Mordhau

Mordhau Dev Tracker




30 May

Comment

Originally posted by DomSon1

Now I'm not sure how this could work, but some of my mates were mentioning the ability to buy perks in Horde. Could be cool, obviously not all perks but some of them would probably help. I have no idea on the pricing though, but I think they should be quite expensive than cheap.

We want to overhaul horde at some point in the future :)


28 May

Comment

oh no i've been memed

I'd give you a concrete date if I could, but that's something you get at like AAA companies with 12 layers of management staff :( we have like 12 people total

Comment

Originally posted by KyleTheKatarn

Every 3-5 (or maybe a higher number) enemy kills gained should remove a TK strike for instances of autokick. Allied players that have gone into flesh wound should not count as team kills given one hit from anything usually kills them, only should count if their allies put them in that state in the first place.

Yeah, I'd like us to change the way TK's work. Getting your final TK when you have 120 kills seems like a bad time.

Comment

Originally posted by Cleyvour

Can we PLEASE get a public test client? We can help test changes before the patches are released. There are enough empty frontline servers alone to support it.

This would do multiple things.

  1. It would placate the tomatoes as they will be distracted with the public test. Think of it as a stopgap for them.

  2. It would allow the playerbase to provide, faster, efficient, and more direct feedback on changes and tweaks.

2a. It would grant the ability for balancing tweaks to be implemented and tested at a faster pace and a wider scale if desired. This would allow for weapons to be balanced faster.

WE can absolutely look into it - we will be changing the way our version control works on the development side, which will give us a lot more flexibility in releasing hotfixes, minor updates (ie cosmetic additions and balance-only changes) and running separate branches. Up until now we're had a sub-optimal system that didn't allow us to do much but work on major update cycles, as doing a hotfix or PTO would require us to pull a ton of content and 'repackage' everything into a release build. Going forwards, we'll be able to have multiple branches that can kind of be independent from each other.

Comment

Originally posted by Krother

6-) Weapons with movement penalty

Cluttered and small fighting spaces, crowded team fights and decrease in lunge already made these weapons worse and worse, and I think the movement penalty was uncalled for. I get that its a minor nerf, but it is a nerf nonetheless. Reverting the change would make these weapons more fun and playable.

7-) Weapons with very low recovery

Talking about short spear, arming sword and so on. The problem is that when they miss, you can never punish them. They can miss all day and never get punished by good footwork. Allthough the lower recovery was a good change for small weapons, 400 ms recovery is just too short. Nerfing them to 550 ms would make it easier to punish misses.

8-) Training sword

It has a lot better turncap but slower than longsword. If the purpose is training, they should have exactly the same speed and turn...

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  1. I disagree on this, as especially in comp play you'd have a huge amount of target switching with these weapons that removed a bit of the grounded feeling. In my opinion this change is good, and helps to make using heavy armor with a zwei for example not the most optimal way for offense. This one is a bit subjective though, and I appreciate you bringing this up.

  2. Being able to punish is something that's been noted in comp and casual play, and it's something we're absolutely looking into. I don't think this is just limited to fast recovery weapons all the time either, and crush is looking into some changes that might help in this area.

  3. Yeah I agree on this.

  4. Interesting take, but I think this might be more of a collision or torso movement thing. Not too sure, but we can take a look. These types of issues can be pretty weird to diagnose because they can happen for a lot of reasons and multiple game mechanics can kind of compound...

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Comment

Originally posted by Krother

Hello, I have some suggestions and feedback on some weapons that I think you guys would agree, and possibly implement it before the next update since they are easy changes. This is gonna be a long one, so lets go:

1-) Halberd and Zweihander

https://imgur.com/a/4sjgVwn

Halberd main mode and zweihander are almost exactly the same. The only notable differences are alt modes and extra 25 ms release of the zweihander. These weapons play exactly the same, function the same. I think one of them should have a bit more pronounced role. Most weapons follow this logical tier:

Longsword < Greatsword (relatively low damage, fast two handed sword)

Bardiche < Halberd = Zweihander (relatively high damage, not sof ast polearms)

Billhook < Spear (very quick and long stabbing weapons)

Arming sword < Bastard sword

I think Zweihander should be more like LS and GS, not like...

