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

Hey everyone!

With the new update being out for a week, we'd love to hear what your thoughts are. We're aware of a few issues (see down below), but aside from those we'd love to hear what feedback you've got for us - any comments, questions, suggestions, critiques, etc. are welcome!

As for this week's meeting notes (and known issues):

  • We've brought on a new level designer! We're aware new maps are the most wanted content addition, so we're doing what we can to get more awesome stuff out to you all.
  • The lute is way too loud, and this is fixed internally. We'll be hotfixing with some additional tweaks in the near future.
  • Issues with some rocks on Mountain Peak and random geometry on some maps is not working, will be addressed.
  • We're investigating a tick rate server bug, which may be causing desync on hits.
  • We've fixed some weird LOD issues with certain objects which show up purple at a distance.
  • Some organization stuff, which will help us work more efficiently.
  • SDK stuff - we've been investigating a startup crash, which should be resolved.
  • We're working on a lute/instrument volume slider :)
  • Some potential exploits have been identified, and we've patched those internally.
  • We're looking into some optimization issues regarding shadows and characters, which we're investigating. Some of these changes might improve FPS decently, especially in crowded areas.
  • Some more reworks on Castello - which we're going to be including in an interim patch.
  • Some UI fixes and ongoing progress on the Armory rework.
  • In addition to some more organization stuff, we're looking into some changes to how we release patches - some changes in our version control may give us a bit more flexibility when it comes to the timing of our updates.
  • Some more work on Noria! This week we've done some work on the market area.

That's about it for this week - thanks for reading! If you'd like to last week's thread, check here:
https://www.reddit.com/r/Mordhau/comments/pjqyxm/weekly_feedbackdiscussion_97_913_patchie_edition/

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

Hey everyone!

With the new update being out for a week, we'd love to hear what your thoughts are. We're aware of a few issues (see down below), but aside from those we'd love to hear what feedback you've got for us - any comments, questions, suggestions, critiques, etc. are welcome!

As for this week's meeting notes (and known issues):

  • We've brought on a new level designer! We're aware new maps are the most wanted content addition, so we're doing what we can to get more awesome stuff out to you all.
  • The lute is way too loud, and this is fixed internally. We'll be hotfixing with some additional tweaks in the near future.
  • Issues with some rocks on Mountain Peak and random geometry on some maps is not working, will be addressed.
  • We're investigating a tick rate server bug, which may be causing desync on hits.
  • We've fixed some weird LOD issues with certain objects which show up purple at a distance.
  • Some organization stuff, which will help us work more efficiently.
  • SDK stuff - we've been investigating a startup crash, which should be resolved.
  • We're working on a lute/instrument volume slider :)
  • Some potential exploits have been identified, and we've patched those internally.
  • We're looking into some optimization issues regarding shadows and characters, which we're investigating. Some of these changes might improve FPS decently, especially in crowded areas.
  • Some more reworks on Castello - which we're going to be including in an interim patch.
  • Some UI fixes and ongoing progress on the Armory rework.
  • In addition to some more organization stuff, we're looking into some changes to how we release patches - some changes in our version control may give us a bit more flexibility when it comes to the timing of our updates.
  • Some more work on Noria! This week we've done some work on the market area.

That's about it for this week - thanks for reading! If you'd like to last week's thread, check here:
https://www.reddit.com/r/Mordhau/comments/pjqyxm/weekly_feedbackdiscussion_97_913_patchie_edition/

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

Originally posted by Miltawne

The crossroads noble is unkillable for any normal invasion team. After the patch his health does not drop below 90% at any point of the match. I am not exaggerating to get my message across.

This will be addressed in the next hotfix. 👍

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

Originally posted by GreenGhost95

Are there going to be more patterns for pre-existing armor? I remember asking this a long time ago and just want to check if this is still being added. I'm tired of looking like a clown in the checkered gambeson, more solid color patterns please.

At the moment we're focused a bit more on new armor, but we occasionally do some passes on older stuff.

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

Originally posted by FlanFearless1719

Please revert the new hit and kill sounds, sometimes I can't tell if I kill someone. The old sounds felt much more meaty and satisfying, actually felt like my weapon had force behind it last patch.

This seemed/seems to be a bug, which we are looking into. Tbh, not sure if we've fixed it with the latest updates, but the kill/headshot sounds don't play sometimes.

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

Originally posted by EarballsOfMemeland

In addition to some more organization stuff, we're looking into some changes to how we release patches - some changes in our version control may give us a bit more flexibility when it comes to the timing of our updates.

Could you expand on this? Does this mean balance patches, exploit fixes and such will be more frequent and released inbetween bigger content patches?

Because golly jee mister that would be swell

It means pretty much that - before, we'd plan out the BIG patches and just work on them, but we're now looking into smaller updates that are more balance/feature focused between our major updates. If we do this properly, it will only add couple of weeks or so onto the dev cycle of the big stuff (testing, packaging takes a while) but that should hopefully be countered out by smaller gaps between updates.

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

Originally posted by DB_OG

ability to cancel bandaging! main menu character selection!

It's not a bad idea, but it's just incredibly niche to have bandage feinting - and there should probably be a commitment/risk to bandaging.

