Jaaxxxxon

Jaaxxxxon



18 Jan

Comment

Originally posted by Sharps__

Some feedback regarding the UI for deployable spawns (when you're on the big map choosing a spawn point):

  • It's not really intuitive when a deployable spawn is "available" vs. "waiting." I think there could be a more obvious difference between the two states.

  • The mechanics of the deployable spawn "availability" is unclear. Is it time-gated? Or limited by proximity of teammates? Proximity of enemies? It would be nice if the "countdown to availability" was visible in the map UI.

  • When a deployable spawn is very close to a traditional spawn, the overlapping icons can be confusing and hard to click on the one you want.

  • It's inconsistent that traditional spawns usually spawn you far away from the icon, while deployable spawns are always pinpointed right on the icon. Ideally, traditional spawns should show you a shaded area where you might spawn, instead of looking like a single point on the map.

Good suggestions, I'll bring them up.


11 Jan

Comment

Originally posted by VinylScratch01

Week 4 of asking for an update on female characters

I've answered it quite a few times I believe - they are planned after the second half of Eastern Invasion is released. We'll keep you updated when we have new information.

Post

Hey all,

As usual, we'd love to hear your feedback. We've been getting a ton of useful information from you all, and it really does help to steer us in the right direction with development. Just a remind - please keep things on topic, be constructive, and be nice to one another. As for meeting notes this week, you can read them below:

  • Arid, the map slated for the second half of Eastern Invasion, is our main priority. Pretty much all artists and devs that can help are all-hands-on-deck to get things developed. Usually when a map is being made, we have a few artists working on that map while the rest handle other tasks. This time around we're getting all artists to focus on Arid, and to stop work on non-map making tasks (which should speed up development).
  • Texture work has been going on with Arid to get it up to par with other maps we've recently released, as well as asset work for some unique buildings on the level. Block-outs, some structure changes...
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Comment

Originally posted by retrogamerX10

A while back, you said you would look into fixing the bug that prevents the pointy end of the polehammer from getting bloody. Is this being fixed? Because up to now I haven't seen anything happening that would suggest such.

We're aware of the bug for sure, thought we would have gotten it - I'll remind the team and we should be able to resolve this pretty easily.

Comment

Originally posted by Orisoll

We're identifying ways to retain new and less experienced players; we hope to push some of these changes live with the second part of EI.

That's good news. Tried to get my brother into Mordhau, but he quit after a few days.

Without knowing what you guys have planned already, I think more utility/support gameplay would definitely help mitigate new players feeling completely helpless in FL/INV.

As far as combat goes; at a casual level, it isn't super intuitive. Defensive options feel extremely limited in anything but clean 1v1s, which almost never happen in the larger/more casual modes. There's not much Chiv2 gets right, but its combat system is easier to understand, and feels a lot better in group fights (again, at a casual level).

All that said, EI part 1 was easily the best patch so far. Definitely looking forward to part 2.

Thanks for the kind words - and yeah, lots needed. We can't just upheave the combat system, but we can look into making the game overall just more approachable.

Comment

Originally posted by Orisoll

We're identifying ways to retain new and less experienced players; we hope to push some of these changes live with the second part of EI.

That's good news. Tried to get my brother into Mordhau, but he quit after a few days.

Without knowing what you guys have planned already, I think more utility/support gameplay would definitely help mitigate new players feeling completely helpless in FL/INV.

As far as combat goes; at a casual level, it isn't super intuitive. Defensive options feel extremely limited in anything but clean 1v1s, which almost never happen in the larger/more casual modes. There's not much Chiv2 gets right, but its combat system is easier to understand, and feels a lot better in group fights (again, at a casual level).

All that said, EI part 1 was easily the best patch so far. Definitely looking forward to part 2.

Thanks for the insights, we'll do our best!

Comment

Originally posted by X3R0N333

Reduce Scimitar's damage. Only 3 hits into body with heavy armor and you are dead. For "small" sword like this, it's too strong.

Hey, thanks for the feedback.
We're looking at performance of the weapon and will be adjusting it if needed.

Comment

Originally posted by Noblekomet

Hi, just wanted to ask if you guys are planning another Dev/Community stream like you did roughly 9 months ago? I really liked the format of getting some insights into the development process/thoughts behind it etc.

It's something we're looking at doing again in the future!

Comment

Originally posted by Kpt_Kraken

Expand the perk system for more diverse and committing gameplay.

I would love to see more interesting perks that create new ways to play. Many great perk ideas from the community have already been suggested. I don't think perks are too hard to implement either, they don't require art/animation etc which can take months to create.

Some example perks:

-Backstabber- Increase damage when attacking the backs of an enemy when using knives would be interesting.

-Alchemist- Fire bombs and Smoke bombs have increased radius and longer duration.

-Pickpocket- Punching an enemy makes then drop an item they aren't holding

-Medic- Revive teammates with a healing kit

We need more committing perks that create playstyles.

