Jaaxxxxon

Jaaxxxxon



07 Jan

Comment

Originally posted by monsiour_slippy

The issue is that some weapons will always be better than other weapons, which is why you see certain weapons a lot more than others. Remember when maul was the best and you would see 85% of the server running it.

If you nerf the current meta weapons other weapons will just take over and then we will complain about those weapons.

I’m not saying that accels in general don’t need looking at but I’m saying if you change the meta weapons everyone will just run something else, maybe exec sword or messer (which is perhaps just as strong as the 3 axes right now)

Well, the point of balance isn't to get rid of people using the most popular weapon(s), it's to increase the weapon/loadout diversity. There will always be a best weapon, but we want to make sure it's not overall the best in every way.

Comment

Originally posted by Sapper501

Please please PLEASE fix the B Axe, war axe, and one-handed axe. All of them are in general too fast their accels are disgusting, particularly the alt B Axe.

We can look into it :)


06 Jan

Comment

we know, we're working on it :)

Comment

Originally posted by KasiFlow

Respectfully, im not sure Crush is a good dev to be giving the animations to. Crush has pretty much nothing but a bad reputation for his balance and animation work, is there anything being discussed to move him somewhere where his skills would be more useful?

I'd respectfully disagree - the reason the combat exists is mostly due to Crush. Going back to the alpha the game was absolutely terrible, and it's progressed massively since then because of the tweaks Crushed has done. Animations have also improved, and we've brought a new animator on board to help as well.

Comment

Originally posted by Outlaw_Cheggf

Dividing prizes will be tedious and time-consuming, so aim to make a film on your own as you won't be able to split the prize with anyone.

So how good can the films really be without any actors?

So, Obliviousness and I talked about it. We'll give out some gold to actors, probably in the 10-25k range. This comment is addressed more at having multiple editors/etc. which would get weird, since we don't allow transfer of rewards, and we're only giving out 1 emblem/cosmetic per winner. Can't cut a crown in half :D

EDIT: We're still deciding on this, and we'll probably finalize the actor stuff post-competition. The thing is, unlike a tournament we don't really know how many actors there will be in a given video. If there's some wild cinematic with 100 actors, it's unlikely we'd just give out 25k to everybody - if there ends up being 3 videos like that, that is a LOT of id's to manually give rewards to, so we're kind of playing it by ear.

Comment

Originally posted by cavetusk

Any plans on more occasional increased gold and xp events?

It's something we're looking into. At the moment we have to change rewards by doing hotfixes, and we only have a limited window of time post-update that we can do hotfixes. After a certain point we start working on things for the next update, and that would require us to roll back to hotfix, and then re-add all the WIP changes - this would slow down development.

Because of that, we can only really time 2XP events around major updates or ones that are planned very far in advance.

Comment

Also, some other news:

  • 2 more devs are being brought onboard. One's a sound designer, and other will be a programmer working on general gameplay features. :))
  • We have a pretty cool competition going on, hosted by Obliviousness - a film festival! Check out the other stickied post.
Comment

Originally posted by Chewbakkaa

Any new instruments in the works?

not at the moment - they would be fun additions, but at the moment we just have other priorities :(

Comment

Originally posted by Outlaw_Cheggf

Crush is working on some experimental changes, which he's calling "combat 2.0". A lot of these are centered around more ability to punish feints, which allows for other things (recovery windows) to be changed dramatically. This will allow a lot more freedom in how we can balance the combat, should shake up the core combat of the game. There should also be a riposte rework in the future as well.

If there's going to be a major combat rework it'd be cool if servers could enable a setting to still use the old combat system. Not sure how much work that'd be to set up for something people might not even want to use, though... But it'd at the very least be a cool little archive of what once was.

Doing that would fracture the player base. It's shouldn't be unrecognizable to the current combat system - still the same core ideas of timed parry, swing manipulation, feints etc. - the timing and pace will just be shifted to make thigs better :)

Comment

Originally posted by Chewbakkaa

u/jaaxxxon you are now legally obligated to give us both the leaf crown

Shit i spelled it wrong u/Jaaxxxxon

typo, disqualified - sorry I don't make the rules, I just enforce 'em

Post

Hello everyone, happy new year!

As always, we'd love to hear your feedback, suggestions, critiques and any thoughts you might have! Please make sure to keep things constructive, polite and be respectful to one another. We're back to normal, and we have a few good things we discussed today! Some of the things we talked about are:

  • We discussed a few issues going on currently, such as server browsers not showing the correct ping, causing issues, especially in less populated regions.
  • We are investigating issues with crashing on the main menu.
  • Marox is working on a major refactor to some of the game's code. This should help a bit with stability and let us do things easier, as well as remove some restrictions.
  • Tying into the above, this means that we're able to differentiate animations in some instances - before, all feint animations for each weapon type (1h/2h/polearm) were identical, however now we're not locked into it being hardcod...
Read more External link →

05 Jan

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https://preview.redd.it/45lmrd5ylk961.png?width=947&format=png&auto=webp&s=a0079345fe4e25cb2bde2d6df129c665b50a90c0

Want gold, an exclusive emblem and exclusive cosmetic? Join the community film festival, hosted by our friend and content creator, Obliviousness! https://discord.gg/uSJTVpbRaR

External link →
Comment

Originally posted by XellianTheDong

Will there ever be any nerfs to the Mini Ballista? there's no way to parry it, and it feels like a medieval artillery gun you can just set up in spawn and mow everyone down with zero repercussions.

