Mordhau

Mordhau Dev Tracker




09 Jun

Comment

Originally posted by Daric_Leland

Having finally played as the Crossroads noble, reducing HP and increasing HP on kill seems like a very good direction for noble balance. I kept running around looking for people to kill so I could keep my HP up, instead of hiding in the cart or other place. The moving wander area also may have helped, but I was mostly focused on that HP on kill and just the fact I can knock people over with just a fart.

We're trying out some changes to the nobles with the upcoming update. We're taking this gradually, as we don't want to super-overtune the nobles.

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Originally posted by TheMordhauBird

The Bird would like to see different weather conditions on the existing maps. Things like different times of day, rain, etc. A marshy map would also be very pleasant. The Bird enjoys variety. The Mordhau community enjoys variety. So bring some variety to the maps! :>

This would be sick! The thing we'll have to figure out is how to do lighting separate from the map objects, so if we change objective stuff or move a barrel 10 feet we don't have to go in and fix everything on like 7 different variants of each map. We've definitely talked about this and it's something we want to figure out.

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Hey all!

As always, we appreciate your input - the feedback is invaluable and really lets us see how everyone feels on the state of the game, and what's needed going forwards. If you've got any ideas on your mind, feel free to post them below! Suggestions are always welcome, and feedback on the current game helps a ton as well. Thanks again!

Last week's post can be found here:
https://www.reddit.com/r/Mordhau/comments/gvgjd1/mordhau_weekly_feedbackdiscussion_62_68/

External link →
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Long weapons doing more damage than short weapons in every situation would completely negate using the short ones. Short weapons tend to have more damage to make up for the drawback of no reach, and reach is already a massive advantage.

As for 38 vs 40, this doesn't change the hit to kill amounts unless these are combined with other weapons, and we don't want things like spear being used to get one hit and then run off, allowing teammates to hit them once for a kill. If this was the case, you could get stabbed in the chest by the long spear, he runs off and you can't get to him because you're fighting a guy, and he can poleaxe your head in. If it's the short spear, the person has to get in close and is more vulnerable.

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ugh get these spins out of UFC they're so unrealistic /s

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Originally posted by ShadowCetra

Not effective? He's using a OHK weapon, and y'all said in kickstarter this crap wouldn't be in the game. This is chivalry level bs.

Keep making excuses though, Mr. Community manager. When your playerbase gets sick of this bull and leaves, remember the excuses, rather than actually addressing the problem.

The solution to this problem is to hit your S key - he'd completely miss, because this attack won't work against someone that doesn't run into it.

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attacking = w
defending = s

this would have completely missed.

We can't eliminate the possibility of doing this - if you can't do this, you can't 180 after parrying and riposte into a guy behind you, etc - the combat would be broken. Instead, we make things like this not effective. This move in the clip is not effective, all you need to do is back up. People do these things to flex, not because they're actually useful.

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We're working on something to help fix this :)

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Originally posted by A-10warthog1

Competitive team play would be nice

team ranked is something that's in development :)

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Originally posted by KommandoMGS

Will there be new models for the javelins? They don't look really authentic, more like a fantasy weapon that a orc would use because of the big chunk of metal with the 10 bolts that hold it together onto the shaft, especially in compairson to the other more grounded looking weapons like throwing axes and knives. I thought they would be only placeholders, because they use the same model as the ballista bolts...

we could probably whip up a skin sometime for em, doesn't seem like it'd be the hardest thing ever

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Originally posted by BurnmaNeeGrow

let us put mercenaries into folders to sort them

we want to make folders at some point. no ETA yet because that would require a complete armory overhaul which would take a ton of time, but we want them too :)

Comment

Originally posted by Mario543212

  • an option to save faces and apply them on loadouts
  • more beards, more hairstyles
  • money sink cosmetics for players with tons of gold
  • better progression system (more unlockables past lvl 110, etc.)
  • foreign voices
  • spectate option for top ongoing ranked games (duels/upcoming modes)
  1. you can do this by copying the face or going into the game.ini file already btw, but an easier solution could be cool
  2. true, agree
  3. yeah those are coming, as well as less expensive things for more casual folks
  4. we want to add more progression that's level based :)
  5. would be sick, the thing is a lot of attempts at this stuff can come off sounding cringe if it's "german accent in english", it's kind of hard to get that nailed down. that being said it could be really neat if done right, and also a voice line that's in a completely different language would be awesome too. Atm though we're not focusing on voices, as there's a ton of back-and-forth we need to do with actors to get a voice created and implemented into the game
  6. Could be neat, although it might have some weird effects on performance. We can look into it, but it's not something that's super high priority at the moment.
Comment

Originally posted by Holy_saracen

Hello again!I have another bundle of suggestions:

