Mordhau

Mordhau Dev Tracker




12 May

Comment

Originally posted by danprince

Armour used to cost different amounts of points. Heavy armour pieces would cost 3, medium were 2, and light were 1.

So if you see 3/3/2 it meant heavy helmet, heavy torso, medium legs under the old point system.

still applies based on armor tier - 0/1/2/3 :)

Comment

Originally posted by BurnmaNeeGrow

night maps

(here)

BIG true, we've talked about night maps :) no guarantees yet but it'd be super cool.

edit: atm I think that we'd have to take the entire map and copy it to make a night variant, and then if we changed a barrel position or messed with an objective we'd have to go back through, do it on all versions, rebuild lighting etc. So it's possible, but we're definitely not going to go that route; instead we're looking into making lighting variants, or something that accomplishes the same thing without having to duplicate maps.

Comment

Originally posted by Nightwing69

I know I’m late here so I doubt this will be seen, but there’s an exploit on Grad invasion (the version where blue attacks) where a guy on red can build just 2 walls to hide inside the trebuchet. The sides of the trebuchet look like you should be able to stab him through it, but they actually have invisible hot boxes so you can’t. And because of the way the objective works, one red guy hiding in there is basically untouchable and will completely stop blue from progressing.

I haven’t seen people do it that often, but like the spy builds, it’s only going to get more common the longer it goes unfixed.

We're aware, looking into a fix. It's actually not as simple to fix as it might seem, but we're working on it.

Comment

Originally posted by yoshi570

Hey /u/Jaaxxxxon. How do you feel about reducing maul damage from 75 to 74? As it stands, the maul deals minimum damage 75 to body swing, to all armor.

What this means is that landing a swing will automatically reward you with the full 100 point of a kill, instead of only 75 points for assist. When the game launched, the threshold was higher in order to get credited for full kill, but this was lowered to 75 shortly after release. Since then, any maul swing means you are awarded 100 points. People in frontline and invasion are abusing this to end up at the top of leaderboard, since their point-economy is far more efficient than literally any other weapon in the game; they simply earn more points for doing the same stuff as others.

This tiny nerf would change exactly nothing to how the weapon function; same HTK against every armor/body part. All it would change is prevent people from abusing the "75 damage to get 100 points" feature from the...

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This is planned. :) Probably less than 74, but still a two-shot.


11 May

Comment

I wouldn't say it's likely, gladiators were like 1000 years too early for Mordhau's setting, and having armor on without t1 armor obfuscates the tier of the person. For reference, if we went 1000 years *past* the timeline of Mordhau, we'd be adding stuff from the year 2500 into the game - it's too much of a stretch to add gear from antiquity.


08 May

Comment

Originally posted by catdesu

Ranked 2v2 / 3v3 please!

2v2 no, 3v3..... I can neither confirm or deny ;)

2v2 meta wise is not super healthy, as the first team to get a kill will win the majority of the time - the most hurt person backs off and heals while the other prevents the 1 from getting any health/stam regen, and then the 2 double team the 1.

In a 3v3, if a person dies, a 2v3 is much more manageable, and while the advantage goes towards the team who gets the first 'pick', it's not a death sentence, as the 2 aren't necessarily in a 1vX situation and can still use teamwork to survive.

Comment

Originally posted by Gott_Mogis

one bug report: there are still helmets (eg pointed armet) where the secondary metalcolors are not properly displayed (eg black instead of gold when on red team)

We're aware of this, and we'll be fixing them with the next update. Let us know if we miss any!

Comment

Originally posted by jrubolt

Please add a small movement speed penalty to the maul/waraxe similar to what was done with the zwei.

Currently it is far too easy for good players to pub stomp with (1) hit and run tactics in Invasion/frontline.

Some players are consistently getting 150 kills a match now and I can't see many noobs sticking around in a game where they constantly die before they can even engage in a fight.

Also for the love of all that is foppish! Please do something about these "spy" loadouts.

Spy loadouts have been noted and we're working on that front. As for the maul specifically, we're looking into how to make it a little less overwhelming. Both the Maul and the War Axe are pretty much pubstomp weapons (maul moreso) but they might be a bit overtuned currently.

Comment

Originally posted by WD_Animation

As someone has already mentioned, add challenges to the game that give gold/xp rewards, perhaps have some challenges that require some grinding to complete, but reward an exclusive cosmetic? After you've completed all the achievements there really isn't anything more to do besides grinding to get gold.

Adding more voicelines for tactical gameplay, like "behind you, kill the archers, do the objective, take cover" etc. More emotes would always be fun.

Adding more scar options to the face, and not only the one over the eye. Warpaint to the face and body could be cool.

Being able to show wear-and-tear on your weapon as well, this was showcased in one of the devblogs, would be cool to use a weapon that doesn't look like it just came out of polishing at the blacksmith.

Check my reply on galaxy's comment about challenges- tl,dr: something we're looking into :)

New face scars etc. would require a separate face texture, so it could be possible but we don't have support for modular scars and stuff. As for weapon stuff, it's the same thing; no built-in support at the moment but it would be nice to have. No guarantees but I'll let the team know!

Comment

Originally posted by Masticates

Small QOL improvements like loadout folders, or a tick box on each loadout to choose whether we want to spawn on first or third person, or whether we want to spawn using the alt mode of our weapon or not. Easy to implement, will please the playerbase.

