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

Hey all!

We're hoping you're liking our newest update - we're hard at work fixing issues that are popping up, and we'll be looking to put another hotfix out soon. Now that there's been a little bit of time to get used to the new changes, we'd love to hear your feedback on the update specifically! Please post any thoughts or suggestions below, and please keep things civil. Thanks a ton!

Some notes from our meeting:

  • A fix for players returning after a while and losing their items has been developed, we're hoping to hotfix to include this. In the meantime, message me (Jax) on the official discord and I can get things sorted.
  • We talked quite a bit about increasing interaction on maps - since we're working on a few maps already, it's best to look into things like this now instead of after we release them :)
  • We had quite a bit of a discussion on server sizes, and what might be best going forwards.
  • We're looking into ragdoll inconsistencies.
  • We've made a Feitoria brawl variant.
  • We're looking into Feitoria optimization - hopefully we should be able to make some FPS for y'all :)
  • Misc. horde fixes on various maps based on community feedback.
  • Various sounds are in development :)
  • Various improvements and development on a robust reporting system, chat commands, admin menu.
  • Some work on fixing some mod.io integration problems (on our end) :)
  • Performance debugging, we're looking into solutions for people on high-end hardware having bad FPS in certain areas.
  • New combat animation setup and polishing :)
  • Some crash reports sent showed an issue which we've fixed.
  • A fix for exploiting via ini settings has been patched.
  • Work on hotfixes, etc. - we plan on getting another one out relatively soon :)
  • Initial work on some Castello gameplay improvements, and work on another unannounced map :)
  • Investigations into performance and server issues.
  • Initial work into setting up an alternate variant of FL Feitoria :)
  • Work on new 2H sword animations, work on improving flourish animations, and adjustment to experimental polearm animations.
  • Some early experimentation on AI improvements is in progress.

And that's it for this week! You can find last week's feedback thread here:

https://www.reddit.com/r/Mordhau/comments/mq5t6j/weekly_feedback_discussion_413_419/

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

Originally posted by Nihhrt

So we've went from a ping spikes to packet spikes on servers. Are we still saying it's DDOS? If so what's the progress on that? I thought most server companies come with some sort of DDOS protection with their servers. Is it the 206+ player server that pops up on occasion?

I don't care about most of the other changes (other than optimizations, those are nice) as I'll adapt to swings and various speed changes and what have you. This packet and ping/packet stuff needs to go as it's a real killer.

We are planning on some DDOS protection for the next update, it should eliminate most attacks. It's hard to tell on the fly whether or not server issues are solely the cause of attacks, but we're still working on iterative network improvements.

We've definitely made some progress on stabilizing things, but it's a process of incremental changes that will add up over time - we can't release a miracle fix that will instantly fix all problems.

tl;dr - we're working on it

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

Originally posted by MORDHAU_Carrot

More carrots when?

Vitamin Cronch

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

Originally posted by diehard311

Hi guys,

Great patch overall. Thanks for the hard work. Feedback:

- I really dislike the new arrow impact sound when you get hit. If I recall correctly, it has no "oomf" to it, like if it just hit unarmored flesh. Just my opinion.

- Good to hear you are working on the server issues. Still getting plagued by packet loss every other game on US East.

- I would love to see a peasant only mode of some sort, maybe for an event, like infection.

- I really miss emblem colors. Perhaps lock out blues and reds from the color palette?

- I love the Hussar helms. There is a anchor shaped nasal guard on the real life helms I would love to see added. If it's for identifying the armor tier, I get it, but still would be nice. Something more "V" shaped.

I think we're working on new projectile sounds, not 100% sure though. I'll forward this and the rest of your feedback to the team.

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

Originally posted by PotatoKilr

Golden shiny stuff is great and all but some regular armor would be nice, such as:
• T3 German Kettle with Bevor
• T3 Slitted Kettle with Bevor
• Great/Grand Bascinet
• Basic types of spaulders
• More versions of brigandine, such as one that opens on the sides rather than the front

We should have some similar things coming, but probably not a grand bascinet - we don't have support for immobilizing the neck at the moment.

