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

Hey everyone!

As usual, we'd like to hear your feedback. Please be constructive when posting, but aside from that, we'd love to hear anything that's on your mind! Any feedback, constructive criticism, etc. is always welcome, and your comments are always seen by the dev team. In any case, today was a bit short of a meeting, as we're all stuck downloading updates for the game for testing. Either way, here are our meeting notes for this week:

  • We talked to our server providers, who've said that some issues that EU players have been experiencing are a result of DDOS attacks.
  • Speaking of servers, we're looking into some other hardware related changes - we'll have some more info hopefully next week.
  • We're bringing in a project manager, environment artist and level designer over the next month or so :)
  • We've improved the .pak security a bit (always nice).
  • Some work on UI is ongoing.
  • We're tweaking the catapult, which is most likely going to receive a nerf in range.
  • As always, more optimizations have been going on in terms of rendering.
  • Some work is ongoing with fixing some minor parry inconsistencies.
  • As for hardware ID bans, it was broken (no surprises) so we've fixed that... for now.
  • Misc. work on some quality of life features such as crash reporting, player reporting, etc. are getting some attention.
  • For some reason, we ended up breaking Mountain Peak somehow with some change we've done. We've fixed that, as we've said before we've opened things up - as of now Mountain Peak is done for this upcoming patch.
  • Geach's new Brawl map is pretty much done, so we'll probably be including it into this next update.
  • Some misc. technical fixes and tweaks, as usual.
  • Some very minor optimization/streamlining of the underlying animation system is underway.
  • We're looking into the feasibility of adding support for combo-specific animations instead of blending trickery.
  • Some bugs have been ironed out with our catapults, which gained the ability to teleport in our testing builds. They can no longer teleport.
  • More general optimization, making fps as usual.
  • Work has been ongoing on fixing up new 1h combo animations and other animations.
  • Some development on non-combat animations is ongoing.
  • Some more backend code development on vehicles is ongoing. A little bit more work in this area and we'll have more of a physics-based system, so catapults won't phase into the ground etc. This will also change our vehicle code in a way that makes system easier to implement, and we'll probably be adding some new siege weapons ;)

And that about wraps it up for this week! As usual, you can see last week's post here: https://www.reddit.com/r/Mordhau/comments/ojiwpi/weekly_feedbackdiscussion_713_719/

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

Hey everyone!

As usual, we'd like to hear your feedback. Please be constructive when posting, but aside from that, we'd love to hear anything that's on your mind! Any feedback, constructive criticism, etc. is always welcome, and your comments are always seen by the dev team. In any case, today was a bit short of a meeting, as we're all stuck downloading updates for the game for testing. Either way, here are our meeting notes for this week:

  • We talked to our server providers, who've said that some issues that EU players have been experiencing are a result of DDOS attacks.
  • Speaking of servers, we're looking into some other hardware related changes - we'll have some more info hopefully next week.
  • We're bringing in a project manager, environment artist and level designer over the next month or so :)
  • We've improved the .pak security a bit (always nice).
  • Some work on UI is ongoing.
  • We're tweaking the catapult, which is most likely going to receive a nerf in range.
  • As always, more optimizations have been going on in terms of rendering.
  • Some work is ongoing with fixing some minor parry inconsistencies.
  • As for hardware ID bans, it was broken (no surprises) so we've fixed that... for now.
  • Misc. work on some quality of life features such as crash reporting, player reporting, etc. are getting some attention.
  • For some reason, we ended up breaking Mountain Peak somehow with some change we've done. We've fixed that, as we've said before we've opened things up - as of now Mountain Peak is done for this upcoming patch.
  • Geach's new Brawl map is pretty much done, so we'll probably be including it into this next update.
  • Some misc. technical fixes and tweaks, as usual.
  • Some very minor optimization/streamlining of the underlying animation system is underway.
  • We're looking into the feasibility of adding support for combo-specific animations instead of blending trickery.
  • Some bugs have been ironed out with our catapults, which gained the ability to teleport in our testing builds. They can no longer teleport.
  • More general optimization, making fps as usual.
  • Work has been ongoing on fixing up new 1h combo animations and other animations.
  • Some development on non-combat animations is ongoing.
  • Some more backend code development on vehicles is ongoing. A little bit more work in this area and we'll have more of a physics-based system, so catapults won't phase into the ground etc. This will also change our vehicle code in a way that makes system easier to implement, and we'll probably be adding some new siege weapons ;)

