Awesome, good to know. Hopefully those slow downs are mainly from bot matches.
The bots on local are a lot more expensive than real players in terms of performance.
Awesome, good to know. Hopefully those slow downs are mainly from bot matches.
The bots on local are a lot more expensive than real players in terms of performance.
I think the problem with Mordhau is that it is too niche. Game could drop the realism for more fun. Game could look cartoonish like fortnite for all I care as long as it has a fun combat system. Imagine Katana or nunchucks in this game. I know Duke of York has Katana but no unique animations for it. The special could be a quick draw slash. The possibilities are endless I hope you recognize the potential of dropping realism for fun and hopefully it can help inspire your next game.
I absolutely agree with you although there is a chance a decent chunk of the players play because of the medieval aspect. Otherwise yes there is a lot of potential fun settings that could be done for a game like this
Crush sealed Mordhau's fate a long time ago when he began to blame the decline of players on the genre instead of looking (and, probably more importantly; listening) for ways to actually build on and improve the genre.
This is a weird take. First of all Mordhau in my opinion has raised the bar high & set a new standard in the medieval slasher genre (perhaps not everything, but definitely combat & technical level).
Since I played a decent role in making this game I think its fair to say that I build on and improved the genre since Mordhau does that. Ontop of this we made over 20 patches with hundreds of gameplay changes many of which have improved the gameplay since release considerably, and many of those also came from community feedback. Not all changes were good sure, but it is impossible in such an experimental genre to have 100% success rate with every change. There was plenty of innovative stuff as well as various attempts (mostly successfull) to fix the most broken stuff of this genre like very broken looking/feeling swings etc. So while the game is not perfect and there is always room to improve nobody can say we didn't try.
I also never blamed the genre directly, just said...
Read moreThis could have been phrased better but I was speaking for me personally here, as in I will be retiring from Mordhau after the next update or two not for Triternion as a whole. Especially anything major combat rework related from my end. Reason is to work on the new game. Hope this clarifies some things
Kek a week ago or so I matched on ranked duels with a guy named „crush”. Just as I noticed it I got kicked from the server with a message that I was kicked. I mean - if you are a dev and want to play ranked good for you but why would you connect just to kick other players lol
Hacker/Impersonator
But if a bootlicker aren’t we? Crush had access to some of the greatest players in the game who knew what needed to be changed and how to improve the game and he disregarded all of them. There was a dedicated separate balancing discord and I saw so many great ideas go through there and nothing was ever done with it.
He single handedly killed this game
This is untrue. The "greatest players in the game" were consistently listened to, a lot of changes were added and made because of their feedback and suggestions. You can go through several patches and there are most likely a bunch of things that came directly from this feedback. But there are also plenty of not so good ideas, just because they come from the best players does not mean they are always good ideas. Ontop of this there is a lot of infighting in these circles, meaning a suggestion by one very good player is disregarded by other very good players. People think its one collective think tank that agrees on everything, when that couldnt be further from the truth. NA Comp plays on a comp mod which barely changes anything about the game because of this, when they have the power to change a lot with the mod. After most of the straight forward suggestions are implemented, you are left over with more controversial ideas and whole thing comes down to subjective opinion of how the ...
Read moreDude 100% has a micro D and wakes up sweating every night knowing he inferior to stouty. His life must honestly really suck.
Copium
There are a whole bunch of minor changes that affect how combat feels, but i'll just list some of the big ones. Shields had held block without the ridiculously long delay they currently have, you also had much faster movement speed while blocking, but axes caused 33% more stamina damage when blocked with a shield. Kicks used to do much more stamina damage, and would do double stamina damage to held block shields. Chambers used to cost 0 stamina, so you could chamber infinitely. Attacks didn't "lunge" as much as they do now, it made dodge a little OP, but also made combat feel a little more varied because weapon reach mattered a lot more. The walls engineers could build were actually tall enough to matter and couldn't be climbed over. You could equip 3 fire bombs on the same character and play the game as a fire mage.
The shields were changed because they were very frustrating to play against in combination with a large amount of complaints about them. It was not really possible to open up the defense of good shield players even for other really good players, and the fighting against them was generally considered very tedious and unfun for anyone without a shield. The old held block shield mechanics did not work well with the rest of the game, as it is designed entirely around timed blocks. To fix that while keeping their mechanics, it would have required one or several entirely new offensive mechanics to deal with them, and even then it could have still been a big problem so we decided to change them this way.
Kicks were changed because they were dominating the higher level duel meta so much that at some point duels were mostly fishing for successfull kicks, which could win an entire duel on its own, and this kind of gameplay was not so fun. After a large amount of complaints by the hig...
Read moreSteamcharts is saying otherwise, the concurrent numbers have gone up since the patch. The reason you are seeing "so little active servers" is because a lot of the players who were previously getting stomped are now all on Novice servers together, which you do not see in the server browser unless you are a novice.
