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

Sorry about the late post on this one, been a bit busy! 😅

As you may have noticed, an update has come out :) Feel free to discuss it, as we'd really love to know your initial impressions, and suggestions for the future as well. As always, please be considerate and constructive, and we hope you're enjoying patch #19.

As for meeting notes, we had a very short meeting today - mostly talking about some bug fixing and technical details, as we're mostly focused on monitoring this update and addressing any critical issues. The normal meeting notes will resume next week - and also, if you haven't heard, there's a sale - 50% off until the 28th!

Last week's post can be found here:
https://www.reddit.com/r/Mordhau/comments/itg01z/mordhau_weekly_feedbackdiscussion_915_921/

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

Originally posted by ouji_

Why are updates so slow? For this patch 19 hotfix 2 it is 1.1mb and i finish downloading within a second yet it spends around 5-10 mins doing something. I would assume its writing the update but its 1mb so i very much doubt that is the case. Another thing is why does it reallocate the space of the game every update? My OS is on a ssd and so is mordhau.

We have no control over how Steam decides to handle patching, we're only able to upload the build itself (the full game), after which we're at the mercy of Steam. We're looking into reordering some files that may help with this. All in all it's a pretty annoying issue that we can only try to work around, but can't address directly. Some other games have similarly long update times, but some don't, depending on their file structure and how files are grouped.

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

Originally posted by H8DCarnifEX

Jpeg Accels & Jpeg Ripostes are still crazy af, i was in hope you Guys fix/balance this a bit more.
Could you please look into this again?

This is something we're still looking into and are looking to adjust the riposte animations.

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

Originally posted by Snaiiks

Hey Jaxx! I was wondering if the team had any plans on adding an option to disable team colors on self. That way, we can see our cool fashions while also being able to figure out who's on our team and who's an enemy.

This could be interesting, but I think at the moment we have other priorities. I'll still bring it up to the team though, as it would be nice to have!

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

Originally posted by dondonna258

More feedback than anything else; really enjoying the renewed emphasis on Brawl-esque game modes and the new 3 v 3 mode. Both have filled a gaping void in the game to provide the potential for a little more strategy and focus on individual skill than the invasion and frontline modes.

Secondly, dwarf and in particular the tank perk seem like a great first step towards the potential for more diverse ‘builds’. Most of the perks are useless but I feel like tank adds a new element to the game and would like to see perks expanded on even more to remove pointless ones and add ones that give more individuality and range for players.

Glad to hear it :) Mordhau is definitely fun in the more chaotic modes, but previously all we had was huge battles and 1v1's, which IMO the combat doesn't shine in as much. The smaller team modes are definitely my favorite. Dwarf/tank are fun as well, and we definitely want to take more of a look at perks since they can be a bit underwhelming at times.

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

Originally posted by Sedge__

Hi devs, thank you for patchie. I’m having a blast with it so far. One thing I’d really love to see is a bit more clarity with the descriptions of some of the perks.

The new Tank perk for example “moves at a fixed speed” - what speed is it, is it slower than a regular character with full heavy? “Takes less damage” - how much less? Is it a flat amount? A percentage? “Healing is reduced” - again, by how much??

Others that come to mind are brawler, dwarf and ranger.

It would make it easier to decide what to pick to build a loadout around your playstyle and most other perk descriptions already give percentages for the values they change.

I'll forward this to the team, I agree. Having some more detail in descriptions and stats is always nice.

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

Originally posted by Simple-Snow

I wish there was a cool billhook skin :(

Hm, good point. I'll see if we can get one sometime soon :)

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

Originally posted by kewkycs

Minor nitpick but the tab menu ingame is kind of dark and hard to read sometimes

Great patch boys

Can you post a screenshot maybe? Seems fine to me.

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

Originally posted by theshadowhost

the names are blury on 1440p. used to be fine

Did you change resolution scale or resolution at all? Changing resolution will cause weird effects, and should stay at whatever your monitor is. Res scale is the one you want to change for performance 👍

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

Originally posted by PoobyStinkleferb

Ranked 3v3 matchmaking is decently buggy especially when queuing with friends. Sometimes 1-2 of us load into a game with no one in it (which isnt true, their game is bugged).

We're aware, and we're looking into it.

