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

Hello everybody!

As always, we appreciate the feedback, suggestions and critiques. Keep 'em coming, we'd love to know what's on your mind! Like usual, keep suggestions/feedback constructive, and let's be nice to each other :)

Going forwards, we'll be adding a few notes of what we've discussed in our weekly dev team meetings as a pinned comment. As a bit of a disclaimer, some things we talk about are not able to be shared, as they're experimental/early stage/etc. or information we'd like to save for a more dramatic reveal. For the things we do share, keep in mind that it's not a 100% confirmation of features being added, just what we've been talking about recently.

Last week's post can be found here:
https://www.reddit.com/r/Mordhau/comments/hv8fo6/mordhau_weekly_feedbackdiscussion_721_727/

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

Some notes from our dev meeting today:

  • We've identified issues with laptops that automatically switch from an integrated gpu to a discrete card (power savings measure) that can cause a crash on startup, or during gameplay. This seems to not be exclusive to Mordhau, and may also happen on other UE4 games as well. We're currently investigating it, and trying to find a solution.
  • We have been investigating quite a few bugs, such as resolution errors that require switching to windowed mode to get into the settings, etc. no resolution on all of them yet but we're considering some fixes that can help to alleviate the issues, even if we're unable to pin down the underlying cause. We'll see what we can come up with.
  • Ranked matchmaking implementation for team ranked is in development. It's not just as simple as taking ranked duels and adding more people on each team, and so we've been putting some work on getting the queue system and all that up to speed. No eta yet, but we're making some good progress.
  • Lots of backend work is going on at the moment. It's all very technical and boring, like some UE4 engine plugins that make the game work properly but aren't really gameplay-affecting.
  • RCON (remote server control) is being worked on! No specifics yet, but it's been in development for a little while, and the team is making some strides in that department. As always, no ETA as of now.
  • There are more things that are content-related, which we will be showing off in a short dev blog in the near future.

Disclaimer: these are just some notes from our weekly meeting, and things are ALWAYS subject to change. Anything listed below could turn out to be scrapped, delayed, etc. or run into unforeseen problems.

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

Originally posted by XSOCommando

Hi, I am a player from South Africa and I have a request for the devs. The player base in South Africa is rather low so we are not able to fill up invasion servers easily. Most of the time we are only able to play deathmatch due to the low playerbase. Unfortunately there are no official servers for deathmatch and we may not be able to host these deathmatch servers forever. I am requesting the devs if they can please add an official deathmatch server for South Africa? Mordhau is a really great game, one that I am very passionate about. Please consider my request.

I find battlemetrics reports for player count on servers to be quite accurate.

https://www.battlemetrics.com/servers/mordhau/6010350 Community Hosted Deathmatch server

https://www.battlemetrics.com/servers/mordhau/3572935 Official Invasion Server Dia5

alright, we'll see what we can do! :)

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

Originally posted by ETucc

I commend you for listening to your mercenaries. Transparency will save you from another patchie riot.

:)

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

Originally posted by dunkulees

Have you ever considered doing something similar to the CSGO workshop? Where people can submit their skins or maps to be added to the game

Eh, we've talked about it but the thing is that there is no guarantee they'd match up quality and standard wise to what's in the game. It's not even like "oh they will look bad" is the reason - more that if they don't make the items the same way they're made by the art guys, even if they're good quality they will look super out of place.

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

Originally posted by ETucc

Falx has the same damage as Executioner sword, except it combos and 1-hits T1 body. It's the same length too.

It's broken and will be nerfed if added.

we know the experimental one is op, it's being tweaked

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

Originally posted by HPADude

CRUEL VOICE IS STILL TOO QUIET

if this cant be fixed, pls just tell us

It cannot be fixed without the audio lines clipping.

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

Originally posted by AleksiMizaro

I've been having a lot of discussions about the estoc recently. It's in such a bad place right now - it's god awful except in specific circumstances and team comps where it's op and frustrating to play against.

From what I understand, the general consensus is that the 2htk headshots paired with the reach and fast windup are what makes it so hated at the moment.

To understand the downsides (mainly for duels), compare it to the longsword:

For the *stab* it has the same hits to kill (unless you're lucky enough to headshot twice), a worse turncap, worse recovery, only 25ms longer release and 50ms faster windup. The longer reach is a definite advantage, but remember: this is for a weapon a lot more expensive and infinitely worse at slashing. Stabbing is meant to be its focus. And yet it's very very similar to the longsword.

The slash is laughably bad, taking 5 whole body hits to kill - almost not even worth using. Adding on to this, the parry drain negation is lower than the longsword, meaning that the estoc will lose stamina wars against so many cheaper weapons. Before this update, this lacking stamina game was contrasted with a decreased chamber cost which created an awesome dynamic and gave the estoc its own identity and feel.

