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

Hey all!

Like usual, we'd love to hear feedback on MORDHAU - any ideas, suggestions, comments, things you'd like to see tweaked, etc. are all welcome and 100% appreciated! Like always, please be civil and constructive with feedback - it definitely helps me out in being able to share your ideas with the team. Also, a little side note: please try to give specific feedback if you can - "fix Arid's last objective" doesn't really help, but "the last objective on arid is underwhelming because of x y z" is super useful to us.

Anyways, the past few weeks have been a little less intense for us, with a lot of people out of the office - but that doesn't mean we're not working! A few updates we have to share are:

  • Women character models are nearing completion. Base proportions are mostly done, with some tweaks here and there when needed. Aside from that, the female faces are wrapped-up, and now some minor aspects are being taken care of. First-person hand models are now underway, there's some tweaking to textures, etc. but things are looking to be on-schedule.
  • Speaking of the above, we're getting auditions sorted for voices, and initial results seem pretty good! When we get more information on this, I'll be sure to keep you all updated.
  • As for maps, we have been putting good work in for our next one! We'll be sure to show some teasers of it when we're at a good spot, and luckily this map has been pretty easy for us art-wise. Right now, textures and lighting are being tweaked, and as per suggestions in the past few threads, we've specifically worked on adding more interactable elements into the map, such as prop weapons and potentially some other things, which I'll leave as a surprise for now :)
  • Another map is gradually being worked on - while it isn't planned for the upcoming release, a lot of initial groundwork has been laid for it in the past. With the help of a bit of concept art, modeling of the main areas has been underway and things are looking good for an eventual release. With this map, we'll be trying to optimize spawn times and run distances - so we're looking at a smaller, but more complex map. Also - a bit of fun verticality!
  • There were some pretty great suggestions from the past thread that we talked about. One in particular that we chatted about for quite a bit was adding more unique map-based weapons, and potentially expanding this from random joke weapons to more impactful ones that create additional points of interest around them. It's nice to see something we've actually talked internally about the past show up as feedback, since that means that we're roughly on the right track with things! Of course, feedback is great for stuff like this, so keep it coming.

And that about wraps it up for this post! Thanks for reading, and please let us know your thoughts down below. If you'd like to read our last post, you can find it here:

https://www.reddit.com/r/Mordhau/comments/w3530p/biweekly_feedbackdiscussion_thread_719_81/

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

Hey all!

Like usual, we'd love to hear feedback on MORDHAU - any ideas, suggestions, comments, things you'd like to see tweaked, etc. are all welcome and 100% appreciated! Like always, please be civil and constructive with feedback - it definitely helps me out in being able to share your ideas with the team. Also, a little side note: please try to give specific feedback if you can - "fix Arid's last objective" doesn't really help, but "the last objective on arid is underwhelming because of x y z" is super useful to us.

Anyways, the past few weeks have been a little less intense for us, with a lot of people out of the office - but that doesn't mean we're not working! A few updates we have to share are:

  • Women character models are nearing completion. Base proportions are mostly done, with some tweaks here and there when needed. Aside from that, the female faces are wrapped-up, and now some minor aspects are being taken care of. First-person hand models are now underway, there's some tweaking to textures, etc. but things are looking to be on-schedule.
  • Speaking of the above, we're getting auditions sorted for voices, and initial results seem pretty good! When we get more information on this, I'll be sure to keep you all updated.
  • As for maps, we have been putting good work in for our next one! We'll be sure to show some teasers of it when we're at a good spot, and luckily this map has been pretty easy for us art-wise. Right now, textures and lighting are being tweaked, and as per suggestions in the past few threads, we've specifically worked on adding more interactable elements into the map, such as prop weapons and potentially some other things, which I'll leave as a surprise for now :)
  • Another map is gradually being worked on - while it isn't planned for the upcoming release, a lot of initial groundwork has been laid for it in the past. With the help of a bit of concept art, modeling of the main areas has been underway and things are looking good for an eventual release. With this map, we'll be trying to optimize spawn times and run distances - so we're looking at a smaller, but more complex map. Also - a bit of fun verticality!
  • There were some pretty great suggestions from the past thread that we talked about. One in particular that we chatted about for quite a bit was adding more unique map-based weapons, and potentially expanding this from random joke weapons to more impactful ones that create additional points of interest around them. It's nice to see something we've actually talked internally about the past show up as feedback, since that means that we're roughly on the right track with things! Of course, feedback is great for stuff like this, so keep it coming.

And that about wraps it up for this post! Thanks for reading, and please let us know your thoughts down below. If you'd like to read our last post, you can find it here:

https://www.reddit.com/r/Mordhau/comments/w3530p/biweekly_feedbackdiscussion_thread_719_81/

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

Originally posted by Melon-Dog

Hey Jax!

It's nice to hear that you guys are making some progress on the women models, and consider some suggestions from the past Feedback threads.

Are you also considering some changes to the whole FL/INV merge, or is the merge meant so stay as it is right now? I and many others just don't enjoy getting put into a FL match after queuing into an INV match, and vice versa. As you've probably heard by now, many INV players desperately hate the respawn timer in FL, so why not start there with lowering or entirely removing it.

