Mordhau

Mordhau Dev Tracker




19 Jan

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wacky inflatable tube man isn't real, he can't hurt you

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Hey everyone! :)

You know the drill - let us know your thoughts, feedback, suggestions and anything that comes to mind! Please make sure to be constructive and relatively specific, so we can actually look into the issues or suggestions you've got. Thanks a ton, and we'd love to hear what you have to say.

As for our meeting, we had a pretty good one. Some notes:

  • We spent a pretty good chunk of time talking about how to improve the new-player experience, and ways to make things less frustrating when you're learning the ropes. Some good ideas were brought up, and we'll share 'em with ya once we've finalized and developed these features. Also, we're looking into making the default loadouts actually viable. (No one-shotting defaults!)
  • Not directly related to development, but we're looking into some more ways to talk to ya folks that should be pretty cool. More info when we're ready on that front :)
  • Work on the SDK continues, and it's...
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Originally posted by ivvyditt

Xenophobe and political comments should be stopped.

It'd be cool if they include a tool to report players and automatically it give mods the last chat lines of that reported player, so then they can easily create some filters or take a fast look and then decide to ban their messages on chat for a period of time.

that's mostly the idea of what we're working on :)

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Originally posted by Mountain_Jelly_Man

Please do something to address the rampant racism in the chat. This issue has already been raised multiple times so you should be well aware of it. Can we at least get a way to report players for racist and toxic comments.. The lack of any kind of effort to stop this issue is extremely disappointing from the devs. Turning off chat only does so little towards providing an actual solution, you need to step up your game and address this, especially considering how long this game has been out now. I understand you are a small development team but at this point its no longer an excuse

We're working on in-game reporting. That being said you can always report people to the mods over on discord - we've muted over 4000 people, most permanently for offensive behavior in chat. <3

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Originally posted by PotatoKilr

Making the duration of chambers and parries shorter was a good thing (I think?) for the competitive scene, but it makes the game harder for new players and makes them more likely to quit (I am not a new player, but I don’t want new Mordhau players to stop playing due to frustration). It also makes swing manipulation stronger, and makes other techniques somewhat obsolete (drags are already better than morphs, chambers, and feints because they cost 0 stamina). I don’t see any optimal solution, but I think the stamina system is a bit wierd sometimes, and some tweaks could be made to various weapons.

Other than that, I recommend making the axe and warhammer slightly stronger but MUCH slower, removing or altering the alt modes for the battle axe and eveningstar, and changing the executioner’s sword to be slightly less powerful.

We're working on changes (combat 2.0) that should fix this. Essentially looking into changes to timing across the board that makes recoveries shorter and the game more responsive, and improving the balance of the mechanics across the board. Can't say specifics really yet since a lot of things are highly experimental at this point, but it should have a big improvement on the combat meta.

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Originally posted by SlapmanChapman

Possible fix for the naked and T1 players who are broken asf: add a weapon weight system. Basically, say you have a maul, and are running no armour except a linen hosen because nappies are funny. Since the maul is a big 2 handed weapon, It would reduce your speed so you cant run around smashing skulls like a medieval Usain bolt, and would help add some general balance to classes. This could possibly come within the Armoury update? This hopefully would not be too hard to implement since the armour already has a form of weight system. Perhaps you could make it in a way that each piece of armour and weapon had a specific weight value, and there is a weight limit. Exceeding this limit could mean that your character runs slower, like the tank perk (which could be used to increase the weight limit, since it has no practical use right now). Another option for exceeding the weight limit would be to simply not allow them to exceed it, but that would seem rather pointless considering the lim...

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already have weapon slowdowns for certain weapons (maul is one of them), just doesn't show up in the armory. the planned armory rework will be able to display more stats like these :)

that being said, IMO we need to rework armor and mobility, there are some core issues in that department that should be solved before focusing more on weapon slowdowns.

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Originally posted by RK-Seventeen

fIX eVErYtHinG dEVS!

