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

Hey everyone,

You know the drill - we're happy to answer any questions you might have, and if you've got any feedback, comments, suggestions, etc. we'd love to hear them; they're incredibly helpful for us to work better and develop the game in line for what you all want to play. Please keep things civil and be constructive, thanks!

In terms of a general overview, this week was a little slower; a few people were out sick due to COVID, but they're doing alright. That being said, progress is still marching on at a steady pace with Arid, a new Armory (with folders), as well as additional content as our main development priorities.

As for our meeting notes:

  • For some longer term stuff, we're still working on console releases - we have a developer who's main role is to work on that, so it's not affecting other progress.
  • Work continues on mod quality of life improvements, as well as some small tweaks to admin tools.
  • Crush has been doing some tweaks to the scimitar - we want to keep its character, but make it more in line with other weapons in terms of its strength. He's also been fixing some combat related bugs, as well as experimenting a bit for future general combat balance changes.
  • Some backend work on version control, which may help to improve our workflow.
  • The art passes for objects/textures of Arid are underway; we still have a more things to complete art-wise, but it's a good milestone for us to hit.
  • We've also done quite a bit of propping and object/structure placement for Arid, which is progressing nicely.
  • The necessary art for the Armory rework (UI icons, etc.) has been implemented; while things will still be changed, this is a big chunk of work knocked out. A majority of the ongoing work for the armory is now related to bug fixing, tweaks and polishing out certain functionality to ensure everything works smoothly.

And that's all for this week - thanks for reading :) If you'd like to see last week's post, you can find it here: https://www.reddit.com/r/Mordhau/comments/sci9as/weekly_feedbackdiscussion_thread_125_131/

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

Hey everyone,

You know the drill - we're happy to answer any questions you might have, and if you've got any feedback, comments, suggestions, etc. we'd love to hear them; they're incredibly helpful for us to work better and develop the game in line for what you all want to play. Please keep things civil and be constructive, thanks!

In terms of a general overview, this week was a little slower; a few people were out sick due to COVID, but they're doing alright. That being said, progress is still marching on at a steady pace with Arid, a new Armory (with folders), as well as additional content as our main development priorities.

As for our meeting notes:

  • For some longer term stuff, we're still working on console releases - we have a developer who's main role is to work on that, so it's not affecting other progress.
  • Work continues on mod quality of life improvements, as well as some small tweaks to admin tools.
  • Crush has been doing some tweaks to the scimitar - we want to keep its character, but make it more in line with other weapons in terms of its strength. He's also been fixing some combat related bugs, as well as experimenting a bit for future general combat balance changes.
  • Some backend work on version control, which may help to improve our workflow.
  • The art passes for objects/textures of Arid are underway; we still have a more things to complete art-wise, but it's a good milestone for us to hit.
  • We've also done quite a bit of propping and object/structure placement for Arid, which is progressing nicely.
  • The necessary art for the Armory rework (UI icons, etc.) has been implemented; while things will still be changed, this is a big chunk of work knocked out. A majority of the ongoing work for the armory is now related to bug fixing, tweaks and polishing out certain functionality to ensure everything works smoothly.

And that's all for this week - thanks for reading :) If you'd like to see last week's post, you can find it here: https://www.reddit.com/r/Mordhau/comments/sci9as/weekly_feedbackdiscussion_thread_125_131/

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

Originally posted by MrSquakie

What I would have said has been said by others. I just have some questions for your beautiful self Jax:

1 - Why hasn't the team balance discussion been acknowledged by anyone? If there is a new system in the works thats cool, but the main sentiment from the community is that we would like some more transparency.

2 - Has there been discussions of dev logs to help the overall community opinion? It really is more of a PR thing than anything else.

3 - Dataminers have confirmed some female models already in game with floating eyes, is the main set back just the voice acting?

4 - When can we expect the second part of the eastern invasion update?

Love yall, thanks <3

  1. We've acknowledged it a bunch - past few posts have said that we're aware it's not popular, and we're looking to fix it. I'll try to be more clear about this going forwards, sorry for the misunderstanding.
  2. Yeah, the issue for us is that since we don't have a ton of content always coming out, when we show stuff off it will release ~ 6 months later. We've done one dev stream and it ended up having more of a negative effect in the long term.
  3. The floating eyes female models are from ~2018, they were an extremely early proof of concept that we didn't develop further. The new models, voices, etc. haven't been developed yet; there's been a little work, but the main priorities for the artists has been on maps.
  4. The main priority for the second part of EI is the map Arid, which is kind of an all-hands-on deck thing right now; it's our main focus as we need it to actually release the update. As for when, it's hard to say - but we'll try to keep everyone in the loop on its progress.
over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by red_hawkx21

Bring back team select for brawl, removing this mechanic without implementing an autobalance system was already an awful decision on your team's part, but why does brawl have to be included in this? Smaller modes are the one place where players organically switch the most to ensure balance, now players are much quicker to leave the match because there's no way to balance out team sizes on our own.

There was no need for brawl's team selection change (at least, the community never actually expressed a need for it in any real capacity) and promising an autobalance system that may or may not arrive at some vague point in the future doesn't really inspire confidence, considering how infrequent content updates have become since launch.

Seriously though, was stacking in Frontline and Invasion THAT much of a problem? I've only rarely noticed clans stacking and I don't think every player should be barred from team choice because a bunch of romans or croosaders or whatever want to steamroll what are already poorly balanced gamemodes. If you want to improve the casual FL or INV player experience, maybe do something about engineers, which have been a blight on this game since the start, or maybe introduce a proper tutorial that teaches players something more than what's communicated by the HUD screen tips, instead of taking away player choice

We're aware of issues with this, and we're looking to remedy the wonkiness that team select removal has caused.

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

Originally posted by DiscoVeridisQuo

Add team switching now (hotfix)

Make servers not laggy

Make beartrap ragdoll hitboxes work

We're past the hotfix window, but we are aware of these issues.

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

Originally posted by Igor369

How hard is actually just reverting the servers to let us choose team again? It is pretty clear the games are way more enjoyable with freedom of team choice, i see no reason not to hotfix it...

We're past the hotfix window - when we release a patch, we have a few weeks that we reserve for fixing any potential issues that rise up. During those weeks, we hold off on adding anything to the development branch, so we can do a quick hotfix and then add next patch's content on top.

We were still monitoring feedback on the team select stuff and we weren't exactly sure what we were doing with it, but after a certain point we had to start introducing content for the next patch. We can't really revert stuff, since that would slow down development for future updates (and we want to get the next map out ASAP).

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

Originally posted by Melon-Dog

Could you please give some more details about the scimitar tweaks?

Not yet, crush is still tinkering to find a good balance on it. With weapon/balance tweaks, there's often a lot of different approaches we take to try to find a good spot for that weapon. Because of this, I don't usually like saying exactly what that change is since it can quickly become outdated.

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

Originally posted by DrScienceSpaceCat

u/Jaaxxxxon will you all be doing crossplay with consoles? I can't imagine that would be a fair matchup against PC lol.

Nope, not doing crossplay.

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

Originally posted by HowlingHoncho

Can we start having more double xp/gold weekends? I feel like when we do have them they are very far and few between.

We can look into it, I'll talk with the team to get some ideas of when we can launch one!