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

Originally posted by foggygeezer

Messer “phantom” range fixed

I'd love to hear how this was fixed (not being snarky). This has been an issue since the game was released. Was the issue that the hitbox didn't match the visual model? Was it that the release timing window didn't match the weapon animation? Did Crush accidentally use his penis hitbox instead of the messer hitbox? The world MUST know!

not sure, I can ask :)

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

Originally posted by Urcran

There should be a way to selectively remove your own buildings easier. The way it is now, you need to take a weapon that has good wood damage in order to deconstruct something in a reasonable amount of time. The importance of deconstructing is so you can free up one of your 6 building slots so the next building you place doesn't eat up one of the more useful ones. I had two main solutions in mind for this;

  1. Instead of a throw the alt mode on the blacksmith hammer could be a deconstruct mode, one that does high wood damage. Just have the animation of flipping it to its wedge side like the heavy handaxe. This would also give the hammer a unique advantage over other repair weapons, since non-engineers could also take it to use against enemy buildings. I'm aware the heavy handaxe sort of does a similar thing since the axe side is good at demolishing, but it kind of feels like the heavy handaxe is a necessity to be a fully functional engineer and I'd just like to bring other options into being viable.
  2. Or while having your toolbox out, if there was an option to just look at one of your buildings and press a button to delete it. Would be nifty if this also refunded the building supply, but it might be abusable by picking up buildings that are currently being damaged to get the supply back. This could be balanced by having the requirement of the building being full health first for the refund, otherwise it just destroys the building with no refund, which leads into my next suggestion

It would also be cool if people with toolboxes in their loadouts could see the healthbars of buildings and vehicles (not horses) when mousing over them. Considering vehicles already have visible healthbars when using them I don't think this would be too much of a stretch. Also are there still plans to introduce ways of identifying buildings built by friendly engineers? I recall saying it was being considered but I haven't seen any updates or mentions of it since.

I also actually liked the bounding box visual that the toolbox used to have, the issue with it was that the box was way too large for the buildings. If we could have the box visual back but for the currently existing building hitboxes then that would be ideal.

Not really necessary, but would be visually appealing if the toolbox was visible hanging off the waist or on the back when not in use, like the medpack. This would make it easier to identify engineers and also make it a bit less jarring when your character instantly conjures the box out of thin air.

I've thrown together a mockup idea of some hud info in photoshop, the idea is essentially just a way to quickly tell how many buildings the current toolbox has up. This information would only pop up while the toolbox is currently active as to not be intrusive all the time. It would support having multiple toolboxes by changing the number on the top right based on the weapon slot that the toolboxes are in. This would also instantly let newer players know the limits on buildings.

I know that I'm droning on about a very specific very niche part of the game, but its the part of the game that I've actually sunk the majority of my 762 hours in.

P.S Please have a way to allow us to rotate buildings before building them

P.P.S Please never add microtransactions to this game. Right now this game is one of the only few that isn't plagued by them. Im aware that money from initial sales doesn't last forever, but it was worth saying anyway.

Alright, to answer some of these -

  • the Heavy Hand Axe is a great thing to run, but you're also able to use something like blacksmith hammer + a battle axe to chop down structures as well. Additionally, using wrecker would compound that. Making the blacksmith hammer good at destroying buildables would kind of invalidate the HHA, so I don't think that's likely. #2 like you said would probably be prone to abuse, and it would be visually jarring to thanos-snap your structures away, but that's just my two cents.
  • I think showing health bars of structures could be cool as a perk, instead of an engineer-specific thing. Making it relatively cheap, ie 1-3 points would do the trick, since you can already visually see damage past certain amounts.
  • Showing enemy/friendly tags on buildings would be great. Ideally, we could add some red/blue cloth on walls or something similar to that, so it's removed from the hud and just present visually. That being said, not sure if we have the support for that currently so we'll have to discuss it.
  • Making the toolbox like the medkit could be nice, we might be able to do that!
  • I think having information on what is currently built isn't too necessary, but it might help with new players like you said, so it's worth taking a look at.

Overall we want to expand on the engineer play style where it's possible, although we have to make sure it's balanced. One engineer shouldn't have too much individual impact, since if they did and there were 8 engineers, you could make certain areas of the maps completely impassable. It's a fine line, but regardless of balance we can definitely look into adding more depth and interactivity going forwards.

