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

Hey all,

Might as well get one of these posts going :) Please let us know what's on your mind - any suggestions, feedback, critiques, etc. are welcome!

On our end, we've been working on post-update support. Aside from the hotfixes, we're planning on some more fixes as time goes on. We have some cool stuff for ya coming soon - until then, please let us know your thoughts on the game!

That's it for this week - check our last feedback post here:
https://www.reddit.com/r/Mordhau/comments/q6pwon/weekly_feedbackdiscussion_10121018/

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

Hey all,

Might as well get one of these posts going :) Please let us know what's on your mind - any suggestions, feedback, critiques, etc. are welcome!

On our end, we've been working on post-update support. Aside from the hotfixes, we're planning on some more fixes as time goes on. We have some cool stuff for ya coming soon - until then, please let us know your thoughts on the game!

That's it for this week - check our last feedback post here:
https://www.reddit.com/r/Mordhau/comments/q6pwon/weekly_feedbackdiscussion_10121018/

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

Originally posted by MarioMuzza

Hi Jaax, can we get some specifics on what's the hold up with the SDK? I think it'd be the best boon for the community both short and long term. Mordhau is not the biggest game, but the fans are insanely dedicated, so I'm sure a lot of awesome mods would quickly be created. Plus, the combat system is so satisfying (even for noobs, when they're not getting rekt 24/7) that I could see some mod adaptations of other IPs bringing in a lot of new players. Maybe even solid PvE content. I remember Chivalry had a cool dungeon crawler mod that players seemed to love.

On that note, when the SDK does come out it'd be nice if you could make a competition for modded maps which could then be included in official rotation.

Another easy-ish way to add variety to current maps and modes would be random events or conditions, like everybody spawning with just a carving knife for a few minutes, 'black knight' mode for an entire match, gravity increasing 5x, stuff like that. It'd have to be reasonably rare as not to be obnoxious, but could be fun.

I hate daily objectives a la PUBG, like "kill X players with X weapon", and personally don't ever want to see them, but they're definitely effective for player retention.

Alright, so in terms of the SDK stuff we had a pretty big progress block I'm not allowed to talk about, but the good news is that we've fixed that issue. At the moment there's really nothing needed to do for the SDK. I should have some more up-to-date info tomorrow :)

As for making a rotation of community maps and modes, I think it could be a great idea - it depends on what kind of maps we're seeing and figuring out logistics of it all.

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

Originally posted by IronLegion52

It's been quite some time since we've seen or heard anything about the Eastern Invasion update, will there be any more official comments on it in the near future?

Also, is there any chance that we could we see the very ornamental and super expensive armour sets Grator made a few months ago? I'm dying (figuratively) to see what they look like.

Hello :)

So, the main things we needed before Eastern Invasion were the engine update (oof) and a couple of interim patches which we've pretty much completed. Now, our next focus is getting the SDK finally released, and once that's all good our primary focus is EI.

Keep in mind that the devs that are working on Eastern Invasion aren't always the same ones doing quite a few of these other features and updates - so a lot of progress for the update has been going on in the background. Seeing as we're wrapped up on all the other stuff more or less, we can fully focus on the EI patch now :)

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

Originally posted by SignalSecurity

Hey Jaax we're really glad to hear from you again. I just had a few questions.

The lute lost a few octaves that have screwed up some of the songs for lutebot/lutemod. Is this an intentional change?

Is there any update on character folders/armory rework?

The blacksmith hammer is incredibly difficult to use for repairs. On any kind of difficult terrain it becomes impossible to strike unbuilt or severely damaged buildables. Would there be any chance of making it larger, or anything to give it more consistency?

Deployable spawns were an unexpected big change (I for one love em.) Are there any other big surprises you could tease for the future?

A few posts ago you mentioned Triternion was scouting for new voice actors. Is there a certain method by which one could submit an audio sample or portfolio for consideration?

Finally, are there any plans to address Spy builds? Because this is supposed to be a member of Iron Company.

Lute stuff - we're looking into it.
Armory stuff - we've been pretty quiet with it, since it's still ongoing and we don't want to show off unfinished stuff.
Blacksmith hammer - yeah, should probably be longer!
Deployable spawn thing - we'd like to do more cool engineer things in the future, but the toolbox can be insanely OP if we're not careful. Gotta be pretty careful in that regard.
Voice acting - we're going through talent agencies, because it's just a million times easier this way as opposed to manually taking submissions from people who may/may not get back to us.

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

Originally posted by KingKongBunde

What about new maps?

Eastern Invasion! It'll be one map to start, and our map workflow/pipeline has been really improved recently, so new maps won't be once-a-year going forwards.

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

Originally posted by IngloriousJosh

For the life of me, I still can't figure out how the devs view this game. What do they do when they play Mordhau? What is the Mordhau experience supposed to look like?

I don't want this to be a pointless shit talk comment, I truly just wish I knew how the devs play their own game

Do they join private deathmatch servers, duel, do emotes and then log off? Is that why 1v1 and 3v3 dueling is the only competitive modes we have? Are those the only modes we will ever have? Do they play invasion? If they do, do they ever play engineer? Did they play engineer and decide "The toolbox isn't strong enough, it needs a spawn beacon" and "Attackers need 40 minutes to kill the nobles on Castello"? What do their classes look like? Do they play Horde mode? Or Battle Royale? This is a real question I've been wondering about for years.

