over 2 years ago - /u/Jaaxxxxon - Direct link

Hey all!

As usual, we'd love to know what's on your mind - any feedback, constructive criticism, suggestions or questions are welcome! As always, please keep things constructive and civil, thanks!

As for meeting notes, they'll be a bit short this week. Unfortunately, I wasn't able to make this one, so I'm going off of a few notes I've got from the team members. We'll be back to normal next week!

  • We're investigating more server issues and instability (especially noted in EU servers, but not limited to there).
  • We're looking into issues with toolbox placement and ranged weapons in spawn zones - unfortunately, there's still some abuse with our current restrictions.
  • We're looking into some cool stuff for Halloween, aside from seasonal cosmetics ;)
  • Some optimization work for Crossroads was finished - from my understanding, this was mainly a test of some new techniques, which we'll now be testing on Feitoria.
  • Some misc. audio work including ambient noises for maps is underway.
  • Some progress on audio - notes for a new instrument - are being worked on as well!
  • Work continues on the SDK. I'll be talking to the team and hopefully doing a separate post about what its status is, hopefully this should clear up some confusion. <3
  • Character/equipment optimizations are ongoing.
  • Animations are still in progress - these are taking a while because they can make or break a melee game; we want to get 'em right.
  • We're experimenting with a new buildable object, which we'll unveil once things are a bit further along.
  • More work is continuing on an improved vehicle system - eventually, this will replace the way catapults/etc. are moved around, which will hopefully eliminate getting stuck on random things or clipping into the ground constantly.

That's it for this week - thanks for reading! You can see last week's post here:
https://www.reddit.com/r/Mordhau/comments/pslzpn/weekly_feedbackdiscussion_921_927/

External link →
over 2 years ago - /u/Jaaxxxxon - Direct link

Hey all!

As usual, we'd love to know what's on your mind - any feedback, constructive criticism, suggestions or questions are welcome! As always, please keep things constructive and civil, thanks!

As for meeting notes, they'll be a bit short this week. Unfortunately, I wasn't able to make this one, so I'm going off of a few notes I've got from the team members. We'll be back to normal next week!

  • We're investigating more server issues and instability (especially noted in EU servers, but not limited to there).
  • We're looking into issues with toolbox placement and ranged weapons in spawn zones - unfortunately, there's still some abuse with our current restrictions.
  • We're looking into some cool stuff for Halloween, aside from seasonal cosmetics ;)
  • Some optimization work for Crossroads was finished - from my understanding, this was mainly a test of some new techniques, which we'll now be testing on Feitoria.
  • Some misc. audio work including ambient noises for maps is underway.
  • Some progress on audio - notes for a new instrument - are being worked on as well!
  • Work continues on the SDK. I'll be talking to the team and hopefully doing a separate post about what its status is, hopefully this should clear up some confusion. <3
  • Character/equipment optimizations are ongoing.
  • Animations are still in progress - these are taking a while because they can make or break a melee game; we want to get 'em right.
  • We're experimenting with a new buildable object, which we'll unveil once things are a bit further along.
  • More work is continuing on an improved vehicle system - eventually, this will replace the way catapults/etc. are moved around, which will hopefully eliminate getting stuck on random things or clipping into the ground constantly.

That's it for this week - thanks for reading! You can see last week's post here:
https://www.reddit.com/r/Mordhau/comments/pslzpn/weekly_feedbackdiscussion_921_927/

External link →
over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Fantastic_Zucchini48

Good work, Jax. Doing copypaste every week, again lines with "we are still working with the SDK", at least come up with something new. Important changes with sounds, somewhere out there in the background that no one will ever hear. Look at your online, it barely exceeds a thousand and a half people. There is another question about "communication with the community", do you, community manager, at least one stream in a year? Or will you answer people's questions in discord at least once a day? Your last chat message was on 9/17/2021.

I'm reporting on what's going on in the team - I plan on a post about the SDK specifically soon. As for the other stuff, I'm also managing every inbox for the game, making sure everything's good with the moderators, dealing with a lot of stuff behind the scenes, and going to school full-time as well. I'll hop around in Discord sometime soon when I have the time.

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by The_Salty_Spitoon456

Seeing toolbox and ranged weapon restrictions In spawn makes me happy. Cause goddamn I'm tired of archers pinging me with arrows then running into spawn so they're untouchable .