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

Originally posted by foggygeezer

What is the reasoning behind the 1vx nerf? Just curious, I felt like 1vx was in a good place balance wise.

I'd love to hear some general explanations for the direction that is being taken with combat mechanics. I've played with the patch a few days and I'm not sure if I like or dislike it yet, but I'm moreso curious what the logic behind many of the changes are. Maybe this is obvious to some but not to me.

experimental change, reverted AFAIK

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

Originally posted by conqeboy

Hi, no dumb requests this time, just feedback based on my playstyle, i mostly play invasion or frontline:

  • LOVE the animation smoothing, met a guy with an arming sword who did a good ol' feint-to-strike-to-morph-wobbly-bobbly and it looked actually good and readable. Great work.
  • Zwei is a beast now well worth it's cost, and i especially love the changes to alt mode, making it a useful tactical choice and not just a gimmick, great stuff.
  • Not really a fan of the partisan as it is now, it's kinda too floaty for me and it feels like fighting a hhaxe stabs on steroids, i'd rather have it's strikes buffed, but it's too soon to say really, maybe i just have to get used to it.
  • Generally i like the movement speed changes, but they feel a bit too drastic in some cases. I feel like there should be at least some reason to take one t2 piece with two t3 other than it being cheaper, but maybe that's just me, i've always played with heavier loadouts. Maybe there could be a 3 point perk that would make you faster (make one of the heaviest pieces considered to be one tier less for the sake of movement penalty calculation) so that it's an equal trade between speed and durability?
  • Love the current perk changes, but maybe some other perks could be looked at as well? I don't think acrobat for example is worth 3 points, but i don't jump around too much during combat admittedly.
  • Love the buff to stabs and other changes to weapons overall, it made most underused weapons much more viable against meta weapons (namely bastard sword, estoc, spear and halberd, maybe more), spear benefiting the most of it i think, it's well worth it's points now. I think it's still too soon to tell if it was buffed too much, same goes for poleaxe imo. And if stabs are to be toned back, i think it would be better to do it based on the individual weapons performance rather than globally.
  • Nerfed weapons still hold their spots at the top of the scoreboards in teammodes as far as i can see, but they are much more managable than before so i'd say it was good nerfing (well maybe baxe alt is still a bit too instant imo).
  • Overall one if the best patchies we had imo, fights feel overall more fair and more diverse loadouts are viable.
  • The new sounds are great overall, maybe footsteps could be even a tad bit louder, but it's not a strong opinion.
  • pls gib flail (okay so one dumb request)

Thanks for the insight!

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

Originally posted by Bobcheese39

Everyone is very grateful for patchie! Every lobby had crazy energy the day it dropped and a couple after. Thank you devs for your hard work! I have a few points:

  • I really like the combat text pop ups, I think that they definitely help new players know what is happening and get familiar on terminology.
  • I would love to see a killcam of sorts in place, I know that they can be complicated to implement but I think that it would work wonders for teaching new players what tf just happened and how they died.
  • increase crush's cocaine budget

Thanks guys!

Thanks for the feedback!
Killcam probably isn't going to be a thing, I don't think we can make it work as it would be viewed from the perspective of the server (ie won't make any sense).

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

Originally posted by Wardens_Guard

Heyyyy, glad to hear that map interaction was discussed!

Anyways, now that you guys have a proper animator and animations are being redone, can we get an animation for your character getting stuck in a beartrap and trying to pull it off?

that could be neat, would also get rid of some goofy ragdoll situations!

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

Originally posted by [deleted]

[deleted]

We can look into these, thanks :)

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

Originally posted by Er3st0r

I really like the new patch that you have introduced, the juicy new sound effects are really well done. Primarily I really like the new stone and javelin sounds, it really increases the oomph in the sound. The new animations are well done as well, and the animations (at least in first person) seem to be a lot more fluid especially stab to strike morphs.

