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Everything in mordhau is an upgrade to chivalry. The game looks soo amazing. The combat is so fluent. We even have ranking and devs that care about ablancing the weapons. They made an awesome job. When the community is crying for maps they release the best map ever with tons of new features. There is actually not much to complain about. But something always feels off. People say the objectives and maps in chivalry were better. But i don't think so.

Chivalry had waaay more broken objectives than mordhau. Most of the time the Attackers won. Actually they almost always did. But now in mordhau it is suddenly super important that the maps and objectives are balanced out that its a 50:50 chance for both sides. this will never happen. People whine that Blue always wins or that the last objective is almost never defendable. But we had the same in chivalry if not even worse. So i do not think its the 'imbalance' of the map that makes this feel weird.

I think what people are actually complain about without knowing is that whatever you do you don't really have an impact on the outcome of the game. Back in chiv if you had a player with a k/d of 64-5 in your team, you won. Just that simple. No one could stop some monster like that. In mordhau it doesn't seem like it matters what you do. You loose control. And that feels weird in a game that puts so much effort in giving and fine tuning control. I can kill 6 people at once with a catapult every ten seconds and have no impact on the game. Blue will almost always win anyway. There can also be a monster with a 64-5 kd on my team and that wouldn't change much. Because of the high number of players you will always have a constant stream of knights joining the battle field and only little fluctuations will change the actual game progression. A stone in the path form spawn to the pbjective has more impact on the outcome then me with my 6 people cata kills.

Because of that the devs are in a vicious cycle where they try to balance the map with moving spawns 10 meters to the front or back. And this has way more massive weight on the outcome of the map. Normally player skill would determine the outcome but since there are soo many crowded areas, players just walk in the meat grinder, kill a few in about 10 seconds before being back stabbed anyway. It doesn't even matter if you kill 5 or none because they would have been dead in 10 secs by the next guy. You basically just steal the kills but not prevent or cause them.

Mordhau is improving on chivalry by allowing 64 player servers as default. But i think this is a mistake. 64 players is too much. You get constantly back stabbed and meat grinded. There is no real pause or strategy to be had. No need because the battle is filled with a constant flow of new bodies. Killing enemies does not open a gap in their defense. Because behind that 3 guys you just killed are 5 more coming. 3 meters apart and already swinging. Even if you kill those too there will be more of them. A constant flow. Flanking makes no sense too. Because why fight far away from the objective? What do you achieve by winning a duel far away from the objective? Yes, one player might have to wait 10 seconds to spawn back in and you get a small rush but the objective is so crowded that people step on their toes already.

Back in chiv times, there was a modded 64 player server. It always had bad ping. Like 100 instead of 30. Which was really really bad in chiv. Way worse than in mordhau. But people joined because it was the only one and it seemed like a good improvement. But there you had the same problems. Constant back stabbing. No fight really mattered. It was just mass destruction with fire pots and meat grinder areas.

on the other hand, if you joined a server with only 12v12 you really got your ass handed to you if just one player was better than the rest. Because now the players actually determined who would win. It was based on the player skills and not on the length of the path between spawn and objective.

I played mordhau late at night and was on a server with just one other guy. He gladly didn't leave and we played invasion against each other. It was barely working but it was fun because we were more or less equally skilled. Then more players joined which broke the balance. 2 vs 3 was more broken than 1v1 for example. When we had about 5v5 to 10v10 on the server the objectives seemed to really matter. suddenly it was important to hold one spot and to survive longer. One guy missing or being killed was a huge deal and the battle could shift from one side to the other really dynamicly. Even broken maps and objectives feeled more balanced because it was the actual fighting that determined who would stay to win. Even if one team needed to run 10 meters more from spawn to the objective.

People would also start to wait for each other to form up. You had this flocking of teammates and people were more engaged in the objectives. Because they didn't happen on their own randomly.

This is why i think we need more variation on player counts for the servers. I know 64 players sounds way better than 32 or 16 players but i think the depth and fun of the game gets washed out with those high player numbers.

PS:

In addition there is nothing more taxing on the fps than player count. i can run the game on any settings at 144hz with 10v10 players but a full 32v32 is going to be 90 fps.

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over 4 years ago - /u/marox_ - Direct link

These are all very good points and reflect some of the thoughts some of us had internally post-launch after reviewing the situation in more detail. Mordhau is a game essentially built for slower, meaningful skirmishes consisting of smaller player counts, but was instead put into a large, chaotic battlefield. This makes for a bit of an identity crisis. As players back then in Chivalry's competitive scene we came mostly from playing these small scale 5v5-6v6 competitive fights and that's what we always found tons of fun. The large scale Team Objective (24-32p) battles were more of a thing we did to relax. When developing Mordhau, we started just with the combat, ignoring the game mode aspect. And then we kept ignoring it, because it was always problematic -- if we do what we got hooked on, how do we ensure we get the necessary popularity to survive? We attributed popularity to these large scale chaotic fights, whether justified or not. So we ended up going with a focus on these and adding more sandbox features. It did work in the sense that the game got popular and was incredibly successful. Whether that would've worked with the smaller fights scope, no idea. It also didn't help that the smaller scope didn't work for Mirage: Arcane Warfare, which only helped push us into that direction. In short, the consensus was we needed the chaotic mode to become popular and fill that niche.

However, looking at things post-launch, it's obvious that these large scale fights do wear off over time, and that even though we are (and will continue) adding more maps and content, it looks more and more like that isn't the main problem facing the game at all. With a huge team-based mode, cooperation becomes difficult and often times meaningless. Another issue is that there's practically no way to easily play with friends, other than maybe Horde. It's often been pointed out, that if we want to aim for a higher player count in the future, it'd be wise to look at games that are attaining player counts like that. If we look at the game's combat, it's built to sustain this long-term interest in the game that you might expect from a game like Rocket League. But if you look at the game modes and the rest of the game, it's on par with something that has a 1-2-year life cycle like Call of Duty or Battlefield.

As a result, we've experimented with tons of things, having modes such as Horde and Battle Royale (well that definitely didn't work!) in the game. Post launch, we've even started replacing Frontline with the vastly more popular Invasion mode, and even adding 1v1 ranked duels. It's only been 6 months, and we've practically replaced the game's main game mode. While some of the additions worked better, none of them have caught on in a way that would grow the game's playerbase organically. The only one we haven't really explored in detail yet is a smaller, more competitive minded mode for e.g. 6v6, which is also part why we haven't done a 3v3 competitive matchmaking mode, since it only makes sense to do one of the two. The obvious benefits of such a team-based lower playercount mode would be similar to what you mention: improved performance, better ability to matchmake similar skill levels, able to play/queue with friends easily and actually work together. So we'll see how things pan out, as we're not going anywhere, and we're not at all opposed to adding more ways to how the game can be played.