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

Originally posted by H8DCarnifEX

Jpeg Accels & Jpeg Ripostes are still crazy af, i was in hope you Guys fix/balance this a bit more.
Could you please look into this again?

marox beat me to it, but yeah, crushed is working on some experimental changes. This is definitely a trial-and-error process, so he'll be probably trying out a few different solutions. It's important to keep swing manipulation in the game as it's one of the ways to break past someone's defense, but obviously it becomes an issue when there's no way to actually react to instant accels.

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

Originally posted by Simple-Snow

Loving 3v3 but there are bugs with finding matches. Some people in my party won't load sometimes, and it also takes so long to find a match. Like ten minutes sometimes

We're looking to address this, currently trying to find the cause of the issue.

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

Originally posted by Iaatax

How's that SDK coming along? Lol

It's coming along well! The past few couple weeks were focused more on getting out the update, but there has been quite a good chunk of progress made recently. No ETA on it yet, but it's in development and going well.

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

Originally posted by TheInternetPolice2

I wish that the Dwarf perk was more than just a meme. Right now, it seems nothing more than something funny, yet Tank has actual benefits.

They're meant to be meme perks, without the drawbacks dwarf would be insanely good.

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

Originally posted by [deleted]

[deleted]

We are looking into these, thanks for the feedback 👍

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

Originally posted by Maxilos33

Feedback first:
I really enjoy the new variety this update brings. Especially the size perks are a great addition for players to either goof around or express themselves. The Ranked servers feel great too, when they work however. The added cosmetics are also really welcome.
However, I have some gripes with the Dwarf perk. While yes, it may be a memeperk it still is severely underpowered. I personally would like to see either both, damage recieved and movement slow reduced somewhat, or one of the 2 completely gone.

As for some questions:
Do you guys plan to take the game now in a more goofy direction? Of course goofy being used in the best possible way here. I heard many times that Mordhau "lacks charakter" and have been praising Chivarly II´s playtests for it goofyness. Will we be getting some less serious content?
Also considering how scattered the time periods in Mordhau are, is there a chance to get some early firearms? Considering we got full Landsknecht gear and there was the gun "easteregg" already, were you guys just testing a firearm implementation?

Anyways great job guys, having the fun of my life with the new patch!

The dwarf perk isn't meant to be competitively viable/meta, so yes, it's meant to be a meme perk. It's similar to peasant, in the fact you're nerfing yourself for some laughs.

As for the tone of the game, we still aim to keep it relatively grounded. I like to say Mordhau is medieval fiction, not fantasy. Fiction would be like Albert Einstein being in a rock band, fantasy would be him riding a dragon. The former *technically* could happen, but it didn't - the latter isn't possible within the realms of reality. So with Mordhau, we aren't going to stray too far past fiction, so I don't think the tone will sh*t all that much.

The gun is just a meme (that's fantasy at that point, sure, but it's meant to not be an actual weapon) but I don't think we have plans for early firearms currently.

Thanks for the feedback though, and appreciate the kind words!

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

Originally posted by gooseppe1

Congratulations with releasing an amazing patch. This is clearly the best patch I have ever seen in this game since I started playing on 31st of December, 2019.

:)) Thanks!

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

Originally posted by gooseppe1

•Let us use emblems on painted cuirasses.

•Let us choose on which cosmetic piece to put emblem on.

•Let us use multiple emblems per whole loadout (for example - 1 emblem for shield and 1-2 emblems for armour (If there is more than 1 cosmetic to put emblem on)

•Daily tasks with gold as reward. This might be something like "kill 30 enemies in Frontline", "Kill 30 enemies with dagger/arming sword/halberd", "Kill 40 people in a single match". These tasks would make the gameplay more diverse, as they are forcing people to play with different enemies , play game-modes they aren't usually playing in , etc.

  1. We might be able to do that, I can ask!
  2. This and #3 are probably not possible, we don't have support built in for this and it might cause some performance hit. Not 100% on this, so I'll ask though.
  3. See #2.
  4. We've discussed daily tasks. There are two problems we run into - one is making daily tasks actually fun instead of tedious, and the latter is that if we add tasks they might inflate the gold/economy, which could lead to some unexpected consequences. We can revisit this though, maybe something can be agreed upon :)
over 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by SenorSevenSleeper

So far I enjoy patchie. Cosmetics are awesome only the dwarfs are a bit too silly but I guess the hype will fade eventually.

