Jaaxxxxon

Jaaxxxxon



22 Jun

Comment

Originally posted by Stage_5_Autism

The delay to activate parry should be reduced. Parrying stupidly fast accels are already hard enough to do, you cant rely on the grunt the person makes as the audio reaction time to do that is literally faster than what the human is capable of reacting to, and you cant block before hand as they can easily feint it. When you put on top of that a delay until the parry begins, it just worsens this. It makes no sense why its there. If somebody reacts at the last second, why should his parry be ignored? Accels by far are the most annoying thing to counter, but this can be fixed with reducing the delay when parrying.

This whole game is set around precise timings, super fast accels, super slow drags, to add a delayed time until your parry is finalized just makes it basically impossible to react to an accel thrown out of nowhere, and it is what makes feinting more powerful than it should be. When you on top of that add ping people have, certain accels are downright impossible to b...

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There is only a visual delay - the moment you press your parry key, your parry is active.

Comment

Originally posted by DovahkiinRifleman

Any plans for horse caparison customization in the future? It wouldn’t be much of roleplaying to have a teutonic knight loadout, for exemple, on top of a horse with a blue and white/red and black caparison. In fact, a system of horse customization would not only fit the upcoming Eastern Invasion update, it would be an overhaul amazing addition to the game.

Horse customization would be super cool - at the moment we don't have the code in place to make it actually work, but it's something we can consider in the future potentially. One potential issue is that we already have a huge amount of cosmetic slots that you can customize - we do a bit of trickery to optimize this but the more options the player has for customization, the more potential performance impact if we're not careful. This is why we're not looking to add scabbards or more cosmetic slots on characters, and might prevent us from doing so with horses.

Comment

Originally posted by BurgerKid

Well I’m glad you’re back and full of energy, I always look forward to these posts every week! Awesome stuff gentlemen, can’t wait to see the new changes and fixes and all the new cosmetics! I always ask and I figured you can’t really answer specifically, but are you hoping to have this drop this summer or in Q3?

We plan on the next update in the "near future", and then Eastern Invasion is TBD.

For the next update there isn't all too much left until we start testing, and we'll have a better idea on progress once we've seen if there are tons of issues or not.

Comment

Originally posted by needlzor

Maybe a stupid idea and I'd love for people to tell me why if it is, but I'd love it if 80 player servers were removed and instead there was some bot padding to make the fights feel bigger with fewer players.

actually, bots are harder on the server than players

Comment

Originally posted by Sir_Bang_Alotz

Would it be possible to set a "special attack" for some weapons? I personally think you should be able to plant your halberd or Spear into the ground to brace against calvary. Maybe have the ability to use the Mordhau Grip fighting style on other swords like the Messer and greatsword.

I personally think all weapons should be able to be thrown again back to my "special attack" idea. Hell maybe just make it so holding R will throw the weapon. Perhaps all weapons with the exceptions of Zweihander, Polehammer, Spear etc. Basically all but the absolute largest weapons.

What about a true overhead strike? You lift your weapon directly over your head and slam it down. Could be balanced due to low Accel and drag ability for turn manipulation. Could do higher damage in exchange for a high stamina cost, no ability to combo, and if missed leads to a slightly longer parry cooldown.

Perhaps make the battlefield more brutal. What if they added onto the gore system. More...

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Something like this would be cool, but it's a lot of work. I personally would love to see it, but IMO we should fix some core combat issues before adding more variables in. One thing I and a few other devs have been vocal about is wanting to add more interesting mechanics and actions to the combat; obviously these would need to be balanced, but right now the game is manipulating a stab or swing, kicking or parrying. There are no cool "special" things you can do aside from those, and adding some new actions in would be an interesting idea.

Comment

Originally posted by Jaykila713

You know what would be great? Different teams other than just red and blue fighting each other, like why cant there be purple vs green or yellow vs brown or maybe even black vs white? Maybe even mox match the teams so a random color is fighting a random color. Seeing red vs blue always fight eachother in every game kinda gets stale

The linked mod below is nice, and we're looking into colorblind options as well.