That a large proportion of the active playerbase was being split off into novice servers is the reason why they had to merge Frontline/Invasion, and while the Novice servers exist, they can't go back to unmerging them.
This is pretty much it. That said we are aware of the current issues, and are looking into ways to improve them with e.g. a better voting screen that is weighted towards invasion.
Should hopefully be converted, and any loadouts over limit would have the items made more expensive either removed or prevent usage
Loadouts will not go over the limit, because all loadouts will gain a few points, so loadouts won't be wiped and will just have more to spent. Leg armor will be cheaper than head/torso and this will give more points especially on builds using medium or heavy leg armor and a smaller amount for light legs. Some weapons, equipment and perks will become a bit cheaper, mostly the lower tier stuff (e.g shortsword is now cheaper than dagger and cleaver, which remained unchanged). The biggest weapons are a bit cheaper which now allows you to take full armor with them, but they now have a weight debuff on them which makes plate armor pieces heavier, making it more appealing to use with light/medium armor (this also nerfs the meta builds of light head and plate torso with a big weapon for example). Basically there will be 1-2 more points to spend, but you can also get a bit more out of them (e.g with a build that only had a primary weapon, you might be able to get a sidearm now and a cheap p...
Read moreit's a temporary solution
Please read it till the end.
This change actually won't happen so the lower stab will stay. There will be a proper fix for it in a future patch.
This is a known bug that is fixed next patch, although even now it is very inconsistent and almost impossible to hit when players are moving.
New patch! Make sure to restart Steam so the update is downloaded.
Supporter Pack DLC items should now show up
Matchmaking improvements
Server browser improvements
Fixed a certain duping exploit on Horde
Added 64p variant Skirmish maps for custom servers: SKM_Taiga_64, SKM_MountainPeak_64, SKM_Grad_64, SKM_Camp_64
Exposed some parameters for server owners (these go into game.ini), see https://pastebin.com/raw/CbDANhzr for details (server owners only)
We've identified an issue causing the huge lag spikes on our official servers and are restarting them one-by-one to apply the fix. We're going to leave some servers as 48p, while others will be upgraded to 64p. Our next steps will be to increase the pool of official servers, and start doing improvements to the matchmaker. Thank you for your patience during our rocky launch!
External link →First and foremost an apology to all players from our entire team.
The current state of the game is not the one we wanted you to experience at launch. It might sound cliché, but we were not able to keep up with the rapidly growing playerbase in this short amount of time.
On the bright side we were able to locate the problems that caused Gold and XP rewards to not be distributed properly, as well as unlocks not working in the Armory. - They should work properly now. We are also currently looking into ways to compensate players for their troubles.
Make sure to restart your game so the update gets applied! We are also currently restarting the servers on our end.
Additionally we've added some improvements to the Server Browser. You can now filter for a server name or set a ping limit.
Our top priority right now is to iron out the stability problems with our Official Servers, as well as bugs with the Matchmaker.
Thank you for all your pati...
Read more External link →Thank you for sharing that, it's very nice to hear that they are indeed trying to fight these things
Let me elaborate: yes this is from an old build, since then there has been several changes that drastically nerfs this kind of playstyle - things like looking away from the opponent/down on the ground and successfully parrying are no longer possible, jump drags (jumping while in attack release) have been removed, drags look significantly better and so on - just a few examples but all of those you can see in this video, its actually a great example why those things have been changed.
On top of this its third person and the person playing in the video is using an FOV exploit which allows much more vision than intended, this will be fixed. Third person has been reworked recently (only in dev builds atm) to be much more in line with first person and have removed/greatly reduced extra vision that allows this kind of playstyle since you cannot play like this in first person nearly as effectively. It's not a good look but with the new third person this kind of playstyle will be ne...
Read moreWe're looking into some changes to bring third person much more in line with first person which will nerf this kind of play drastically, as well as fixing a possible trick that lets you circumvent the FOV limits. Also keep in mind this is on an older build where you could still do things like jump while in attack release, and parry people while looking away or down. Those things have already been adjusted, making this playstyle harder on the live build
Spread the word.
The feints normally look much better, I think there's just a problem of confusing polearm animations at the moment. What actually happens is he feints before the swijg goes, the axe going down the first time is actually feint recovery, he doesn't feint at the last second.
This was a case of a dude analyzing the animation incorrectly, what he said was just false.
As someone whose played a decent amount of both games, this game really doesn't play at all like chivalry, and the animation abuse in this game is significantly lower than in chivalry.
This is a problem with feint animations in the live build extending too far forward as well as some other factors making it look rough. Significant animation improvements have been made for feints and morph feints across the board for all weapons and will be included in the next patch.