Mordhau

Mordhau Dev Tracker




29 Apr


28 Apr

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I'm pretty sure that we're looking into emote menu improvements :)


27 Apr

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Hi everyone!

As always, we'd love to hear your feedback and suggestions for Mordhau. Please post anything that's on your mind, but be sure to keep things constructive and on topic :)

Some notes from this week's meeting:

  • We talked a bit about general improvements to the atmosphere/immersion factor of the game, with some potential improvements - some animation ideas and a few other things could add some nice polish to the game.
  • We talked a bit about a potential overtime mechanic and general FL/INV balance, potential changes to make comebacks more possible.
  • We're looking to organize some feedback on localization errors, hopefully we will see some improvements soon and we'd like everyone's help when we get a better feedback system for this.
  • We are looking to potentially do another hotfix, it should be relatively minor - a few map fixes and some server stability improvements. This might help with some "ghost swings".
  • Deve...
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26 Apr

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Originally posted by SkinMilonov

I didn't get a response from the developers in the last discussion, so I'll quote my comment here.

Have you considered introducing the ability to select an alternate default weapon mode? For example, I use the messer for a bunch of my assemblies and it's really annoying to switch it to one-handed after each respawn.

We can look into this for the new armory changes we plan :)

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Originally posted by SirXarounTheFrenchy

The translation work for the french version has been quite messy to say the least.

A lot of thing are mixed up or seems like they were translated via google.

Do you plan on fixing it up ?

We are working on it πŸ‘

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Originally posted by Er3st0r

I really like the new patch that you have introduced, the juicy new sound effects are really well done. Primarily I really like the new stone and javelin sounds, it really increases the oomph in the sound. The new animations are well done as well, and the animations (at least in first person) seem to be a lot more fluid especially stab to strike morphs.

I personally like the idea of the partisan, especially how it can be thrown. However for such an expensive point costing weapon, I don't think it brings enough bang for its buck. Sure, you can do 2 hits into t3 body armour to kill, but stabs are generally quite easy to chamber so getting the first and second hit off even in frontline is a pain (also paired with its only short spear range). Maybe reduce the point cost a bit to 18 or buff the strikes to be slightly better, because right now it feels a bit underpowered.

The skating emote is fun addition, just skating around the map and proceeding to murder people after ...

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Thanks for the feedback! I think at the moment the jury is still out on the Partisan, so to speak - with new weapons it definitely takes some time to get a good feel for them.

As for final objectives, we're looking to pivot a bit away from playable nobles; being a noble is kind of fun, but you're also forced to stay alive/hide for the rest of the match.

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Originally posted by [deleted]

[deleted]

We can look into these, thanks :)

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Originally posted by Wardens_Guard

Heyyyy, glad to hear that map interaction was discussed!

Anyways, now that you guys have a proper animator and animations are being redone, can we get an animation for your character getting stuck in a beartrap and trying to pull it off?

that could be neat, would also get rid of some goofy ragdoll situations!

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Originally posted by Bobcheese39

Everyone is very grateful for patchie! Every lobby had crazy energy the day it dropped and a couple after. Thank you devs for your hard work! I have a few points:

  • I really like the combat text pop ups, I think that they definitely help new players know what is happening and get familiar on terminology.
  • I would love to see a killcam of sorts in place, I know that they can be complicated to implement but I think that it would work wonders for teaching new players what tf just happened and how they died.
  • increase crush's cocaine budget

Thanks guys!

Thanks for the feedback!
Killcam probably isn't going to be a thing, I don't think we can make it work as it would be viewed from the perspective of the server (ie won't make any sense).

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Originally posted by conqeboy

Hi, no dumb requests this time, just feedback based on my playstyle, i mostly play invasion or frontline:

  • LOVE the animation smoothing, met a guy with an arming sword who did a good ol' feint-to-strike-to-morph-wobbly-bobbly and it looked actually good and readable. Great work.
  • Zwei is a beast now well worth it's cost, and i especially love the changes to alt mode, making it a useful tactical choice and not just a gimmick, great stuff.
  • Not really a fan of the partisan as it is now, it's kinda too floaty for me and it feels like fighting a hhaxe stabs on steroids, i'd rather have it's strikes buffed, but it's too soon to say really, maybe i just have to get used to it.
  • Generally i like the movement speed changes, but they feel a bit too drastic in some cases. I feel like there should be at least some reason to take one t2 piece with two t3 other than it being cheaper, but maybe that's just me, i've always played with heavier loadouts...
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Thanks for the insight!

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Originally posted by foggygeezer

What is the reasoning behind the 1vx nerf? Just curious, I felt like 1vx was in a good place balance wise.

