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

Hello everyone,

As usual, we'd like to hear your thoughts on MORDHAU - we absolutely rely on your feedback to keep us on the right track when continuing support for the game. Any comments, concerns, questions, etc. are super helpful and we'd be happy to hear them! As usual, please keep things on topic and be civil to one another - thanks!

As for our meeting notes, here's what we've been working on for the past two weeks:

  • As for Arid, the art side of things is chugging along. The town area will be the hardest bit to finish, but we are knocking out the big picture stuff for the art. Once we have all the big pieces in place, the rest should come along really quickly. We're still tweaking a lot, so no screenshots just yet - that being said, we're looking to show some off in the next few weeks.
  • We are looking to start early tests of Arid for gameplay purposes. This isn't to squash bugs, but more to identify any potential issues in the map flow - they're a lot easier to fix before everything's set in stone.
  • We are looking into relaxing the team switching restrictions; our current plan is to restrict team switches for the first few minutes to prevent people stacking the team that has a slight map advantage, but then allowing free swapping of teams afterwards. We'd like to hear your opinion on this - we know this has been a pretty big issue recently, and we'd like to find a better compromise. Also, Brawl will have no restrictions in place.
  • A little bit of backend work is ongoing with mods and SDK related stuff, mostly to make the life of modders easier. mod.io improvements are also something we're eyeing, in terms of keeping things a bit more streamlined and less bloated.
  • Crush has been putting work in on riposte changes and attack release mechanics; it's still in a development state, but it's a good step to tweaking combat a bit more in line to our vision.
  • US West servers have been swapped out, and we're monitoring feedback on them. Please let us know what your experience is on these!
  • The armory rework has been getting a ton of work in bug fixing; as of now, there are only 2-3 *known* bugs. We'll be testing quite a bit and we'll be sure to find more, but this still marks an important milestone. Next up (aside from testing) is to add a bit more polish with transition elements, etc. so things feel nice and buttery smooth.

That's it for this week - we'll be sure to keep you all updated with more info when we're able to share. Thanks for being patient, and once again, we really do appreciate your feedback. If you'd like to read last week's post, you can find it here:
https://www.reddit.com/r/Mordhau/comments/sno5cr/weekly_feedbackdiscussion_thread_28_214/

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

Hello everyone,

As usual, we'd like to hear your thoughts on MORDHAU - we absolutely rely on your feedback to keep us on the right track when continuing support for the game. Any comments, concerns, questions, etc. are super helpful and we'd be happy to hear them! As usual, please keep things on topic and be civil to one another - thanks!

As for our meeting notes, here's what we've been working on for the past two weeks:

  • As for Arid, the art side of things is chugging along. The town area will be the hardest bit to finish, but we are knocking out the big picture stuff for the art. Once we have all the big pieces in place, the rest should come along really quickly. We're still tweaking a lot, so no screenshots just yet - that being said, we're looking to show some off in the next few weeks.
  • We are looking to start early tests of Arid for gameplay purposes. This isn't to squash bugs, but more to identify any potential issues in the map flow - they're a lot easier to fix before everything's set in stone.
  • We are looking into relaxing the team switching restrictions; our current plan is to restrict team switches for the first few minutes to prevent people stacking the team that has a slight map advantage, but then allowing free swapping of teams afterwards. We'd like to hear your opinion on this - we know this has been a pretty big issue recently, and we'd like to find a better compromise. Also, Brawl will have no restrictions in place.
  • A little bit of backend work is ongoing with mods and SDK related stuff, mostly to make the life of modders easier. mod.io improvements are also something we're eyeing, in terms of keeping things a bit more streamlined and less bloated.
  • Crush has been putting work in on riposte changes and attack release mechanics; it's still in a development state, but it's a good step to tweaking combat a bit more in line to our vision.
  • US West servers have been swapped out, and we're monitoring feedback on them. Please let us know what your experience is on these!
  • The armory rework has been getting a ton of work in bug fixing; as of now, there are only 2-3 *known* bugs. We'll be testing quite a bit and we'll be sure to find more, but this still marks an important milestone. Next up (aside from testing) is to add a bit more polish with transition elements, etc. so things feel nice and buttery smooth.

