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

Hey all!

As always, we'd love to know your thoughts on Mordhau! Any constructive criticism, feedback, suggestions or questions are welcome. As for testing, we've fixed the bulk of the bugs we've found, as of right now there are a few missing sounds that we need to add back in, and of course we've been content-locked for a couple of weeks now. This update should come pretty soon! 🤞

Some meeting notes: (keep in mind things can change unexpectedly, nothing here is a guarantee)

  • Development on making some Brawl variants for larger maps; we've made a version for Taiga, and we're looking into other maps to make variants of.
  • Sound attenuation fixes and misc audio improvements.
  • New sounds are in development for the mortar - they are pretty beefy sounding, we hope you'll like them when they release (probably the patch after this one).
  • We've shipped what should be the release build of the SDK to Epic. They'll need to make sure we have done things properly and didn't break anything. Once that's sorted, we just need to finalize some legal stuff and it's good to go!
  • Some additional moderation tools - while these were mainly to help out our official mods, they will be available for community servers as well!
  • We've been looking into some experimental landscape optimizations. With some quick and dirty testing experiments, we were able to see about a 2.5ms improvement in rendering time. This is unlikely what the final amount from this would be, as there are tradeoffs doing this method - as of now it's experimental.
  • Balance changes - Partisan (new weapon) tweaks, general improvements.
  • 1H weapon animations and general weapon animation tweaking.
  • We've fixed a bug with the NVIDIA reflex tech - technically, NVIDIA fixed it. There was a potential issue that could cause issues, as far as we knew we didn't see it in-game. Either way, it's fixed now.
  • General fixes for objective bugs on some maps.
  • Development on optimizing some meshes on Castello.
  • Bug fixing for some performance and gameplay issues.
  • Some AI fixes/minor improvements.
  • Combat/balance misc. bugs have been identified and fixed.
  • Animation smoothing work on windups - windups will start with some smoothing to prevent "windup wiggles" or janky movements, and then tapers off near the end of the windup to allow for reading animations.
  • A bit of map work for the desert map, Noria.
  • UI improvements and fixes.
  • Some icon work for the armory overhaul.
  • More work on an unannounced map. :)
  • Development on 1H/2H 1st-person weapon animations.
  • One of our new 3d artists is working on a few cosmetics - once he's fully up to speed on the workflow and such, expect a bunch of lovely items!

Thanks for reading! You can find last week's thread here:

https://www.reddit.com/r/Mordhau/comments/mleq1f/weekly_feedback_discussion_46412/

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

Originally posted by WHATTheyPutThanosIn

With some quick and dirty testing experiments, we were able to see about a 2.5ms

A 2.5ms of ⠀⠀⠀⠀⠀?!

Nice.

oops lmao, one second

edit: fixed, also ms for rendering is how optimization stuff is usually represented, for reference 60 FPS = 16.7 ms between frames

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

Originally posted by spyr04

if u would give an unoffical answer, do u think the update will come some time next week or no?

patchie is now™

the reason I couldn't have said yesterday that the update is today: something could have broken, and then I'd look like an idiot and everyone would be upset and feel lied to. 🤷‍♀️

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

Originally posted by budgiebutt

Would love to see more maps. I know that’s a huge ask, but the number of maps in the game is very limited given how many hours can be sunk into it. I play a lot of invasion / frontline and seeing the same 6 maps over and over gets grating.

Maps are our main content priority right now :)

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

Originally posted by Deltidsninja

Hi, played the game for about 1k hours.

I think you definitively need to do something about team stacking in invasion. There are some clans stacking matches with 25-30 ppl which are all level 200+.

This makes invasion matches meaningsless since it's always a speedrun / stomp on the side of the clan. The other team usually contains people around level 20-80 and they just get run down over and over. Usually everybody leaves after just one match.

Do you have any plans regarding this? I'm guessing that always auto assign is not an option since you want to play with friends etc. But stacking 25+ ppl is not acceptable imo.

It's something we're looking into!

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

Originally posted by Wardens_Guard

What are your thoughts on adding more map interaction to future maps, or even updating some current ones?

By map interaction, I mean things like creating new pathways, be it engineers building bridges, catapults breaking down certain wall segments, or even clearing out rubble. That said, itd also be cool if there were ways to destroy pathways, like causing rock slides which would have to be cleared out, or building temporary fortifications in broken walls.

The other potential form of map interactions are map hazards, be them triggered by players, like the icicles on MT peak, or randomly occur like the trebuchets on camp. My only request would be that there is always a way to avoid hazards reliably.

Hmm, so I'm not sure about making huge changes to existing maps, but I think these are some good points to raise for the maps we have in development!

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

Originally posted by Luigi_Laswell

I like interactables like doors, levers and bells—I don't know why, they're just fun to play with. But even better, are interactable objects that impact the game! Here's some ways to increase their significance:

Boardable doors
Doors can be locked (and unlocked) from the inside: this allows anyone to slow down the opposition in pre-determined locations, without breaking the flow of their own team. The wrecker perk, in combination with destructive weapons, is a strong counter; broken doors cannot be boarded.

