?

Probably not for everything, but we could do some paint variants for certain pieces perhaps. :)

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

Originally posted by ScissorMySausage

A Perk for rock throwers!

Rocks can regenerate over time as you run through the battlefield (as if your character finds them on the ground as the go along)

grug approved

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

Originally posted by BoiFrosty

I need to vent about this, because these last couple matches got my blood boiling.

For the love of god patch the cata on Camp Invasion.

I just spent nearly 15 minutes in second stage getting deleted by Mike the Furry who just backed the cata into red spawn where he can hit the entire battlefield while being completely unassailable.

You can't hit it with firebombs because you die before getting in throw range, and if you want to hit it with flaming arrows it means setting up as far back as the the blue earthworks and hoping you can hit it from literally the other side of the map. Trying to set up a nest closer is impossible, because the only place to get line of sight is basically the crest of the hill by red earthworks, otherwise known as right smack in the middle of red's front line.

Plus I'm getting some serious stability issues whenever the player count goes above about 40-50. My movement slows/stutter, attacks lag and glitch, or fail to register hits entirely, and thrown projectiles/firebombs just disappear mid flight. All this happens while my ping never goes above 50.

Yeah, this is an issue. Definitely think that buildables and vehicles shouldn't be allowed in protected areas - we may have changed some of these rules, but I'll need to check.