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

Hey folks,

As usual, thanks for the feedback you all give - it's essential for us to continue development and we'd love to hear what you have to say. Any comments, concerns, critiques or questions are welcome, although we'd ask that you please remember to keep things on topic and be civil to one another. Thanks a ton!

As for progress notes, here's a few things from this week:

  • We're working on extra mod support and developing a few quality-of-life modding improvements.
  • Planning/experimentation with admin actions and reporting tools is ongoing.
  • We've discussed issues of DDOS, connectivity with our server providers; they're rolling out some new features for us to test on select servers. If this works, it may help with keeping servers smooth and steady (and we'll roll it out to all regions if we can).
  • Work continues on Arid - we've been finalizing some structure work and fine-tuning pathing/positioning of the map.
  • Development on the updated Armory is ongoing - work continues on methods to display equipment/armor as icons that show customization. We still have quite a bit to do in terms of finalizing the new Armory, but we're getting closer each week.
  • Asset creation for Arid is ongoing - we've created a new battering ram/ramp that should end up as a 'payload' objective on the map, as well as lots of fine-tuning and creation of textures, assets, etc. that will make the map feel alive.

And that's it for now! If you'd like to read last week's post, click here: https://www.reddit.com/r/Mordhau/comments/s1i680/weekly_feedbackdiscussion_thread_111_117/

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

Hey folks,

As usual, thanks for the feedback you all give - it's essential for us to continue development and we'd love to hear what you have to say. Any comments, concerns, critiques or questions are welcome, although we'd ask that you please remember to keep things on topic and be civil to one another. Thanks a ton!

As for progress notes, here's a few things from this week:

  • We're working on extra mod support and developing a few quality-of-life modding improvements.
  • Planning/experimentation with admin actions and reporting tools is ongoing.
  • We've discussed issues of DDOS, connectivity with our server providers; they're rolling out some new features for us to test on select servers. If this works, it may help with keeping servers smooth and steady (and we'll roll it out to all regions if we can).
  • Work continues on Arid - we've been finalizing some structure work and fine-tuning pathing/positioning of the map.
  • Development on the updated Armory is ongoing - work continues on methods to display equipment/armor as icons that show customization. We still have quite a bit to do in terms of finalizing the new Armory, but we're getting closer each week.
  • Asset creation for Arid is ongoing - we've created a new battering ram/ramp that should end up as a 'payload' objective on the map, as well as lots of fine-tuning and creation of textures, assets, etc. that will make the map feel alive.

And that's it for now! If you'd like to read last week's post, click here: https://www.reddit.com/r/Mordhau/comments/s1i680/weekly_feedbackdiscussion_thread_111_117/

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

Originally posted by Achilles_Rizzuto

I think the community can agree taking away the ability to change teams has made the game feel worse. I think we should be able to choose our team at the beginning and then not allow to switch teams if y'all are dead-set on this new thing that I'm pretty sure no one asked for

I've told the team about this a ton, I don't have any new info yet but we are definitely aware of community opinion.

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

Originally posted by Balrog229

Boost the gold rates a bit, please?

Been playing since launch and always felt gold rates were a tad slow. They feel much better during double gold events. Doesn’t have to go that far, but even a 20-50% increase would be welcome.

Or, alternatively, give 500-1000 gold every time a person levels up.

We can look into it perhaps, thanks!

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

Originally posted by Miltawne

Small thing, but some kind of visual indicator for the cooldown on the spawn flag. Now it's always game of whack a mole trying to get one in time.1

Yeah, this would be cool. I think the team's aware of this!

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

Originally posted by thisChoiceGood

Radial menu for emotes? Radial menu for emotes! Also I don't understand why there is different layout for different weapons. Why not to omit those whT don't have animation for certain weapon instead. Wave with halbers x3-5 and axe+shield x3-4.

I'll ask the team!

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

Originally posted by DragonHeroBlaze

Horde:

Skills that are weak/bugged:

  • Sweep: Who aims for leg shots anyway? You're better off increasing damage and outright killing the enemies.

  • Backstab: Enemies are very quick to face you and you don't get much extra damage out of it.

  • Leech: 1% means 1 for every 100 damage. One extra hp per kill? If it always rounds up to 1, then there's not much difference between level 1 and 2 either.

  • Guardian: 7.5% per level IF it hits the shield. Better to just get Toughness, 7.5% per level no matter what.

  • Discipline: 2.5% per level if walking or standing still. That's even worse, again, just get toughness.

  • Counter: Says it prevents ripostes from being flinched, but that's already a mechanic regardless?

  • Taunt: No indication of the range or duration

  • Merchant: Why go for this when you can get toolbox ammo through scavenger and multiply your bear trap uses with trapper?

  • Last Chance: First level doesn't restore your hp to 20 on a lethal hit, instead leaves you with 1 HP. All levels don't protect against a lethal fall or an instakill via ogre. (On that note, fall damage reduction added to an existing perk would be kinda nice.)

Some other horde notes:

  • Thrown weapons(Knives, axes, javelins) seem kinda weak, especially when compared with firebombs

  • Crossbows with critical shot might be a bit too strong, I've seen ogres get 3-shotted by them

  • Crossroads might be a bit TOO open. Maybe having the wood spike wall by the Zweihander filled in would make it a bit more manageable.

  • Nobles love running out and fighting, maybe restrict their roaming area a bit more, as well as making them less eager to run towards the damn ogres we are trying to keep from killing him.

  • A few more waves, perhaps? Increasing to 25 would make things a bit more interesting.

  • You could add an enemy that spawns in with a catapult, or an enemy that builds a ballista and a semi-circle of walls and spikes in front of their ballista for cover. Just for variety's sake, y'know?

Thanks for the feedback, I'll be sure to forward this to the team.

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

Originally posted by THE_DOW_JONES

PLEASE keep adding stuff to horde, expanded skill trees and infinite mode would be INSANE

I think an infinite mode could be super cool!

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

Originally posted by HumanBeingThatExist

Nerf to scimitar when?

Also plans for any new weapons?

We'll see about both, the team is aware of scimitar stuff. Not sure about weapons currently but that's a longer-term thing. Probably best to balance what we have.