We do need foldies, as the discord has reminded me of (usually on a daily basis). The armory is some of the oldest parts of the code, and with all of the added cosmetics as well as upcoming ones, it's getting super cluttered as it is! We're going to be looking into doing a revamp of the armory - nothing 100% guaranteed yet and no timeframe at the moment, but it's something the team has been discussing quite a bit. 📁

Comment

Originally posted by chrisiseker

Pls jax help us :c Am left handed(only pc) and bound my sprint to LeftAlt. Now everytime I try to run+jump(LeftAlt+Space) it just doesnt work. I already confirmed this with serveral other players and it seems to be a mordhau only problem. Well bc of this i can never play at 100% if i cant run and jump at the same time. Have this prob. since release. PLEASE help :(

Never heard this before. Can you confirm this is Mordhau-specific, or does it also happen on other Unreal Engine 4 (UE4) games?

Comment

Originally posted by Tyquito

I would love to see more end of match statistics! A great example of this would be the game Insurgency: Sandstorm where the end of match stats show feats like:

  • Who the MVP of the match was
  • The people with most offensive and defensive kills
  • Most assists in the match

You guys could even add your own spin on it like adding who had most parries and/or chambers! Most limbs hacked off, highest damage dealt to enemy team, damage against own team, etc.

A change like this, in my opinion, would give more attention to the little things alongside giving gold/EXP to allow some players to get rewarded without having to necessarily top-frag!

Shoutout to this comment

We've been looking into something similar to this, and Spook has been working on a lot of UI improvements. I'll forward this to him and we'll see what we can do!

Comment

Originally posted by chrisiseker

@jaaxxxxon

Comment

Originally posted by BurnmaNeeGrow

id love to see another open and large map like camp or crossroads sometime in the future

Same! The upsides to those is that they're not too complex either - I'll talk to the team about this and see if it's something viable.

Comment

Originally posted by galaxyvm

Nice. I'd love to see daily or weekly challenges with exp/gold bonus. Like if you get x headshots in a match or x kills with y weapon you get extra gold. Could help give players a reason to try other weapons and experiment with their playstyles.

It's something we've talked about, and would like to do. Making challenges actually relevant and fun is important, and something we haven't quite tackled yet, so we're still working on that :)

Comment

Originally posted by seitung

The UX for switching loadouts could be improved. The user shouldn't initially have to switch from default loadouts when they have them hidden. Allowing the user to set a default from the custom list would be smoother. A button to spawn with a random loadout from the custom list would also be a nice addition.

I like this, gonna forward it to the team :)

Comment

Originally posted by Shitscrubber64

You make some excellent points but I wouldn't call it favoring realism. Every single map is plagued with a lack thereof, objectives in particular.

Let's all sacrifice our lives to burn random piles of books while we're in the middle of a war instead of doing so afterwards. What's that you say about holding the torch close to the books to ignite them? Screw that, let's throw it like idiots so we have to run back to spawn and grab another torch.

Or how about mountain peak's battering ram objective? Blue team is forced to throw itself at the ram to smash a gate open... and when they finally succeed 90% of players will still use the many side entrances over the gate they fought so hard over, the same side entrances that were already open from the start. But for some reason the captured soldiers that were on the other side couldn't be interacted with at all, now they suddenly can.

He's talking more about.. structural realism/believability in the architecture I'd assume. The objectives are definitely silly, but that's fine as long as they play well.

If you go look at CSGO for example, and pretend that was a real place, very little of it would actually make any sense. Who puts an open-air balcony above a sewage pool? Overpass does, and it plays really well. They also manage to make it seem believable unless you actually think really hard about it, but in the end it doesn't really matter, as long as the map plays properly.

Comment

Originally posted by Daric_Leland

I feel like your map design is favoring realism over gameplay flow. There's a lot of both great looking and great designed niches to maps, which then go unused because they're way outside the main lane(s).

For example: the rocks behind Grad's castle letting you scramble up to the ramparts; Feitoria's farms and dungeon; hallways and rooftops in/along the outer walls of Castello; Grad's graveyard.

A decent case study of this is Mountain Peak's new throne room:

There's 2 walkways above and a central lane below, all flowing to the throne itself. But to access the lower central lane, you have to go around the giant stairs which seem like you can't go around. From where blue spawns, looking to the left or right of the stairs shows a recess ending in a wall. You assume it's a deadend without checking it out, missing the tucked away doorway. The result is blue rushes up the big stairs right in front of them and only use the 2 walkways, leaving the bottom lane a...

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Great comment.

Part of the reason this is a thing is because especially with the original and older maps, we started work on them before we actually had a game mode created for Mordhau. As a result, there are a lot of areas that go unused on maps, as without the mode (Frontline/Invasion) it's hard to accurately predict where players will go, and what they will do. A good example of this would be a lot of the towers on Feitoria - they look great but you'll rarely find anyone in those towers, because they just are too far out of the way. On Grad, the breach into the tunnel next to the cliff means a lot of walking and instead you could just go a more direct route, since the Warden is definitely going to be surrounded by his allies and you'd be better off pushing with 10 teammates as opposed to going solo.

As for the newer additions and maps, there are definitely things that could be improved in regards to readability, although there is a line that we have to draw at ...

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Comment

Originally posted by the_chaq

Dear Triternion and it's members actively developing the melee slasher game Mordhau,

Good day, I hope everyone here is doing well today. I approach today with an inquiry.

The game of Mordhau is a very innovative and most certainly engaging video game, perhaps my own favorite in recent times. Not only does it have fluid, enthralling, deep, complex, and competitively viable gameplay, but it does so while also in many ways adhering more to reality more than many other competitive fighting games in video game history. Particularly, the idea of your weapon attacks being able to come from any angle, is a brilliant innovation from the slasher genre's typical, more limited setup where slash attack angles are predetermined and assigned to binds on the keyboard and mouse. I am simply in love with this fluid and intuitive approach to combat that gives the player the sort of freedom that helps to immerse them. And it is in this spirit of freedom of approach in one's attack th...

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lol never change chaq


07 May

Comment

These are Kickstarter backers' emblems, not us hating archers.

But yes, archers are annoying :)