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

Hey all,

As usual, we'd like to hear your thoughts on Mordhau and what you'd like to see in the game. We're aware of the general sentiment around here, and we're absolutely trying our best to get more content out to players as soon as we can. We've been talking quite a bit on how to get more information out about what's coming next, and I'll try my best to keep you all in the loop. Thanks for being patient, and we're exciting about what's coming for Mordhau in the future <3

  • Good news! We have brought on a new developer, Jonathan, as the Development Director. He'll be assisting with the day-to-day stuff , organization, etc. and having him on the team should help to boost our productivity :)
  • SDK update: we've heard back from Epic, and they have verified the mod tools! Unfortunately, we're not out of the woods yet - we still need to optimize a few things and squash a few bugs. At the moment we're figuring out those problems, and we may be deciding on bundling the SDK with the upcoming update (mostly timing based).
  • More work on SDK stuff; loading errors/misc. bugs are being squashed.
  • Work on extra functionality and fixes for the upcoming player reporting tools.
  • Some more work regarding console ports - fixing some gamepad issues, optimization, etc. Most of these fixes will also help with problems that are on PC as well :)
  • Some more backend work on reporting, and fixing exploits.
  • Some general polish and fixes for maps, eliminating some stuck spots and fixing minor issues that have been around for ages.
  • Some work on our new brawl map (game mode setup), and then some more design changes for Castello.
  • We've fixed some pretty gnarly bugs we've found during testing, and some decent progress is being made there.
  • Work continues on upcoming maps, as usual! Zocky, the level designer who we brought on last week, is now up to speed and he's helping to speed up map creation.

You can find last week's thread here:https://www.reddit.com/r/Mordhau/comments/ospuwm/weekly_feedbackdiscussion_72783/

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

Hey all,

As usual, we'd like to hear your thoughts on Mordhau and what you'd like to see in the game. We're aware of the general sentiment around here, and we're absolutely trying our best to get more content out to players as soon as we can. We've been talking quite a bit on how to get more information out about what's coming next, and I'll try my best to keep you all in the loop. Thanks for being patient, and we're exciting about what's coming for Mordhau in the future <3

  • Good news! We have brought on a new developer, Jonathan, as the Development Director. He'll be assisting with the day-to-day stuff , organization, etc. and having him on the team should help to boost our productivity :)
  • SDK update: we've heard back from Epic, and they have verified the mod tools! Unfortunately, we're not out of the woods yet - we still need to optimize a few things and squash a few bugs. At the moment we're figuring out those problems, and we may be deciding on bundling the SDK with the upcoming update (mostly timing based).
  • More work on SDK stuff; loading errors/misc. bugs are being squashed.
  • Work on extra functionality and fixes for the upcoming player reporting tools.
  • Some more work regarding console ports - fixing some gamepad issues, optimization, etc. Most of these fixes will also help with problems that are on PC as well :)
  • Some more backend work on reporting, and fixing exploits.
  • Some general polish and fixes for maps, eliminating some stuck spots and fixing minor issues that have been around for ages.
  • Some work on our new brawl map (game mode setup), and then some more design changes for Castello.
  • We've fixed some pretty gnarly bugs we've found during testing, and some decent progress is being made there.
  • Work continues on upcoming maps, as usual! Zocky, the level designer who we brought on last week, is now up to speed and he's helping to speed up map creation.

You can find last week's thread here:https://www.reddit.com/r/Mordhau/comments/ospuwm/weekly_feedbackdiscussion_72783/

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

Originally posted by aquilaPUR

There was a post the other day which I cant find anymore, but basically the Guy suggested that if new maps take longer than expected, making new game modes for already existing ones might be a good way to keep things fresh.

Like a "real" siege attack on Feitoria, or an attack from water. Creates a whole new gameplay experience for arguably less invested time.

We're actually looking to make more variants like we have for grad, etc. They aren't super-fresh content, but they're still content and anything could help at this point. Annoyingly, things aren't as simple as they might seem, but we've definitely been focusing on hiring more level designers and game design folks to speed things up.

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

Originally posted by sfsporic

Here's the thread in case it disappears from the front of the subreddit: https://old.reddit.com/r/Mordhau/comments/owdbiu/feitoria_can_be_easily_made_into_a_really_good/

Yeah we took a look at this, it's definitely possible. The map wasn't exactly design to be played this way, but we can make something work :)

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

Originally posted by Molja-soy

I know this sounds out of place considering the late medieval/ early renaissance setting of the game, but I and I’m sure many others would like to know if you will add any bronze/iron age weapons/ armors outside of the Falx?

Eh, it's not something we're particularly interested in. There is still an insane amount of medieval stuff that's in-period we can add, so we're gonna focus on that for now.

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

Originally posted by storm_foam

Jax please bring up team colored glow outlines as markers! I want to be able to see people's colors but also the current yellow triangle markers are inadequate!

I think we talked about a glowy outline thing at one point, it's a decent idea :)

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

Originally posted by dikkekankertimo9000

How will the new report tools work, the current method is a real chore. I hope it will be user friendly and not just slightly less inconvenient

So, chat reporting will be super streamlined and take like two clicks, but other forms of reporting will still be manual (but with instructions, yay). We don't have stuff in place to record demos on the server side (even more packet loss if we did) but this at least gives us a good foundation to expand later if we're able to figure out ways to track other behavior.

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

Originally posted by DuskDudeMan

I'm glad we are being heard and you guys aren't just acting like the mood here isn't real, I appreciate the update and hope to download it soon

Believe me, nobody wants the patch out more than I do :))

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

Originally posted by EfficiencyInevitable

when will the executioner's hood make its return?

Spooky season :)

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

Originally posted by ILLKillYourChild

Are there any thoughts on reworking/polishing the horse and counter-horseplay?

There just needs to be an option to hold your spear in front of you so the enemies will impale if they run into you (no matter if they're on foot or on horseback). That would lead people to make formations and work together.

Horse raiders should be more flexible on the horse back so he could turn around and aim with his spear with precision. There could be a horseman perk that would make you control the horse better, allow you to turn around for 180° (at least with a bow), hold shield block while aiming the lance and etc.

I like the idea that when you blocked an incoming lance charge you got knocked to the ground and disarmed and also took some dmg. It was op but cavalry should be able to do this. Spear/pike held against it shold be not only good enough for balance but also good for making people think about making a formation to defend themseleves and cooperate (pikemen defending archers, swordmen defending pikemen...)

Yeah, I think right now it's just that the horse stuff is a tiny part of the gameplay loop, and we're trying to iron out core combat issues and do code-related stuff for the engine update/etc. that's not really letting us focus on this. If we have the time I'm sure we'll take a better look at making horse combat a lot better.