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

Hey all!

As you might know, we've switched to dev meetings every two weeks, and people have seemed to want us to also shift these posts to bi-weekly as well. Like usual, we'd love to hear any feedback on the game, whether that be comments, suggestions, constructive critiques, etc. Please keep things on-topic and be nice to one another.

Also, we'll be keeping a bit of a running log of some known issues and prominent planned changes, as per feedback on the last post. Some of those are:

  • We're aware of people building stuff in the sky; while some of this isn't disruptive to the game, unfortunately people are abusing it and griefing matches. We're looking at ways to fix this for the next update, while removing disruptive players from officials for a little while.
  • The scimitar will be getting tweaks to bring it more in-line with other weapons.
  • Team switching restrictions will be changed; after the first few minutes, teams will be unlocked. This should help to prevent people stacking a specific team initially, but allow people to swap sides afterwards to keep things balanced. If this doesn't work, we'll look into further fixes.

As for our meeting, we discussed a bit of feedback regarding:

  • Spawn banner balance and possible tweaks - we've seen (especially on the Discord) quite a bit of complaints, so we're looking into ways to tone it down if needed.
  • some issues with double parries (which we think might be more of an issue with super slow release weapons)
  • DLC sabatons having a hole with certain leg armors; we'll be fixing this shortly.
  • Picking up weapons being a little too finnicky in some situations, which we're investigating.
  • More frequent double XP/gold weekends - we're looking into ways to automate it for potentially each weekend, plus UI stuff to actually show there's double XP. We'd like to know your thoughts on this!

In terms of development progress:

Work continues on Arid! We're cranking out meshes for buildings, creating art and also propping a bit as well. The objectives and base structure of the level is pretty much complete, but now we're doing art passes; going from pretty basic (slightly ugly) looking buildings and objects (first pass) to refining and improving the quality across the board. We'll keep doing this, doing art passes until the map looks like a map, as opposed to having a few buildings as grey boxes.

What's different compared to our previous maps is the workflow; before, we kind of did art passes while adjusting the layout and objectives all simultaneously, which led to all the different parts of what makes a map fighting each other and kind of slowing down progress. This time we worked first on the structure, objectives and then doing art; this makes things a lot more efficient and has saved us a lot of effort, and more importantly time.

Other notes:

  • Crush has been doing a little work on female characters, working on tweaking proportions and some initial setup. Female characters are not planned for this upcoming update, but we're laying the groundwork for the next major update after Arid. Just to clarify so we don't set some false expectations - female characters are still in the early stages, and the stuff we showed off in the past was very much a non-playable prototype. tl;dr - next major update after this one, most likely.
  • Some work on Arid buildings, etc. as explained above - we'll be showing off a snippet most likely with the next post! We're trying to improve the quality of all buildings as we go, instead of making one or two buildings super polished - much more efficient this way, but also leads to us not having amazing looking screenshots.
  • Console work, which is going along pretty well - we found an issue with texture streaming and optimization, which we've taken care of.
  • UI fixes for the new armory, especially for some input stuff with gamepads. Really all that's left now is importing some equipment thumbnails which are getting a few tweaks here and there, as well as a few more QA passes and finding bugs. The armory is pretty much done, and once we have the thumbnails finalized, we'll be sure to show of some snippies :)
  • Some work on the new animations, this time for polearm idle/walking animations currently.
  • The Arid's smaller, non-unique buildings have been receiving a lot of love from our artists, Urs and Zocky.

That's all for this one! If you'd like to read the last post, you can find it here: https://www.reddit.com/r/Mordhau/comments/tb81wn/weekly_feedback_thread_3822/

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

Hey all!

As you might know, we've switched to dev meetings every two weeks, and people have seemed to want us to also shift these posts to bi-weekly as well. Like usual, we'd love to hear any feedback on the game, whether that be comments, suggestions, constructive critiques, etc. Please keep things on-topic and be nice to one another.

Also, we'll be keeping a bit of a running log of some known issues and prominent planned changes, as per feedback on the last post. Some of those are:

  • We're aware of people building stuff in the sky; while some of this isn't disruptive to the game, unfortunately people are abusing it and griefing matches. We're looking at ways to fix this for the next update, while removing disruptive players from officials for a little while.
  • The scimitar will be getting tweaks to bring it more in-line with other weapons.
  • Team switching restrictions will be changed; after the first few minutes, teams will be unlocked. This should help to prevent people stacking a specific team initially, but allow people to swap sides afterwards to keep things balanced. If this doesn't work, we'll look into further fixes.

As for our meeting, we discussed a bit of feedback regarding:

  • Spawn banner balance and possible tweaks - we've seen (especially on the Discord) quite a bit of complaints, so we're looking into ways to tone it down if needed.
  • some issues with double parries (which we think might be more of an issue with super slow release weapons)
  • DLC sabatons having a hole with certain leg armors; we'll be fixing this shortly.
  • Picking up weapons being a little too finnicky in some situations, which we're investigating.
  • More frequent double XP/gold weekends - we're looking into ways to automate it for potentially each weekend, plus UI stuff to actually show there's double XP. We'd like to know your thoughts on this!

In terms of development progress:

Work continues on Arid! We're cranking out meshes for buildings, creating art and also propping a bit as well. The objectives and base structure of the level is pretty much complete, but now we're doing art passes; going from pretty basic (slightly ugly) looking buildings and objects (first pass) to refining and improving the quality across the board. We'll keep doing this, doing art passes until the map looks like a map, as opposed to having a few buildings as grey boxes.