My major complaint would be that there are still cosmetics that have a f**ked up metal tint on the trim! I beg you pls fix this:

T3: close helmet, point armet

T2: German kettle, German kettle raised (tint is red/blue), veterans helm, point armet raised, raised gothic armet

Gothic pauldrons, veteran cuffs + variations, gothic gauntlet, gothic legs

This is all I found but I dont have all cosmetics unlocked. Worst offender is definitely the gothic set with only the chest piece working as it should.

Oof, alright. I'll send this over to the team, thought we got them all. Thanks again!

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

Originally posted by Mawbsta

Really liking ranked 3v3 gameplay. The mmr calculations and match making seem really weird though. I was plat 2, got paired with 2 silvers against gold and plat players and lost 60mmr. Other folks are finding the same thing where especially when solo queueing it is incredibly hard to get rank because you lose so much on losses when the odds were against you in the first place. It also doesn't seem to account for how close the game was or individual performance in the game.

We're looking into the MMR situation. It's tough because we can very easily break it which would result in everyone ending up at max rank, so we have to tread carefully on this - and we also don't want to have to reset everyone's rank.

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

Originally posted by zacbrewser

Not sure if it’s just me and my friends but we are all not able to view the server browser for horde mode and all the queue times are wild long. Just thought I’d let you know I’m sure there’s a million other saying the same

That was an issue with Steam's server browser stuff for a couple of days - it was also happening in other games that use the same API, like Squad. Should be good now, Valve got it fixed.

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

Originally posted by H8DCarnifEX

Thats understandable, that swing manipulation has to stay & i dont want it to disappear. What i dont really understand is, this wasnt a problem when i started playing after release, wasnt it or did i just not noticed it back in the days?

I hope he's finding a practicable solution to this.

Beside that, i also have these ghost-swings through enemys since patch 8 or something, where i dont get any hit(-reg), but the sword goes perfectly through the enemy body. (ping is like 50 and zero packet loss) This happens like 10 times a round. This also happens a lot vice versa, where enemys just swing through me and i dont get any hit. I tried everything possible on my end to somehow fix it, but found no solution.

Thx to you both for your time & listening!

Crazy drags were much worse - we've definitely locked in the mechanics more than they were from the alpha to release to now. I wouldn't expect the combat to ever be 'done' - there's always continual tweaking and improvements in the works.

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

Originally posted by Grey-Giver

Hey u/Jaaxxxxon, this might be a bug/oversight, but the Black Sallets have no option to select the old aventails, like the spiked aventail.

It would be neat if they became usable.

Might be due to the model being incompatible, but I can double check on this 👍

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

Originally posted by Cswic

I would just like to confirm whether or not the perks in patch 19 were the product of "perks being looked into" from around 4 months back as mentioned here.

https://www.reddit.com/r/Mordhau/comments/gie310/weekly_mordhau_feedbackdiscussion_512_518/fr3mzv2/

We've wanted to add more perk variety for a while, so yeah! I also say "we're looking into x" because it's non-committal and people are less likely to riot if something doesn't happen immediately :)

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

Originally posted by mbiebel872

Bump: I have a small issue. This has been happening since probably Patch #17 when Space Bar was added to the Spawn Screen. In Frontline, when you are at the spawn screen, it selects the furthest captured flag as the default spawn point. But lets say you are waiting to spawn because the next flag is about to be captured and you would rather spawn further up, when the point is captured and you click on it to spawn there it doesn't register. The only way to do it is to click the spawn point already selected after the new point is captured, then it allows you to click the new point.

For example, if I'm at Camp playing on Red in Frontline, and we captured Hunting Grounds and are fighting for the River when I die and go to spawn screen. The spawn screen selects Hunting Grounds to spawn automatically, but if I decide to wait a moment until my team captures the River and then click to spawn there nothing will happen. Only if you click Hunting Grounds first, then it will let you click the River. Before you could just click on the River right after it was captured and spawn there.

This is a minor thing, but sometimes my buddies jump back in the game after not having played for a while and they think they can't spawn at the newly captured point and I have to explain to them for some reason they have to click the one that is selected already then they can click the newly captured point.

Hmm, interesting. I'll forward this to the team. Thanks for the feedback!

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

Originally posted by H8DCarnifEX

Give us more Stats!

Like

- Feints total

- Morphs total

- Chambers total

etc.pp

EDIT: I forgot the most important:

- How many Archers we killed

We've wanted to add some more stats for a while now, we will see what happens. Unfortunately it's not the #1 priority so it might have to take a backseat to more pressing matters.