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

Hey all!

As usual, we're interested in hearing your feedback - your questions, comments/concerns, suggestions and everything else help us steer the game in a better direction - we're happy to hear it! Like usual, please keep things civil down below. On a side note, I'd like to say thanks especially for doing that in the last post - we're aware the armory hasn't been well received, but not getting berated and just getting feedback on it is way more beneficial for all parties involved :D

A quick note about the armory in general:

Like I said above, we're aware that the Armory isn't exactly up-to-par in terms of usability. We've been monitoring feedback and will be looking to make improvements where possible in this regard.

Something I saw in last post's comments was a request for us to revert it or develop a different version of the armory; unfortunately, this isn't possible. A main reason for the armory redesign were to make the UI function properly on gamepads; not just in the armory, but also in other menus, etc. The old code we had was put together in a way where it wasn't possible to add gamepad support and also had some issues that were starting to crop up, especially with the amount of new cosmetics that have been added.

So with the armory, our intention was to make the armory run properly on gamepad and keyboard + mouse while also adding in extra features, and improving some aspects of functionality. We fell short in ways on making it more usable, but reverting isn't an option; we'd much rather have one version of the armory to maintain as opposed to two, and an eventual console port means that a unified system will allow development resources to be used more efficiently. The general idea going forward for us is to add some improvements where possible to the new armory and achieve parity with the old version if we can.

As for the rest of the meeting:

  • We spent most of the meeting talking about upcoming plans; as you all might have seen recently with a poll or two, we're trying to get more targeted feedback about what people value most with the game and where you'd like us to focus our efforts. While we have some good ideas, it's better to double check with you all to make sure we're on the right track. If you've got any specific ideas on this - where we should focus more - please let us know below, thanks!
  • Speaking of development, we've identified a few key areas (thanks to you all) where we could improve on what we're already doing. When it comes to maps, Arid has been okay - not great, but also not terrible. We agree with the feedback we've been getting from you all that the map feels perhaps a little too streamlined, or that it's lacking a bit of gameplay variety/depth to it. It's not ugly, it's just that there isn't all that much to do aside from hitting the enemy team. We chatted a bit about Grad in comparison, and how gameplay there can feel more varied, both in level design and the objectives on the map. Once again, if you've got any other thoughts on the matter don't be afraid to speak up :)
  • As you all probably know, maps are the major bottleneck when it comes to development. For a bit of context, when EI Part 1 (Noria) released, Arid was in a pretty incomplete/barebones state, so we had a lot of catching up to do, which slowed down progress, and arguably led to a more simple design. Luckily, our next planned map is noticeably further along. It won't be ready for some time, but previous work has been completed before our latest patch on it that will shave weeks off of development time. It should also give us a bit more time to flesh out some areas and improve our mapmaking as well.
  • As for the next patch, we're planning (content-wise) on adding a map, female characters, new weapon and armor skins, and a few other odds and ends. We feel that this is a good time as well to experiment with more non-standard additions as well in terms of features, so we'll be looking to add some more gameplay variety as well. Apologies for being a bit vague on the last bit - some potential features/changes are relatively experimental at the moment, and I don't want to promise anything that we might not end up releasing.

That about wraps it up. Once again, please let us know your thoughts on the game, and thanks for reading! In case you'd like to read back a bit, you can find the last post here:

https://www.reddit.com/r/Mordhau/comments/vs17p2/biweekly_feedbackdiscussion_thread_75_718/

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

Hey all!

As usual, we're interested in hearing your feedback - your questions, comments/concerns, suggestions and everything else help us steer the game in a better direction - we're happy to hear it! Like usual, please keep things civil down below. On a side note, I'd like to say thanks especially for doing that in the last post - we're aware the armory hasn't been well received, but not getting berated and just getting feedback on it is way more beneficial for all parties involved :D

A quick note about the armory in general:

Like I said above, we're aware that the Armory isn't exactly up-to-par in terms of usability. We've been monitoring feedback and will be looking to make improvements where possible in this regard.

Something I saw in last post's comments was a request for us to revert it or develop a different version of the armory; unfortunately, this isn't possible. A main reason for the armory redesign were to make the UI function properly on gamepads; not just in the armory, but also in other menus, etc. The old code we had was put together in a way where it wasn't possible to add gamepad support and also had some issues that were starting to crop up, especially with the amount of new cosmetics that have been added.

