Mordhau

Mordhau Dev Tracker




10 Sep

Comment

Originally posted by Deltidsninja

Why aren't there more posts / comments about the insane desync on hits?

Feels like I'm playing Chiv 2 where hits register not on contact, but when the weapon is in mid body.

Also some sounds aren't playing - kill sound for example.

It's like the servers are experiencing heavy packet but no icon is showing up.

Yeah I'm not feeling this at all, I've heard about this but it doesn't seem to be something everyone experiences. We'll try to replicate it and get a fix out.

Comment

Originally posted by carlover177

The SDK was finished months ago, they already sent it to Epic who is taking their sweet ass time reviewing it. It's not like the devs are holding out or dragging their feet on the SDK, Epic is the one slowing it down

We actually did get approval pre-update, but there was a little bit of polish work/final touches needed. Due to the timing being pretty unfortunate, we decided to actually delay it on our end and just do that work for the new version of the engine. Otherwise we'd have done that work, released it, it breaks due to the engine update, we then fix it, and release it again. Cue people getting mad because we 'break' the SDK after like a week or two after we released it.

Battlefield (SDK dev) wasn't around for the last meeting due to some IRL obligations, but he did mention that it was nearing completion and that it *should* be ready. Now we just need to do a few final checks and such, so hopefully it should be out soon™

EDIT: to clarify, the SDK isn't dependent on the game version too much, but it is dependent on the engine version. Since we swapped engine versions, it would have immediately broken.

Comment

Originally posted by JAHNOOSKA

Players don't really know what they want anyway. Everyone has their own idea of what would make any given game "perfect," and that opinion is usually formed with zero understanding of how software works, how that particular piece of software (the game) works, and near-zero consideration for how other people enjoy the game or the surrounding systems that change would affect.

That's not to say you should ignore your game's community completely, but devs need to be very cautious about how they implement feedback.

I love this, pretty much sums it up.

All feedback is valid, but it's not always useful. We have to consider the wishes of everyone (including us, the devs) and find a good compromise that is achievable. This is "fun" because usually it causes a portion of the player base to be upset and yell at us :)

Comment

Originally posted by Lefty_Gamer

Issues with game and devs aside, I think it is pretty commendable that they have communicated and interacted how they have here and on discord given this community's penchant for...interesting feedback. Some game devs I've bought from have shut down communication and not bothered anymore from this kind of feedback, so I'm glad to still see weekly feedback threads, though I do wish they were more detailed, even if you think they go unlooked at.

Hey, thanks :)

I'd say I probably leave about 50% of the actual meeting out of the feedback, usually because it's stuff we're not confident will be added (or will be, just a long way out). This is because us showing some stuff off too early either kills hype or it can set unrealistic expectations. Also, a lot of things take a while, so if we mention it too early (armory rework, oops) people are just going to be frustrated waiting for it.

It's a delicate balance of giving yall info so you have an idea of what we're doing, but also at the same time pacing that info so what we say is actually accurate and relevant.

Comment

Originally posted by assjackal

Over on Hunt: Showdown reddit they're posting this same meme because the player base doesn't agree on something like how often Night maps should roll and the poor devs are caught in the middle.

I've lost track of how much the Sea of Thieves community tries to bully Rare into changes that don't need to be made.

Mordhau is definitely no different from other communities it's a great game and the people who complain about it don't realize how good they have it. This game is of a dying breed and honestly some of the best $40 I've ever spent, but I will say nerfing in-game mechanics because you got pummeled by someone who literally gets paid to teach the game deserves a little heckling.

I mean the things that got nerfed have been issues at high levels of skill for a while, regardless of the context in which we found out about them, they were broken. You could just straight gamble kicks and headshots against skilled players were a dice roll. I've been playing a bit more and haven't noticed any difference on my kicks, since I don't gamble.

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This the sh*t I gotta deal with smh


09 Sep

Comment

We changed to PlayFab instead of SteamWorks, so yeah that's not going to be a thing since player profiles aren't directly connected through Steam. We've planned on doing an in-game friends list, but as you might have noticed we've got other things we need to do that are more important for the health of the game.

Comment

can't be nudity if there's no uhh... anything

poor guy


08 Sep

Comment

Originally posted by IronLegion52

Is this for the team tournament thing?

I remember you mentioning it on Sloths stream a few weeks ago. E.g. a mini tournament with the winning team being able to use the crown for a few months until the next tournament.

yep, like a title belt kinda thing

Comment

It's a new cosmetic for events, we'll be announcing what it will be for soon™

Comment

Originally posted by everythingisunknown

Have they fixed the ability to do the couched weapon achievement? It’s literally my last one and I’ve tried it 10 times previously

Should be fixed


07 Sep

Post

Hey all!