Comment

Originally posted by Jamcakes_

Why is the 80 player "experiment" still running after a whole year? 30 tick simply can't support this kind of combat, a player can do everything right and still fail because the server can't keep up which is confusing as hell for new players generally feels awful, let alone the packet loss issues 30 tick exacerbates. The 80 player servers are also an optical nightmare for the game, despite Mordhau having superb netcode these servers are giving people the impression the whole game is a clunky mess with poor netcode because they get matchmade onto these servers. Most players are very casual and use matchmaking, they don't probably don't even realise the difference between 48 and 80, just that some severs are good and most of the servers they play are bad, because the nature of high playercount means the 80 player servers suck up the playerbase and leave the 48 player servers with lower playercounts than they otherwise should have, diminishing the qua...

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We will be making some decisions on this soon :)

Comment

Originally posted by Achilles_Rizzuto

Rusty/broken weapons for peasant tree

That would be neat :)

Comment

Originally posted by Bay_listicx

Rework most maps or design maps going forward as though vaulting does not exist. If the only way to get on to a platform or surface is using the vaulting mechanic then it slows gameplay fluidity and increases one sided and low effort interactions. I think vaulting should be seen more as another option than a requirement.

I think vaulting has a place - I don't think that it should be the primary means to get into an objective, but having chokepoints can spice things up.

From a design side, it's annoying - vaulting was a late addition to the game (marox actually coded it in like 20 minutes initially and made it work) and some of the maps weren't made with it in mind. Newer ones have been a bit more suited towards it, and we're keeping some vaulting considerations in mind.


15 Jun

Post

Hey all, sorry for the late post!

As usual, we'd love to hear any of your comments, concerns, feedback, questions, (constructive) criticism, and anything that's on your mind! You might have noticed that I didn't respond to that many comments on last week's thread - unfortunately, I'm still recovering a bit from my second COVID vaccine (that thing packs a punch), so I wasn't super active last week and wasn't able to make today's meeting. I'll still be going through last week and this week's threads and taking notes to bring to the team for next week, and commenting where I can. Luckily, we've still got some meeting notes to post for this week - read 'em below!

  • One of our level artists has finalized optimizations on Mountain Peak, so we should hopefully expect to see some more FPS there. Optimizations for other maps, like Castello are still being worked on.
  • We're looking to tweak some playable areas in Horde that the AI aren't fans of; currently players...
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Comment

Originally posted by GayDadExplosion

We're looking to tone down the catapult - at the moment it's a Mordhau drone strike - there's no risk in using it. What we're looking at doing is a reduction in range but an increase in movement speed, and also adding some restrictions on where you can use the catapult from. Having a catapult kill your entire team from inside a spawn protection zone isn't a good gameplay loop, and so that's what we're looking to fix.

This is more an issue with spawn protection zones on certain maps. The current implementation is pretty strange, how can you tell which open space in Camp is spawn protected and what is not? The only indication that you're in a spawn protected zone is a message on the screen. Where do you have to go to get out of it? No idea, just run until the message disappears within 5 seconds.

The current implementation is probably the easiest given the current maps and spawning in empty space. I'd like to see future maps where spawns are...

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Yeah, the old maps had to accommodate weird modes like BR, so the playable zone is a bit weird. New maps shouldn't have that issue.

Comment

Originally posted by Coom-guy

Multiple feint spamming makes players look like they are holding their weapon mid wind-up before a sudden attack. This goes directly against the "fights that look like fights" idea of Mordhau. https://streamable.com/cl1laj I would suggest removing the option to feint again after a feint on the same side (left or right) regardless of whether its a stab, overhead, slash or underhand attack unless you wait for the animation to return to zero or change attack sides before the next feint. I know it's a stamina drain but it doesn't really change anything because in invasion stamina is meaningless and lots of people use the Fury perk anyways. It looks stupid, please consider changing it.

We're re-doing all combat animations, if there are still issues after those are in we can definitely take a look. No reason to spend time at the moment developing a potential band-aid fix when we're scrapping all the current animations in the near future 👍

Comment

Originally posted by aquilaPUR

Will the Eastern Invasion DLC be paid content?

I would have no problem with pumping out like 10 extra bucks to support you guys, but make sure to only include the cosmetic content in there and make the maps available to everyone. Splitting the playerbase in an already small populated game would suck.

Nope, won't be paid content - it will be a free update.