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  1. I agree on the fact that halberd and zwei are a bit too similar, and I'll talk to crush about what can be done on this front.
  2. You have big brain energy, we've already changed maul to 65 strike damage to t3 chest for next patch.
  3. I think this should be solved, but perhaps in a different way. We might experiment with flinching, parries, speed etc. and try to find a good solution, but the idea of the poke stabs on baxe etc. is to server as a low damage 'interrupt' and slowing that down too much would make the weapons feel pretty samey when compared to the rest of the lineup. In any case, we'll look into this!
  4. Chambers are an easy way to bypass reading, and if someone lands an attack on you, you should be at a disadvantage. Making combos consistently chamberable, at least in my opinion, would not be healthy for the game. Being able to quickly kill someone is a good thing when you factor this into team fights.
  5. Greatsword can be a bit of an issue ...
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Comment

Originally posted by SerStormont

I know you're a small team so it is a big ask, especially with Castello just being so recently released, but anything to do with a new map would be amazing. I think the community needs some new maps to play. They don't need to be as detailed as Castello, just as long as it's a map that is unique in style and is fair for both teams.

We have a few in the works, but we'll show them off when they're more ready ;)
We don't want to do a repeat of Castello and show it off before it's actually good to go, and then just tease you all by doing so.

Comment

Originally posted by Stratonable

I recognize your username. Thanks for your hard work.

The forums weren't perfect but they were a valuable part of the discussion. The steam forums are pretty toxic. The Discord chat moves too fast and doesn't have a good search function. The Private Feedback channel isn't visible to the majority of us and from what I hear it isn't all that useful even for those who have access. Crush seems to be blocking critics and turning it into an echo chamber. That aside, Discord just isn't built to be a forum. Reddit is mostly for memes and fun community stuff. Feedback and critique don't get much traction or engagement on here.

I'm not saying the forum was perfect -- it had plenty of toxicity, bait, and low effort meme-age -- but it was structured far better than any of the alternatives. It had a solid search function, clear linear discussion threads, a like button (and no dislike button), and clearly visible account profiles which displayed metrics like total published comm...

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To be honest, we didn't usually even read the threads on the forums all too often. A lot of the good ideas ended up buried by people just arguing with each other, and on reddit these things get filtered by the upvote system.

While I haven't been as active on here as I'd like to be in terms of commenting on things (and I'm working on that), myself and the team still read virtually everything on here. Just because I don't always reply doesn't mean that we're not looking at what you all have to say :)

Comment

Originally posted by NightsOW

It's amazingly easy to 100+ kills with a maul class, but it doesn't feel fair one shotting everything. With the Rush perk, you become a 1-or-2-shotting machine.

If the enemy has taken a hit, you one shot them without needing to aim for the head. It's just so easy.

We're changing it up a bit, it's too overpowering atm. Probably something along the lines of 65ish torso damage on strike, which means you can synergize with a decent amount of two handers, but won't get easy kills for just a single hit. I think a few other things are planned, so hopefully it will be toned down quite a bit while still feeling really cronchy and unique.

Comment

Originally posted by GrandpaDrunk

Some balance changes towards some of the weapons and bloodlust. I really think bloodlust is unbalanced and makes weapons like the maul extremely easy to use. It shouldn’t give full health back because it also makes 1vx infinitely easier.

I want to see what we can do with bloodlust. it's not very useful at high level and you tend to just see it used as a pubstomp perk, which is the purpose, but it's a little overwhelming at times.

Comment

Originally posted by Senior_Building

Respond to more than 11 comments Jax, and don't do it on the last day required. Stop slacking please.

ok thanks

Comment

Originally posted by needlzor

  • Would be nice to have more buyable weapons in horde, like the quarterstaff and the cleaver. Horde is a lot of fun and should get more love imho.

  • Horde again, would be neat to have some enemies carrying explosives that can take down towers/doors. It would avoid people cheesing everything and turning Mordhau into Duck Hunt with their 4 crossbows.

  • Finally, more filters in the server browser would be cool. For example, filter on map, filter on horde wave or some indicator of how long the game has been running for the other modes, etc.

