marox_

marox_



22 Dec

Comment

Originally posted by v3x_abyss

Status report?

They are in the works.

Comment

Originally posted by Toxcito

I haven't played in a while, but they removed team switching? Jesus christ what a horrible idea. I was gonna come back because of the editor, this seems extremely frustrating though. Why not just have it as a variable for hosted servers? Some can allow it and some cant.

This is only on officials.


14 Dec

Comment

Originally posted by Redrundas

Could you link the EULA? I can only seem to find one for Unreal Engine itself. Is is bound by the same rules?

Yeah, thats the one. See this bit.

Any public Distribution (i.e., intended for Engine Licensees generally) which includes Engine Tools (including as modified by you under the License) must take place either through the Marketplace (e.g., for distributing a Product’s modding tool or editor to end users) or through a fork of Epic’s GitHub UnrealEngine Network (e.g., for distributing source code).

Comment

Originally posted by Shift642

From Jax in the Mordhau Discord:

@everyone

We're thrilled to finally announce the release of the official MORDHAU Mod Editor!

https://cdn.discordapp.com/attachments/288516124545384448/920368128846888990/editor_1440landscape_1.jpg

The MORDHAU Editor is a powerful creation tool that allows for easy map editing, full control over game modes, customization of gameplay and more, allowing for seamless creation of user-generated content. Additionally, there are a few sample maps and game modes to help you get started. We're excited to see what you can make!

The MORDHAU Editor is available for free on the Epic Game Store: https://www.epicgames.com/store/en-US/p/mordhau--editor

Also side note, why god did it have to be on epic gam...

Unreal Engine Editor (which our editor is built on) can only be released on the Epic Game Store as per engine EULA. It is, however, freely available.


15 Sep


12 Sep

Comment

Originally posted by xXJightXx

The kicking was done to track down an issue we're seeing with server perf that seems to be related to the server being full, hence the kicking to free up slots and see if there really is a correlation.

Comment

The volume is an oversight and will be hotfixed. In the near future, we're also going to add an instruments volume slider.


08 Sep

Comment

Originally posted by everythingisunknown

Have they fixed the ability to do the couched weapon achievement? It’s literally my last one and I’ve tried it 10 times previously

Should be fixed


02 Sep

Comment

We are definitely looking to address the most disgusting cases of drags, which are done with the riposte animations, and bring them in line with neutrals. I don't think things will ever be 100% perfect, but they can be much better than they are now.

Comment

Originally posted by HalfZvare

i always thought, that the problem lies within the fact that the core of the gameplay consists of getting around the parry window of your opponent, not the parry box itself. this places a lot of importance on timing, not on precision and outplaying the opponent.

i always imagined, that it would be better, if the parries could be held, but the parry box would only be as big as the weapon (or slightly larger) and that the parry would have a turncap and a cooldown. this without stamina loss.

right now, if an opponent parries at chest level and i attack the legs, the strike almost always still gets parried. if i try to circle around an opponent and try to hit them in the side, the parry box is still so large that i get parried most of the time.

but if an opponent could hold a parry, but the parry has a turncap, i could maybe trick them into thinking i am going for a head hit, but really trying to hit their legs. feints could be used to either bait out the parry...

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We went through various prototypes back in the day during Project Slasher. Having the defense be more location based just led to even worse looking gameplay that made no sense, i.e. everyone attacking the toes on the feet because that was the most confusing thing to catch. Usually via overheads. Whole thing just looked weird, and felt random.


23 Aug

Comment

Originally posted by BeejsterTTV

Can something more be done about smoke bombs? Limit two per load out effectively does nothing. Effective troll and obj cheese with no countermeasure.

They are being limited to 1 per loadout and 1 per restock.

Comment

Originally posted by Flibios

How is bloodlust going to work? Will the health regen stay if I start running? If not, I think it's going to be pretty much useless.

The regen will stay until you either fully heal, get flinched, or parry. It ignores normal regen rules.


18 Aug

Comment

Originally posted by Danubinmage64

The first part is actually a good point. Combo swings from whiffs are basically impossible to punish, if they whiff unless you are chambering you basically have to wait and let them land their swing. I actually think a nerf to combo whiffs like slowing them down so if you whiff then the enemy gets priority and will attack you first.

The combo parry mechanic is unintuitive but intentional. Otherwise I think it would make gambling too strong as if you slightly mistime your swing you will be f**ked, and the game would over prioritize dodging if you could get a garuanteed punish off a whiff.