  1. Add an arrow camera (like chivalry), so we can have a better idea of where our shots are going.
  2. A "play with randomly chosen loadout" button.
  3. We could use a "back" customization slot where we could carry bags, banners or flags (this might lead to A LOT of clippling issues).
  4. Add a small gold reward when winning (~75g). To prevent intentional team switching , we could disable this bonus to people that changes teams.
  5. Last but not least, I have a frontline oriented gamemode: REGICIDE.Basically each team has its own captain/king and has to kill the enemy one in order to win. Might work with the current maps (excluding Castello) but I'm not sure on how to balance map duration and spawns for each map. (Despacito already implemented a skirm version of this https://mordhau.mod.io/despacitos-skirmish-captains-mode)
  6. ...
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  1. Not really something we're interested in, to be honest. It's kind of cool, but not really something that we're particularly interested in. 🤷‍♀️
  2. It's a cool idea, but it would require quite a bit of work and most players would only use the feature a handful of times. If it selected from your loadouts maybe that would be more feasible, but we definitely don't have the resources to randomly equip everything on loadouts. This is a great example of something that's a good idea, but unfortunately we have to prioritize things that will have the most impact on gameplay, etc.
  3. Probably would be a lot of clipping - it's something we could look into, but we're not sure on this one.
  4. Winning should be incentivized more - we don't want to break the gold rewards as things have been set up for a roughly 1k gold / hr rate, but we do want to encourage more teamplay and objective participation. I agree, something to this effect would be great!
  5. Despacito's Capt...
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Comment

Originally posted by Jamcakes_

I forgot to mention in previous feedback that the last patch was f**king superb, great job devs. I've got a couple of pieces of feedback I've been thinking about a lot recently.

  1. I feel like Team markers really need to be improved. They disappear very quickly over head in most melee fights and don't seem to line up very accurately with a teammates movements a lot of the time. Their gold colour also makes them very easily lost on the warm/sunset maps and in torch lit interiors.
  2. At the moment keeping up with all of the patch news requires trawling though the separate chat logs of multiple devs and mods which is a pretty convoluted and draining experience for fans with a continued interest in the game's future. I think a weekly/monthly dev blog that would elucidate fans to the devs intentions and future plans would go a long way towards making it easier and more pleasant for fans to keep up with and stay interested in the game's future.
  1. It's something we're aware of, and we're looking into it. Team markers aren't mega-high priority atm, lots of other UI/UX stuff that Spook is working on, but we're aware of it and we'll see what we can do :)
  2. I'm working a bit on a dev update, hopefully should have one out relatively soon. We've been slacking a bit on this front and I totally agree that having a condensed general update is superior to sifting through a bunch of different platforms or asking around to see what's coming.
Comment

Originally posted by Zaxosaur

tl;dr We need Ranked 3v3s sooner rather than later and they need to have end of season Ranked Rewards or it will suck.

Ranked Duels are dead because you can go into a duelyard and fight better players, at a faster pace, on better tickrate servers. There's basically no reason to queue up for ranked duels.

Ranked 3v3s would be far more relevant. There's no easy way to find a 3v3 skirmish right now for the majority of players, and it's still a hassle for comp players to go down their friends list DMing people. Because of this, Ranked 3v3s would have a decent playerbase, but this alone isn't enough.

Actual ranked rewards would go a long way towards getting Ranked 3s a consistent playerbase. This would go along with a 3 month long season (roughly as frequent as patches lmaoo). At the end of the season, you would get ranked rewards based on your highest rank during that time.

Some EXAMPLE! rewards might be:

Bronze: 1,000 gold
...

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We're working on team ranked! And rewards are also something we want to do. We'd have to do them in a way that's sustainable - unlike CoD or other AAA titles, we're not really set up to pump out 30 new cosmetics every few months, so it'd have to be done in a way that we can keep pace with and have cool items, but not overburden ourselves.

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Originally posted by urban_ranger

What about changing the maul throw animation to a two-handed throw? If I were to throw a sledgehammer irl like I'm trying to kill something, I'd use both hands, winding up and throwing it from over my head, kind of the same motion as chopping wood, not tomahawking it with one hand like it was a framing hammer.

It's on our to-do list, as far as I know :)


08 Jun

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A quick announcement:

Over the course of the past few weeks, we have been receiving allegations of players manipulating ranked matches to boost MMR. We’ve been monitoring this situation and as of will now be taking administrative action against any confirmed boosting. These actions will include MMR/rank resets, ranked matchmaking bans, official server bans and potentially game bans, depending on the severity and repeat offenses.

External link →

04 Jun

Comment

We definitely had an idea that emotes and lute etc would be popular - Mordhau's about player freedom/expression, from the way you look, how you fight, etc. and emotes are a natural extension of that :)

I don't think we realized that some people would enjoy emotes more than the combat, but it's great that people can find so much enjoyment in them!


03 Jun

Comment

Originally posted by Jbard808

Chances of June release?

ideally - but ehhhhh we never make deadlines so we don't set them. When It's Ready™

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Originally posted by MERCILESS_PREJUDICE

whenever someone's being an obnoxious racist i hunt them the whole match. they're always dogshit at the game so if you just use a cheesy stabby weapon they get gimped and rage. we all have to do our part

thanks, uhh.. u/MERCILESS_PREJUDICE

racist people have small brain peasant energy