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

Hey all,

Like always, we'd like to hear your feedback on the game - any comments, questions, constructive critiques, feedback, whatever - we'd like to hear it, as it absolutely helps us out with development. In addition to general feedback, we're looking for a bit more specific stuff in a few areas (which you can read about down below). Like always, please be nice to each other, and we absolutely appreciate your comments!

If you haven't seen it already on our other platforms, here's another shot of Arid - this time, the palace area! This has come together pretty recently; while there are a few areas that need some tweaks, we're mostly focused on testing and getting things all ready to go. Expect some more snippets as well!

As for the meeting, we had a bit of a talk about our objective design; a few areas we'd like to focus on more is objectives that are interactable and involve more of the team, but we'd also really appreciate your feedback to help out in this area too! We've also identified certain objective-related exploits on maps as well, and will be fixing them.

Additionally, some tweaks have been made to combat to reduce the ability for a defending player to parry too early, and then be able to parry again (double parry) - which was causing defense to be a little too strong. To help out, we've made feint lockout windows a little smaller, which should definitely help with opening up an enemy's defense.

We discussed ways to tone down some instances of the spawn banner. What we've pretty much agreed on internally is that banners are used sparingly they're pretty fun, but when there are too many banners it can lead to a spammy, cheap feeling. We talked quite a bit about this and we're looking into some potential restrictions on how close spawn banners could be to one another, as well as looking into some utility items that specialize in destroying structures. We'd absolutely love to hear any feedback on spawn banners, as well as suggestions on how you'd like to see us tweak them!

As for the patch, there's a little work left on Arid, but it's mostly testing at this phase. We're looking to do another internal test or two, then upload another private version for testing with a few more people - after that, we should be done with the map. We have one tiny, non-critical visual bug for the Armory, which isn't a deal breaker and should be absolutely fine. Aside from that, a few tweaks for the SDK being updated to a new patch will be needed, but that's not a back-breaking amount of work either.

While we can't give an exact timeframe, we're looking at (hopefully) getting Arid out in a timeframe of weeks, as opposed to months. Unfortunately we can't be more specific than this, but we're excited for you all to get your hands on the update as soon as possible. Thanks for reading, and we absolutely appreciate your patience. Have a great week!

If you'd like to read our last feedback post, you can find it here: https://www.reddit.com/r/Mordhau/comments/us08dk/biweekly_feedbackdiscussion_thread_517530/

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

Hey all,

Like always, we'd like to hear your feedback on the game - any comments, questions, constructive critiques, feedback, whatever - we'd like to hear it, as it absolutely helps us out with development. In addition to general feedback, we're looking for a bit more specific stuff in a few areas (which you can read about down below). Like always, please be nice to each other, and we absolutely appreciate your comments!

If you haven't seen it already on our other platforms, here's another shot of Arid - this time, the palace area! This has come together pretty recently; while there are a few areas that need some tweaks, we're mostly focused on testing and getting things all ready to go. Expect some more snippets as well!

As for the meeting, we had a bit of a talk about our objective design; a few areas we'd like to focus on more is objectives that are interactable and involve more of the team, but we'd also really appreciate your feedback to help out in this area too! We've also identified certain objective-related exploits on maps as well, and will be fixing them.

Additionally, some tweaks have been made to combat to reduce the ability for a defending player to parry too early, and then be able to parry again (double parry) - which was causing defense to be a little too strong. To help out, we've made feint lockout windows a little smaller, which should definitely help with opening up an enemy's defense.

We discussed ways to tone down some instances of the spawn banner. What we've pretty much agreed on internally is that banners are used sparingly they're pretty fun, but when there are too many banners it can lead to a spammy, cheap feeling. We talked quite a bit about this and we're looking into some potential restrictions on how close spawn banners could be to one another, as well as looking into some utility items that specialize in destroying structures. We'd absolutely love to hear any feedback on spawn banners, as well as suggestions on how you'd like to see us tweak them!

As for the patch, there's a little work left on Arid, but it's mostly testing at this phase. We're looking to do another internal test or two, then upload another private version for testing with a few more people - after that, we should be done with the map. We have one tiny, non-critical visual bug for the Armory, which isn't a deal breaker and should be absolutely fine. Aside from that, a few tweaks for the SDK being updated to a new patch will be needed, but that's not a back-breaking amount of work either.

While we can't give an exact timeframe, we're looking at (hopefully) getting Arid out in a timeframe of weeks, as opposed to months. Unfortunately we can't be more specific than this, but we're excited for you all to get your hands on the update as soon as possible. Thanks for reading, and we absolutely appreciate your patience. Have a great week!

If you'd like to read our last feedback post, you can find it here: https://www.reddit.com/r/Mordhau/comments/us08dk/biweekly_feedbackdiscussion_thread_517530/

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

Originally posted by not_consistent

Fellas I love the game. The shot looks gorgeous. Armory update will be pretty sweet. I tend to defend the way yall develop because way I see it, I bought a complete game and I'm not entitled to more content seeing as I've gotten well over my $40 worth of enjoyment over 1300 hours and counting. I'm extremely grateful for continued development but holy crap. Either don't give out a timeline at all or stick to it. I was hoping for something more than soon-ish. This is the first time I've felt I need to add my voice to this discussion thread because I'm running out of patience. I'm a pretty patient person and I'm willing to bet a lot of the less patient folks are now just looking at Chiv 2 steam release. Again I wanna stress that I love yalls work and I want this game to continue to have a pulse but yall are gonna need defibrillators with this patch.

