Mordhau

Mordhau Dev Tracker




22 Dec

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Also, side note: apologies for not responding to quite a few things on last week's post - PC decided to kick the bucket, so I was scrambling around town trying to scavenge enough parts to make a new one. That being said, I'll be bundling last week's and this week's feedback into our meeting for next week, so don't worry <3

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Happy Holidays!

As usual, please let us know any ideas you may have - feedback, suggestions, constructive critiques, and anything else that comes to mind! Also, try to keep smaller suggestions here, as they tend to clutter up the rest of the sub :)

As for this week's meeting, it was pretty short as quite a few devs were off for the holidays, so it was mostly housekeeping. No real notes, but we're keeping an eye out our recent changes, and taking your feedback into consideration for updates coming in '21.

Last week's feedback can be found here:
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20 Dec

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Originally posted by dropbbbear

The thing about skill-based matchmaking is that it can't be implemented without removing the ability to join official servers through the server browser, and also they would have to prevent people from joining the team of their choice. TF2 did a matchmaking update and it was the most hated update in the game's history.

There are alternate solutions for massive teamstacks, though.

  • Teamscramble vote: Within the first 5 minutes of the round starting, anyone can call a vote, which both teams vote on, for the teams to be randomly scrambled. This vote requires 75% of the server to agree to pass. Each player can only call this vote once to prevent spamming (though it can be called by different players multiple times in the first 5 minutes).

or

  • Handicap: The game adds up the levels of Red Team, adds up the levels of Blue Team, and compares the totals. If the total level of one team is more than double that of the other, then that team has ...
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Currently we're working on some stuff that'll do the best it can without forcing players (too much), including team scrambling on map start that's not super aggressive. This mainly means moving entire parties first, and then filling the missing spots with non-partied players, the remaining players being also used to balance out the skill levels. After that, team switching works as it does now. It's not perfect, but it should be better than it is without being too obnoxious.

The autobalance forcing someone to switch teams mid-game is a bit annoying, so we're not sure yet how to approach that yet, but some soft incentives could work in this situation.


19 Dec

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Originally posted by DrScienceSpaceCat

sorry 4 late response, pc was kil :(

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This is a result of us switching from SteamAPI to using Playfab. This gives us a lot more freedom with certain areas of the game, but unfortunately it did break the friends list. We're looking into some possible solutions :)


17 Dec

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Originally posted by needlzor

Jax said they will increase the height slightly to cover a crouching archer.

yep. the archer walls were just better for blocking, which invalidated spikes in most situations - climbable half-walls makes more sense, we just need to make em a bit taller so they provide cover


16 Dec

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Originally posted by PetMyPeePeePlease

Thoughts on allowing us to customize how our armor colors appear in team modes? Basically letting us choose between blue and white or red and black in each color option when choosing cloth colors for our mercenaries?

It's something we know people want, at the moment the colors are hard coded - and we'd need to do a lot of stuff with the armory as well to change it. Not impossible, and we are working on the armory as it is - so we'll see if it's feasible for us to add :)

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Originally posted by Jamcakes_

Two are confirmed to be in works! Check out geach3d's images on the official Discord to see some WIP sneak peaks of one.

this :))


15 Dec

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Originally posted by GreenGhost95

Im so pissed we don't have a plain chainmail skirt

reason being, team colors - something like the italian cuirass with a pure mail skirt would be hell. that being said i can ask about limiting some plain mail skirt to things that have team color, but I'm not sure if it would be manageable. worth a shot, though!

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Hey folks!

As always, we're super appreciative of your feedback, concerns, (constructive) criticism, and suggestions! Please let us know what's on your mind, and we'll do our best to take it into account for MORDHAU. As for this week, I'd like to ask you all to be specific with things - unless it's an obvious bug or something along those lines, "fix xyz" doesn't give us too much to work with. πŸ˜…

Anyways, for this week's meeting we touched on a few points, but we are preparing for another hotfix to address some final concerns, and enable holiday cosmetics! Here are some of the other things discussed, though:

  • We are looking into raising the height of the new archer cover, so it provides protection when crouching behind it. Still planned to be vaultable, but should have more of a purpose in the future once we adjust them :)
  • Speaking of buildables, we're looking into ways to color-code buildable structures for identifying what team built it. ...
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Originally posted by oakley_

As someone who has put many hours into the toolbox, I definitely agree that the last update was a step in the right direction. Having structures show a nametag is a big improvement, since it essentially stops spawn-blocking altogether. However, one thing that is still handled incredibly poorly in my opinion is ballista trolling. It is so frustrating and annoying when some nerd just decides that your ballista belongs to him now, and if you hit him off he just destroys the ballista -- because if he can't have it, no one can. There are currently zero ways to deal with these trolls, nor is there any incentive for engineers to let other players use their ballistas. Here are my some of my ideas:

  • Give engineers some kind of award if another player is scoring points using their equipment. Kill assists, "supporting points", maybe achievements -- anything that would make me go "yes please get on my ballista!" instead of "oh no another idiot ruining my evening". The ...

