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

Hey all!

Thanks for the feedback and suggestions - as always, we love to hear what you're interested in having in Mordhau for the future, and what needs to be changed. Let us know what you'd like to see in the game, and what you'd like changed in MORDHAU currently!

As for this week's meeting notes, we spent the entire time testing build 20, which needs a bit more work. There are a few issues with buildables, bugs, some cosmetic issues, and a few minor things, as well as a relatively game-breaking bug on a certain map - that being said, it shouldn't be too much longer!

Last week's feedback can be found here:
https://www.reddit.com/r/Mordhau/comments/jrtokr/mordhau_weekly_feedbackdiscussion_1110_1116/

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

Originally posted by flappypaddy

Hey /u/Jaaxxxxon just a couple of things

  1. There are a lot of helmets with variations of themselves, I think it would be better if instead of them being miles away down the list you had folders for each helmet with variants that you could navigate through regardless of their tier. E.g. German Salet->German Salet, German Salet no visor etc.
  2. Horde could really benefit from a big climax at the last round, maybe something like a boss fight with a health bar
  3. I know people asked for stuff like this all the time, but will we be seeing any medieval Eastern European stuff like Byzantine or Slavic or Hungarian and Romanian themed stuff? I hear you're already doing a Scimitar which pretty much encompasses all that. I posted this map idea a while back. Would love to hear your thoughts.
  1. Armory stuff is planned, and will be part of a rework. Lots of good improvements coming with that, some time in the future.
  2. We also want to rework Horde, it's a great mode with insane potential, and we can absolutely do more with it. :)
  3. Also probably something that we're planning for the future at some point, no guarantees but it'd add a ton of variety without looking out of place. Map idea is pretty cool as well!
over 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by KonZehScrub2

I am once again asking for contextual voice lines, like team specific objective voice lines for players, a team specific announcer for objectives.

Also adding a customization system similar to chiv when it comes to team specific game modes would be nice. Allowing players to change their loadouts within a limited color pallet. For example, allowing Free guard to use different shades of orange and yellow, as well as different shades of blue and white. Same goes with Iron company. To prevent spy loadouts from appearing from this change, remove options for leather, like choosing white leather or fur on Iron company, and black leather and fur for free guard.

One more thing would be updating the old nobles within blue grad invasion. Currently the warden and commander don't have clash from block, or kick ragdolls unlike the mountain peak, crossroads, and castello nobles. Also improving the health on kill from 2 to 4 would make playing a noble more fun, being able to use them more while taking more punishment.

And last but not least, it'd be great if we had more dev to community communication. I'm aware that different players want to hear about progress in different areas, but it'd help if we got more info on the progress of the patches, like the maps being developed, or goals and plans that you guys focus on the future. Currently the game feels directionless, and it doesn't help the community in general is left in the dark, say for info that's drip fed on the discord.

Edit - Forgot about my tutorial ideas :P

Tutorial

I completely forgot about the tutorial. Currently the tutorial is for a lack of better terms, very bad. That's due to it not being updated as the game progressed. And due to this, a lot of poor feedback from low-tier mid players stems from how poorly the tutorial informs the player, not to mention how bad it is to have trial by fire for a game. The point of a tutorial is to inform the player, prepare them, and enforce them with the tools to succeed within the game.

Tutorial - How to fix.

So how do we fix this? Obviously updating the tutorial would be a first, but even still, the tutorial format we have now is bare bones, and barely does a job to prepare and enforce the game mechanics to the player.

Adding a basic tutorial that's segmented similar to for honor's should be the way to go with mechanics like this. Locking out mechanics until they're introduced to the player, such as not being able to chamber during the first trial of defending. You have to hold new players hands because how niche this game is, and foreign the game mechanics are. Obviously you don't want to drag out the tutorial, so that's why adding a advance tutorial to help players reinforce skills like chambering, feinting, morphing, kicking and such.

Tutorial - Advance Tutorial

Similar to the first tutorial, it'll be segmented and introduce the player to the game's mechanics. Obviously a player can just skim through it for getting the finish reward, but to incentives players to use the tutorial to reinforce and learn the skills needed is by rewarding them a score. Having optional objectives within the tutorial that are similar to in game combat situations or objectives that are hard to do, but help reinforce the players, like chambering. The only way to get the highest score is by completing the optional objectives, and if you fail them, you have to restart. This forces players to retry and perfect those skills needed to play the game successfully.

Tutorial - Rewards

Adding a reward for getting the highest score during the advance tutorial incentives players and to go through the tutorial and ram in these skills that will prepare them to not get stomped in pubs. These rewards have to be nice enough to want to have, but nothing over the top. Something like a gilded helmet, or perhaps leather covered hourglass gloves. Since fashion is important to a lot of players, especially new players, having this will unknowingly force them to get good in the game within a controlled environment.