I would Love some Invasion and Frontline maps at night. The fighting doesnt benefit from that, but the chaos does!

Other than that i just want to refer to this once again:
https://www.reddit.com/r/Mordhau/comments/jwcwei/kind_of_a_repost_but_devs_can_you_make_my_helmet/

ok I pressed the "fix all" everything is now perfect :)

As for the cosmetic, maaaaybe. The domed armet isn't super popular in game, and we have quite a few plumed helmets as it is. Usually plumes (except the first) are decided on for helmets that aren't done yet - it's a lot more efficient workflow-wise to make a new helmet and mess around with variations before you wrap up working on it, than it is to go back to an old model and tinker around.

We have a night map planned, hopefully. Still experimenting to see if the game plays well when it's dark :)

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Originally posted by Outlaw_Cheggf

Love how every week it's guaranteed to just have a bunch of comments who spun a wheel to figure out which weapon they want to complain about. So far we've got war axe and exe, except somebody's downvoted the exe nerf idea and said it's not a problem. How exciting! Can't wait to see further developments.

FYI we don't look at reddit exclusively and do exactly what people say to do on here. I look at feedback and get general trends and opinions, and then we verify these and see if there is merit to the ideas. If we think there is, we change things. If not, we don't.

So it's not "design-by-reddit" but more of coming here to get a general feel for what a bunch of players think. General opinion can also vary wildly on reddit vs. discord, etc.

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Originally posted by WikiContributor83

If I may put in a comment late: Maybe more heraldry based emblems? (Lions, Dragons, Stags, eagles, double-headed eagles, etc.) instead of just mundane, personal, or especially meme symbols.

The absolute best case scenario would be making a completely custom symbol with backgrounds (pales, fess, crosses, ermines, etc. ) and symbols in conjuncture.

I personally wish symbols still had color too (if you fall for spies, your the one at fault for not paying attention on the field of battle, and for playing with team colors on).

Not a bad suggestion, we'll see what we can add.. As for spies, they were just getting out of hand unfortunately. Had to do it.

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Originally posted by Bay_listicx

Add multi-region selecting that let's you set a priority list of regions to try first. This would allow players to define their acceptable lantancy cut off point, expand their global exposure to playstyles and decrease wait times for ranked. Casual gamemodes should focus more on keeping player interactions fast paced at all player counts. I've suggested many things on that front like dynamic map voting (having the map size match the player count trends) and making 1 or 2 predetermined mini buildable spawn points between each objective that only the losing team can build.

I like the idea of multi region selection, but probably something that you can just do from the server browser more effectively as of right now. Definitely agree on the changes to casual modes, and we're looking into some improvements on those fronts.

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Originally posted by Ctth2001

waraxe nerf please. For a 15 point weapon that two shots you it’s too strong, it’s busted

I've been hearing this a bit, we can look into it.

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Originally posted by 7dayban

Is there any chance you guys are looking at a Bardiche animation rework, specifically on the overheads? The weapon has quickly surpassed the eveningstar as the strongest duel weapon in the game as people have realized its potential. Its got instant overheads and toe drags that wont register your extended parry they go so wide from you. Its such a lethal combo I actively avoid dueling people who use it as I know I'm put at an objective disadvantage.

On a separate note, as you already probably know, the eveningstar is still way to strong in duels. Its kinda become a meme that you can get 2 hits with a greatsword on someone using ES and they will still outstam you. The weapon also suffers from having accels that are insanely fast and drags that wont trigger your extended parry, it happens quite frequently with overheads but also horizontal drags will sometimes just phase through your parry.

Finally, footspeed in general is too strong. Mordhau has become runhau where n...

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Some good points in here, I'll make sure to share this with the rest of the devs :)

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Originally posted by ThatSimRacingBloke

Reallocate a few servers to official modded servers for Frontline, Invasion and Brawl. Pick a few decent mod maps, or have a poll and let the Discord decide their favourites. Add a modded selection on the quick play tab below '80 players'. Boom, more maps. Better yet, have a rotation of maps every 2 weeks or month so they don't get stale.

