marox_

marox_



05 Feb

Comment

Originally posted by your_mom_kiddo

only possible when you stand perfectly still and its just an animation bug, will probably be fixed eventually- you can do the same thing with messer stabs its just a glitch

Can confirm this is a bug, will fix


20 Dec

Comment

Originally posted by dropbbbear

The thing about skill-based matchmaking is that it can't be implemented without removing the ability to join official servers through the server browser, and also they would have to prevent people from joining the team of their choice. TF2 did a matchmaking update and it was the most hated update in the game's history.

There are alternate solutions for massive teamstacks, though.

  • Teamscramble vote: Within the first 5 minutes of the round starting, anyone can call a vote, which both teams vote on, for the teams to be randomly scrambled. This vote requires 75% of the server to agree to pass. Each player can only call this vote once to prevent spamming (though it can be called by different players multiple times in the first 5 minutes).

or

  • Handicap: The game adds up the levels of Red Team, adds up the levels of Blue Team, and compares the totals. If the total level of one team is more than double that of the other, then that team has ...
Read more

Currently we're working on some stuff that'll do the best it can without forcing players (too much), including team scrambling on map start that's not super aggressive. This mainly means moving entire parties first, and then filling the missing spots with non-partied players, the remaining players being also used to balance out the skill levels. After that, team switching works as it does now. It's not perfect, but it should be better than it is without being too obnoxious.

The autobalance forcing someone to switch teams mid-game is a bit annoying, so we're not sure yet how to approach that yet, but some soft incentives could work in this situation.


24 Oct

Comment

You still get the gold when the match ends on the server. It wasn't like that on launch, but it's been like this for a good while.


15 Oct

Comment

Thanks for these, passed them onto the team, and the previous ones were super helpful too!


08 Oct

Comment

Originally posted by [deleted]

[deleted]

I think the miss detector can definitely be improved and generalized quite a bit, we'll definitely be trying out a couple things in the future.

Comment

Originally posted by rubentoteles

Can you explain this again for slow people like me? If I´ve been playing in a server for, say, 3 hours, and I leave, I will still get the gold equivalent for those 3 hours?

Yes, when the match on the server ends (i.e. server changes map)


07 Oct

Comment

Actually, we've changed this and it has been letting you keep gold/xp earned for a veeeeeeery long time now. But these posts still come up, because there's nothing telling the player so (which can be tricky, since you disconnect). There's a delay because gold/xp is awarded when the match actually ends, but you get your share at that point even if you left.


03 Oct

Comment

We're working on it, we've found the issue a week ago but not the reason why it happens yet. It's a particularly insidious issue related to nondeterministic cooking in Unreal Engine that must've cropped up at one point and has gotten progressively worse since, which makes tracking it down quite difficult.


02 Oct

Comment

Originally posted by penemuee

Improved pak file assignments, more work on improving patching times is ongoing.

If they actually do improve/fix this, I swear I will never spam foppish voices lines again!

We're working on it, we've identified the issue, but haven't been able to fix it entirely just yet.


29 Sep

Comment

Originally posted by dinneybabz

Brawl go BRRRRRRRR

Fun fact: brawl has turned out to be 40 times more popular than BR, speaking relatively in relation to other modes.


26 Sep

Comment

Originally posted by Jigoogly

That was our other theory, that it was the very edge of the active parry box. To that fact, that angle looks like a back/ side parry which were supposed to be eliminated or reduced? I think the general reaction myself included while spectating of shock the attacker I'd say is enough to tell something ain't right here still. The swing was fine Rty should have parried it. The issue is it looking as if he was blocked by a force field on an attack that should have gone through.

Ideally, this swing should've gone through, we definitely agree on that front. However it is still working correctly -- the parry box is very big, but it is only the first filter for deciding a parry, we check for various angles afterwards. This one passed the positioning angle, which we're looking to reduce further. We have already reduced it in this patch, but not enough. It can be a little tricky because it can lead other situations where the attack passes through. But we're now using several more filters to decide a parry, so hopefully these hits should be eliminated in the future.


25 Sep

Comment

Originally posted by H8DCarnifEX

Jpeg Accels & Jpeg Ripostes are still crazy af, i was in hope you Guys fix/balance this a bit more.
Could you please look into this again?

This is something we're still looking into and are looking to adjust the riposte animations.

Comment

Originally posted by ouji_

Why are updates so slow? For this patch 19 hotfix 2 it is 1.1mb and i finish downloading within a second yet it spends around 5-10 mins doing something. I would assume its writing the update but its 1mb so i very much doubt that is the case. Another thing is why does it reallocate the space of the game every update? My OS is on a ssd and so is mordhau.

We have no control over how Steam decides to handle patching, we're only able to upload the build itself (the full game), after which we're at the mercy of Steam. We're looking into reordering some files that may help with this. All in all it's a pretty annoying issue that we can only try to work around, but can't address directly. Some other games have similarly long update times, but some don't, depending on their file structure and how files are grouped.

Comment

Unrelated to spin reductor, he was already in a parry a while before blocking your attack (blocking even the enemy's) which has disabled the spin reduction already.


08 Sep

Comment

We are taking it out of rotation on official servers / queue next patch, but it will remain in the game otherwise. It is unfortunately the least played mode by far, under 0.28% players on official servers play this mode. Barely anyone. It could perhaps be improved with teams instead of solo, and that is something that we might get to in the future. We will give the spot in the matchmaking screen to a mixture of smaller modes instead.


05 Sep

Comment

Originally posted by RitualMaster

Any chance of having gold given out periodically during a match versus only at the very end only if you complete the match? It sucks to spend 30-45 min playing to get nothing because you had to leave 1 min before the end. There are times where I hope my team loses just so the match ends before I have to sign off for instance.

As far as I understand the gold is given based off time played with a bonus for placement (I'm not sure honestly)? Perhaps the timed gold could just dole out as you play but if you leave you lose the bonus at the end?

Would also alleviate being just short for an item and having to play the whole match through before you have enough.

Really love the game and can't wait to chuck a waraxe at someone! