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

Hey all, sorry for the late post!

As usual, we'd love to hear any of your comments, concerns, feedback, questions, (constructive) criticism, and anything that's on your mind! You might have noticed that I didn't respond to that many comments on last week's thread - unfortunately, I'm still recovering a bit from my second COVID vaccine (that thing packs a punch), so I wasn't super active last week and wasn't able to make today's meeting. I'll still be going through last week and this week's threads and taking notes to bring to the team for next week, and commenting where I can. Luckily, we've still got some meeting notes to post for this week - read 'em below!

  • One of our level artists has finalized optimizations on Mountain Peak, so we should hopefully expect to see some more FPS there. Optimizations for other maps, like Castello are still being worked on.
  • We're looking to tweak some playable areas in Horde that the AI aren't fans of; currently players can enter areas that break the AI and make the mode entirely too easy. We're still working on improving AI pathfinding and combat logic as well, but some spots are just a little too busted.
  • Some peasant weapons are being added to Horde, such as the frying pan.
  • The Pit is getting a bit of an optimization pass, as well as environmental and ambient sound overhauls. This is a bit of a testing ground for our sound designer, if things end up working out nicely, we'll be looking to improve the soundscape on other maps.
  • More work is being done on admin tools and backend work, which will help us stamp out toxicity and keep things civil in the servers.
  • General optimization work is ongoing, which could result in some increase in performance. As I've said in the past, most of these changes aren't really noticeable on their own - but enough of these small optimizations combined should provide a measurable difference when playing.
  • More work on combat animations; smoothing and general implementation is ongoing.
  • Backend work with some UE4 stuff is ongoing.
  • Some development on existing maps, such as FL_castello, and development on upcoming maps is progressing well.
  • Castello is still being redesigned in some areas to increase playability, with entrances/exits being reworked, unnecessary bits being cut from the map, and of course some considerable optimizations.
  • A bug relating to fleshwound (right arm being severed causing the player to not be able to do anything) has been identified and fixed internally.
  • Development on the improved armory is ongoing.
  • Development on another desert-themed map (not Noria) is ongoing.
  • There's been some work on an overhaul to Horde AI spawn systems.
  • A new flourish for 2H weapons is being looked into.
  • Also, lots of cosmetics are being developed. They're pretty rad, and I'll be looking to get a few snippets of levels and cosmetics out this week :)

That's about it - once again sorry for the delay, and thanks for all of your feedback!You can find last week's thread here:https://www.reddit.com/r/Mordhau/comments/nv7s7b/weekly_feedbackdiscussion_68_614/

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

Originally posted by Bay_listicx

Rework most maps or design maps going forward as though vaulting does not exist. If the only way to get on to a platform or surface is using the vaulting mechanic then it slows gameplay fluidity and increases one sided and low effort interactions. I think vaulting should be seen more as another option than a requirement.

I think vaulting has a place - I don't think that it should be the primary means to get into an objective, but having chokepoints can spice things up.

From a design side, it's annoying - vaulting was a late addition to the game (marox actually coded it in like 20 minutes initially and made it work) and some of the maps weren't made with it in mind. Newer ones have been a bit more suited towards it, and we're keeping some vaulting considerations in mind.

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

Originally posted by Achilles_Rizzuto

Rusty/broken weapons for peasant tree

That would be neat :)

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

Originally posted by Jamcakes_

Why is the 80 player "experiment" still running after a whole year? 30 tick simply can't support this kind of combat, a player can do everything right and still fail because the server can't keep up which is confusing as hell for new players generally feels awful, let alone the packet loss issues 30 tick exacerbates. The 80 player servers are also an optical nightmare for the game, despite Mordhau having superb netcode these servers are giving people the impression the whole game is a clunky mess with poor netcode because they get matchmade onto these servers. Most players are very casual and use matchmaking, they don't probably don't even realise the difference between 48 and 80, just that some severs are good and most of the servers they play are bad, because the nature of high playercount means the 80 player servers suck up the playerbase and leave the 48 player servers with lower playercounts than they otherwise should have, diminishing the quality of matches across the entire game.

We will be making some decisions on this soon :)

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

Originally posted by Jaykila713

You know what would be great? Different teams other than just red and blue fighting each other, like why cant there be purple vs green or yellow vs brown or maybe even black vs white? Maybe even mox match the teams so a random color is fighting a random color. Seeing red vs blue always fight eachother in every game kinda gets stale

The linked mod below is nice, and we're looking into colorblind options as well.

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

Originally posted by Sir_Bang_Alotz

Would it be possible to set a "special attack" for some weapons? I personally think you should be able to plant your halberd or Spear into the ground to brace against calvary. Maybe have the ability to use the Mordhau Grip fighting style on other swords like the Messer and greatsword.

I personally think all weapons should be able to be thrown again back to my "special attack" idea. Hell maybe just make it so holding R will throw the weapon. Perhaps all weapons with the exceptions of Zweihander, Polehammer, Spear etc. Basically all but the absolute largest weapons.