I'd love to hear some general explanations for the direction that is being taken with combat mechanics. I've played with the patch a few days and I'm not sure if I like or dislike it yet, but I'm moreso curious what the logic behind many of the changes are. Maybe this is obvious to some but not to me.

experimental change, reverted AFAIK

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Originally posted by PotatoKilr

Golden shiny stuff is great and all but some regular armor would be nice, such as:
β€’ T3 German Kettle with Bevor
β€’ T3 Slitted Kettle with Bevor
β€’ Great/Grand Bascinet
β€’ Basic types of spaulders
β€’ More versions of brigandine, such as one that opens on the sides rather than the front

We should have some similar things coming, but probably not a grand bascinet - we don't have support for immobilizing the neck at the moment.

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Originally posted by diehard311

Hi guys,

Great patch overall. Thanks for the hard work. Feedback:

- I really dislike the new arrow impact sound when you get hit. If I recall correctly, it has no "oomf" to it, like if it just hit unarmored flesh. Just my opinion.

- Good to hear you are working on the server issues. Still getting plagued by packet loss every other game on US East.

- I would love to see a peasant only mode of some sort, maybe for an event, like infection.

- I really miss emblem colors. Perhaps lock out blues and reds from the color palette?

- I love the Hussar helms. There is a anchor shaped nasal guard on the real life helms I would love to see added. If it's for identifying the armor tier, I get it, but still would be nice. Something more "V" shaped.

I think we're working on new projectile sounds, not 100% sure though. I'll forward this and the rest of your feedback to the team.

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Originally posted by MORDHAU_Carrot

More carrots when?

Vitamin Cronch

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Originally posted by Nihhrt

So we've went from a ping spikes to packet spikes on servers. Are we still saying it's DDOS? If so what's the progress on that? I thought most server companies come with some sort of DDOS protection with their servers. Is it the 206+ player server that pops up on occasion?

I don't care about most of the other changes (other than optimizations, those are nice) as I'll adapt to swings and various speed changes and what have you. This packet and ping/packet stuff needs to go as it's a real killer.

We are planning on some DDOS protection for the next update, it should eliminate most attacks. It's hard to tell on the fly whether or not server issues are solely the cause of attacks, but we're still working on iterative network improvements.

We've definitely made some progress on stabilizing things, but it's a process of incremental changes that will add up over time - we can't release a miracle fix that will instantly fix all problems.

tl;dr - we're working on it


25 Apr

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Unfortunately this is just because of low player counts :(
With the available players, this was the best matchmaking could get for you to fight - if there were 10k people queuing for 3v3, you'd get matches with people at your rank consistently.

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Like what some of the other comments said, this could probably be abused, and also there is a clear visual 'tell' of flesh wound: person gets a limb chopped off and lives = they will die in a few seconds. If you could use bloodlust to counter that, you wouldn't be able to know what is actually going on and things could get confusing.

That being said, keep the suggestions coming - more perk ideas are always welcome!


22 Apr

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Originally posted by KaelusVonSestiaf

As a low skill player I wanna piggyback this comment with my perspective!

So, just to give context, I started playing this day 1, had a blast, and then people started getting better and better at -this- kind of thing, and I eventually quit.

I DON'T want to learn to play like this. I have nothing but respect for the very skilled high-level players who delve this deep into the combat system, but to me I see this entire aspect of the game as a serious flaw in the combat system. 'Getting good' at the game no longer means getting good at mind games, feints, parries, dodging, footwork, judging distance and everything else that is actually good mechanics. Instead, it's essentially getting good at abusing the jank of the game, and learning to read when the enemy is about to abuse the jank of the game.

It doesn't feel right to use this. It feels janky. I feel like I'm abusing the game rather than getting good. It feels like an exploit, rather than a mechanic. I feel ...

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I think it's undeniable that this is how a lot of players feel, but it's still really surprising. All of these mechanics were in some way expected and built around. Initially we thought "well, players don't like spinning, so we'll tone that down really hard", and we did. You don't see the sort of spinning that you might back in Chivalry days, etc. Yet, even without spinning, the slighest swing manipulation as seen in the video above, triggers people immediately. But the underlying reason isn't entirely clear, if you're willing to look at the big picture: we have people quickscoping in CoD, but nobody complains. We have people flying cars in Rocket League, and things are fine. Heck, CS:GO has its own wonky movement mechanics to compensate recoil that are pure jank.

'Getting good' at the game no longer means getting good at mind games, feints, parries, dodging, footwork, judging distance and everything else that is actually good mechanics.

T...

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btw, the crowned barbute is an exclusive tournament reward, so that won't be available to all players