And that about wraps it up for this week! As usual, you can see last week's post here: https://www.reddit.com/r/Mordhau/comments/ojiwpi/weekly_feedbackdiscussion_713_719/

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

Originally posted by Coom-guy

Make weapon sounds louder over distance to add natural ambiance to the battlefield because all we can hear right now is foppish screams from 1 kilometer

Edit: by weapon sounds I meant parry, chamber and clash sounds, shield blocks, maybe weapons hitting armour sounds

We're adding ambient battle noises at some point that trigger when there are people fighting at a distance. IIRC, actually doing distant sounds of each thing isn't viable due to some technical stuff about audio channels or something, but either way there's some cool stuff coming. Also, we're adding a ton of new sounds as well, re-mixing the audio levels, and adding ambient level sounds too. Having an actual sound guy on the team is amazing 😍

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

Originally posted by IronLegion52

Any chance that we could see some snippets of the new cosmetics Grator has been working on?

I know a few months ago there was mention of two "Chad" armour sets that were very ornamental and very expensive. I'm super interested as to what they look like.

I'll look into it!

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

Originally posted by Superphysiological

hey please add a note for the team, don’t make the women scream or shriek like battlefield V. women screams/shrieks scientifically are one of the most grating sounds since it has always been used as an alarm of threat.

https://youtu.be/GjydHR9G-C0

https://youtu.be/GPqzkA9qllk

https://youtu.be/iOUeHicZQDo

Having a frequent grating sound would subconsciously drive players away from the game.

BF1 had women death sounds that weren’t shrieks or the typical moans. The death sounds were as visceral as the male ones.

Edit: article on how screams affect the mind differently than other noises https://time.com/3956127/scream-screaming/?amp=true

When we add women characters into the game, our goal is to make them feel like they've been in Mordhau all along.

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

Originally posted by W1ldwestern

For starters does new siege weaponry include a dwarf driven ballista on a cart, if not will it be included now? Jokes aside other than the suicide and flourish animations what are the other non-combat animations in the works, if any others? As well as how are the changes to the AI coming along? Will we be able to choose a more difficult bot to test against or will we still have to spam add and remove till we get one to our liking?

  1. No lol
  2. Yeah, I think we have a few non-combat animations coming. They're lower priority but things like laying down etc. are being worked on, most likely for NPC use or something.
  3. AI stuff is mostly focused on navigation/path finding - preventing the AI from doing a murder-conga-line and being smarter. As for their combat, it's not 100% finalized but a lot of the work Marox is doing is aimed at making them a bit more natural, so hopefully no weird pivot spin things that they do right now when they get confused.
  4. As for the last bit, AFAIK we haven't added any sort of specific bot spawning functionality, but we are looking into doing practice modes to complement the existing tutorial stuff.
over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Danubinmage64

Is there a reason you guys are putting off the update and throwing a huge chunk of stuff? I think the game would be better off if you had some more minor updates because while I think you guys are gonna have some serious work done for this patch lots of people are starting to think the game is abandoned because it's been a while since patch 21.

Other than that I'm going to ask again. Is there any consideration for a form of auto balance? Has there been a discussion? Is there a reason you aren't putting it into the game?

We're not putting off the update, it's just taking a while. When you upgrade UE4 it requires quite a lot of things on the code side to be completely rebuilt, so that's taking quite a while.

As for autobalance, it's something we're looking into. There are a lot of little details that need to be decided on, such as what happens to friends who want to play together, what if someone wants to play on the attack side every time? Do we allow switching teams? Do we repeat the map twice so teams can play both attack and defense? What about FL versus Invasion? Lots of little things like that make it a bit of a pain to do, so right now we're taking our time and deciding on what's possible. In the meantime, we've been busy with other things as well 👍

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

Originally posted by Shmarrett

Why even still post these? The same copy/paste updates for months with nothing new to show. We all know these threads are pointless :/

Usually, features take longer than a week to develop. I'm not going to lie and make things up, and I think transparency is the best approach. Sometimes things take a while to make, that's all.

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

Originally posted by xeporia

Are there any plans to update the cosmetics that were released at launch to be "up to standard" with the newer ones? it's quite obvious that the launch cosmetics aren't as polished and refined as the newer ones, mostly texture-wise (For example, (it's quite easy to see how low res the texture on the flat templar and flat top(s) are compared to the conic facemask for example.)