What about a true overhead strike? You lift your weapon directly over your head and slam it down. Could be balanced due to low Accel and drag ability for turn manipulation. Could do higher damage in exchange for a high stamina cost, no ability to combo, and if missed leads to a slightly longer parry cooldown.

Perhaps make the battlefield more brutal. What if they added onto the gore system. More gib options, maybe disembowelment?

Open for a discussion

If anyone wants to start a discussion im more than welcome.

Something like this would be cool, but it's a lot of work. I personally would love to see it, but IMO we should fix some core combat issues before adding more variables in. One thing I and a few other devs have been vocal about is wanting to add more interesting mechanics and actions to the combat; obviously these would need to be balanced, but right now the game is manipulating a stab or swing, kicking or parrying. There are no cool "special" things you can do aside from those, and adding some new actions in would be an interesting idea.

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

Originally posted by needlzor

Maybe a stupid idea and I'd love for people to tell me why if it is, but I'd love it if 80 player servers were removed and instead there was some bot padding to make the fights feel bigger with fewer players.

actually, bots are harder on the server than players

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

Originally posted by BurgerKid

Well I’m glad you’re back and full of energy, I always look forward to these posts every week! Awesome stuff gentlemen, can’t wait to see the new changes and fixes and all the new cosmetics! I always ask and I figured you can’t really answer specifically, but are you hoping to have this drop this summer or in Q3?

We plan on the next update in the "near future", and then Eastern Invasion is TBD.

For the next update there isn't all too much left until we start testing, and we'll have a better idea on progress once we've seen if there are tons of issues or not.

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

Originally posted by DovahkiinRifleman

Any plans for horse caparison customization in the future? It wouldn’t be much of roleplaying to have a teutonic knight loadout, for exemple, on top of a horse with a blue and white/red and black caparison. In fact, a system of horse customization would not only fit the upcoming Eastern Invasion update, it would be an overhaul amazing addition to the game.

Horse customization would be super cool - at the moment we don't have the code in place to make it actually work, but it's something we can consider in the future potentially. One potential issue is that we already have a huge amount of cosmetic slots that you can customize - we do a bit of trickery to optimize this but the more options the player has for customization, the more potential performance impact if we're not careful. This is why we're not looking to add scabbards or more cosmetic slots on characters, and might prevent us from doing so with horses.

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

Originally posted by Stage_5_Autism

The delay to activate parry should be reduced. Parrying stupidly fast accels are already hard enough to do, you cant rely on the grunt the person makes as the audio reaction time to do that is literally faster than what the human is capable of reacting to, and you cant block before hand as they can easily feint it. When you put on top of that a delay until the parry begins, it just worsens this. It makes no sense why its there. If somebody reacts at the last second, why should his parry be ignored? Accels by far are the most annoying thing to counter, but this can be fixed with reducing the delay when parrying.

This whole game is set around precise timings, super fast accels, super slow drags, to add a delayed time until your parry is finalized just makes it basically impossible to react to an accel thrown out of nowhere, and it is what makes feinting more powerful than it should be. When you on top of that add ping people have, certain accels are downright impossible to block with the parry delay.

There is only a visual delay - the moment you press your parry key, your parry is active.

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

Originally posted by zeroxthegrim

So I was playing Kingdom Come: Deliverance and I was thinking that Mordhau combat system would make that game perfect. What I am trying to say is that you made this amazing combat system and if it would be possible to somehow export it to other games. Just imagine an RPG or MMORPG with Mordhau's combat. If this combat system lives and dies only inside Mordhau it would be an absolute waste

Yeah, I wish we could just plop our combat into something like Skyrim :D

This being said our combat formula for MORDHAU is 100% designed around arena-style PVP as a priority, so it wouldn't work at all in something larger scale like Mount and Blade. For something like that we'd definitely need some major changes, but having the hit-tracer system is something I hope more games adopt :)

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

Originally posted by HerrPlagueDoktor

Would love to see a war dart/ fletched javelin skin for the javelin, maybe something like these?http://myarmoury.com/talk/viewtopic.27243.html

Oooh, neat!