So with the armory, our intention was to make the armory run properly on gamepad and keyboard + mouse while also adding in extra features, and improving some aspects of functionality. We fell short in ways on making it more usable, but reverting isn't an option; we'd much rather have one version of the armory to maintain as opposed to two, and an eventual console port means that a unified system will allow development resources to be used more efficiently. The general idea going forward for us is to add some improvements where possible to the new armory and achieve parity with the old version if we can.

As for the rest of the meeting:

  • We spent most of the meeting talking about upcoming plans; as you all might have seen recently with a poll or two, we're trying to get more targeted feedback about what people value most with the game and where you'd like us to focus our efforts. While we have some good ideas, it's better to double check with you all to make sure we're on the right track. If you've got any specific ideas on this - where we should focus more - please let us know below, thanks!
  • Speaking of development, we've identified a few key areas (thanks to you all) where we could improve on what we're already doing. When it comes to maps, Arid has been okay - not great, but also not terrible. We agree with the feedback we've been getting from you all that the map feels perhaps a little too streamlined, or that it's lacking a bit of gameplay variety/depth to it. It's not ugly, it's just that there isn't all that much to do aside from hitting the enemy team. We chatted a bit about Grad in comparison, and how gameplay there can feel more varied, both in level design and the objectives on the map. Once again, if you've got any other thoughts on the matter don't be afraid to speak up :)
  • As you all probably know, maps are the major bottleneck when it comes to development. For a bit of context, when EI Part 1 (Noria) released, Arid was in a pretty incomplete/barebones state, so we had a lot of catching up to do, which slowed down progress, and arguably led to a more simple design. Luckily, our next planned map is noticeably further along. It won't be ready for some time, but previous work has been completed before our latest patch on it that will shave weeks off of development time. It should also give us a bit more time to flesh out some areas and improve our mapmaking as well.
  • As for the next patch, we're planning (content-wise) on adding a map, female characters, new weapon and armor skins, and a few other odds and ends. We feel that this is a good time as well to experiment with more non-standard additions as well in terms of features, so we'll be looking to add some more gameplay variety as well. Apologies for being a bit vague on the last bit - some potential features/changes are relatively experimental at the moment, and I don't want to promise anything that we might not end up releasing.

That about wraps it up. Once again, please let us know your thoughts on the game, and thanks for reading! In case you'd like to read back a bit, you can find the last post here:

https://www.reddit.com/r/Mordhau/comments/vs17p2/biweekly_feedbackdiscussion_thread_75_718/

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

Originally posted by DrunkDwarfUK

Steamcharts is saying otherwise, the concurrent numbers have gone up since the patch. The reason you are seeing "so little active servers" is because a lot of the players who were previously getting stomped are now all on Novice servers together, which you do not see in the server browser unless you are a novice.

That a large proportion of the active playerbase was being split off into novice servers is the reason why they had to merge Frontline/Invasion, and while the Novice servers exist, they can't go back to unmerging them.

This is pretty much it. That said we are aware of the current issues, and are looking into ways to improve them with e.g. a better voting screen that is weighted towards invasion.

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

Originally posted by sdolk1

if the new weapon is large stone im all for it. i just want to be able to spawn with it instead of having to walk half the map for 2 mins just to engage in combat.

so uhh weapon and armor skins, as in skins for weapons and skins for armor

That being said, new weapons are cool, we could definitely use some new ones. :)

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

Hey all, sorry for the radio silence - we skipped yesterday's meeting due to a good chunk of people being out of the office or unavailable. I'll be leaving this thread up until next week when we catch up. Sorry for the inconvenience!

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

Originally posted by Deargrigh

Hi Jax, appreciate the extra detail in this one!

I've been having a think about ways to add a bit more playability to the game outside of new maps (which we know take a lot of time and effort on your side) and I think — based on the results of your recent poll — combat additions / gameplay additions is probably the way to go. I think maybe some new equipment, perks and new ways to interact within any map are probably the sweet spot between keeping/getting people interested, and developer time.

With that said, here's a few generic suggestions off the top of my head. A lot of these ideas would need proper planning and balance adjustment, I know, and I'm not attached to any idea in particular. I think others will probablly have better ideas, but just to get the ball rolling:

  • MAP ADDITIONS

Unique Weapon Spawns

I love how there are certain weapons that you can only find by exploring the map and picking them up like the rare Bastard Swords / Spears that you can find on Camp, or the Carrots that you can find on Crossroads and Feitoria. I think there's scope to improve this feature by adding a few unique, one-time (or limited time) spawn of powerful weapons that can be picked up within maps. This could create mini-objectives within all modes while also adding a bit of spice. What about a big weapon that can only be picked up if you have the giant perk? A sword-in-the-stone that can only be pulled out if you reach a certain score? Lots we could do with this!