Here is my suggestion for a rebalance:

  1. Bring back the 10 stamina chambers

  2. Increase the slash damage against t3 from 20 to 25

  3. Reduce t3 headshot stab damage to 49 (or less)

  4. Make the stab turncap looser (at least on par with the longsword or better)

  5. Increase the stab windup time

yeah we're looking to tweak it, but the chamber stuff was annoying because chambers are much easier than actually hard-reading an attack so not sure about that one

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

Originally posted by 052801

Any plans to nerf the greatsword? It’s clear dominance over many many Weapons in the game and I just don’t think it should be as fast as it is.

Not sure why you're getting downvoted, greatsword is absolutely s-tier since it has no downsides. We're still tweaking weapons, so we could take a look.

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

Originally posted by JKMcA99

All the top players have been saying it for ages, but reddit complains about the maul, so that’s what the devs focus on.

No lol, i mean the maul was busted and reddit folks are the ones that felt it a lot in pub matches - we listed to general casual/pub etc. feedback AND comp players as well. The vast majority of the time we don't have to choose between balancing a weapon for only comp or only casual play, the changes we make benefit both.

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

Originally posted by The-Globalist

New voices plz, emotes are the best part of this game

voices would be cool, right now we're focused on other stuff since working with voice actors requires a LOT of back-and-forth cooperation on getting the lines right, but it's not like we are settled on never ever adding voices in the future

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

Originally posted by Leprechaun003

Here's a few things I think most folks can get behind.

  1. Additional Sound Sliders (Lute/Voice Lines/etc)
  2. Fix Cruel, please.
  3. Client-side team colors
  4. Customizable Team Marker settings (multiple icons to choose from, positioning, color, etc)
  5. When the SDK launches, some tutorials to go along with it - maybe some short/basic videos if the SDK/Map/Cosmetic Devs are up to it? (and please also try to release the Dev Maps as editable, without us having to recreate them)
  6. Armor Tint & Dye Color Rework, please, for the love of all that is holy.
  7. I know you hate the idea of "going back to fix cosmetics" but we all know there are a few stand out cases that are just terrible looking. Make them a new cosmetic, with a small gold cost - if that's how you have to justify it.
  8. Would appreciate more t0/t1/t2 options, as always.
  9. Love you, thanks for all your hard work. Don't forget to hydrate.
  10. *Huge longshot, but Hair has always looked really bad. I know it's like a 0% priority, but at some point it would be nice to see better hair Textures, styles, colors, etc. (I know, not as simple as it sounds) Would happily sink gold into any/all of those.
  11. Lore when?

Additionally, I've been wondering about new Perks lately, are any being tested? Or have you sort of hit a point where you don't see many more being added? Or potential reworks of existing ones, like adding something Anti-Cavalry to Huntsman? Maybe just a little extra damage when you hit the Horse?

1, 2, 3, 4, 5, 6, 8 - yes, these would be great and we've been talking about some of these.

7, 10, 11 - we'll see, might be possible, might not. gotta take a look at the priorities and we will have to figure out what we're able to devote time/resources into

9 - thanks love u 2 :) r/HydroHomies

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

Originally posted by CargleMcCabinets

This is kind of a moon-shot suggestion, but could polearms like the Spear, Lucerne, and Halberd have a "hold" mode? As in, held out in front of the user to act as a spike instead of swinging. Ideally, it wouldn't be very effective at damaging people (think bumping into spikes) but would instantly kill a charging horse that made its way into it. This solves a problem with horses by giving them a more reliable counter than bringing a billhook and hoping that they f**k up their lance or you jump over it, and also adds more functionality to weapons that the community already likes, but are pretty one-dimensional (spear specifically). Plus, everyone wants to make a phalanx, so why not let them? (Bonus points if you make the Zwei able to break a spear if it's being held out like this- turn it into a quarterstaff or something)

Failing that, could you make it so that bear traps had a slowdown effect on horses? I would think that a steel trap clamping down on a Horses' leg would impede them somewhat, and it gives bear traps more to do than be used as a joke item that they now currently serve as, by and large. It'd make them more like the firebomb, which while useful in combat for stopping retreats as well as bombing large groups of enemies, has a tactical use in burning down structures or objectives, and has a clear counter in the smoke bomb.

Speaking of fire bombs, another cool map feature would be a water bucket- something placed near objectives that frequently get spammed with firebombs like the spikes on Taiga and Grad. This adds to the "castle siege" feel while also making it so that you don't have to specifically bring a smoke bomb class to counter firebombs where they're most effective.

this would be really cool as an alt mode for a new weapon, but i'm not sure if we'd add it to the existing weapons :)