Mordhau

Mordhau Dev Tracker




12 Jun


11 Jun

Comment

Originally posted by Kaleen__

Jax, any comments on the Loudouts being wiped thing that happens to alot of people?

It's a weird bug related to Steam cloud stuff as far as I know, and we're not really sure how to fix it. This being said you can always make a backup of your game.ini file which can be found in the Mordhau Appdata folder in the meantime.

Comment

Originally posted by Fredmonroe

Gameplay:

Currently if you are using a shield and 1H wep, and your 1H wep gets disarmed before your shield (because you tried to chamber with no stamina), for some odd reason your shield automatically gets put away. This seems like a bug to me, considering that you are actually allowed to have a shield out with no weapon equipped. If it's not a bug, I gotta say it is super unintuitive - why when my weapon is knocked out of my hands do I decide to just put my shield away - isn't this exactly the time I need my shield most? I mean they're different hands, if my shield is knocked out first (because I blocked) I do hold onto my weapon still (though it is probably about to be knocked out in half a second). I also think that it takes away a skill based opportunity - you should be rewarded for keeping track of your stamina and for hitting the chamber instead of just blocking.

Customization:

I think it would be cool if you had some (very limited) customization over...

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  1. This is a bit weird, it's probably an oversight. We'll take a look :)
  2. This would be super nice, but it will require a lot of changes to the armory system as it's not as simple code-wise as it sounds. We'll see what we can do in the future on this one!
Comment

Originally posted by AyyLmaoEUW

Some map balance changes in invasion seem pretty necessary. Blue team on crossroads, defending team on castello, red team on grad when defending king, defending team on taiga all seem very difficult to win. Feitoria seems like the most balanced map currently, though it can be hard to kill the nobles if you don't have the catapult.

Yep, we're still working on that front. Some small changes with this upcoming update, and we have some win% and completion time stats working so we're able to better tweak things. :)


10 Jun

Comment

Originally posted by quotahh

which devblog was it where you guys said you didnt want fights looking like two ballerinas?

The way we make fights not look like ballerinas is by making this stuff less effective than normal play - in any case, we're looking into some changes to riposte that should help reduce the spins. We don't want beyblade fights either!

Comment

If you can let us know what servers are having issues we can look into fixing them :)

Comment

We're fixing this. More info in a dev blog soon.


09 Jun

Comment

We are working on a solution to this, can't say exactly what yet but rest assured we're aware of the issue and we'll be fixing it.

Comment

Originally posted by Urcran

Please have some way to tell friendly buildings from enemy ones. Either by having a name appear when a building is looked at or by coloring the structures with bits of red or blue parts like the frontline buildable walls.

Also if engineers could create stone piles so stones could be used in more locations then that would be nifty.

First part is noted and something we're looking into :) We also want to add some more utility for engineers, but we'd definitely have to make sure it's all balanced and stuff.

Comment

Originally posted by Daric_Leland

Having finally played as the Crossroads noble, reducing HP and increasing HP on kill seems like a very good direction for noble balance. I kept running around looking for people to kill so I could keep my HP up, instead of hiding in the cart or other place. The moving wander area also may have helped, but I was mostly focused on that HP on kill and just the fact I can knock people over with just a fart.

We're trying out some changes to the nobles with the upcoming update. We're taking this gradually, as we don't want to super-overtune the nobles.

Comment

Originally posted by TheMordhauBird

The Bird would like to see different weather conditions on the existing maps. Things like different times of day, rain, etc. A marshy map would also be very pleasant. The Bird enjoys variety. The Mordhau community enjoys variety. So bring some variety to the maps! :>

This would be sick! The thing we'll have to figure out is how to do lighting separate from the map objects, so if we change objective stuff or move a barrel 10 feet we don't have to go in and fix everything on like 7 different variants of each map. We've definitely talked about this and it's something we want to figure out.

Post

Hey all!

As always, we appreciate your input - the feedback is invaluable and really lets us see how everyone feels on the state of the game, and what's needed going forwards. If you've got any ideas on your mind, feel free to post them below! Suggestions are always welcome, and feedback on the current game helps a ton as well. Thanks again!

Last week's post can be found here:
https://www.reddit.com/r/Mordhau/comments/gvgjd1/mordhau_weekly_feedbackdiscussion_62_68/

External link →
Comment

Long weapons doing more damage than short weapons in every situation would completely negate using the short ones. Short weapons tend to have more damage to make up for the drawback of no reach, and reach is already a massive advantage.

As for 38 vs 40, this doesn't change the hit to kill amounts unless these are combined with other weapons, and we don't want things like spear being used to get one hit and then run off, allowing teammates to hit them once for a kill. If this was the case, you could get stabbed in the chest by the long spear, he runs off and you can't get to him because you're fighting a guy, and he can poleaxe your head in. If it's the short spear, the person has to get in close and is more vulnerable.

Comment

ugh get these spins out of UFC they're so unrealistic /s

Comment

Originally posted by ShadowCetra

Not effective? He's using a OHK weapon, and y'all said in kickstarter this crap wouldn't be in the game. This is chivalry level bs.

Keep making excuses though, Mr. Community manager. When your playerbase gets sick of this bull and leaves, remember the excuses, rather than actually addressing the problem.

The solution to this problem is to hit your S key - he'd completely miss, because this attack won't work against someone that doesn't run into it.

Comment

attacking = w
defending = s

this would have completely missed.

We can't eliminate the possibility of doing this - if you can't do this, you can't 180 after parrying and riposte into a guy behind you, etc - the combat would be broken. Instead, we make things like this not effective. This move in the clip is not effective, all you need to do is back up. People do these things to flex, not because they're actually useful.

Comment

We're working on something to help fix this :)

Comment

Originally posted by A-10warthog1

Competitive team play would be nice

team ranked is something that's in development :)