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

Originally posted by Coom-guy

Please consider changing the character behaviour when falling over from height so instead of ragdolling you fall over and stand up with a custom animation and do the same for when you fall of the horse and maybe some other things. I think the game would benefit from the visual realism if you added animations instead of using ragdolls for everything. Also make so that bots that climb ladders near you dont ragdoll you but stun you or something. Btw I don't see anything wrong with the new flourish animation. The old one was awful

This is a good point, thanks a ton :)

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

Originally posted by VoevodaGorbunov

This week I will limit myself to just one simple question:

When will I and my fellow countrymen be able to incarnate in these warriors (especially those circled in blue)?

https://sun9-17.userapi.com/impg/FVigmZVCR-JNJk-Lreop4GHn3NyT2OPL\_TMHRg/P5KtEDzUyc8.jpg?size=515x624&quality=96&sign=cc436ac54fc221b84b956c54fdbc708a&type=album

Of course, I tried to implement this image, but this is still not what we need. Thank you!

https://sun9-43.userapi.com/impg/eCx-RG1ghDJVDjEydkJQu1y9-AxcVlPUIiObOg/Gy7MTMbFrOs.jpg?size=667x1086&quality=96&sign=f0d79c465d701d12b6cdfc6209cc5204&type=album

Some of the stuff coming in the Eastern Invasion patch should work pretty well - some of it is Arabic in origin, but there's a lot of visually similar overlap in Varangian/Eastern European/Arabic armor, so it could work out.

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

Originally posted by Pazoom2019

  • A bug relating to fleshwound (right arm being severed causing the player to not be able to do anything) has been identified and fixed internally.

I'm curious why this was a problem? It seems fitting to the perk that you risk getting your arm chopped off and not be able to use it. Or do you actually mean not able to do anything at all?

what was intended:
if you no longer have a right arm, you can't ghost-punch people
what happened:
if you no longer have a right arm, you can't punch at all

this will be fixed in the next update :)

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

Originally posted by baaraduda

Can there be an option where we can have mid swing left and mid swing right on different keys while lower and upper strike left-right directions are still by looking?

it would be cool, but at this point we're not really looking to add more options - there are a ton of semi-niche user preferences and we can't support all of them :(

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

Originally posted by Puilus

The chat is frequently really, really toxic and racist which I think drives many people away from the game, especially new players. I know the option is there to mute people, but I don't think many people know how to do that. Maybe a ban on certain keywords in order to prevent it. People love to rant about religion and politics which I think does the game bad.

We've implemented some basic filters - we're adding incrementally to this, as we don't want to go overkill and have people muted unintentionally. We're also adding in-game reporting in the future 👍

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

Originally posted by MaximusProxi

Triternion why are you guys so slow on the development u are listing the same old stuff every week.. U can't be serious about releasing a handfull of skins and 1 map in a whole year?! I'm sorry but what are you doing all day long?

I was hoping Chiv 2 release would wake u up but nothing happend as we can see.. Honestly wondering how long this will work out for you.

Usually, development on features and content takes longer than a week. We're working as hard as we can.

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

Originally posted by VoevodaGorbunov

There is one point that, as it seems to me, is worth correcting.

We have the flesh wound perk in the game, which works like this - if you received a fatal blow (not on the head), then you can run around for a few seconds with the ability to kill someone.

If you do not have this perk, then a fatal blow to any part of the body will kill you. It doesn't matter if the last blow was struck in the arm or in the leg - you die.

What I suggest is that the flesh wound perk should be default. That is, if you receive a fatal blow to the head or body, you die, but if this damage is received by an arm or leg, you run / crawl and scream for a few seconds. And yes, you can have time to kill someone.The non-default perk should increase your life time after a fatal blow by 5 seconds, as well as you do not die when receiving a fatal blow, not only on the legs and arms, but also on the body.Let's summarize what we get:

  1. Default perk Flesh Wound (should be built-in mechanics), which triggers when you take a fatal blow to your legs or arms. You are able to act for another 5 seconds after "death".
  2. Not the default perk Flesh Wound - if you have it, then when you receive a fatal blow to the legs and arms, you are able to act for another 10 seconds after "death". If you receive a fatal blow to the body, then you are able to act 5 seconds after "death".

And I would still like to insist on the introduction of a mechanic similar to the mechanics of PUBG and Chivalry at death. I already wrote about it in this post:https://www.reddit.com/r/Mordhau/comments/mzswdz/weekly_feedbackdiscussion_427_53/gwm05hf?utm_source=share&utm_medium=web2x&context=3

Perhaps, if you selected the Wlesh Wound and Desire to Live perk at the same time, then you can be revived even if you received a fatal blow to the head (but did not lose it). In addition, when you receive a fatal blow to the body, head, arm or leg (if you have not lost the last three parts), then the Flesh Wound perk is triggered first, and after 5/10 seconds, the Desire to Live perk is triggered.

Need more weave effects from selected perks!

If you only have Desire to Live and the default Flesh Wound, then when you receive a fatal blow to an arm or leg (without losing them), you are able to act for 5 seconds, after which the Desire to Live perk is triggered. Taking a fatal blow to the body immediately triggers the Desire to Live perk. When you receive a fatal blow to the head (even if you haven't lost it), you die immediately.

We need a living battlefield, with warriors moaning / crawling / lying but alive, waiting for help, not just living and dead! I hope this topic will be of interest to the community.

P.S. Since this is the end of the week, I will have to duplicate this proposal next week.

We're not looking to make flesh wound a default perk - it's fine if a few people are using it, but it being default makes the combat a bit confusing and slow.