I personally like the idea of the partisan, especially how it can be thrown. However for such an expensive point costing weapon, I don't think it brings enough bang for its buck. Sure, you can do 2 hits into t3 body armour to kill, but stabs are generally quite easy to chamber so getting the first and second hit off even in frontline is a pain (also paired with its only short spear range). Maybe reduce the point cost a bit to 18 or buff the strikes to be slightly better, because right now it feels a bit underpowered.

The skating emote is fun addition, just skating around the map and proceeding to murder people after is quite fun. The new flourish animation though feels a bit clunky and slow unlike the previous flourish, so maybe just change the speed at which the weapon flourishes to be a bit faster. This isn't a major thing though, and plus it is just my opinion.

I also like the flinch parry reset mechanic, it was annoying to parry slightly to late against an axe and get hit twice in a row. The nerf to CFTP was definitely needed, it could be done way too much even at the average level of play.

The friendly and tenacious perks being passively in the loadout is a great QOL addition really, less teammate damage and faster regen is better for the fluid of the game. The passive tenacious perk is reeeeeeally good for duel servers, speeds up the time which you would regen after a duel which is so much better for dueling.

I like the horse couching change as well, so now there is actually a point to using couching. Definitely welcome this change even though I am not a horse main myself.

Ideas/changes that could be implemented in future updates:

Adding food icons for the defending team on feitoria invasion, would make it easier for people to defend the food and better for new players so they know where it is.

Also another small change I would love to be added would be some new stone baskets/fire pots. In front of the red spawn on the free the prisoners objective on mountain peak, I would really like 2 stone baskets or 2 fire pots above the main entrance to the castle that both teams can use. The blue team can use it when attacking to temporarily day the red team coming out of spawn, and the red team can use it to slow the blue team when they spawn.

Hunstman being passive on all commanders/wardens/nobles, its annoying to pick up a javelin or crossbow and not one shot an archer.

Also warden of the dungeon on Grad invasion can be hit by a cata through the floor (died by it once), maybe just straight up make the warden immune to the cata/not be able to be knocked down since he can't go outside to do harm anyway.

An idea for a map objective: Last objective would be to protect the generals. The generals would all have 3 lives, can respawn 3 times and are forced to respawn as well. The generals would have normal HP but all have T3 armour, bloodlust, huntsman. There would be 3 generals, one infantry general with a longsword, another general with a halberd and another with a spear on horse. All the players on the team of generals would be randomly selected to be in one of the honour guards of the 3, and have to stay in a specific range of the general otherwise it would be count as out of bounds. The general gist of the attacking team would be to try and focus down each general, and the defending team should group up to try and fend off the enemies. The map would need to have lots of routes to go through so the defending team can't just turtle and win. Basically this is just the idea though, so it probably needs a lot of balancing if it was actually a good idea.

I have been enjoying the new patch though, so keep up the great work! You guys have been doing a really great job updating one of my favourite games.

Thanks for the feedback! I think at the moment the jury is still out on the Partisan, so to speak - with new weapons it definitely takes some time to get a good feel for them.

As for final objectives, we're looking to pivot a bit away from playable nobles; being a noble is kind of fun, but you're also forced to stay alive/hide for the rest of the match.

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

Originally posted by SirXarounTheFrenchy

The translation work for the french version has been quite messy to say the least.

A lot of thing are mixed up or seems like they were translated via google.

Do you plan on fixing it up ?

We are working on it 👍

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

Originally posted by SkinMilonov

I didn't get a response from the developers in the last discussion, so I'll quote my comment here.

Have you considered introducing the ability to select an alternate default weapon mode? For example, I use the messer for a bunch of my assemblies and it's really annoying to switch it to one-handed after each respawn.

We can look into this for the new armory changes we plan :)