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

Hey folks,
Like always, we'd eager to hear what you have in terms of feedback; it's incredibly useful for us to keep in touch with what everybody wants for the game. Please let us know if you've got any comments, concerns, questions, suggestions, etc. - we absolutely appreciate it! This past week's development was mostly focused on Arid and the new armory, but we're also improving in other areas. As for feedback from you all, we're aware of the main issues you all have, such as the new team restrictions and your feedback on the scimitar. Keep 'em coming!

As for this week, here's our meeting notes:

  • Like last week, the new map Arid is our main development priority and has been the bulk of our efforts.
  • We have been working with a voice acting agency a bit; we're getting some new auditions lined up for more voices!
  • Long-term work on console ports is continuing - this might help us find a few little things that can be fixed on the PC version as well.
  • Investigation into issues with server joining in relation to mod downloading is underway. There may be some technical limitations to how seamless we can make things, but we are looking in how to improve things where we can.
  • Armory development is kicking into high gear; one of the big planned changes is that all weapons and equipment will be displayed with icons along side their names. This being said, there are a lot of things in game - so we've implemented a system that shows your weapon (and customization) quickly and easily in the menu.
  • Speaking of the armory, we've done an art pass to finalize the overall layout of each screen an the position of all UI elements. Now the plan is just final polish, bug squashing, and lots of testing.

And that's it for this week - thanks for reading! If you'd like to read last week's post, you can find it here: https://www.reddit.com/r/Mordhau/comments/s72b5t/weekly_feedbackdiscussion_thread_118124/

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

Hey folks,
Like always, we'd eager to hear what you have in terms of feedback; it's incredibly useful for us to keep in touch with what everybody wants for the game. Please let us know if you've got any comments, concerns, questions, suggestions, etc. - we absolutely appreciate it! This past week's development was mostly focused on Arid and the new armory, but we're also improving in other areas. As for feedback from you all, we're aware of the main issues you all have, such as the new team restrictions and your feedback on the scimitar. Keep 'em coming!

As for this week, here's our meeting notes:

  • Like last week, the new map Arid is our main development priority and has been the bulk of our efforts.
  • We have been working with a voice acting agency a bit; we're getting some new auditions lined up for more voices!
  • Long-term work on console ports is continuing - this might help us find a few little things that can be fixed on the PC version as well.
  • Investigation into issues with server joining in relation to mod downloading is underway. There may be some technical limitations to how seamless we can make things, but we are looking in how to improve things where we can.
  • Armory development is kicking into high gear; one of the big planned changes is that all weapons and equipment will be displayed with icons along side their names. This being said, there are a lot of things in game - so we've implemented a system that shows your weapon (and customization) quickly and easily in the menu.
  • Speaking of the armory, we've done an art pass to finalize the overall layout of each screen an the position of all UI elements. Now the plan is just final polish, bug squashing, and lots of testing.

And that's it for this week - thanks for reading! If you'd like to read last week's post, you can find it here: https://www.reddit.com/r/Mordhau/comments/s72b5t/weekly_feedbackdiscussion_thread_118124/

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

Originally posted by Cold-View

Can we confirmed how many new voices? While I don't expect that much I just was curious. It sounds like more than one, especially if you're getting a whole agency involved.

Also what do you mean by weapons and armor being displayed by icons? Like a small piece of art that shows what the item is?

  1. Not yet, at least. We'll see how development goes, don't want to overpromise etc.
  2. When you're in the armory, you'll see your loadout stuff and items displayed (as well as what you're trying to select) with little pictures showing that weapon/armor in a tile list. This is way better than scrolling through ten billion helmet variations to remember which one you want.
over 2 years ago - /u/Jaaxxxxon - Direct link

Originally posted by dikkekankertimo9000

Will there be folders? If yes, please make it so it is easy to put all already existing builds in folders

Yes, lots of folders

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

Originally posted by ParkerLettuce

Holy cow love this. Any possibility weapon icons could be used on the kill-feed instead of the weapon name? If you give a more a cookie kind of situation here.

Not likely, they're big, square, detailed icons - more or less a very fancy screenshot of the weapon

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

Originally posted by VIPO777

In the UI window "Killed By" there is a display of stamina and health.

The problem is that the display of endurance shows haphazardly.

For example, when the enemy makes strikes, defense, jumps, he loses stamina and after me death, the enemy having a perk "Fury" This gives him 100% stamina and displays the same 100% stamina in the window.

Conclusion: This display of the enemy's stamina after my death does not give me any useful information. Since I wanted to know how much stamina he had after his death and not restored by a perk.

Simply put: processing the display of stamina in the window should be before next applying external sources: of perks to it, normal recovery, and so on.

