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

Howdy!

As always, we're happy to hear any feedback, concerns, criticisms, etc. that you all have! This week, we were focused on ongoing development, with a focus on optimization, map development and tech updates. You can read some of our meeting notes below:

  • Ambiance sounds have been created for The Pit.
  • We've also done an initial test of adding sound triggers for people approaching from behind/the side of the player.
  • A bit of SDK work is continuing, general networking development and some other misc. fixes and tweaks.
  • We're looking to tone down the catapult - at the moment it's a Mordhau drone strike - there's no risk in using it. What we're looking at doing is a reduction in range but an increase in movement speed, and also adding some restrictions on where you can use the catapult from. Having a catapult kill your entire team from inside a spawn protection zone isn't a good gameplay loop, and so that's what we're looking to fix.
  • More continued post-processing work is ongoing, and more miscellaneous optimizations are being worked on. Foliage materials are being optimized as well.
  • More animation tweaking and implementation for 2H swords, taking the new animations and making them gameplay friendly. This is partly polishing up raw animations, but also improving their readability.
  • Misc. backend work on engine updating.
  • A bit of work is continuing on Noria, as well as working on some illumination, weather ambiance stuff with the new engine tools. It's looking like we will be pushing the engine update first as it contains some pretty major bugfixes and improvements, and add weather variations later.
  • Castello level design tweaks are in progress, and some misc. level objects have been made.
  • More work is continuing on the armory rework :)
  • A new layout for Mountain Peak's castle section is mostly complete, and we're now working on additional optimizations.
  • More armor is in development. About 3 new sets are done for a future update, and we're also working on a few miscellaneous pieces and a new weapon skin as well.
  • Grator also has re-proportioned some armor pieces, as per community requests. :)
  • Multiple limb severing is still in progress, and it's going well.
  • We're working on some falx skins :)
  • Some more AI improvements are ongoing - this should help a bit with bots functioning on normal modes and in Horde as well.

And that's it for this week! You can read last week's feedback here:
https://www.reddit.com/r/Mordhau/comments/npxp1t/weekly_feedbackdiscussion_61_67/

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

Originally posted by SpunkGargleWee

I'd love a toggle that allows you to hear your own character's low stamina heavy breathing for immersive purposes and to appreciate the voice acting

Hmm, could be interesting. - I'll make sure to bring this up, although it might be a pretty low-priority thing.

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

Originally posted by Jaewok

Hey, Jax. I hope everything is going well. I have several questions.

  1. Will we get the new maps, Moors, and women in 2021?

  2. Will there be a new male voice made with the Moors in mind?

  3. How many female voices are planned? Do you have voice actresses picked out?

  4. Will the new maps be more streamlined for frontline/Invasion? The old maps, while beautiful, felt like they were made with every game mode in mind, to their detriment

  5. I assume the team has seen St0uty's recent comments/video on combo-after-miss. Are you having an internal discussion on this?

  6. Can we see some snippets? I would especially like to see how the in game models for the Moors and women are coming along.

  7. You've recently added some members to the dev team. Do you feel development is progressing faster now?

  8. Sound cues for being approached from the sides or behind.. would this be louder footsteps, or some other audio cue?

  1. Most likely yes, I don't see why not.
  2. No, for the time being we're just going to use the existing voices. We haven't ruled the possibility out to add new male voices for the future, but it's just not something we're actively pursuing at the moment.
  3. Female VA's haven't been selected, we're probably doing them after the Eastern Invasion update.
  4. Yes, since we're no longer developing for BR we can chop down playable areas and make things work better for our current game modes.
  5. We have had a discussion, we're looking into some solutions.
  6. Yes, we'll have more content to show soon™
  7. Yes and no - patch cycles aren't really coming faster, but we're able to do more work in the same amount of time. So I guess you could say things are being developed faster in a sense, but I'd say that we're doing more per day (if that makes any sense at all).
  8. Footsteps, as far as I know.
over 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by SpeerminOfficial

I think an emote called "Pose" would be amazing, it'd make your character take on the armory selection screen pose appropriate for your currently equipped item
you could stand guard at a door if you had a speer, or stand all menacing loik with an executioner sword.

aye ser o7

Could be neat :)

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

Originally posted by Halen84

While were on the topic of the catapult, I don't like that idea, but if you guys do go ahead and go through with the idea, at least make the terrain on Camp and Feitoria more "catapult friendly". Currently, the catapult can get stuck on literally anything and just start glitching out because the terrain is awful.