Good news - it's update time! With the release of this build, any feedback, suggestions, etc. will be massively helpful, and any issues you find we can fix faster (if we know about them, of course).
Especially for this week, feedback about this update will be massively useful, so we'd love to hear your thoughts!

Aside from testing and getting this update ready, some progress notes:

  • Some work on console stuff and development planning for Eastern Invasion / an interim update.
  • A little work on a smaller Invasion/Frontline map.
  • We've been looking at doing some major design decisions to fix combat overall in Mordhau, so a lot of that is planning certain fixes and changes going forwards. We'll share this once it's more defined and finalized.
  • Lots of fixes on exploits (the security issue we had) as well as some other weird things people could do.
  • Some more work on Castello's rework, which have been discussed a...
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Comment

Originally posted by Slugbait69

"We ran into a few issues with some map geometry which have been fixed,
but this requires us to rebuild the HLOD (hierarchical level of detail)
for a map."

To be fair, if it's the upcoming map Castello, we all might laugh at your face due to the fact it's meant to be just yet another simple little "Arena" style map.

That's Cortille, and no I think the issues were on either Mountain Peak or Grad.

Comment

Originally posted by Abu_Pepe_Al_Baghdadi

I just randomly got banned playing on public Deathmatch, but I've been permamuted so I have no idea what I could've done to get a ban🤔

Sorry for the late reply - hit up a moderator on discord, and we can take a look and see what happened. We had a security breach a few days ago :(

Comment

Originally posted by Shefya

Make it so as a dwarf it is easier to block insane drags, because it is almost impossible to block em iunno what im doing wrong

dwarf is kind of meant to be a joke class, not sure that we're going to try to make it completely viable

Comment

Originally posted by Antigollos

You are indies! You are giving to much details to the players! They are ungrateful rats who can't appreciate what you do! Why explaining dev circumstances or approaches etc.? come one, guys, stop licking the asses of all those little rats who never even payed the full price for your product! I am an indie dev myself and I realized one thing in the industry: DON'T GIVE DETAILS!!!! WORK HARD, PUBLISH and that's it! To much details and commitment and they tear you apart! Also, turn off the stupid unnecessary chat window which almost destroyed the game. Those rats have discord anyway. Shall they meet in their private own primitve circles. If they want to f**k up something, they can do it in there with their stupid friends. The funny voice choices are enough and one of the big USP that makes the game, except from your excellent technical game play!

STOP LICKING COMMUNITIES ASS!!!

To all the wise guys under 30! I would take from everyone of you kids the PC away and send y...

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yeah no this ain't it chief

Comment

Originally posted by Dragon_Maister

I'd agree with you entirely if we talked about a flail with a short handle, and a longer chain. But a hussite flail would mostly consist of a long shaft, and the chain was super short. The head wouldn't have too much freedom to move around with a tiny chain, and combined with a long shaft, it wouldn't be that hard to tell how far away the weapon is from hitting you.

Either way, we'd have to make the head move semi-independently, which would require a ton of time to implement. It's not a bad idea, it's just with the current state of patches taking a few millennia each, we can't devote dev resources for things that aren't super-critical.

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Originally posted by TheRedNaxela

Personally I have two main problems

1) I find the more expensive perks are too demanding of points, taking away from the rest of the merc.

2) Often the weapons, perks, armour etc that I want to use doesn't add up to 48 perfectly, and I find myself just adding on a bandage, a shortsword or the supplied or mule perk even though I'll probably not use it and it doesn't fit the rest of the loadout.

I had an idea of instead using an incremental perk mechanic, at least for the more expensive ones where instead of spending 15 points on bloodlust to heal to full health when you get a kill, you could:

Spend 5 points to heal 33% of your health on a kill, or spend 10 points to heal 66% of your health on a kill.

More static perks like peasant, tank, dwarf etc could just remain a binary option

If this could also be applied to the cheaper perks then I think it would help solve the second issue, of leftover points by massively increasing the number o...

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Yeah, these are some good points. I'll bring them up to the team :)

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Originally posted by lukemartinuk

I know very little about building maps, but will the SDK be fairly intuitive to use?

Eh, it's going to be a pretty in-depth editor, so you'll probably want to learn how to use the UE4 tools. The upside is that you'll have tons of capability with the tools, even if there's a bit of a learning curve.