On another note yall need to quit being douchebags to Jax in these threads. It's a videogame not a human rights violation. We wouldn't have this game without them.

I absolutely understand where you're coming from, I really do - and thanks for the shout about being nice, I definitely appreciate that <3

As for timelines, I wanted to give at least *something* that kind of gets in the ballpark of what we're looking at for a release timeframe, as opposed to just radio silence on that. I get that it's annoying that I can't actually give a date - believe me, I wish I had a date I could throw out, it'd make my life 100x easier. That being said, I do think that even a vague kind of general idea of when the patch might release is better than just not saying a single thing.

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

Originally posted by costcohotdoge

Three things came to my mind the other day while playing some invasion.

  • Some rewards for reaching higher levels (200+) would be great for your more loyal players
  • Double XP & Gold weekends with hotfixes would be nice to have every few months at the very least
  • Some type of marketing ad/commercial I believe would help the game alot :)

These are definitely good points! We're doing automated double XP/gold stuff in the future, Dominator has it on his to-do list. I actually reminded him about it today in the meeting, but he has been tied up with a few other tasks in the past couple of weeks, like SDK updating for the new patch. We'll definitely get to it though.

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

Originally posted by KingSlayer05

I've already bugged you Jax about the whole steam select thing, if you guys still plan on bringing team select back in the next patch (please for the love of god do, I cannot stress this enough) I still strongly believe that disabling team switch for the first few minutes is counterintuitive, as again, you will get players who plan to switch switching regardless. I believe the right steps to improve team balance and to stop forced pub stomps is by first allowing team select instantly with no restrictions, then considering the suggestion I am about to mention again. I whole heartedly believe that if we had to choose between forced RNG team stacks, team select with a initial cool down, and finally classic team select before any of this happened, I believe classic team select will be the first right step. Again, I do not think we will ever find a one size fits all sort of solution to this, with the way the skill ceiling in this game is, and just generally how it's shaped to be we will never be able to appease both those who want to play with friends and keeping things 100% balanced all the time. Again, not to be negative but that just is not going to happen, which is okay.

THE SUGGESTION:

We have seen that an outright disabled team select doesn't work for pubs. (More-so Invasion and Frontline) As u/Craptastic19 said on Reddit (some of this stuff is from him so shoutout) Pure RNG & a team lock has not made the imbalance of teams any better, some would argue it's made it worse because you simply can't switch teams at all. Plumes like myself who love playing underdog and helping the lesser team, can no longer do so. We are forced to partake in a rather unfortunate pub-stomp. Along with this, the reimplementation of team select is good, however disabling it for the first few minutes is pointless, since you're going to end with the same result of those who wish to switch, switching.

Since we can't find the perfect system that is a perfect medium I believe the following is the best solution. (Again shoutout to u/Craptastic19)

❗ Implement a "reinforcement" type of system in official matches whilst team select is also available. The developers know how to read statistics of games and know how the economy of gold and rewards work. In the case of a losing team, who is losing harder than average (they're getting their shit kicked in) Offer a bonus to select player(s) that're performing above average or "good" per the system's criteria. Offer them a 15-20% end of round gold bonus (or whatever works I'm not an economy guy) for joining the losing team to be a "reinforcement" Make this a prompt they can accept or decline, and also make a small announcement of some kind to the losing team that says, Hey! Player(s) have switched sides and are reinforcing your team!

The losing team gets the help they desperately need, the chad savior reinforcement gets some extra gold and a nice little ego boost, and everyone is happy. It isn't going to always work, but I'd be dammed if an incentive system doesn't provide more balance in the grand scheme of things.

This is a pretty good idea - I can bring it up to the team in our next meeting for sure. With development we do look for the simplest implementation possible (it just tends to be more elegant and work better) but in this case it might be worthwhile to implement a reinforcement mechanic.

As for the idea behind the limited-duration team lock, what we found looking at some backend data is that certain maps have an attacker/defender advantage. When we looked post-match scoreboards, etc. and which team got stacked, it'd be the team with the map advantage. To counter this, teams are randomized on match start so the initial teamstack can't happen, but after that you can only get a few people swapping teams.

I'd also say that most people are usually going to stick to whatever team they're on, but if they're presented with the option at the start of joining the team with an advantage, they will. This (in theory) should prevent it.

Like you said though, RNG team assignment isn't perfect, and it will probably lead to some stacked teams initially. It's not a perfect system, but we do want to try it out and see if it's an actual improvement before we look into other ideas.

Hope that explains the thought process a little bit, and thanks for your comment!

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

Originally posted by KingSlayer05

I don't want to edit that cause Reddit is dumb and will break my entire message, but thank you again for reading if you do, and you too u/Jaaxxxxon for being a homie and listening.

😘 thanks for being a homie and giving constructive feedback we can work with!

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

Originally posted by TesticleTorture123

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH.

That is all.

Thank you for your suggestion, I'll start the next meeting off by saying this :D