Thanks for the awards :D

A few points here:

- Voice lines are tough, since once we've recorded them it's much harder to get extra ones at a later date. Also, contextual lines could be even more difficult if we have to go and contact the voice actors (who are all freelance and might be busy) for a new map, etc. It's not impossible, but at the moment it's something we aren't able to commit to. MAybe in the future, though!

- The tutorial is something we definitely could work on. It would probably be best for us to leave the existing one and make little training segments for each mechanic, as that would be more beneficial as compared to going into theory which is subject and always changing.

This is great feedback though, and I'll share this with the team for sure!

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

Originally posted by Sayatov

I didn't get an answer last time, so I'll ask again. if no one is against it.
Do you plan to add surcoat in the game? And I would also like to see a lot more variety of chain mail
https://i.pinimg.com/736x/fe/2e/57/fe2e571a8b10804b5004a338793a1006--medieval-knight-medieval-armor.jpg

Something like this is unlikely, as it impacts armor readability. We have plans for some more things similar though, in due time :)

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

Originally posted by Jamcakes_

Heya, needless to say v excited! Some things on me mind:

  1. Is there any attention being given to reworking one handed animations? They are often the least realistic, least readable, and most frustrating animations in the game.
  2. Any specific details on how riposte animations will be altered in future? Although not as consistently egregious as one handed animations they certainly could be more readable in certain circumstances.
  3. More frequent snippets in future? Snippets give users concrete things to talk about and be excited for while waiting for the next patch, and really help keep conversation on topic more often in the discord. Even less flashy things like the armoury rework, UI changes, and animations are really worth while things for a lot of people to see and talk about.
  4. Have the devs considered documenting more obscure information in-game, perhaps an in-game guide? Many less well known mechanics like riposte hyperarmour and the miss detector are only mentioned briefly in the patch notes, which can make it really hard to keep track of all of these features and have a firm understanding of how they impact gameplay.
  5. Crush's idea about moving from 4 armour tiers to 3 sounds promising, and seems like it could plausibly streamline combat and make readability much easier for the cosmetic devs to handle.
  6. Remove dodge.
  7. The kastenbrust skirt options are absolutely brilliant, and would be greatly appreciated being added to more chest pieces
  8. That being said, many fashion users are upset with the change made to the "Faulds" option and perceive the added fabric skirt to be low quality. If the fabric were updated to be higher quality like the fabric added to the Scale Skirt many users would be relieved. Pattern options and 2 colour slots being available for the fabric of the Scale Skirt and Faulds would also be awesome for fashion obsessed users.

Edit: Added points 7 and 8

  1. Yep! We'll definitely look into it going forwards, animations are something we've wanted to improve for quite a while.
  2. From what crush and I discussed, it's mainly making them smoother and more readable, it's hard to exactly explain - but the relative movement of the weapon should feel more consistent and not 'jump' into release without seeming like anything happened beforehand.
  3. This dev cycle has more or less been backend work, and a few other, very minor things. I'll check to see if I can get the OK to show some stuff off at our next meeting :)
  4. It's a good idea. I'll bring it up with the team and see if this is something we can include.
  5. It is an interesting idea. We'll see what happens, maybe it would work, maybe not. That's what testing is for :)
  6. Lol i think dodge just needs a rework to make it both useful and not annoying. Right now it's kind of gimmicky and infuriating.
  7. If an item isn't allowed in combination with other armor pieces, it's probably due to it being incompatible. With this skirt, the waistline dimensions don't line up with anything else to my knowledge, but I'll confirm that to be sure.
  8. This is good feedback, thanks - I'll bring it up to the team.
over 3 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Jaewok

I've said it before but it needs to be said again.

The lack of team balance is killing this game. It's worse every week, and I see a lot of newer players complaining about team stacking. Something needs to be done or we're just going to keep losing scores of new people. Having no chance to win is not fun, it's hard enough being new without having 7 level 200's against you, and your strongest teammate is 85.

Also, still waiting for those female mercs we were promised, or at least a statement that they're cancelled so we aren't left wondering if they're ever going to arrive.

We're looking into this - we'll see what we can do :)

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

Originally posted by RafaelMRC

Can you fix the bug that makes it impossible to pick up droped items sometimes?

If you can reproduce it, that'd be great. We're trying to track down why it happens and what's causing it 👍

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

Originally posted by databot-SB

The modded content creators who are capable of supplementing new official content are burnt out from using uSDK workarounds and are leaving in droves. This is bad for the game as a whole, if you look at battlemetrics cross-referenced with steamchart metrics from official server traffic, there’s a clear trend of people moving from official content to modded content. This is natural, since official cosmetics only stay novel for a short amount of time, and grow stale between patches while modded cosmetics and functionality are fluid, agile, and less iterative.

