Mordhau

Mordhau Dev Tracker




15 Oct

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Originally posted by CertifiedSauceBaron

This exactly the kind of content that I had hoped to see with added mod tools - top marks.

this was actually made by us in the pre alpha to test ballista animations :)


12 Oct

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Originally posted by Whitefox_YT

Thanks so much for the honest response.

So what I'm getting here is a bit of a chicken-and-egg situation, because I can guarantee you from my side at least that I won't be playing until I have access to some form of competitive play. And as such, I can almost guarantee that the other players who have also quit the game, quit for at least partly the same reason.

Mordhau is a skill-based game: people are going to want to play it competitively, it's just natural. But since we've now stopped playing, we are feeding into the "not enough players" argument, and because we don't have enough players, you're not going to allow us competitive access.

I understand it makes sense financially, so I'm not pushing it, I'm just saying that the chances are if you actually provide a competitive (or even a competitive-equivalent) mode, the gamer count will massively increase. Thereby solving the problem.

It's not the financial side, but a sustainability side for actually being able to play. One dedicated box runs ~4 frontline/invasion games, or like 128 duels at the same time. While servers in less popular regions do tend to be more expensive, it's not cost but the fact that you just wouldn't be able to queue up and find a match. Factor in people trying to go to less populated regions to exploit MMR and it would just be more of a negative experience than a positive one :/

You're right though, it is a bit of a chicken/egg situation, but we do have plans to improve the game and get content to regions that paid for the game like everyone else.


11 Oct

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It's not that we don't want to add ranked to South Africa, South America etc. but there aren't enough players at the moment for it to be viable as a mode - you need people at each skill level, and then you have to account for the fact that not everyone is playing at the same time so you need even more. We have some plans to boost the playerbase worldwide, and so hopefully this is something that will bring back enough players to get ranked going in the less-populated regions.

It's something we're definitely looking into, and we're not trying to neglect any region.

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Originally posted by ToolorDie

It'd be pretty hard to pull off without doing it intentionally, like you chaps did here it looks like, but the fact it is a stamina-free block is a very interesting discovery. Nice work!

blocking projectiles takes no stam unless i'm really dumb

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Originally posted by Xcrun6

I run them max, I think it maybe artifacting due to the aggressive overclock I did

that's a gpu issue, don't oc that hard lol

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give him the lowered mail hood/aventail imo

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Atm we're looking into the sustainability of the mode. No reason to add it if we don't have the players currently.

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i see the top-right pan is for crusading peasants


10 Oct

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Originally posted by wickleo

You are as kind as you are generous!

You GO sir!

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Originally posted by milk_tea-

Reading a feint = reacting to a feint and punishing with a swing of your own before your opponents next swing comes out.

That wouldn't be reading a feint, that would just be reacting to a feint. "Successfully predicting a player's action is commonly referred to as a read."

That's why I'm a bit confused, because to me, Jax is basically saying:

it's a prediction that revolves around someone doing an attack out-of-turn which shouldn't work, but if you happen to feint

Gambling isn't: - Predicting a feint

bad choice of words, it's not a prediction it's just going "unga-bunga me swing" and hoping that the other person loses initiative

so if you see someone feint and read it, and then punish = not a gamble

if you see someone wind an attack up and then you swing into it, without knowing if it's a feint or not = gamble

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Originally posted by RazorSprinter

I get it, and also I don't get it because I'm not a game developer. So I dunno how much you could estimate when something will be ready to go. Just seems people are going to be burnt out on all these little patches by the time the one with the maps shows up.

I get you guys probably want to release stuff as soon as it's ready because people have been impatiently waiting but...so what. People are always impatiently waiting for something. If they are impatiently waiting for your patch that just means people will be more excited when it finally hits. If you have absolutely no clue when something will be done then maybe wait until it's ready and just set a release date for one or two weeks later. Just enough for the buzz to build.

It's kind of a lose-lose situation, but imo it's better to get small patches with Invasion, gameplay fixes etc out when we can. There's no 'right answer' to be honest.

x-4

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Originally posted by 7asas

They should, but they block it with no problems, I wish I was strong like this in real life :/ someone strikes me with a sledge hammer and I chamber it with a kitchen knife.. How badass would that be?

well you could argue that a parry IRL isn't a block but a deflection

also if dagger just couldn't parry it'd be useless so might as well just delete the weapon at that point


09 Oct


08 Oct

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Originally posted by Miltawne

For example whenever you have some information you could make a post about it, and not a comment in some obscure thread many will not see. Maybe a dedicated forum thread where you can share information that maybe not require their own thread. The information also seems scattered between the forums, discord and Reddit. Even if you don't have anything new to share it is reaffirming if you just give a small life sign that you are still working on it.

We do most small updates on discord, under the development snippets section. I'm working on consolidating info so it's easier for people to hear about new stuff, thanks for the feedback!

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Originally posted by LcRohze

Gambling's a bad term for it anyways. If we just repeated a sequence and I noted a tendency to do an overhead accel feint and I opt to call it out by striking into you, then It would be a hard read on how the opponent plays.

that's just predicting/punishing a feint. it can be a gamble, but it isn't only a gamble. if you actually see the feint and work off that, cool.

gambles can be awesome if you use them sparingly - you're going to take a stam hit but throwing out a basic stab when they're about to go into release will either make a less composed enemy FTP, giving you a free hit, or just serve as a discouragement for them to get too fancy. It can keep your opponent honest. If you rely on gambles and the enemy giving away their initiative, they're most likely to catch on and just start doing riposte overhead accels to counter that. If you continue to gamble you're in for a bad time, but on the other hand you've now just conditioned your opponent to not feint their attacks for a few exchanges.

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to break down what gambling actually is you need to start with the concept of initiative.

initiative = Having a timing advantage.

For example, riposting gives you initiative - you can have a maul and them a dagger, but the maul riposte will land first compared to the dagger, as you have the initiative due to the riposte. Initiative is really important in Mordhau, as we have first hit flinch in most situations; if you hit first you're protected, and then enemy goes into flinch and you can combo, and keep the initiative etc.

Gambling is the act of attacking without initiative. If you have a timing advantage (initiative) and are mid attack while the other person is just winding an attack up, you will hit them first every time if you just commit to the attack. Why gambling is annoying is because, well, it's a gamble that revolves around someone doing an attack out-of-turn which shouldn't work, but if you happen to feint or do a big drag or something, they hi...

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07 Oct

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steamid and screenshot
don't post this stuff on here

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IMO it takes much longer to get to the point of being consistent and error free with 240 compared to keybinds, but once you're there it doesn't matter. any difference imo is negligible, although certain types of drags require a bit more deliberate setup.

I've got 1500 hours with 240 and maybe make 1 mistake in terms of swing angle every 10 hours or so, which I would say is on par with using binds and misclicking

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normal is for 1vX and fighting without that many friends nearby - normal fighting mode
alt mode is for pokes and distance slaps when you're supporting your team - support role

:)