Archers for example have two perks that they can commit to be better with their weapon. Same goes for the engineers with their smith perk, it's a great way to make a character that is distinctively better at one thing...

Read more

We can discuss perks for sure. IMO, they're long overdue for some improvements.

Comment

Originally posted by Miltawne

A constant inconvenience for me is that it's not clear which team you are placed in at the start. Means you have to choose a mercenary just to show the map overview where you can see it. I like to know what I will be doing before I pick my dude. Spectate option seems to be gone too.

Good points, I'll talk to the team about this.

Comment

Originally posted by philihp

Hi, is there any word on what steps are being taken to address the massive packet loss we've been seeing in official servers? I know this has come up in the past but this past month, it's the worst I've ever seen it on the west coast time zone in the Americas. Could there be a migration to DDoS protected service providers?

We're on servers with DDOS protection - either it's DDOS attacks that get past our provider's defenses, issues with tickrate since the update, general server stability etc. In reality it's probably a combination of these, so we're looking at our options in these areas to resolve the issue. I'll talk to the team and figure out what can be done.

Comment

Originally posted by DrScienceSpaceCat

The new map is pretty fun, but I'm not a fan of the "defend the stationary peasants" objectives still, especially at the end. Once the enemy breaks the barricade they either immediately go in and kill the dudes, or half your team blocks the door until the enemy overruns it enough to come inside, or throws a firebomb in there to get everyone at the door. Multiple games just have the enemy creeping forward with multiple spawn beacons. Honestly once everyone is clogging the door you just need a few firebombs and you can get in. I feel like a player or AI noble would be better or some other sort of object.

I feel like the scimitars main issue is the fact that tier 1 armor can be one shot by it and it has crazy accels, it just seems like a long hand axe before it's nerf.

For team balancing I'm curious if it would be better for the changes to be reverted, because the auto team assignment feels like I'm seeing team stacking more so than when we could choose. For the most p...

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Thanks for the feedback, I'll get it sent over to the team.


08 Jan

Comment

Originally posted by TheHongKongBong

building a ballista on top of the goat cage makes it jump in front of it, which lets you morph into a goataur. when you're in the cage you don't get targeted by any enemies unless you turn too far left or right.

screenshotted and reported to the team

the end of goatman is near >:)


04 Jan

Post

Hey all,

As usual, we'd love to hear your feedback on MORDHAU - any comments, concerns, critiques or questions are welcome. Please remember to keep things on topic, and be civil to one another (and us, please)! Your feedback is essential for us to continue development, and it's very appreciated.

With that out of the way, here are some notes from our meeting:

  • We've talked quite a bit about team balancing measures thanks to your feedback, and we're looking into some mitigating measures to prevent team stacking and balancing things out.
  • We're more or less done with hotfixes for this current patch; now, we're focusing on the second part of Eastern Invasion. If some critical issues pop up, things may change though.
    • We're planning for the upcoming patch and setting priorities, starting or continuing work on key areas, etc.
    • Some planning and discussions on ways to improve the new Horde mode. We've been actively listening to your ...
Read more External link →
Comment

Originally posted by mrwetball

It's supposed to, but it doesn't work.

I played 5 rounds on a 64 player US West Invasion server with him, we were on opposite teams 4/5 rounds.

party up and then join

Comment

Originally posted by liubarian

More tools to learn would benefit all of us, not just the new players. A well thought-out training mode with many customisable presets which one could use to focus on improving specialized aspects of their skill would do wonders for people that are motivated to grow. Think tr_walkway from TF2 or that pyro_comp map. I've spent many-many hours on those, and in Mordhau i'd probably spend much more. Like the ability to spawn a bot that doesn't move and constantly attacks without console f**kery to practice swing manipulation, or several bots that do a specific attack to practice chambers, or a preset that would allow you to practice throwing shit on moving targets etc. All of this with in-depth explanation, tips and examples. Like an extended endless tutorial. Just sharing a dream! Totally love the update btw, amazing job, happy holidays!

Something like this is being looked into :)

Comment

Originally posted by Fredmonroe

With some regularity, I find myself killed and unable to respawn. You used to be able to fix this issue by switching to spectator, and then switching back to your team. With the removal of team stacking, you can't do this anymore. Please allow us to temporarily swap to spectator (though not swap teams if you want to retain the team-locked functionality), so that we can fix this issue when it occurs. Thanks.

The recent hotfix should have helped with this :)

Comment

Originally posted by GreenGhost95

I once again ask that you go through your armory and take a look at which items should be allowed to be equipped with each other, for example I see no reason why the regular aventail can't be equipped with the T3 flat top helmets (the tightened aventail looks really bad with those).

I'm pretty sure it clips really badly, we can talk about it though

Comment

Originally posted by Suchsneak00

T2 Leg Mail Chausses are darker than the other mail cosmetics. Really wish It matched the Mail shoes :(

We can look into it!

Comment

Originally posted by Slop-Slop

For real, Jax....where that billhook skin at?!

big true, idk but we need it