I will happily slander archers.

ye, there are a few inconsistencies we're working on fixing in that regard :)

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by EarballsOfMemeland

Please add giant piles of turds by the stables on every map that has them. This is a matter of immersion. Ever seen a stable without horse manure? Me neither.

ahem constructive posts only please

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by bjorn-ulfr

A color pallet that lets u choose the color and change the chosen color with the help of sliders for brightnes and contrast (only for cloth and emblems) not plate armor thats fine as it is

We aren't really looking at doing an RGB slider, at the moment we're sticking to preset colors.

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Explorer_the_No-life

As I already requested before, please: remove no-flinch on kick when strike release started, just make its cool-down longer, so it is more risky to use and less spammable; nerf damn accels, some of them are too extreme;

Good to hear there will be new animations for weapons.

The kick is still pretty effective - what do you mean by cooldown? Recovery?

As for accels, you kind of can't fix that without making half of the release do nothing - this is why we're working on new animations, so that way we can control where the weapon is when someone does gnarly camera movement.

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Patient_Degree_868

Desynchronized hitboxes are still a thing, the patch came out 3 weeks ago, when is this getting fixed?

It's related to the servers - for some reason, the server tickrate will sometimes drop out, causing desync. As far as I know, we're not sure if it's from a bug, or if it's the result of DDOS attacks :( We're still looking into this, and it's our #1 priority to address.

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by GreenGhost95

Getting kicked by teammates knocks you back with enough speed to reset your health regen, this enables team killers to kill you from full health without a way to stop it. Fix this.

We'll look into this. Ideally, a votekick could solve it, but they're... a bit unreliable.

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by needlzor

A SDK cannot be in progress, submitted, accepted and then in progress again, unless Triternion follows a different set of laws of physics with non-linear time.

We're experimenting with a new buildable object, which we'll unveil once things are a bit further along.

That's good to hear. I do think that the tall walls should make a comeback as well but more expensive than the archer walls.

Since the last patch the maul infestation has gotten a lot worse, presumably because one hit is all you need to increment your kill count. Is that going to stay or are you planning to change something?

I'm not privy to the whole verification process, so I'm just going off what I'm hearing in the meetings. The reason we had it accepted but then kept working on it was because the SDK was made for UE4.21, and when upgraded to UE4.25; the SDK wasn't compatible. Instead of releasing the official SDK and then breaking it a week or so later with the engine update, we decided to push it back and get it working on UE4.25.

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Glum_Package_3313

Maps!!!!! More maps You know the one thing people have been asking for

We just hired a new map designer last week, and the past few people we've hired have been level designers. We're focusing on maps pretty heavily.

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by szczerbiec

Are catapult hitboxes broken? Every time i toss a fire bomb right on a cata, it does no damage unless i hit it in specific spots like where the operator is

Hmm, we can look into this. Thanks for pointing it out :)

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by needlzor

Also more map variations please. The ones you made are fun. They are a bit clunky but it doesn't really matter because at least it's somewhat fresh - you can always polish them later. More alternatives I'd like to see:

  • Feitoria: assault the castle from the farms side. Instead of the tower, have a ram that needs to be activated to open the doors towards the town. Have the final objective being a king to kill and prisoners to free from the jail.
  • Feitoria: town battle - small map (32 players or fewer) entirely focused on a bigger version of the town. Fighting in small, constrained environments is a nice change from all the open spaces and it favours specific kinds of weapons like rapier and arming sword which are somewhat neglected.
  • Feitoria: naval assault (invasion) - start from the ships and fight your way out of the castle, with the objective to kill the peasants, burn the castle, and kill the king. Preferably a night-time map so that the fire looks nice.
  • Grad (invasion): attack from the farms. Objective 1: push cannon or mortar to appropriate place. Objective 2: destroy Eastern wall with a few shots. Objective 3: kill king and warden
  • Grad: farm war (32 players or fewer). One team on each farm. Only objective is to destroy the other side's farm. Peasants only.
  • Crossroads king-of-the-hill or domination mode (32 players or fewer), where you just accumulate points by keeping the central point. Make the central tower higher so that it can accommodate an entire team.
  • Camp: large scale war (64 players or more) - remove all the shit in the middle of the map and just have two camps facing each other. Remove the ballistas and replace with catapults and cannons. Add many horses on both sides. Only objective is killing the enemy king.