Yeah, good point. I'll see if this can be fixed.
(It can be fixed, now if it's something really simple we can knock it out quick but if it's hardcoded we'll probably have to put it on the backburner until we're done with the Armory stuff)

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

Originally posted by dduem

Hi, I am an actor in NY who also loves this game on some free time. How do I audition for the voice acting? Legit, I would love to send something your way.

Shoot me a DM on discord - Jax#0553 - and I'll see if we can work something out :)

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

Originally posted by Sharps__

When can we load cabbage into the catapult?

ah yes the most important priority for the team to develop

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

Originally posted by venomtail

Hope you rework objectives on Noria. They're overwhelmingly placed in favour of the invaders.

  • The water wheels are closer to attackers spawns than defender spawns. Even worse, they can be hit from the other side of the river by attackers.
  • The shops in the marker have torch spawns right next to them. What happened to having to defend the torch carrier like on Mountain Peak and gunpowder carrier like on Camp?
  • Catapults instantly save objective progress when held down. There needs to be a windup like on the gate bash at Mountain Peak, or how payload gamemodes in other games have a short start up perdiod before payload starts moving again.
  • Defending the nobles is too far spread out for the defenders. This makes defenders not even attempt to defend the furthest 2 rooms in the corners, only defending the main one in the middle. Could at least give defenders a chance at repairing the wooden blockade, even with a -90% penalty so there's some chance again the suicide rushes and firebombs on the objectives that can't be blocked.

Problem is that suicide rushes on objectives are a valid option, in fact the only thing players need to do. There's no way to really defend against attackers who all they have to do is jump and throw their weapons onto the objectives the moment you try and stop them. A lose/lose for the defenders.

Doing objectives should leave the attackers vulnerable, only counting as completed once their action has been completed. Noria's objectives should be reworked closer to that similar of having to defend the player carrying the gunpowder to the towers in Camp objective, having to carry back stolen weapons like in Feitoria, Having to bash the gate in Mountain Peak and having to free hostages like in Mountain Peak.

Something that makes the attackers have to commit themselves to the objective, leaving them vunrable, easy to interrupt. This would then reward teamplay on objectives rather than everybody going solo.

This is great feedback, thanks a ton. I'll bring it up tomorrow!

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

Originally posted by OnlyDerpa

UPDATE UR TUTORIAL!!!!

We plan on some tutorial rework stuff, plus training scenarios. It's not the #1 priority (next part of the EI update is) but we plan on getting some improvements at some point in the future.

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

Originally posted by Carbs_are_the_devil

scimitar nerf when

We've been monitoring feedback on the scimitar for a while now, we're aware of the community's opinion on it. We'll see what happens with the next update.

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

Originally posted by philihp

Good day to you! Please consider the perks mentioned in this thread for future perk additions. Thank you!

They sound fun, but most of them seem unbalanced or not viable due to technical reasons :(

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

Originally posted by GayDadExplosion

Big fan of the emotes, in combination with the voicelines they're great for communication. Honestly I doubt the game would be as popular without them.

Is there any intent to make the emote menu consistent across loadouts? When I have a shield equipped I very often dance when I intend to cheer, as I'm used to xx1 being cheer.

Yeah, we've talked about this a few times - it's on our ever-growing list of things we gotta do :D

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

Originally posted by Doom454

Do you have any plans to review the current state of engineers?

The new spawn point system is a great adjustment to the class, however it can become very powerful, especially with multiple engineers. It gets to the point where invasion matches can get locked down in simply trying to root out spawns. There's effectively no cooldown on building them other than the cost, so engineers can instantly rebuild spawns provided they're near a resupply chest or they themselves have respawned.

I say all this as someone who has been actively using them, especially on offense. They auto-build quickly, and often I can just drop one somewhere inconspicuous, rush off, die, respawn at my point, and build one a little closer each time. I'm regularly ousting top players on my team (score wise) just from the sheer # of people using my spawnpoints.

There are quite a few maps where the map spawns are distanced enough from the objective for defense (or offense) that it seems it was an intentional balance decision, but with these new spawn points I can drop them directly on-top-of, behind, or near the objective regardless of which team I'm on and dump my own team directly into the fight. Often, the enemy has zero way to react to this other than going out of their way to find my spawns and deal with them. That can get especially nasty on defense where I can put them behind a defensive line, around a corner where no projectiles/firebombs can hit them.

We're aware of some balance issues with them, and we're looking at ways to make them a bit less insane :)

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

Originally posted by aquilaPUR

Can you spill some numbers on the DLC cosmetics? Are they well received and brought in some revenue? I got both and would absolutely buy more of this stuff (in reasonable quantities) to support you guys

Can't say numbers, but seems like people have been pretty cool about it. I'd like to think they're a pretty good value and seeing as they're coming alongside other free content, seems like a win-win.

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

Originally posted by Defter343

Could we please get loadout folders

Planned for next patch!