More Buildables

Another feature that already exists but could be built upon: There's currently a few maps that have big barricades that can be constructed by players to help defend points on the map. There's also the mine in Feitoria, that opens up a new pathway if players take the time to destroy the blockage. What if we expanded on this and added other things that can be constructed on certain points in a map? What about a swing trap that ragdolls enemies who set it off? I think there's a lot we could do with that feature that could breath new life into older maps.

New Siege Engine

This one is a bit of a wild-card, but what about a Scorpio style ballista sitting in the back of a horse-drawn cart, requiring 2 players to use effectively? Perhaps it could be one of the buildables mentioned above? Big respawn timer?

  • EQUIPMENT

Caltrops

A new deployable piece of equipment that would function similar to the bear trap, but would only damage horses. You could balance this anywhere from a chunk of damage to making the horse rear up, or to ragdolling the player off.

Horses are in a bit of a weird spot at the moment because there are a few people who have really mastered their use, and it can cause pretty severe frustration. It's pretty common to see these "horse only" players riding around spawn points farming new players in the back as they spawn. A new approach to dealing with this (outside of grabbing a Billhook and hoping the horse player messes up and comes near you) would be nice. The Caltrops could be quite hard to spot for a moving horse rider.

  • PERKS

Throwing Arm

A perk that allows you to throw projectiles anywhere between 20-50% further and costing X points depending on how you want to balance it.

Surgeon

More of a meme perk but the idea would be to give you the ability to approach a team mate who is dying via flesh wound and keep them alive — they keep their missing limbs, though!

banger suggestions my friend

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

Originally posted by Dazeuh

https://www.reddit.com/r/Mordhau/comments/vlka19/chiv_and_mordhau_each_offer_a_piece_to_the_puzzle/

I'd like to just use this as my feedback, it's honestly the only thing I think mordhau is lacking to be a complete experience. After this it's really just more maps and lore building for me, and provide players the medieval experience they fantasise about.

Also, some invasion maps could make better use of the space, perhaps some RNG on which direction main spawns are each round just to change up how the map is played and which routes become more preferable and strategic.

The last thing I'd like to see is some mechanics that help friends stay together better in invasion, since invasion is quite murderous, and it can be hard to stay relevant with your friends when we're always dying one by one and impatiently charging off from spawn one by one just to die alone. Perhaps just by making party friends names show on the sides of screens so we dont wander off as much, and making us spawn faster near eachother, or auto choose the spawn that gets us closer or on the right path to meet up with eachother. Maybe even add a friends revive mechanic? Dab some holy water on your dead friend for some jesus revive miracles.

Oh oh! holy shit, DAILY QUESTS! I love having a little something to aim for to get a couple hundred more gold, something you could do in one or two matches and encourages switching things up or trying a gamemode you want to get more players into.

brought this up to the team, thanks!

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

Originally posted by -Helvet-

Hi Jax, could you pass this comment to Grator please? It's mostly skins & gear request thx.

- Rodela shield
Info about this shield It's in spanish but the auto-translate does the job!
In my sens, this shield could be a skin of the round shield we currently have. Right now, we only have a viking-style shield which is nice but doesn't fit well with later period weapons/builds. It was mainly used with a side-sword (which fall into the category of the rapier in-game). That said, it could also be a skin of the targe shield instead but the targe already has many skins compared to the round shield. Hell! you could have a skin for both as one Light Rodela & Heavy Rodela! It could also be a buckler skin but I think it is too small compared to the majority of the Rodela that I could find online.

- Jointed Hosen pattern

I really like this pair of pants, but I really wish we had a bit more options of patterns. I know, it already has 8 options to choose from but I'm a demanding men! I request kindly to have a 9th option that would mirror the strippy side of the 8th option so it appears on both legs!

- Checkered Gambeson long sleeve

The checkered gambeson is a really nice piece. But sadly, sometimes you want your arms completely covered. If we could have a long sleeved version of this gambeson or a version with an undergarment covering the arms, I think this could fit very well in-game.

Thanks!

p.s.: sex update when?

thanks for the suggestions!