Mordhau

Mordhau Dev Tracker




05 Jan

Comment

Originally posted by WHATTheyPutThanosIn

Will feedback from the previous two weeks be taken into account?

Just in case I'll link my suggestion from the previous week because it's very important to me https://www.reddit.com/r/Mordhau/comments/kiewpj/-/ggqib1q

Yep, I'll make sure to forward this to the team :)

Comment

Originally posted by HotdogNationalism

Waxe, exe, and maul are by far the best weapons for team modes and nothing else even comes close. They are boring 2 shot kill weapons that devolve the meta into caveman gamblers, stamina dumping, and rats who only go for flanks. Literally using anything else is laughably suboptimal. I would love to see these weapons toned down or other weapons toned up to add diversity to invasion. Specifics on each weapon as follows.

Waxe: low cost, can take bloodlust with heavy armor easily. Combos, with great drags and accels, great feints. This weapon is absolutely duel viable, only losing out to meta duel weapons, and even then can easily still win. This is the best weapon for team modes right now, and nothing else comes close. This is evidenced by how hard it is getting spammed right now. This weapon should at a minimum, cost way more in the armory than it does now, or it should get compensatory nerfs in other areas. This weapon as it stands is just too flexible while maintaining 2 h...

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Good feedback. I agree that a lot of the meta 2-hit weapons can reduce the game's variety in a lot of ways. More conditional 2-shot weapons (head+chest hits) could work nicely. I'll forward this to crush and the team and see what they say. :)

Comment

Originally posted by OfficialAMCT

Feedback: Make heavy and medium armour more viable. Decrease sharp weapon slash damage to medium and heavy armour. Stab damage would be the same or decreased slightly. This would make a blunt weapon strong against heavy armour and swords weaker against heavy armour.

Also decrease the arrow damage to heavy and medium armour. E.g. make heavy torso 7 hits instead of 3 hits to kill. And medium torso 5 hits instead of 3. Make light armour 3 shot and no armour 2 shot. (Just examples)

Armour seems very weak in Mordhau and provides little benefit when you can run around naked and still get as many kills and if you die you just respawn and rush in quickly. These simple changes could improve gameplay drastically. Mordhau isn't a realistic slasher but armour should have a lot more effect than what it does right now. 1500+ hours in and still playing. Keep the updates coming!

We're looking into armor, but I don't think we need to do anything insane - just a few tweaks here and there, to armor and weapons.

We wanted to avoid going too realistic in the sense of blunt / blade weapons vs armor effectiveness; not for avoiding realism but instead because it could actually make the gameplay worse. If all you have is a sword and the enemy is wearing t3 armor, you've already kind of lost the fight before it even started. That type of stuff works in slower paced games like Mount and Blade very well, but with the speed of Mordhau it would probably just feel out of place and a tad clunky.

Comment

Originally posted by Igor369

I would just decrease all damage all over the board to make any fight last slightly longer, imo devs made average ttk a bit too fast.

Longer htk is worse, fights get messy and drag on way too long. It also makes the skill gap more painful - if you're worse than someone and get 2-3 hits before they get 2-3 hits, you win. Since you're worse, your odds are worse - but if it was 4-6 hits to kill, you'd have an even worse chance to kill a better player.
On top of this, it would eliminate the ability to fight multiple people, as you just simply wouldn't be able to kill enough of them in time.

Comment

Originally posted by TuckerBuck

Hey Jax, in regard to Blasto's comment from last week's feedback: https://www.reddit.com/r/Mordhau/comments/kiewpj/mordhau_weekly_feedbackdiscussion_1222_1228/ghcjkv2?utm_source=share&utm_medium=web2x&context=3

I agree with him 100% and this needs a looking. A whole region, Southern Central US (including the majority of Mexico), is being left out with bad ping on official servers because of the broken server browser. The browser shows the Central Chicago servers and even some East and West servers as having better ping than the Central Dallas servers for this region. However, that is not the case when you join in. It is off by like 20-30 ping. Players from this region do not know about the browser issue, so they assume that it is Mordhau's "bad servers" and continue to join these servers instead of the Central...

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Yeah, we're aware of it and taking a look at why it's going on.

The thing is hotfixing to put a little warning could very well set back progress on getting an actual solution out. Any update we do to the game requires testing, whether it be one day if things magically work on the first try, or it could be 2-3 weeks. I will post meeting notes in the next feedback thread, explaining what we've found and the status on this. <3

Comment

Originally posted by Sir_Blasto

Hey Jax,

 

I was doing some digging and it seems like the pings listed on the server browser don't match up with what they are in game, at least for most of the NA servers.