At the moment, we don't plan on changing it.

The reason being is that we felt novice servers were critical to help attract and retain new players (and help grow the population of the game again), but they end up splitting the player base. Before, most people played FL/INV, so it was already split - but adding in novice servers would then divide our player base even more. We felt that this was too much, and would result in servers struggling to fill up - so we merged playlists to help prevent this.

Something that we are prioritizing, however, is making the voting screen and map voting process a lot better - less (or no) repeat maps, and a good variety of options for players to choose for the next round. Also, the FL respawn timer is something we're definitely looking into as well - why not improve the mode so that more people actually like to play on it?

over 1 year ago - /u/Jaaxxxxon - Direct link

Originally posted by storm_foam

Hey Jax you finally posted!

A few points:

Can you update the brigandine legs to have colorable leather and fix the shoe clipping/missing space problems it has?

Also we could use a flattish forest map similar to Iron Company's camp on Grad. Very easy fun idea.

Another idea I have on the weapon side of things, the game is lacking in cheap two handers. Something like a spiked club with a throwable function would work wonders at the 12-14 point range, being something like a light evening star. I think the peasant club is very fun, and this could work similarly. This could be the longsword to the Evening Star's greatsword.

I'd like some footman and lower class skins added for weapons in general. There seems to be a large trend in the newer items of making everything engraved and ornate, and the most prestigious looking item of its historical period. We are in grave need of some new multi part customizable sets for things like the halberd, spear, billhook, mace, heavy hand axe, etc. The new Glaive bardiche is a step in the right direction! New gambeson and padded armor pieces are always welcome too.

Thank you so much for everything, and try not to get too demoralized by all of us. I know I would in your shoes. Much love broskie.

Brig legs are known, I'm pretty sure Grator is working on it actually!

over 1 year ago - /u/Jaaxxxxon - Direct link

Originally posted by retrogamerX10

The map geach is working on rn will be pretty foresty afaik

yes indeed it will be

over 1 year ago - /u/Jaaxxxxon - Direct link

Originally posted by SirXarounTheFrenchy

Is there any plan to change the armoury rework ? It's a pain to make any merc now with how many time you have to click on menus to get to what you want.

Also, I like frontline as a concept, it can be fun pushing the objectives but being able to lose them but, like many other person, very rarely play it because of it's VERY long respawn time. Is there plans to have it be lowered or be the same as in INV ?

Armory rework - no plans currently. We are definitely aware it's annoying, at the moment we're more focused on other things. Internally, it's probably the most talked about current issue though, so it's something that's on our radar for sure.

Yeah, spawn times are one of the main issues with FL. Like I said above, we might as well make the mode more fun if it's in a combined playlist. Pacing is intentionally a bit different in FL compared to INV, but we're looking at spawn time reductions in some form.

over 1 year ago - /u/Jaaxxxxon - Direct link

Originally posted by Saftigerkeks

First thing that came to my mind, was how underwhelming some of the objectives are. Im thinking about Arid here, where you carry explosive barrels to the stone structures, and they explode. Thing is, the explosions dont do anything to the structures, and they look pretty cheap as well.

What I dont get is, on Camp, if the wooden towers explode it makes a cool explosion sound, and the towers actually fall, with animations an stuff. On Arid its more like a quick fart, that doesnt do anything to the surroundings...

It would be nice if the stone structures actually broke, and if the explosions looked more epic. For example when the gate explodes, that explosion could be used for the explosive barrels/structure explosions. Then maybe make the gate one more bigger or something, so it looks more epic :D

Arid is definitely a weak spot in regards to some of the 'feel' or interactivity - I won't go into the details, but some things on that map didn't go as planned, and we had a bit of an internal emergency to get the map into a playable state. It suffered as a result of that, but all of our upcoming maps are going to put more emphasis on those little details that make maps fun and replayable.

over 1 year ago - /u/Jaaxxxxon - Direct link

Originally posted by Jael89

We would love to see some snippets of the female models as soon as possible.

I'm sure it's been suggested many times before, but is it possible to reuse assets from all the other maps to cut down on development time of new maps? There's so much there, it would be a shame to not use it. Textures, models, surely some of it can be repurposed, but each new cycle seems to have entirely new assets, which no doubt increases the amount of time spent on the maps.

I've gotten used to the FL/INV merge, but what I haven't gotten used to is the armory rework. I used to spend about 1/4 of my playtime in the armory making builds, and now I don't use it at all. Does the team have a plan of action to make it more user friendly? If you ignore me I'll keep making memes complaining about it :-)

Yeah so the map pieces aren't *exactly* ultra-modular, but we've made a point to try to standardize certain things to make that a possibility for sure - huge chunks of maps just aren't relevant to other ones, but some buildings here and there can fit the bill if we're smart about it.

As for female models - we're getting them ready - with how long it's been, we'd like to actually show off a finished product as opposed to WIP shots.

Armory UI issues and usability are pretty high up on our radar of things to work on. Atm since it's not functionally broken we do need to take care of some other aspects that need help, but I don't think anyone on the team is content with leaving the current armory untouched long-term.