I think we need to add more to the toolbox before we can look at nerfing the ballista. Right now it's one of the only actual fun things you can do with the toolbox.

Sure, barricades are very helpful but nobody gets excited to build walls in Mordhau :D

Comment

Originally posted by Janamejay

Have you considered night time maps? In Invasion, specifically. I've been asking people their thoughts on it in chat, and the response so far has been very positive. The most common suggestion I got was to make them dark, so you need to rely on torch light to fight.

super late response but we are planning on doing it at some point.

two points

  1. actual night would not be fun, you'd just get teamkilled and run into walls. it works in like tactical shooters (think EFT) but in a melee game we don't have night vision, and the game is so reliant on visual cues that any actual night map would be an insta-skip from the community after 2 weeks
  2. from my understanding, on the technical side we'll have to turn the sun into a moon and change the color of the lighting to make it seem like it's dark, essentially. that's okay because we can keep things bright enough (full moon IRL after you've adjusted lets you see really well, actually) but we'll still be able to sell the illusion.
    (I could be completely wrong on this one, but I remember something along these lines from a dev meeting we had ages ago.)
Comment

Originally posted by Outlaw_Cheggf

I hope a part of the armory rework is showing hidden information only visible in patch notes like the heavy weight debuff and extended parry windows.

Right now the armory is super hard-coded, so we can't add anything like that. The new UI should give us the ability to do a lot more with it. :)

Comment

Originally posted by Igor369

rip high levels who still suck/grinded on horde.

it's probably going to be based on a soft MMR, not level :)

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Originally posted by WHATTheyPutThanosIn

Will feedback from the previous two weeks be taken into account?

Just in case I'll link my suggestion from the previous week because it's very important to me https://www.reddit.com/r/Mordhau/comments/kiewpj/-/ggqib1q

Yep, I'll make sure to forward this to the team :)

Comment

Originally posted by HotdogNationalism

Waxe, exe, and maul are by far the best weapons for team modes and nothing else even comes close. They are boring 2 shot kill weapons that devolve the meta into caveman gamblers, stamina dumping, and rats who only go for flanks. Literally using anything else is laughably suboptimal. I would love to see these weapons toned down or other weapons toned up to add diversity to invasion. Specifics on each weapon as follows.

Waxe: low cost, can take bloodlust with heavy armor easily. Combos, with great drags and accels, great feints. This weapon is absolutely duel viable, only losing out to meta duel weapons, and even then can easily still win. This is the best weapon for team modes right now, and nothing else comes close. This is evidenced by how hard it is getting spammed right now. This weapon should at a minimum, cost way more in the armory than it does now, or it should get compensatory nerfs in other areas. This weapon as it stands is just too flexible while maintaining 2 h...

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Good feedback. I agree that a lot of the meta 2-hit weapons can reduce the game's variety in a lot of ways. More conditional 2-shot weapons (head+chest hits) could work nicely. I'll forward this to crush and the team and see what they say. :)

Comment

Originally posted by OfficialAMCT

Feedback: Make heavy and medium armour more viable. Decrease sharp weapon slash damage to medium and heavy armour. Stab damage would be the same or decreased slightly. This would make a blunt weapon strong against heavy armour and swords weaker against heavy armour.

Also decrease the arrow damage to heavy and medium armour. E.g. make heavy torso 7 hits instead of 3 hits to kill. And medium torso 5 hits instead of 3. Make light armour 3 shot and no armour 2 shot. (Just examples)

Armour seems very weak in Mordhau and provides little benefit when you can run around naked and still get as many kills and if you die you just respawn and rush in quickly. These simple changes could improve gameplay drastically. Mordhau isn't a realistic slasher but armour should have a lot more effect than what it does right now. 1500+ hours in and still playing. Keep the updates coming!

We're looking into armor, but I don't think we need to do anything insane - just a few tweaks here and there, to armor and weapons.

We wanted to avoid going too realistic in the sense of blunt / blade weapons vs armor effectiveness; not for avoiding realism but instead because it could actually make the gameplay worse. If all you have is a sword and the enemy is wearing t3 armor, you've already kind of lost the fight before it even started. That type of stuff works in slower paced games like Mount and Blade very well, but with the speed of Mordhau it would probably just feel out of place and a tad clunky.

Comment

Originally posted by Igor369

I would just decrease all damage all over the board to make any fight last slightly longer, imo devs made average ttk a bit too fast.

Longer htk is worse, fights get messy and drag on way too long. It also makes the skill gap more painful - if you're worse than someone and get 2-3 hits before they get 2-3 hits, you win. Since you're worse, your odds are worse - but if it was 4-6 hits to kill, you'd have an even worse chance to kill a better player.
On top of this, it would eliminate the ability to fight multiple people, as you just simply wouldn't be able to kill enough of them in time.