We're re-doing the code for catapults and vehicles so they don't sink into the ground etc., less weird sh*t in the future.

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

Originally posted by PotatoKilr

Item suggestion: Peasant shields

I don’t know if pot lids existed in medieval times, but a pot lid shield (basically a buckler reskin) would be a great addition for Pan-Man and other peasants.

Exanima also featured an improvised barrel lid shield, which could function like a targe or round shield in Mordhau.

yeah that'd be cool, peasant stuff is low-priority at the moment but if we have time I think it'd be a great addition

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

Originally posted by needlzor

Small needed stuff:

  • emote and voice wheel that does not change based on what you are carrying (just gray out the unavailable ones)

  • change blue ballista on Feitoria. It's just dumb. It's literally a spawnkilling ballista with a convenient way of sneaking in without anyone noticing on two sides. Same with blue ballista on Grad, it's pointing right at the spawning area. Or red ballista in Mountain Peak.

  • limit smoke bombs to 1 per loadout

Longer term:

  • having a few random map variations for each map (e.g. having red camp on Grad starting in the woods or in the farms) would keep the game fresh

  • more maps, obviously. It's the most urgent thing.

  • running while raising shield and pressing F should do a shield bash, at the cost of a lot of stam

  • we have smoke bombs, fire pots, and a good addition would be oil pot. Makes a surface shiny and slippery (ragdoll if you walk on it) for some time and is highly inflammable with a firepot. It's probably a dumb idea but it would be fun.

We're looking into all of your small suggestions :)
As for the others: more variations for maps are coming, more maps as well (we know people want em and they're our #1 priority), and I'm a bit unsure about the last two

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

Originally posted by olympic_chip_eater

WEATHER CHANGE I NEED RAINY MAPS

time of day/weather variations are being worked on.

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

Originally posted by TheEMT

Idea: Different Generic voice lines dependent on your level. So the longer you play the game, the more veteran your voice lines become. New players have less intimidating voice lines.

Not really possible, we've already done the voice acting so changing things now isn't feasible. :(

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

Originally posted by aquilaPUR

Will the Eastern Invasion DLC be paid content?

I would have no problem with pumping out like 10 extra bucks to support you guys, but make sure to only include the cosmetic content in there and make the maps available to everyone. Splitting the playerbase in an already small populated game would suck.

Nope, won't be paid content - it will be a free update.

We're looking into some non-intrusive ways to monetize since we've been expanding the team, but nothing P2W or annoying would ever be on the table.

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

Originally posted by Coom-guy

Multiple feint spamming makes players look like they are holding their weapon mid wind-up before a sudden attack. This goes directly against the "fights that look like fights" idea of Mordhau. https://streamable.com/cl1laj I would suggest removing the option to feint again after a feint on the same side (left or right) regardless of whether its a stab, overhead, slash or underhand attack unless you wait for the animation to return to zero or change attack sides before the next feint. I know it's a stamina drain but it doesn't really change anything because in invasion stamina is meaningless and lots of people use the Fury perk anyways. It looks stupid, please consider changing it.

We're re-doing all combat animations, if there are still issues after those are in we can definitely take a look. No reason to spend time at the moment developing a potential band-aid fix when we're scrapping all the current animations in the near future 👍

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

Originally posted by GayDadExplosion

We're looking to tone down the catapult - at the moment it's a Mordhau drone strike - there's no risk in using it. What we're looking at doing is a reduction in range but an increase in movement speed, and also adding some restrictions on where you can use the catapult from. Having a catapult kill your entire team from inside a spawn protection zone isn't a good gameplay loop, and so that's what we're looking to fix.

This is more an issue with spawn protection zones on certain maps. The current implementation is pretty strange, how can you tell which open space in Camp is spawn protected and what is not? The only indication that you're in a spawn protected zone is a message on the screen. Where do you have to go to get out of it? No idea, just run until the message disappears within 5 seconds.

The current implementation is probably the easiest given the current maps and spawning in empty space. I'd like to see future maps where spawns are clearly defined, maybe they're inaccessible for the opposing team.

Yeah, the old maps had to accommodate weird modes like BR, so the playable zone is a bit weird. New maps shouldn't have that issue.