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Yeah, agree with most of these points, we'll take a look and see what we can do. :)

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Originally posted by SeparateList6128

Let's get the elephant out of the room. The update went up and the servers were bugged. We're talking each team capped at 14 players each in 48 man servers and the 80 man servers at around 28 per player. There's also servers showing almost full but you go in and there's only like 9 per team. Not sure if that's been addressed so far since I'm at work, but something to keep an eye out in the future.

I love the new horses, it requires finesse and skill to make them useful now, so people aren't annoyed out of their minds when only 1 or 2 are present on the field.

Great job on the new skins and helmet as always.

The 3 points for the stun perk really helped with my fun sledge peasant build. So thank you for that adjustment as I really wanted to keep that with an additional sidearm for sledge throwing.

The new barricades and their texture overhaul is awesome. I think people will start using their creativity more once they realize the potential of hav...

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So I answered quite a few of these in other comments, but in regards to archers, they're in a bit of a weird spot. At the moment, I still feel that if someone is equally skilled in melee and archery, they're going to get WAY more kills in melee, so in that instance they're underpowered. At the same time, they're still really annoying, even if they just plink a few hp off you now and then.

Ideally, archers should have a big impact in certain situations, but not be ideal in others. Not sure how as of now, but it's something we could definitely look into. OVerall, I think they could just use a bit more depth in the mechanics, and then we can use those new mechanics to help balance them out some more.

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Originally posted by dropbbbear

The best way to deal with the current state of nobles/invasion is

  • readd flinching on hit

  • remove heal on kill entirely

  • add more food in various locations and make it respawn (add food to grad for example), make the locations spread out so the nobles can't just camp one place

  • buff the second/third/fourth stages of each map for the defender, so that there isn't so much pressure put on the commanders to hold out for 15 minutes under constant attack

Removing HP on kill is the opposite approach, and IMO not a good one. We want the nobles to be objectives that need to be protected, but we also want them to be more involved and actually fight. This can be done with higher HP on kill and lower base HP.

Personally, I always turn down the noble class because I'd rather hit people, instead of stowing away in a house and not do anything. The optimal play style we want to encourage is what i like to call "chad smasher" - run around and kill things without overextending.

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Originally posted by DaReaperZ

Something has to change with nobles. Either make them heal less per kill like before, or readd flinching on hit.

Firebombs should deal a lot of damage, but it should slowly ramp up while you're in the fire, it shouldn't pretty much insta kill you if you're at 40% HP, give us some time to run away.

Please change the way that horses work in that riding into people interrupts their attacks and causes enemies to flinch, which can make horse users unbeatable. Technically speaking we should be able to use pointy weapons (spear, halberd, pole axe etc) and just let a horse user ride into them.

Autobalancing teams would also be nice, should be an easy enough feature. You could give a small bit of gold to players who accept to be teamswitched first. Basically, have a prompt pop up (sort of similar to the votekick prompt, but different enough so people don't think it's a vote kick) and ask people to change team, if they press page up, they switch team and are aw...

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We are thinking of some changes - currently, we might reduce their 'overall HP' (it's really more like.. a resistance thing since it's still 100hp) so instead of them being super tanky, they are more fragile (still stronger than normal) but they have the 4hp on kill still.

As for the other points, I addressed them in another comment :)

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Originally posted by PotatoKilr

  1. The warhammer, battleaxe alt mode, and axe are too fast
  2. Firebombs kill too fast
  3. Active parry is unreliable
  4. Playing as an engineer is unrewarding
  5. The spear is too expensive
  6. The eveningstar is too powerful
  7. Horse users can perform unblockable attacks by flinching opponents with the horse right before delivering an unblockable killing blow
  8. The heavy handaxe alt mode deals significantly less damage to all armor except for T3 legs and torso, even though the poleaxe alt mode deals increased damage to all T2 and T3 armor. This does not make sense.
  9. Getting killed by the fire of a trebuchet or getting pushed over a ledge should not count as suicide
  1. We are working on some parry changes to prevent getting stuck in a death loop of misparries/flinch.
  2. We talked about changing firebombs - we will be looking into some changes in which the fire starts as a smaller, more damaging point and spreads to a larger one, with the outside bits of the damage field being less aggressive. This should fix the issue in most cases of dipping a foot into the edge and getting burnt to a crisp, but still keep them viable.
  3. Lots of the more niche mechanics are going to get some balancing passes and tweaks.
  4. Something we've discussed, and we are taking a look at ways to make the experience more fun.
  5. It could use another look soon - it used to be a top tier, kinda busted meta weapon ages ago and I think we just balanced it back in line, but didn't change point costs. I'll ask crush to take a look and see what can be done.
  6. Eveningstar has always been really strong, but what (in your opinion) is making it OP...
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