We're considering it a little, but really our current idea is to leave the old ones and make new and better versions. That way there are more options for people, and those who like the old ones get to keep em.

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

Originally posted by Yuiodo

Would be pretty nice if the new brawl map Geach posted had the places blocked off by spikes made accessible. Map looks kinda tight but by looks it's pretty great!

Brawl maps are meant to be very simple in terms of playable area, so that way the players are forced to fight instead of using pillars etc. to break the chase mechanic.

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

Originally posted by junglist123

Any news on SDK?

Not yet :(((

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

Originally posted by DrScienceSpaceCat

What are your thoughts on rolling out smaller updates more frequently rather than rolling out one big update after x months? I feel like the player base would be happier if things were added/bugs or exploits were removed in a more timely manner rather than having people wait months for things to be fixed.

Doing smaller updates kind of kills efficiency, as we would need to work on a bunch of stuff, stop, test, fix bugs, release build, continue to work, etc. That being said, I 100% agree that for the players, it's best to have smaller updates. The issue is that it can end up making content take longer to reach people, but I think there's a happy balance of easier development and more frequent updates that we can strike in the future.

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

Originally posted by -Helvet-

You mentioned a possibility for new siege weapons... But what about a new siege engine?By engine I mean this thing. It's not a weapon but it could be cool to see on the battlefield and open-up some never thought routes for attackers! It could even become an essential part in some instances.

I'm not a big fan of "impregnable fortress with deadly defences!... But with a giant gaping hole to go around" that we often see in the game. I understand it is a necessary evil to promote melee fights since this game is not a medieval siege simulator where you sit 8 months to starve the defenders inside the castle. But with this siege engine, any obstacle can become a route! And thus, fighting will occur.

Some previously unscalable walls could become the prefered attacking point and it could also mitigate the pesky engineer defences in some situations! Sure, at the moment, most current maps wouldn't benefit much from this thing since ladders are just scattered everywhere (it's like the defenders are just leaving them there for the attackers...), but for future maps, this could be considered in the level design.Although, one current instance where this could be a huge game changer would be on Castello. I remember the old Castello on Invasion where one area of the first phase had many changes over the time, primarly to facilitate the access of the top floor and promote melee fights. With this siege engine, these changes could've been avoided to promote the use of the siege ladder by Iron Comp. and because the boys in red only have one, it's not like they could create too many opening resulting in an area impossible to defend. Hell! At the phase to open the porticullis on Castello, it could be used to climb a window! The possibilities are endless!

p.s.:
It would probably need more resistance than the catapult or ballista since it would often be on the frontline where firepots and axes could be numerous. And sorry for the long post, it's mostly examples to prove my point about the usefulness of this siege engine.

It's a cool idea, but we'd definitely have to design maps with it in mind. Imo, some longer ladders that are more stairs than the ladders we have now (hit e, climb, get body-blocked by a teammate and murdered) would be better gameplay and more fun :)

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

Originally posted by Houseskillet

Just here to make my weekly plea for more player admins, at least in US East. Like 30% of the time I'm king I get beartrapped/smoked by teammates, and there's just no time to screen record or any of the things you guys require to report someone. Pls pls pls more player admins to deter this behavior.

I'm going to be doing another mod wave soon. The moderators have a lot of power and so I try my best to make sure the ones we add are trustworthy people 👍

EDIT: We should also be adding player reporting for chat features soon, and some instructions that players can visibly see for reporting other things as well. This should make the existing mods more efficient.

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

Originally posted by OmfgWtfWasThat

Great changes.

I'd like to know why you don't upgrade the tick-rate on the 80 player servers? The difference is very noticable for anyone that's experienced in the game. It comes down to us having to choose, every time when starting the game, whether we want a smoother experience or more players.

And why do we even have 48p and 80p servers instead of all the servers having the same amount of players.I think having different player count possible will make it way harder for you to balance maps, and I see no benefit to the playerbase whatsoever.

For one, we're getting rid of the 80p servers - but if we weren't the tickrate wouldn't really change anything. Yes, there would be more stuff recorded by the servers per second, but the downside is that the server would just die and things would be worse.

edit: for clarification, we're changing the 80p servers back to 64p servers.

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

Originally posted by richey_kay

Are you planning to add support for DLSS?

Maybe down the line, but not currently.

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

Originally posted by Fanatical-_-Heretic

Can we please repair things with Warhammer ?

We're looking into some tweaks on repair stuff as a whole, so we'll see.