Yeah, map variations aren't amazing 10/10 content, but they are content to some degree. We're definitely working on some more variations!

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by tjvghvcyjvf

Any way yall can fix the the respawn glitch I played 2 match yesterday and couldn't finish either one casue I couldn't respawn

We're investigating, afaik we can't reproduce the bug yet. In the meantime, I think team switching or going to spectator should fix it, if not typing 'reconnect' into the console should as well. <3

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by SirXarounTheFrenchy

Do you know when we will have folders ? If they are still a thing...

Also is there a plan to had more historically accurate coat fo arms ?

We're going to add folders with the Armory rework! And we are aware that people want some more historical emblems, so we're seeing what's possible there.

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by WifiTacos

Seems the sync issues were fixed since the last patch, but on almost all frontline/invasion maps I get really dramatic frame dips that never happened before. Is this because DX12 is not useable right now?

Edit: also, what’s up with the issue that’s been here since release of not being able to see all the color options for waists because the menu dips lower than the screen? Is there a work around or does this still need to be fixed?

Yeah, we think it has something to do with some different tools we used to bake HLOD and map stuff, as well as some different methods used to compile the game for the live build. The interim update should be addressing some of these issues, if we've correctly identified the issue that is.

As for the armory, it's kind of on its last legs at the moment. Our UI guy has been completely rewriting all the armory stuff and redesigning it, so we won't have this issue in the future.

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by ChiefStops

i would like it if you would make the miss detector trigger on team hits on the enemy side. maybe that would mitigate the fact that one the most effective things you can do is hitting your own team mates.

Yeah, that's an interesting idea - not sure how we'd do it, but using teammates for free feints is pretty annoying.

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by _sull_

I think what you guys did with world collision in regard to attacks was the opposite of an improvement. Ever since the patch released I can't count the amount of times I see swings clipping through walls, pillars, etc. When I would normally expect the attack to be stopped it still clips through even with a quarter of the weapon phasing inside of an object and in some cases I've seen the entire head of the maul go right through a wall.

Some of this could be related to maps, but we have made collisions a bit more forgiving compared to release. We'll see what's going on and hopefully resolve it :)

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by needlzor

I'm giving you shit but it's more of a communication/messaging issue, I know things can be unexpectedly broken. Do you know if it'll have to go through Epic again for verification?

I'm not sure, I'll ask (gonna get a bunch of info and do a post about the SDK)

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Sharps__

Can you look into adjusting the audio of the wagon horses on Crossroads? They are too loud and sound like galloping player horses, even though they are just plodding along slowly.

Alternatively, you could just delete Crossroads ...

Yeah, we can look into it - we're tweaking audio to make horses not super stealthy, and I guess the wagons had the same original sounds.

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Tooombi

So what is priority

Maps and core features that make the game feel fresh 👍

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by SirXarounTheFrenchy

Thanks for the reply. Is the armoury rework coming with Eastern Invasion or will it come later ?

I believe it will be coming with Eastern Invasion :)

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Lysergic-AIM

We used to be able to chamber messer accel ripostes and the like, but now just get hit. Is this due to desync or was this an unnoted change. I'm aware of chamber lockout too but this ain't it. Tons and tons of red parries also :(

Probably due to the server desync bugs we're having :(

over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by MedicMuffin

How goes gamepad improvements? I'm sure I'm one of probably a dozen (or less) people who ever hook a controller up to this game but I always find little frustrations in how the game works with one. I'm pretty sure there's a rather significant axial deadzone (or something in the way it reads analog input that just mimics an axial deadzone maybe) that makes aiming feel stiff and the lack of haptics continues to be a concern for me. I'm all too aware that a console port is still quite a long ways off but little things like this are still something to think about imo. Sprinting is wonky on controller too, having to manually initiate it every time you move forward when fighting. Again, I know I'm in a rather extreme minority for this community, but I'd love to be able to know more about what's being done...particularly after Chiv 2 messed up their own controller scheme so badly. Chiv 2 put this genre more firmly in console players minds so I think a Mordhau port going forward from there has a lot more potential than it did before Chiv 2 (and quite frankly the competition will be healthy for both games) but you're gonna have a hard time getting traction without a good control scheme, among a few other important controller related things.

Valid points - we're still improving gamepad stuff, so we'll take this into account :)