We want to get some love into horde, we started some work on an overhaul but it's been shelved for the time being. We'll get to it though!

Comment

Originally posted by Jaewok

Yes, given that he's the community manager and this kind of thing is part of his job, he really could do a better job of it. The recent weekly suggestion thread had a few people mention it, so hopefully he takes it to heart

i have taken it to heart :)
lots of irl stuff going on w/ me i've been dealing with, but things are looking good now

Comment

Originally posted by amd3974

Fix Castello it’s almost unplayable and I my PC is a beast

that's part of the update, castello improvements in regards to performance. we'll see how much it helps, but it should be an improvement nonetheless!

Comment

Originally posted by Daric_Leland

Playing to win as a noble is not fun.

We should take a page out of Battlefront II's book: nobles lose HP over time but gain more HP from kills. Staying in the fray, where it's fun, becomes the best means of survival.

Their wander zone would also have to be expanded, or else attackers can abuse the HP loss by walling themselves off in spawn.

We're aware of this, and we're looking into ways to fix it. HP loss might not be the best way to go about this, but perhaps less overall HP (one good push against a turtling noble equals death) and better HP on kill could work. Either way, we want to change the noble system - personally, if I ever get noble I decline because I'd rather just kill things and not worry about being responsible for the team, so we're all on the same page with this.

Comment

Originally posted by Jael89

Alright, serious question for point 9. You've said before that people won't stick around only for female mercs, so they aren't a priority. I understand the logic, but if that's the case, won't literally anything else take precedence in your eyes then? What's our assurance that you'll ever get around to them?

Right now we're focused on a few things, being mod SDK, ranked 3v3, and enough content that will get the game to a state that we see as 'sustainable' and will let us spend time to work on things and not worry about a lack of content or features. I can't give you a clear-cut condition for that, but it's something we're looking at.

Comment

Originally posted by Orsobruno3300

Afaik, the devs haven't given an eta at all, though I'm happy to be proven wrong.

yeah we did, soon™

no but really we're not too far off. we did a test about a week ago and ran into quite a few bugs, so we're fixing those and taking care of a few things.

Comment

Originally posted by Leprechaun003

The Radio Silence about many many SoonTM Features is pretty deafening.

Off the top of my head:

  • Mercenary Folders please dear god be in the next patch
  • Scoreboard/UI QoL improvements
  • Gold/XP Issues, will we be getting compensation?
  • Actual report features in-game
  • Local Mods? Have you made any progress in stopping exploits? Will they ever be back? Who knows!?
  • Dev/Community interaction on Reddit, where people can actually have a chance to see it, unlike Discord where it's buried in 5 seconds.
  • Hows the Ship Map coming? Was it scrapped? It's been 3 1/2 months since the Snippet was posted, and by all accounts it was supposed to have a quick turn-around time.
  • Where's the Multiplayer Ranked mode? How's it coming? Are you willing to formally write something up about Triternion's stance on why 2v2/3v3/etc doesn't...
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  1. won't be in the next patch, but this is something we want to do at some point
  2. there will be some UI improvements coming
  3. no compensation planned, but we've done quite a bit to make the gold system more consistent. i can talk to the team about post-update compensation or maybe double xp, but no point trying to do it if our fixes don't fix anything.
  4. this would be nice, and something we've been discussing.
  5. i'm on here pretty often, but i'll try to be around more :)
  6. ship map isn't even technically a map. we probably shouldn't have shown it off because it's really just a tech demo at this point
  7. 3v3 ranked is planned - won't be this coming update, but most likely the next one after.
  8. we will be updating UE4 versions, probably after this patch hits (although don't quote me on that) it's a pain to do, but it may be more feasible once we have implemented some version control improvements that allow us to work on short term a...
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27 May

Post

Hello everyone!

Once again, thanks for the feedback, it's great for us to see your thoughts on the game. We'd love to hear any ideas, suggestions, tweaks , or anything else that comes to mind.

You can find last week's post here: https://www.reddit.com/r/Mordhau/comments/gmtk2u/mordhau_weekly_feedbackdiscussion_519_525/

External link →

26 May

Comment

seymour approves.

edit: also activate windows seymour is unimpressed