Miss combos are slowed down in the coming patch. Combo parry mechanic is unintuitive, agreed, which is why in the coming patch it'll be possible to parry during miss recovery at the same cost (if the weapon has combo capability)


22 Apr

Comment

Originally posted by KaelusVonSestiaf

As a low skill player I wanna piggyback this comment with my perspective!

So, just to give context, I started playing this day 1, had a blast, and then people started getting better and better at -this- kind of thing, and I eventually quit.

I DON'T want to learn to play like this. I have nothing but respect for the very skilled high-level players who delve this deep into the combat system, but to me I see this entire aspect of the game as a serious flaw in the combat system. 'Getting good' at the game no longer means getting good at mind games, feints, parries, dodging, footwork, judging distance and everything else that is actually good mechanics. Instead, it's essentially getting good at abusing the jank of the game, and learning to read when the enemy is about to abuse the jank of the game.

It doesn't feel right to use this. It feels janky. I feel like I'm abusing the game rather than getting good. It feels like an exploit, rather than a mechanic. I feel ...

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I think it's undeniable that this is how a lot of players feel, but it's still really surprising. All of these mechanics were in some way expected and built around. Initially we thought "well, players don't like spinning, so we'll tone that down really hard", and we did. You don't see the sort of spinning that you might back in Chivalry days, etc. Yet, even without spinning, the slighest swing manipulation as seen in the video above, triggers people immediately. But the underlying reason isn't entirely clear, if you're willing to look at the big picture: we have people quickscoping in CoD, but nobody complains. We have people flying cars in Rocket League, and things are fine. Heck, CS:GO has its own wonky movement mechanics to compensate recoil that are pure jank.

'Getting good' at the game no longer means getting good at mind games, feints, parries, dodging, footwork, judging distance and everything else that is actually good mechanics.

T...

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16 Apr

Comment

Originally posted by Sleve_The_Cleave

Fair enough, although it only seems to be Mordhau that does this. Thanks for the reply!

It depends what games you play, we didn't have this issue in the past when our files weren't packed, but that had side effects, as it made cheating easier. In general, Steam doesn't give us any control over the process, which is pretty frustrating. We've even seen complete reinstalls also take forever, etc. It's a bit like fighting a black box, but we're trying.

Comment

Not up to us, we have no way to influence Steam's patching process.

Comment

Originally posted by intelligent_rat

Why is it possible that the armory display uses different values to the actual build if the data is already there?

There's two types of creatures in this story, programmers, and designers. Programmers are wise wizards who take really long to decide whether to do something and how, and (ideally) think far ahead to make sure things will work even long after they're gone. Designers are capricious beasts, they want one thing, until then they don't. Then they really want another thing, and by really want it, I mean really want it. But they can't do it themselves. Sometimes programmers don't have time to do something the designers want, but designers really, REALLY want it, so designers take things into their own hands, at great peril if need be.

You see, despite being ill equipped to take on the challenge, they're clever enough to be able to wing it, and wing it they do. Programmers don't like cleaning up after designers, so the mantra "if it works, it works" is adopted, until, well, it doesn't work. Then it gets fixed.

Comment

Originally posted by MemeExpert

I was waiting for the hotfix to see if it would be patched before I mentioned it, but I tested it and it seems like there's either an undocumented extreme heavy nerf or an accidental bug regarding throwables + shields that ruins a really particular meme loadout I really enjoy. Previously, the behavior of throwables was that you'd drop it if you got hit, but if you were holding shield + throwables, then you could take a hit while still holding your rocks.

Unfortunately, the patch made it so that if you have rocks + a shield, getting hit will both drop the rocks and unequip the shield, causing a really long delay as well as both of your weapons to be unequipped. I'd really like to hope this is an unintended behavior (none of the devs really intended to program a shield that goes away when you get hit, right?), because it really only affects meme builds that were already kind of bad.

I know this is kind of a long post for a comment on a bugfix, but to me, these sorts o...

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Intended. There's no reason the shield should change the outcome (disarm). However we do agree disarming throwables is probably unnecessary, so we plan to change that. Didn't make it into this hotfix though!

Comment

Originally posted by Cold-View

Similar issue. At first I though they did something to the sky box or something, as every time I looked up I'd see massive frame drops. However, I can't really back that up as I don't know if they changed anything about that

We did, and it does cause performance issues, so we're hotfixing that one today. But we feel there's more issues and those are harder to track down, so we're going over everything slowly.

Comment

Originally posted by Vik_the_Thracian

So a full T2 set is still faster than a full T3 set? The armory just doesn't show it at the moment?

Correct.