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

Hey all!

As usual, we'd love to hear any feedback and questions you all may have. Please keep things on-topic; joke posts tend to clutter the feedback and drown out actual suggestions. As for this week, we had a pretty short meeting; a few of the developers had some obligations to attend to, but overall development is still ongoing. A lot of work has been accomplished on tasks from previous weeks, and hopefully soon we'll have a decent idea of the timeframe for beginning the testing phase of our next update. I'll be releasing some snippets (most likely tomorrow) on the official Discord, Twitter and here - so stay tuned!

Anyways, here's some notes from today's meeting:

  • SDK verification is still ongoing.
  • Some misc. stuff has been fixed up, and Battlefield has been working on some support for making sure the BR mode still works with our next update.
  • Continued optimization on certain maps, with some recent changes this has netted around 2-3 ms of optimization in certain maps. This is a fraction of one frame at 60 FPS, but changes like this combined can lead to some serious improvements.
  • We're investigating EU servers - while we haven't gotten a ton of info, we're still trying our best. We're talking to our provider and will be trying out a test server; more winMTR reports (see how on discord) would be beneficial. We're also adding an in-game lag report with the next update that will make diagnosing these issues easier.
  • Some misc. level optimizations.
  • Backend code work for displaying values in the UI/armory - things such as gold, level, loadout names etc. This will let us have more contextual stuff, instead of having an information dump when you open the armory.
  • More work on cosmetics!
  • We're working on upgrades to horde - along with adding weapons to horde, we're also about finalized with
  • New animations for shields, de-horsing animation and also more emotes are in progress :)
  • Even more work on cosmetics!
  • Some AI improvements (navigation/pathfinding) are ongoing.
  • We're investigating fixes for weapons falling through the ground from horde boxes.

And that's about it for this week. Be sure to check on last week's post here:
https://www.reddit.com/r/Mordhau/comments/o0p9a6/weekly_feedbackdiscussion_615_621/

External link β†’
over 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Lefty_Gamer

I'll just reiterate my question from last week. You mentioned Grator and his team were working on 're-proportioning' some older cosmetics. Could we get a list of what he's planning on redoing, so that we may add to it, and an example, if there's any done, to know what we can expect?

I'll check in and ask him πŸ‘

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

Originally posted by soobidoobi

Allow for customizable team colours, im so done with neon red vs neon blue and I know lots of people are too.

I'll bring it up at our next meeting. We've talked a bit about it, but haven't made a decision as of now.

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

Originally posted by Wardens_Guard

Will any of the older maps be reworked in the future to flow better and have more interesting objectives? I know a revision to Castello is in the works, so will any other maps get future updates? Id really enjoy if there were more ways to interact with the maps added in the future as well, Maybe breakable stone walls on certain areas that you could try and break through similarly to the rocks in the feitoria tunnel?

As of now, Mountain Peak and Castello are getting changes - we're not looking much at destruction stuff, but opening things up in other ways is a priority.

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

Originally posted by sfsporic

Can we get a flat open field map with more of a pitched battle feel where two armies meet head to head? That would be epic on 80 player servers and I'm sure players could have fun drawing up in battle lines and stuff.

Having all the characters on-screen and relatively close to each other kills performance - that's why on maps like Camp for example, we try to branch out where players are fighting. I do agree that we could benefit from another open map though :)

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

Originally posted by needlzor

Regarding landing from heights, it would be nice to have something more sensible than the current ragdoll. I'm copying a comment I posted last week in a discussion with /u/Coom-guy:

Please consider changing the character behaviour when falling over from height so instead of ragdolling you fall over and stand up with a custom animation and do the same for when you fall of the horse and maybe some other things.

I agree, and it should be linked to the Cat perk. Right now it's a bit random and if you jump from a height you might ragdoll or you might be just fine, and both options are a bit dumb. Instead it should be:

  • Without Cat, low height: land on feet, maybe a bit of damage

  • Without Cat, medium height: land on feet and hands, need some time to get up, medium damage

  • Without Cat, high height: splat on the floor and die (need exaggerated sound for comedic effect)

  • With Cat, low height: land on feet, no damage, drain some stam instead

  • With Cat, medium height: land on feet, small damage and small stam drain

  • With Cat, high height: land on feet and hands, need time to stand up, small/medium damage, large stam drain

  • With Cat, reaaaally high height (e.g. top of Castello): splat on floor, leave at 1HP and no stam

We talked about it, at the moment our animation workload is maxing us out. We are thinking about potentially changing the ragdoll timings based on the Cat perk in the future, though.

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

Originally posted by Darren_F

Add damage for falling from height onto enemies

We've talked about adding the 'ol goomba stomp in, but it's such as random thing that wouldn't bring a huge benefit. Unfortunately, we have to focus on bigger priorities.

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

Originally posted by GulagGunner

Hi Jax I hope your week is going fantastic so far, I also have a question for the team. Have you guys talked about fixing animation breaks? Last night I was playing and there was a guy just leaning back and hitting people above their heads. Like the weapon was not making contact with the model but it was registering as a hit.

We are re-doing all combat animations, yes.

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

Originally posted by 1736382647

Is crush's changes/experiments to combat mechanics still happening? I recall on the discord being talk of a jab or quick attack as a new punish attack which I believe had the moniker 'combat 2.0'. Are massive combat changes still being iterated on or is animation polish a priority?

So our general plan right now is new animations/fixes to the existing combat first, and then we'll start looking into some ideas in the future.

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

Originally posted by JohhnyJ21

Balance out some of the weapons please, i’m f**king tired of being insta jpeg accel’d by weapons like long sword and eveningstar, oh and reduce the turn cap of polehammer and bardiche while you’re at it

We are making all new combat animations at the moment - this should help massively.

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

Originally posted by davisao11

Does the dev team have any plans to include fidelity fx to the game?

Not currently. Things could always change, though.

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

Originally posted by Broc_colee

Glad you are finally investigating EU servers.

We have been investigating them since we swapped NA servers, but we mostly get reports like "EU servers are bad" - we already know there's a problem, but we don't have any concrete details to go off of. This should change once we have in-game lag reports, as those will send us server stats.

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

Originally posted by SpunkGargleWee

Regarding weapons falling through the ground, you should also take a look at the collisions of the frying pan. It seems like they only exist in the handle of the pan and this makes the rest of the model clip through the ground all the time

yeah, we should fix this πŸ‘

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

Originally posted by HuaHuzi6666

Jax, could we potentially get more musical instruments? They could even just be skins of the lute. One of the things I love about this game is the goofy moments, and having more than just the lute (even just a drum, horn, or something) would make bard mains very happy :)

It's a low priority thing, but it's something we're aware of and would like to do eventually :)