 

I'm in Houston and it's been a little frustrating as of late because it seems like the only servers that are populated are Chicago servers, so I'm playing at 70+ ping. I was looked through most of the server IP locations on Battlemetrics to find the Wichita (are these new?) and Dallas servers.

 

With me being in Houston, you'd think all of the Wichita/Dallas servers would show towards the top with the lowest pings, but they don't. All of the Chicago servers show as having the lowest ping and all of the servers closest to me show as having the highest pings. A few of my friends who are in Texas (SAT and Dallas) are having the same issue.

 

But, when I join one of these servers in game, my ping is a third of w...

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didn't get around to posts really from this week, but just for the record, we're looking into it. :)

Comment

Originally posted by the_user_games

Can we get more utility items? Movement is really important in managing your attacks and defences of objectives, and utility like fire bombs, bear traps, and toolboxes can slow and speed up the flow of the match.

Things like movement slowing caltrops, portable/buildable ammo crates, trip wires, lutes giving a slight stamina regen in combat etc. might be fun.

Still loving the game!

WE talked about this quite a bit, and have some things planned :)

As for lutes, probably a negative on any gameplay-affecting buffs. The fun of the lute is that it's useless and just something to enjoy - if it becomes useful, there will just be lute spam and IMO take away some of the charm.

Comment

Originally posted by Slop-Slop

I think it's time for a billhook skin!

I agree :)

Comment

Originally posted by needlzor

  • Either remove or rethink the blue ballistas in Camp, Taiga and Grad because they are useless for everybody except the red team (less so on Grad). Ballistas should not point towards a spawning area.

  • Camp is a ridiculous map. Red team starts with a useful ballista, a catapult, and trebuchets bombing the other side and blue starts with a useless ballista pointing at their spawn that can only be temporarily useful at a stage of the match where you have lost anyway. I like the map but it could be a lot better.

  • Once again, well done on the horses. The recent balancing has made them a lot more tolerable.

  • Any news about the Horde revamp? I have tried it again recently and it's incredible how it's fun up until wave 14-15 and just becomes more and more obnoxious towards the end. It would be nice for horde to be more than a cheesing competition, either with objectives (a mix of horde and invasion) or with fewer, smarter opponents.

    ...

Hey, thanks for the feedback. Horde is something we do want to change in the future, we're just not sure exactly when we'll have a bit of a gap. We're looking to do some technical / general improvement patches and then a larger content update (hopefully) in the shorter term, but past that there are a few ideas we have that are in contention. With Horde, the team pretty much all agrees that it's worth improving, we're just trying to find the time for it. 👍

As for the ballistae/vehicle placement, we're looking into some tweaks. :)

Comment

Originally posted by theshadowhost

Please add a weighting or bounty system to point per kill in invasion & frontline during a match. Why? because the high skill players can easily farm noobs for same amount as killing best player on enemy team.

If killing a player with more points (leader board position) gave more points than killing a lower position player this would incentivise some new behaviours:

  • would be harder to rise up the leaderboard by just farming noobs as they would give less points for killing them than someone who kills high position players
  • people ganging up on high skill players making it more difficult for them and enabling more opportunities 1vX outplays
  • encourage high position players to seek each other out on the battlefield (like in Highlander movie or some shit)

I think this would enable more emergant gameplay.

IMO, I think this takes away from the objective focus, and it seems like the point is to try to somewhat address skill disparity. Player matching and autobalance, soft MMR etc. are all more effective ways to achieve that, and we're looking into ways to make things better in that regard.

This being said, that's my own opinion - it's still an interesting thought, and I'll be sure to share it with the team. :)

Comment

Originally posted by Jael89

I know you guys are going to work on Horde mode at some point, and I have a few suggestions. Currently Horde mode is long, tedious, boring, and fairly difficult in later waves if you don't resort to cheesing the AI. I think borrowing a page from Killing Floor 2's book would fix these problems;

-Less enemies at a time. Waves are broken into mini-waves, so you aren't overwhelmed, but still kept on your toes. Instead of fighting 60 men at a time, you'll be fighting a constantly-refreshing 20 or 30 at a time. This would reduce the amount of kiting necessary in order to survive at later waves. Kiting is f**king boring to watch and it can take way too long.