Heavier ladders
I like how ladders can be pushed down, but right now, it doesn't make much of a difference: one can put back fallen ladders almost instantaneously. A simple change would be to increase the time it takes to raise them. Alternatively, it could take two players to raise a ladder: this would naturally slow down the opponent, and locks certain routes for lonely mercenaries. Because enemy players will be standing still for longer, it also grants more opportunity to drop a boulder on their head. In addition, there could be a perk that allows players to raise ladders all by themselves, or raise them faster; maybe the tank perk will do.

Peeking over the wall
Dropping a basket full of rocks onto the enemy heads is fun, but it's a little awkward to pull off: in many places, it's difficult to get a proper view down. I propose a peeking mechanic: press E on a basket/cauldron to "get ready". While "ready", one's character peeks over the wall, which exposes them to enemy missiles as well. Press E to cancel or LMB to use the basket/cauldron. Forcing the player to stop may also deter passer-bys from randomly using these objects.

Noisy puddles/streams
Walking through water makes an awful lot of noise: this will not obstruct the opponent's movement, but will alert your team of enemy presence. The rat perk could nullify this alarm.

Fierier arrows
I'm still divided on whether or not I like the brazier, but one thing's certain: it's rather boring. You stay in one place and get 6 extra damage per hit—this may result in more kills, yet it feels so insignificant to me. I propose players must briefly hold E on the brazier: shooting fire will be slower, but in turn, its damage is majorly increased. As a result, fire arrows will truly feel more powerful, even if their damage over time is no better. Unless the fireproof perk is utilised, fragile mercenaries, including well armed archers, risk dying to one hit as well. Braziers should be put in well protected spots, as archers will be standing still a lot. As a side note, catapults and ballistae could use the same mechanic. This implementation leads to a bit more gameplay variation.

These are some really great ideas! I'm not sure on the last one (we don't want a single arrow to be able to do a ton of damage due to risk v reward, etc) but overall I like these - definitely bringing these up to the team on Tuesday!

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

Originally posted by MinimumCritical4058

Last update was on Dec 7, 2020, so it is going to be 4 months now...I am almost ready to cronch someone on the street with a personal maul. Going insane soon.

cronch crisis averted

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

Originally posted by verushureqw

This patch driving me insane irl

*sanity restored*

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

Originally posted by nsgould

When will we see fire pots put in a place where they aren't completely awful?

I understand they were very strong against players and the nerfs made sense at the time, but it's gotten to the point that fire pots can't even do the one thing they are designed for (destroying buildable objects).

Take catapults for instance; players constantly keep them out of bounds and even when you do manage to hit a catapult with a fire pot they either A: back the catapult out of the fire and take almost no damage from it or B: repair the catapult faster than the fire pot can do damage. This results in an extremely frustrating gameplay experience.

Maybe the issue is that repairing is too strong? Should someone be able to out-repair something covered in flaming oil? Since fire pots are so weak, and repairing is so easy, people don't even carry smoke pots which should be the actual counter to fire pots.

Some options would be:

  • Let us loadout more than one fire pot again, but leave them as weak as they currently are.
  • Things hit by firepots stay on fire even if they are not in the radius any more (key being things HIT by the fire pot. Walking into the fire would not trigger the effect.)
  • Reduce repair speed. Force multiple engineers to work together to keep things up or force them to carry a smoke bomb.
  • Buff fire pot building damage, but leave the damage against players as it is.

I like your second point, although I think one of the issues we have at the moment is that the only way to manually extinguish the fire is to completely block your view with a smoke bomb - this is kind of limiting where we can go with firebombs balance wise. I'll see if there's anything that could be done on this front.

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

Originally posted by some_random_noob

The game is pretty much literally unplayable for me after the patch. I was playing it with 100+ fps on ultra all settings prior to the patch and after the patch, even on low all settings I just keep getting freezes every couple of seconds. this happens in or out of battle and its literally unplayable in battle as I cannot react because i keep freezing.

this has happened on every map.

We're looking into it - if you head over to the discord and drop a log file in the tech support or bug sections, that'd be greatly appreciated. discord.gg/mordhau

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

Originally posted by Snaiiks

I think an additional customization slot to differentiate the face, neck, and shoulders would be really helpful. I want to use a gorget to cover up the neck when I use a plague doctor mask on my Burgonet Buffet but I can't. I know I asked this in a previous weekly discussion, but I think the customization slot would be amazing for fashion.

Having a shoulder plate and being able to wear a scarf for example

We have pretty much pushed the customization to the limit when it comes to cosmetic slots, unfortunately.

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

Originally posted by dreadheadog

Great job with the patch guys! However I’m experiencing a single problem. Now, anytime I look upwards & towards the sky on feitoria, fps drops immensely. Another player had reported the same problem in chat too

Keep up the good work!

We're looking into performance issues. Hoping we'll make some progress on em soon!🤞
In the meantime, if you want to send logs to us there could be some useful information - best place would be on the discord, discord.gg/mordhau :)