That's it for this week - we'll be sure to keep you all updated with more info when we're able to share. Thanks for being patient, and once again, we really do appreciate your feedback. If you'd like to read last week's post, you can find it here:
https://www.reddit.com/r/Mordhau/comments/sno5cr/weekly_feedbackdiscussion_thread_28_214/

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

Originally posted by Miami_Vice-Grip

restrict team switches for the first few minutes to prevent people stacking the team that has a slight map advantage, but then allowing free swapping of teams afterwards.

  • Would parties of 4+ still be explicitly split up when forming teams initially? Having a party of six only to get split up into basically the first three fastest connections vs. the slowest three is a pretty bad experience, especially considering that there's no indication on the main menu that's what's going to happen in official servers.

  • Can we get an idea of how long the switch delay would be? A minute? Five minutes? 30 seconds? It is hard to judge without something more specific to think about

  • Are there any plans to add any kind of intelligence to initial team selection rather than just randomness + groups? Something as simple as trying to make the sum of all players' levels on each team roughly equal, or something else? In other words, are there other systems being worked on for this issue aside from this initial offering?

Large parties would still be split. The delay we're currently looking at is 2 minutes. There are no plans for further intelligence to the team selection, because it is already optimal for the goal it's trying to achieve. There's no better way to achieve a balanced team than random assignment given a large enough pool, which 48-64 players certainly is.

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

Originally posted by Attrition71

(Bear Traps) -- STILL no talk on fixing hitboxes on rag-dolled players. It is super inconsistent at hitting players who have fallen over, or ragdoll on the ground. This gives them the ability to stay in the fight all because the punish isn't registering on the hitboxes correctly. This fix is needed and desperately wanted.

At the moment ragdolls are server-side, but we can look into potential fixes.

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

Originally posted by seannyboi

I have green ping on US West servers for the first time in MONTHS! Thank you for swapping out those servers!!

:) I'm west coast so I've been enjoying it too!

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

Originally posted by Explorer_the_No-life

Give me the German Kettle and Black Sallet in T3, bevored versions!

Good to read, that there will be some changes to riposte, these damn nose-to-the-ground accels are anyoing. How is work with rest of the combat changes going? Again, I recommend removing quick parry, it is unfair mechanic for people, who use good spacing to avoid attacks and score hits. It lets people get away with missed swings way too often.

Asking again, how about more Polish-Lithuanian stuff for second part of Eastern Invasion? Joupons, fuzzy hats and scarfs, textile belts, Hussar saber and warhammer, koncerz skin for Estoc? Also, Tatar hats and Cossack hairstyle? Do you plan to add any of these?

Quick parry has always been in the game with combo feint to parry, so removing the quick parry would nerf people who don't know the mechanics. As for removing cftp, it would buff weapons like the maul, exe swords, etc that can't rely on combos to ftp since no weapon would be able to. As it stands, quick parry/cftp costs a ton of stam and it's not viable to crutch on it.

As for cosmetics, the second half will still be desert themed, not eastern european, so that kind of stuff wouldn't make sense for the update. That being said, it would be cool to have some more stuff like that in the future!

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

Originally posted by JohnWickStuntDouble

Please please finally implement folders for builds. At level 200 I have to scroll a country mile.

That's part of the armory stuff for next patch!

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

Originally posted by SillyOldJack

I would like to see some adjustments for AI behavior for bot games, mostly Frontline. It's probably a rare/niche way to play, but playing Mordhau in bot games actually really relaxes me. Unfortunately, the bots are getting dumber and dumber.

My biggest issues are:

  • Pathing
    • Stuck on geometry
    • Stuck on doorways
    • Stuck on each other
    • Walking into walls/objects in the way of wherever they are trying to get to
  • Targets/Objectives
    • Attacking friendly objects, such as carts, constructed walls/spikes
    • Opening/closing doors can cause two bots to end up stuck in a loop (admittedly this is pretty funny to watch)
  • Other
    • Broken bots. They simply don't do anything after spawning. About up to 15% of bots in some matches seem to just stand there, even when enemies are near.

We can look into this, atm the priority is on more of Horde for bots as opposed to the other modes - but a lot of these issues still apply.

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

Originally posted by Wide_Internet9512

Thank you for the update Jaaxx, we appreciate it.

I've noticed, both from my own observation as well as from other players in chat, that the invasion objectives on Castello and Noria are a bit boring.

Please bear in mind I'm not knowledgable about the dev process, so I may say something that is unrealistic or low priority.

Castello:

The initial objective of holding that spot by the staircase is a bit lacking in my opinion. Its just an empty area where people duke it out. I feel like it would be more enjoyable if it was a bit more dynamic, like maybe some barriers to go over/hide behind, a mounted ballista for the defending team, or something like stones/oil to drop from above. More often than not the attacking team breezes through that objective.

I feel the defense of the crank wheels that open the gate is great. No feedback there.

The escorting of the cart and the pillaging of the gold/burning of stuff is great, no feedback there.

The objective of bringing explosives to the gate is incredibly dependant on team balance. Either it is completed within 45 seconds or it stalls the entire map for 15 minutes. Honestly, I can't think of anything that would address that, it's just an issue I've noticed.

The objective of holding the spot prior to defending the nobles is pretty good, but this one I also feel would benefit from being a bit more dynamic.

The final objective of defending the nobles is great, no feedback there.

Noria:

The first objective of destroying the waterwheels is decent, no real complaints there. I would like it to be a bit more challenging than just rushing there and hitting it a few times before fighting off the enemy team and hitting it a few times again. I think the defending team would benefit from having some more tools for defending that objective. It tends to end quickly.

The burning of the market and killing of civilians is great, I think it works very well.

The objective of using the catapults is infuriating at times. It takes so long and if the defending team is just a little bit good, it tends to stall the map entirely. I'd say about 40% of my time on the map is spent on that one objective. I don't really want the objective to be easier, but if it wasn't just sitting at the catapult holding E for so long, it would be much more enjoyable. Maybe you need to load it as well, shortening the time you spend just holding E?

The final objective of breaking down the barriers and killing the nobles is good and bad. The breaking of the barriers is cool, it works well. I think it would be better if the nobles were controlled by players, but didn't have the power boost of the other player controlled nobles. I would suggest making it so that the nobles were controlled by players, who have access to simple defenses from inside their area like a balista or oil pots or something like that, to help their team defend them. A simple weapon inside their room, like a broom or a shortsword or something not too strong, could be used by them to defend against the enemy when they make it through. When you are on the attacking team, this final objective is incredibly anticlimactic.

I understand you guys have a specific vision in mind for the game, so I get it if what I'm suggesting goes against that. I appreciate you guys being vocal and letting us know what's going on.

Thanks for the feedback, we can definitely work with this. Atm our map people are all busy with Arid, but we occasionally do balance passes/tweaks on other maps too :)

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

Originally posted by Krauser_Kahn

  • For whatever reason this game doesn't change the audio output device to the one I select in Windows. If I plug my headphones and select them as default I have to completely disable my speakers in order for the audio to be output from the headphones.

  • Carry from last week: Please fix the issue where when you exit the game, the process UnrealCEFSubProcess.exe doesn't stop and Steam considers you are still playing the game and thus doesn't let you do anything until you kill the process manually or restart Steam. I had to make an script to run after every play session.

First one's probably on your end, I've never heard of this before. As for the second, I've also never had that happen but I'll see if this is a widespread problem.

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

Originally posted by JPRei

Are there any plans to adjust the speed of combo on miss? The current setup leads to some pretty funky initiative, where punishing misses is highly unreliable and dependent on weapon matchup.

Similarly, the recovery time on ‘blunt’ hits (hitting walls and team mates) is now significantly lower than missing. It seems odd to incentivise hitting walls/the floor/your teammates over simply missing.

This also leads to some odd situations whereby parrying a hit that’s redirected into a teammate by your opponent GUARANTEES they get a hit on you, as it doesn’t seem to trigger the miss detector and their follow up attack is lightning fast.

We're looking into general combat changes that avoids a feeling of being locked into certain actions, but still allows punishing mistakes when they happen.

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

Originally posted by DrScienceSpaceCat

u/Jaaxxxxon how come in Blue Attack Grad Invasion the 4th obj (where you're capturing the trebuchets) is the only obj in the game where you need to have EVERY. SINGLE. ENEMY. off the obj to capture it, with spawn flags especially it just makes the objective broken, you could have half your team on it and one red on it prevents it from capping.

We could look a little at tweaking it, depends on the balance of the specific objective

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

Originally posted by l4dl4dl4d

when can i play as a chicken please please please please please

chimken

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

Originally posted by DSofren

For Controller Users: When can we expect an option to turn off toggle crouching and/or an option to revert back to the old movement system that doesn’t make you sprint when you push the stick all the way forward?

We can definitely look into gamepad changes, we'll probably need to fix all that up when we do console ports regardless!