Can't speak for the others, but I go pub stomp. Crush some heads and crush a six pack, it's a good time :) As for stuff like toolboxes, there needs to be some way that less-skilled players or new folks can actually have some impact. The balance there isn't perfect, but it's overall a good thing.

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

Originally posted by Hankee_

I actually played with a dev the other day. I forgot his name but it was short and sweet, like "Smoke" or "Shriek" or something like that. It was US East Invasion, and he was really good. He used emotes, he messed around when the moment called for it, and he participated in the objective. He used all medium armor and a longsword. It was fun playing with him.

Probably Spook :))

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

Originally posted by Suchsneak00

Finding enemy mobile spawns are a nightmare partly because they are so small and players already have found tiny cracks to hide them away in. I think the system it's self is great. But I think changing the flag model with a decent sized one person tent would greatly improve the mobile spawns balence. Easier to see, harder to place, just as useful.

Hmm, good feedback - we'll see what we can do!

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

Originally posted by Vaiolo00

The mobile spawn point doesn't despawn when you change class.

I don't think this behaviour is intended.

Probably an oversight. I'll bring it up tomorrow at our meeting!

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

Originally posted by Clare_MH

remove heartbeat pls

We're looking at heartbeat tweaks 👍

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

Originally posted by Key_Keeper

Do you have any plans or ideas on how to make this game more newbie friendly?

It's super tough. The game has a huge skill ceiling, so after a few weeks we were bound to have really experienced good players just decimating new players.

There's no magic bullet solution, and with our current player numbers we can't do super aggressive matchmaking.

Also, really sweat comp games like CSGO and Valorant, etc. are teams of 5-6; it's way easier to find 12 players of the same skill level than finding 64. Matching times would be like a week long if we had any sort of strict matchmaking in Invasion/Frontline.

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

Originally posted by JDorkaOOO

Give back the missing notes on the lute, and why the hell the shawm costs 24 and only has 24 note range

We're fixing the lute stuff I believe, and with the shawm I think the note range is intended to be limited. Cost should definitely get an adjustment though.

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

Originally posted by Strider2126

Hi Jax. I think the objective where you have to take the lower part of the keep should be rebalanced. In 10 matches i have never took it

Maybe by reducing the time needed to take it?

Yeah, it's something we need to look at.

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

Originally posted by danks0uls_

You might have seen a number of posts on here recently with folks sharing their stat screens, we all like to reflect on our career accomplishments from time to time. My question is this: is there any more detailed back-end stats tracking (things like kills per weapon) that might one day be visible to players? Maybe even a stats API? Does weapon-based tracking exist in any form?

Not really - the ones we have are for achievements only, and those are notoriously buggy. At the moment it's just something that's pretty niche, and we need to focus on bigger-impact updates. :(

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

Originally posted by Urcran

Coming from somebody who's hours are pretty much focused on soely playing engineer, the deployable spawn is probably one of the best additions, thank you for adding it. It feels like engineers are now properly rewarded for doing well, especially in terms of points. I just have a few questions/QOL improvements for the toolbox.

A. Why does the firepit (and bear traps) expire over time? I can't quite wrap my head around why this was implemented.

B. Are there any plans to allow buildings to be rotated before placing them? Maybe with right-click?

C. I would highly recommend introducing some sort of wheel menu or number keys to be able to easily access preferred buildings quickly. The introduction of a new building exasturbates the already preexisting issue of needing to cycle through all the buildings to get the one you want.

D. Are there any plans on introducing back a "wall"-type of building, like the old archer cover used to be? With the archer cover being shortened significantly, I feel like there is now no longer a viable method of simply closing off an area. Spikes help but still allow passage over one side.

A. Firepit stuff has to do with balance, they could be pretty broken and don't require much effort aside from restocking some toolbox points. Not sure on the trap though.

B. We've talked about it, but it's kinda niche.

C. It's not a bad idea, especially if we add any more things.

D. Probably not, since the idea of obstacles is for a player to need to defend them from enemies. With walls, a player could stack them and out-repair everybody, and it caused tons of balance issues. Also, it was pretty un-fun to be on the other side of the wall trying to get in.

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

Originally posted by Jael89

Deployable Spawns are an interesting concept, but they're way overpowered in practice. Team stacking is a huge problem with this game, and now a stacked team can make things even less fun for the enemy team with this new ability.

There's apparently no limit to how many spawns can be laid down by one team, no limit to how long they last, and they can be placed almost anywhere, even in hard-to-reach locations.

They need to be nerfed or removed. A banner limit per team, or a short lifespan, maybe a combination of the two. You could also require that someone take an expensive perk to be able to build it, making that person's loadout take a necessary hit. They could be visible to the enemy team on the map like an objective, because at this point, destroying these banners are more important than the objective if you want to stand a chance.

Yeah, they're a little too strong. This is the first iteration, they'll probably be toned down with some future updates. Thanks for the feedback!

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

Originally posted by Slop-Slop

The ballista giving assists thing is weird.... whatever happened to that? Yes I fully agree that builders needed a way to get points. But, in a brutal, high kill game where the main spawn point guy has over 10,000 points and no real kills or assists at all? Just feel like they should cut the number down a bit is all. Just as they did with med packs

Pretty sure the ballista gives assist points, but you don't see 'em on the HUD, only the scoreboard.

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

Originally posted by -LaughingJackal-

Please, give the modding community ample warning about incoming changes that can significantly impact and/or damage their creations.

I'll see what we can do on this front :)

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

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