Mordhau

Mordhau Dev Tracker




04 Sep

Comment

Originally posted by Past_Economist6278

That isn't what is being described. This is active racism against the user making the experience worse.

It seems that the last sentence suggests that our moderators are somehow involved - either way the meaning there isn't 100% clear.

We mute players for racism or toxicity and we've muted over 9000 players since release, most permanently.

Comment

Originally posted by skyburnsred

The admin in Schizo's duels banned me for a month because I beat him, and then I got kicked and the only message was "f**k you k*ke"

This game needs moderators for their moderators

We don't have control over private servers, no perms or anything like that. As for enforcing our rules, we only take action on things that aren't bound to a specific server; for example, if we get a report of a cheater they'll get a game ban regardless of what server they're on, but someone teamkilling in a community server isn't something we would concern ourselves with.

Comment

Originally posted by Chreint

reddit admins == mordhau admins

Private server admins are totally different than official moderators. Our mods (and even us on the dev team) have no admin permissions in private servers.


03 Sep

Comment

Originally posted by The_Salty_Spitoon456

Tbh I feel it would help out the community. Usually the chat is so damn dry now cause half the friggin player base got banned raging after just starting off.

Let's be real everyone has gotten pissed at

Archers,

Horse players,

That one 207 evening star black iron plumer doing a 720 sloppy top waterfall jpeg Essex on some poor level 4 that can't even understand what the hell is happening.

Of course this is all satire but seriously, a clean slate for everyone would help

getting angry at someone isn't a justification to hurl racial slurs


02 Sep

Comment

Originally posted by The_Salty_Spitoon456

What server are you on if it's NA east there's a admin that's particularly shitty I can absolutely see doing this. I'd call him out but he loves to get ban happy

If you want to, DM me on Discord - Jax#0553. I'd be happy to take a look and see what's going on.

Comment

Originally posted by indie404

No one should have to waste their time making an appeal for a mods mistake

The reason why we do appeals in private is that it's hard to tell the context of what's going on and the reason the moderation issued the ban. We usually have people send in reports privately, and we don't want to out people that report griefing, racism, etc. as that opens up them to harassment. With appeals, the person can send us their ID and we can look at our logs to determine what happened.

In this case, it was a moderator's error, and we've resolved it, but oftentimes people will claim they've been banned "for no reason", and our logs show video evidence of them TK'ing or having a racist username, etc.

Manual moderation isn't perfect, and we definitely make errors - what's important is that we correct them.

Comment

If you want to appeal, contact a moderator or myself via discord DMs. We can take a look at the situation.

EDIT: We're unbanning, usually we temp-ban exploit spots that are actually gamebreaking, this 1) isn't really a gamebreaking thing and it's accessible normally. Sorry about this.

Comment

Originally posted by PoobyStinkleferb

Please tell me the new animations are coming this patch otherwise the wait was for nothing

Some are, not all. The thing with the animations is that even though there's one set per 1h, 2h sword, polearm etc. there are a ton of individual animations for things like stab to slash combo, riposte, etc. and these animations make or break the game; they're incredibly important, and we only want to re-work them once.

I believe the polearm animations will be included, and a few other non combat ones - the rest should be coming in a later patch. We're probably gonna do an interim patch between this and the Eastern Invasion one, if for nothing other than balance changes (we know yall want more frequent balance updates) and we can probably get 'em all in by then.

Comment

Originally posted by converter-bot

200 miles is 321.87 km

wow thanks very helpful

Comment

Originally posted by iedy2345

iirc SDK is a separate release , once it's greenlighted by Epic , it will be released separately without being tied to an actual game Patch

yep, this pretty much

edit: one other thing is that it's not really tied to the game version per se, but it does matter if there's an engine mismatch - having the SDK on UE4.25 and game on UE4.21 would cause issues.

Comment

Originally posted by RogueOperative_

Can we get any news on SDK?

If I'm not mistaken it was one of the Kickstarter goals that was met meanwhile more than 2 years later and still nothing. I was going through few of your last feedback posts and not a single mention about SDK, another user asking about it and no answer.

What is happening with SDK???

It should be coming right after the update - we had it working pretty much with the current patch but we figured it'd be better to just release on the new update (since we'd have to update it again). Getting it 'packaged' for a build is a little time consuming, so we can save a few weeks by just preparing for this update (which is what we've been doing).

Comment

We are definitely looking to address the most disgusting cases of drags, which are done with the riposte animations, and bring them in line with neutrals. I don't think things will ever be 100% perfect, but they can be much better than they are now.

Comment

Originally posted by HalfZvare

i always thought, that the problem lies within the fact that the core of the gameplay consists of getting around the parry window of your opponent, not the parry box itself. this places a lot of importance on timing, not on precision and outplaying the opponent.

i always imagined, that it would be better, if the parries could be held, but the parry box would only be as big as the weapon (or slightly larger) and that the parry would have a turncap and a cooldown. this without stamina loss.

right now, if an opponent parries at chest level and i attack the legs, the strike almost always still gets parried. if i try to circle around an opponent and try to hit them in the side, the parry box is still so large that i get parried most of the time.

but if an opponent could hold a parry, but the parry has a turncap, i could maybe trick them into thinking i am going for a head hit, but really trying to hit their legs. feints could be used to either bait out the parry...

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We went through various prototypes back in the day during Project Slasher. Having the defense be more location based just led to even worse looking gameplay that made no sense, i.e. everyone attacking the toes on the feet because that was the most confusing thing to catch. Usually via overheads. Whole thing just looked weird, and felt random.


01 Sep

Post

Hello everyone!

As always, we'd like to hear your feedback on Mordhau - any comments, critiques, suggestions, whatever comes to mind - your input is super helpful for us in continuing development! Like usual, please keep things on-topic and be respectful to other folks :)

As for this week, again we're gonna skip meeting notes - most of our time this week was spent testing and finalizing for the update, although we have been putting in more work on maps, animations, and other long-term goals. As for the update, we expected to be done by today - unfortunately, estimates are estimates, and sometimes we're off by a bit.

We ran into a few issues with some map geometry which have been fixed, but this requires us to rebuild the HLOD (hierarchical level of detail) for a map. This needs to be done we make any 'physical' changes to a level, since without HLOD being in place, your computer renders pretty much the entire map at once and you'd get something around si...

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30 Aug