Unlikely until at least we release official modding tools (soon), but it's a cool idea!

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Originally posted by needlzor

Please do something about the blue ballistas. They are useless at best, and harmful most of the time.

  • Camp: it's a spawnkilling ballista, useless for blue
  • Grad: spawnkilling ballista, barely useful for blue in one stage of the game
  • Taiga: spawnkilling ballista, barely useful for blue in one stage of the game

Ballistas should never point at a spawning area.

Yeah, I think we're working on this. I'll double check with the team. :)

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Originally posted by someb0dy_elses_dog

Honestly yes. You can buffer these misses by swinging with chamber timing, so it's not like they're TOO strong. A 2v1 shouldn't be that easy anyways tbh.

Chamber buffering / chamber-ftp meta is something we want to eliminate in the future btw

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Originally posted by Junkster_Funk

Thanks for the response!

So, as I understand it, the MD9000 was intended to ease the punishment imposed on a player who attempted to parry an attack that ended up missing them by reducing the subsequent parry's cooldown. In addition, there was supposed to be some sort of an indicator (sound?) that alerted the player that MD9000 worked.

Anecdotally, I've never heard this sound, and it appears to me that MD9000 rarely works.

For example, in a 1vX, if one of the enemies with a 1h axe just spams LMB (we all know him), likely missing or blasting the back of the heads of his teammates, it becomes really difficult to be able to ascertain whether or not he'll hit me if I don't parry, or miss me and/or hit one of his teammates. If he misses, but I parried, I get wrecked by the maul man who isn't actually terrible. The enemy's swing can hit an object, his teammates, the AIR, and any decent player can't 'read' those outcomes 100%.

Personally, this makes 1VX a ...

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Ok, thanks for clarifying. didn't know if you though it was too strong or too weak. Also, thanks for the comments in this thread everyone 👍

Also, the whole combat overhaul crush is planning will attempt to reduce recovery stuff in a way that makes the game feel more responsive with less lockouts in general that make you feel helpless. This might be an area where intentional misses may no longer be viable and also (hopefully) aren't needed to begin with :)


17 Jan

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Originally posted by Junkster_Funk

Can you please fix miss detector 9000?

explain please. "fix it" doesn't help us :)


13 Jan

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Hello everyone!

As usual, we'd love to hear your thoughts on the game. Any suggestions, critiques, feedback or requests are welcome! Like always, please keep things civil and respectful,

As for this week, we had a shorter meeting and mostly focused on some general "housekeeping", as we've brought two developers on - a sound designer and a programmer. We'll be sure to put out some good meeting notes next week!

Last week's thread can be found here:
https://www.reddit.com/r/Mordhau/comments/krbmqj/mordhau_weekly_feedbackdiscussi...

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12 Jan

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Originally posted by naturkunskap

I have a small and somewhat unimportant suggestion. But it would be really nice to be able to choose, on the home menu screen, which character to display. Or have the option to shuffle all or a set group of loadouts. I have a few ugly fellas I'm not super excited to see.

I think we might be able to do this with our planned rework to the armory! We'll see :)

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Originally posted by lukej428

Plz make butcher apply to projectiles. Or add a perk called like beast hunter or something so that it’s a range only dmg multiplier that increased damage to horses 2X. The this would make the newer players actually really helpful with dealing with cavalry by having them focus the horse instead of the rider and burn it down pretty quickly. Also PLEASE add a perk similar to fireproof called goggles or something that increases visibility by 80% in smoke bomb radius, it’s ridiculous that people can take 3 smoke bombs in a load out and spam them cheesing and completely obscure the entire map trolling their teammates and making it impossible to fight.

Good point, butcher would be useful for projectiles. As for smoke visibility, it's definitely something we could look at.