You guys are going to do what you think is best and I respect that. I have to say that it’s rough watching the good modders leave while the any word on the SDK is seldom heard. This is one of the best games I’ve ever played and you guys have done amazing work. Let the community help out please.

SDK is getting really close to completion. I won't give an ETA since I'd get murdered by the community if we're 5 minutes late, but the SDK is a huge priority for us, and we hope to have it out soon.

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

Originally posted by JKMcA99

The game still needs an actual report feature.

Planned for some time in the future!

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

Originally posted by wharsapcool

More snippets in the discord would be nice

im getting more tomorrow

my snippie dealer has been out of town :)

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

Originally posted by Coolbeans-126280

Now that the Pillar on contraband is gone from competetive can we have it back for the deatmatch servers? I really miss kicking people off the edge and having Pillar fights in general. I feel sad everytime I see it on the loading screen.

The pillar was still annoying, even in non competitive. It had to go :(

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

Originally posted by Er3st0r

I have been thinking about a change for a while that I believe would be a unique addition to the game, which is that the spear and the halberd's alt modes should be replaced with a stance. The player would hold their weapon in front of them, acting like a spike damaging people if they walk into it. However, it would not one shot players but deal about 35 damage to level 3 armor, 45 damage to level 2 armor, 60 damage to level 1 armor and 85 damage to no armor with no bonus headshot damage. Horses running into the halberd/spear would die instantly. The stance would be cancelled if the player takes damage from a melee or a kick, but not ranged projectiles. The stance would take about 2 seconds to enter as well as the player's movement speed being reduced drastically (maybe about 75%?).

Sidenote: I love this game and I have played way too much of it in the past few weeks.

So we're holding off on things like this for now, but in the future we might change the way alt mode works and add in extra mechanics. Nothing confirmed at all on this, but we have discussed this exact mechanic in private. Hopefully we can find some time to work on this in the future!

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

Originally posted by Spoon_Artillery

There’s a rare bug where if your game stutters while you’re picking colors on loadout selection, you get stuck on that screen and can’t exit out of color selection since none of the buttons on the menu work anymore.

Hmm, we'll look into it. If we can get logs next time this happens, that'd be great. DM em to me or a mod on discord :)

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

Originally posted by AyyLmaoEUW

/u/Jaaxxxxon a couple of weeks ago i posted about movement for nobles often bugging out (you permanently move diagonally, affects sprinting) on grad and feitoria (possibly others). Is this being worked on at all? thanks

Hmm, not sure about this bug specifically. I'll ask and see if we've fixed it. Thanks for the reminder.

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

Originally posted by Holy_saracen

Hello guys!

In my opinion frontline and INV gamemode could have more map-specific weapons:

Gunpowder barrels: I know these already are in the game, but they're kinda boring, since you only use them to blow up objectives.There should be pick up points scatered around the map (just like throwable boulders, but with slower spawn rates) where you can grab gunpowder barrels. The purpose of this item is to get through fortified locations with ease.

How does it work?

  • When you grab it, you cannot attack and you'll have to drop it in the ground in order to use other items.You can plant it in the ground by tapping the R key (or the designated throwable/altmode switch key), when planted the fuse starts and you have 3 seconds to get away before it explodes, dealing high damage to engineer structures and medium to low dmg to players in a short radius.
  • Alternate mode idea (throwable mode gunpowder barrel): By holding R you can start the fuse without planting the gunpowder barrel, in this mode you also have 3s before the barrel detonates but you cannot longer plant it. However, you can press the attack button to THROW the barrel, instakilling players hit by it at point blank.

I was thinking that it could be added as a loadout item, but it might be a little bit overpowered, that's why it would be alright as an uncommon frontline weapon.

Hand cannons: as a loadout weapon it could be too overpowered, heck even impossible to make it fair. That's why I think they could have a place in frontlines as a rare weapon.

How do they work?

  • They would work like a close range, high dmg, low reload weapon that's not parryable. YES YOU HEARD ME RIGHT, YOU CANNOT PARRY IT, that's why I think it should be restricted to low quantities (2 per map maybe), so it cannot snowball out of control.
  • It would basically work like the crossbow, but with a timer, you can aim it with the attack key and pressing the R button would start its fuse, after a short 2s period, a bullet comes out, dealing massive dmg on headshots and high to medium dmg on torso and leghits. It would only deal high dmg at close distances and huntsman archers can still take down handcannoneers pretty easily.

Other suggestions:

  • On the topic of frontline/invasion weapons, I think that the map weapons (the ones lying on the ground) could respawn after some given time (4 minutes after they've been picked up by a player).
  • Fireproof perk should make the player immune to fire arrow dps
  • Nobles should be immune to fire arrow dps, (fire ballistas and fire recurve bows melt nobles way too fast in my opinion).

Thanks for the feedback! Map specific things would be cool, not sure about hand cannons though. Anyways, I'll be sure to forward this to the devs <3