What's different compared to our previous maps is the workflow; before, we kind of did art passes while adjusting the layout and objectives all simultaneously, which led to all the different parts of what makes a map fighting each other and kind of slowing down progress. This time we worked first on the structure, objectives and then doing art; this makes things a lot more efficient and has saved us a lot of effort, and more importantly time.

Other notes:

  • Crush has been doing a little work on female characters, working on tweaking proportions and some initial setup. Female characters are not planned for this upcoming update, but we're laying the groundwork for the next major update after Arid. Just to clarify so we don't set some false expectations - female characters are still in the early stages, and the stuff we showed off in the past was very much a non-playable prototype. tl;dr - next major update after this one, most likely.
  • Some work on Arid buildings, etc. as explained above - we'll be showing off a snippet most likely with the next post! We're trying to improve the quality of all buildings as we go, instead of making one or two buildings super polished - much more efficient this way, but also leads to us not having amazing looking screenshots.
  • Console work, which is going along pretty well - we found an issue with texture streaming and optimization, which we've taken care of.
  • UI fixes for the new armory, especially for some input stuff with gamepads. Really all that's left now is importing some equipment thumbnails which are getting a few tweaks here and there, as well as a few more QA passes and finding bugs. The armory is pretty much done, and once we have the thumbnails finalized, we'll be sure to show of some snippies :)
  • Some work on the new animations, this time for polearm idle/walking animations currently.
  • The Arid's smaller, non-unique buildings have been receiving a lot of love from our artists, Urs and Zocky.

That's all for this one! If you'd like to read the last post, you can find it here: https://www.reddit.com/r/Mordhau/comments/tb81wn/weekly_feedback_thread_3822/

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

Originally posted by Ceril-

I’d also love to see more emblems.

I know I’ve seen the argument that it won’t happen because the Kickstarter backers paid to have emblems put into the game, but the devs not adding more for that reason is akin to not adding more longsword skins because the Kickstarter longsword exists.

I’ve heard rumors that historical emblems were turned down by backers that submitted them, but I’m not sure how true that is. Regardless, I think it would be nice to see more historical-style emblems, even if they’re not 100% historically accurate.

Some historical emblems have unfortunately been repurposed by some... unsavory political ideologies, so a few aren't able to be added. Considering how some of the community has gained a pretty bad reputation, we have to err on the side of caution. This being said, there are a ton of historical emblems that are possible for us to add, and we can definitely look into getting more heraldry in-game in the future.

At the moment all of the artists that would make emblems are either making Arid, or working on the Armory update. After Arid, we might have a bit more freedom for smaller additions to the game, but as of the past few updates we've been trying to focus on the biggest bang for our buck when it comes to content. Hope this helps!

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

Originally posted by Gomer-san

New/improved Invasion scenarios. You should be aiming to have 2 for every map. We haven't had a new alt since blue grad. I mean the objectives are already there in frontline.

I would change the royalty on Noria to a king and his princes, have the players control them and make one of them a child (dwarf) for a bit of extra fun.

Honestly the commander/noble objectives are the best Invasion stages, please make more.

Fair point, if I have to guess we'll probably have a minor update after Arid and before the next major update; we could probably knock out quite a few for that. I'll bring it up to the team!

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

Originally posted by mulymuly123

Longbow buff when? -Gobo

IMO the bows need to just be more fun; they're not terrible in terms of their effectiveness, they're just... unsatisfying to use. Animators are tied up a bit with the melee stuff animation reworks that are ongoing, but it might be something good to look into afterwards!

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

Originally posted by Explorer_the_No-life

Female characters still in the early stages? Something, that you have promised already in your Kickstarter? Tweaks for Scimitar are coming so long, that it seems they will never be here. I know you people are a small team, but this is getting awkward. At least release the changes for Scimitar and other small stuff as hotfix, don't wait with it for next major update.

You never answered my question- will we get a German Kettle and Black Sallet in T3 versions with bevors?

Servers are lagging again, although not as much as it used to.

We can look into some new cosmetics for sure. As I've mentioned in a few past threads, we can't really hotfix after a few weeks, which is something we've looked at changing.

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

Originally posted by 12poundsofdust

Change how the coding process works within Tirternon, previous comments showcase that the current process makes it impossible to release hotfixes after the first few weeks of each major update. This is awful for keeping the game alive, as it allows glitches and overpowered weapons to be abused for months before anything can be done about it. Even in scenarios where these issues are few and far between, small and consistent updates help portray that the game is alive and constantly being worked on to the casual player.

It's one of those things where it's relatively easy to get a system working like this prior to release, but once the game is out... it's not trivial to implement. Hindsight is 20/20. We're doing the best we can, trying to leverage content updates with backend improvements. I'll be sure to let everyone know if we can figure out a solution.

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

Originally posted by DrScienceSpaceCat

That's the worst thing about Noria Invasion, the middle room is always the last to go and it always ends with people blocking the door and it getting barraged by fire bombs spammed.

I think we'll probably be looking at some tweaks for Arid sometime after we release it, so if we're already rebalancing one map, might as well do another then as well.

AFAIK, all the map people are working on Arid, so I don't think we'll see major updates to Noria's objective design in the next patch - but it's something we can definitely take a look at in the future.