As for the second thing, this may/may not be included with the armory update. That would be the time to do it, but it's also not a major priority (unfortunately).

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

Originally posted by Lance52

Can we have a menu option to turn off "Persistent weapon modes between respawns". I find that I often forget to switch the mode back and frankly I find it kind of annoying.

We can look into it. We do want to avoid settings bloat, as each option requires checkups per patch. With a few things it's not the end of the world, but when you're talking dozens of game settings it can add extra work sometimes.

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

Originally posted by the7pmshow

What happened to weather? I thought that was supposed to be in this patch, or is that coming in the interim patch?

The plan is to add a prototype version of weather on Castille with the interim patch, and if it works nicely we'll be expanding it over to more maps in the future.

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

Originally posted by _Tranzaction_

Glad to have a new level designer on the team!

I look forward to seeing new maps being developed!

yeeees mpas are good

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

Originally posted by seldepoivre

I think that the games should always be full for the frontline / invasion to be better. I then suggest putting bots instead of missing players (empty slots), and then replacing them once again when players are joining (the slot is now a player slot). (Like the deathmatch in CSGO). I think it would also be very good for the new players, it would obviously be easier for them to kill bots instead of experienced players.

Bots aren't really a good solution, since they tax servers more than players - the server has to think for a bot, whereas players handle that themselves.

We've been tweaking the server browser to prioritize filling up servers, and that's something that we'll probably be fine-tuning going forward.

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

Originally posted by jrubolt

Please rework cata and some map related balance.

The cata should've been slower to maneuver with a slower reload time and projectile speed while giving it the pre patch range. Currently it's just overkill spam on certain points and useless against Objectives like nobles hiding at the back of a castle .

The team dependant kill zones should be entirely removed on maps and replaced with 5 second spawn invincibility to prevent spawn killing. This will allow people to actually destroy the cata/balistas and kill archers that try and exploit by hiding behind these zones.

That doesn't solve the issue of people not moving the catapult and orbital striking the other team from inside their spawn zone. We did need to change it, and the catapult is still pretty good as long as you're supported by teammates being somewhat near you.

I do think there could be some more tweaking, but we wanted to prevent no-risk catapult gameplay, especially when it comes to them being used to kill VIP objectives. This has buffed nobles indirectly, but removing that can let us rebalance the nobles in other ways that are arguably more fun.

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

Originally posted by Gomer-san

Why not just immediately hotfix the lute volume.. Waiting a week to fix a horribly irritating bug just to lump it in with other fixes is absurd, and shit like this will be this game's undoing.

I really hope you all are taking all player feedback into consideration regarding the balance changes implemented in #22. Performance issues aside, this is certainly the most divisive patch in the game's history.

I don't think everything should be reverted but the devs should consider meeting the playerbase halfway, i.e. the stand to crouch speed should be affected by the amount of armor the player has.

The new arrow sounds are awful. Sounds like an arrow hitting a block of wood when it hits you. I don't think anyone likes this change.

We can look into these things. The issue (which yes, stouty pointed it out against crush) is that pre-patch you could oftentimes use ducks as a get-out-of-jail-free card; that's okay in some instances, but they're meant to be a bit more of a one-off strat that you might pull off once in a fight, not every time you miss a parry.

The arrow sounds are something we're aware of, and we'll be looking into it.

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

Originally posted by Strider2126

I don't understand, is castello rework out or not? I have played the map many times those days but it's always the same

Another question : the cosmetics we have seen for the eastern invasion update are just a part right? Cause they are not a lot for a major update imho

We're doing an interim patch with the Castello rework, which we're intending to be a pretty small patch with a short dev cycle.

Also, we haven't shown everything off for Eastern Invasion - where would the fun be in that? ;)

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

Originally posted by Gaboik

Kicks were just fine the way they were, they serve almost no purpose now. Please change em back.

Kicks are in a good spot, at least in my opinion. A general rule, if you see the enemy moving their weapon it might too late to land a kick. Try to aim for when a guy starts weirdly getting in your personal space but they haven't attacked or blocked.

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

Originally posted by BOOGERJUICE_IRL

decels with slow 2H weapons are horrific and make no sense from a visual or physics standpoint. wasn't one of the big points of mordhau to effectively squash decel ballerinas? ick.

We are working on overhauled combat animations for all weapons. We've done pretty much all we can hacking up the existing animations to fix things, so we're working on brand new ones with some lessons learned. Hopefully, they will be more visually readable and also way less janky looking, but still allow for swing manipulation.

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

Originally posted by hb0nes

Don't see any comments here about this but the game is still desynced and network-laggy.

Accels are 'broken' now only because of this. You can get red parries without m.debugnetworkparry 1 showing that you had one - that's how desynced it is.

My client does not show what is actually happening according to the server. Hit sounds and hit markers are also not at the exact same time, further testifying to the desynchronized nature of the current gameplay. Edit: by this I mean, when I parry, I see the spark before the sound.

Me and a bunch of others simply do not boot Mordhau anymore after over 1650 hours of enjoyed gaming.

I miss Mordhau :) Please fix.

We're working on it :)