-Fewer, but larger waves. Instead of 21 waves of 60 enemies , how about 10 waves of 120 enemies? If you break them into mini-waves (as noted in the previous point), it won't be overwhelming, and won't take as long, since less kiting will be necessary.

-Smaller Arenas. For example, on Feitoria, instead of using ...

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I like these ideas, thanks for the suggestions!


04 Jan

Comment

So this could be related to leaving a precious ranked match that you lost, before the final end-of-match screen appears. We're looking into possible causes and solutions.


30 Dec

Post

Hey all, hope you had a happy holiday!

As always, please let us know your thoughts, feedback, and general suggestions for MORDHAU!
Once again, please keep things civil and constructive :) As for this week, unfortunately most of the team was on holiday vacation, so no meeting. We'll get back into the swing of things in the new year, and we're excited for our upcoming content and features.

Last week's feedback can be found here:
https://www.reddit.com/r/Mordhau/comments/kiewpj/mordhau_weekly_feedbackdiscussion_1222_1228/

... Read more External link →

23 Dec

Comment

Head to the discord - discord.gg/mordhau - and take a look in the tech support section. We'll get ya sorted there :)

Comment

Originally posted by PM_YOUR_LOOPS

pinging /u/Jaaxxxxon

The hivemind will probably downvote me to hell for this even though I spent a whopping 10 minutes clipping, subtitling, zooming and slowing the video. I don't care, just look at this please and punish them.

And PLEASE tell me you're thinking off adding a "recently played with" screen with a report button where you can explain your case and report these kind of people. These guys are not doing this for the first time, and this is not the first time this has happened to me. More like 100th during my 1600 hours spent on the game since alpha. You probably can't ban them entirely for such minor offenses, but you could take away their rights to speak and vote.

I was legitimately impressed by such "high level player" playing Horde like the rest of us filthy casuals. Usually they realise wessex doesn't work against great mauls, and leave promptly, so I tried to make a bit of banter asking if they're good. In a friendl...

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We'll take care of them. We usually don't allow these things on the sub (and I am going to lock the thread), so in the future please just DM a mod on discord, and they will be more than happy to take action.

In the future, we're looking into reporting features. Unfortunately, it's just not very quick and easy to implement, which is why it's been so long without them. :(

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Locking this thread. As of now, no evidence this is an official server, however if I find that it is, the moderator in question will be removed.


22 Dec

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Also, side note: apologies for not responding to quite a few things on last week's post - PC decided to kick the bucket, so I was scrambling around town trying to scavenge enough parts to make a new one. That being said, I'll be bundling last week's and this week's feedback into our meeting for next week, so don't worry <3

Post

Happy Holidays!

As usual, please let us know any ideas you may have - feedback, suggestions, constructive critiques, and anything else that comes to mind! Also, try to keep smaller suggestions here, as they tend to clutter up the rest of the sub :)

As for this week's meeting, it was pretty short as quite a few devs were off for the holidays, so it was mostly housekeeping. No real notes, but we're keeping an eye out our recent changes, and taking your feedback into consideration for updates coming in '21.

Last week's feedback can be found here:
...

Read more External link →

20 Dec

Comment

Originally posted by dropbbbear

The thing about skill-based matchmaking is that it can't be implemented without removing the ability to join official servers through the server browser, and also they would have to prevent people from joining the team of their choice. TF2 did a matchmaking update and it was the most hated update in the game's history.

There are alternate solutions for massive teamstacks, though.

  • Teamscramble vote: Within the first 5 minutes of the round starting, anyone can call a vote, which both teams vote on, for the teams to be randomly scrambled. This vote requires 75% of the server to agree to pass. Each player can only call this vote once to prevent spamming (though it can be called by different players multiple times in the first 5 minutes).

or

  • Handicap: The game adds up the levels of Red Team, adds up the levels of Blue Team, and compares the totals. If the total level of one team is more than double that of the other, then that team has ...
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Currently we're working on some stuff that'll do the best it can without forcing players (too much), including team scrambling on map start that's not super aggressive. This mainly means moving entire parties first, and then filling the missing spots with non-partied players, the remaining players being also used to balance out the skill levels. After that, team switching works as it does now. It's not perfect, but it should be better than it is without being too obnoxious.

The autobalance forcing someone to switch teams mid-game is a bit annoying, so we're not sure yet how to approach that yet, but some soft incentives could work in this situation.