We're looking into some non-intrusive ways to monetize since we've been expanding the team, but nothing P2W or annoying would ever be on the table.

Comment

Originally posted by TheEMT

Idea: Different Generic voice lines dependent on your level. So the longer you play the game, the more veteran your voice lines become. New players have less intimidating voice lines.

Not really possible, we've already done the voice acting so changing things now isn't feasible. :(

Comment

Originally posted by olympic_chip_eater

WEATHER CHANGE I NEED RAINY MAPS

time of day/weather variations are being worked on.

Comment

Originally posted by needlzor

Small needed stuff:

  • emote and voice wheel that does not change based on what you are carrying (just gray out the unavailable ones)

  • change blue ballista on Feitoria. It's just dumb. It's literally a spawnkilling ballista with a convenient way of sneaking in without anyone noticing on two sides. Same with blue ballista on Grad, it's pointing right at the spawning area. Or red ballista in Mountain Peak.

  • limit smoke bombs to 1 per loadout

Longer term:

  • having a few random map variations for each map (e.g. having red camp on Grad starting in the woods or in the farms) would keep the game fresh

  • more maps, obviously. It's the most urgent thing.

  • running while raising shield and pressing F should do a shield bash, at the cost of a lot of stam

  • we have smoke bombs, fire pots, and a good addition would be oil pot. Makes a surface shiny and slippery (ragdoll if y...

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We're looking into all of your small suggestions :)
As for the others: more variations for maps are coming, more maps as well (we know people want em and they're our #1 priority), and I'm a bit unsure about the last two

Comment

Originally posted by PotatoKilr

Item suggestion: Peasant shields

I don’t know if pot lids existed in medieval times, but a pot lid shield (basically a buckler reskin) would be a great addition for Pan-Man and other peasants.

Exanima also featured an improvised barrel lid shield, which could function like a targe or round shield in Mordhau.

yeah that'd be cool, peasant stuff is low-priority at the moment but if we have time I think it'd be a great addition

Comment

Originally posted by Halen84

While were on the topic of the catapult, I don't like that idea, but if you guys do go ahead and go through with the idea, at least make the terrain on Camp and Feitoria more "catapult friendly". Currently, the catapult can get stuck on literally anything and just start glitching out because the terrain is awful.

We're re-doing the code for catapults and vehicles so they don't sink into the ground etc., less weird sh*t in the future.

Comment

Originally posted by SpeerminOfficial

I think an emote called "Pose" would be amazing, it'd make your character take on the armory selection screen pose appropriate for your currently equipped item
you could stand guard at a door if you had a speer, or stand all menacing loik with an executioner sword.

aye ser o7

Could be neat :)

Comment

Originally posted by Jaewok

Hey, Jax. I hope everything is going well. I have several questions.

  1. Will we get the new maps, Moors, and women in 2021?

  2. Will there be a new male voice made with the Moors in mind?

  3. How many female voices are planned? Do you have voice actresses picked out?

  4. Will the new maps be more streamlined for frontline/Invasion? The old maps, while beautiful, felt like they were made with every game mode in mind, to their detriment

  5. I assume the team has seen St0uty's recent comments/video on combo-after-miss. Are you having an internal discussion on this?

  6. Can we see some snippets? I would especially like to see how the in game models for the Moors and women are coming along.

  7. You've recently added some members to the dev team. Do you feel development is progressing faster now?

  8. Sound cues for being approached from the sides or behind.. would this be louder footsteps, ...

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  1. Most likely yes, I don't see why not.
  2. No, for the time being we're just going to use the existing voices. We haven't ruled the possibility out to add new male voices for the future, but it's just not something we're actively pursuing at the moment.
  3. Female VA's haven't been selected, we're probably doing them after the Eastern Invasion update.
  4. Yes, since we're no longer developing for BR we can chop down playable areas and make things work better for our current game modes.
  5. We have had a discussion, we're looking into some solutions.
  6. Yes, we'll have more content to show soon™
  7. Yes and no - patch cycles aren't really coming faster, but we're able to do more work in the same amount of time. So I guess you could say things are being developed faster in a sense, but I'd say that we're doing more per day (if that makes any sense at all).
  8. Footsteps, as far as I know.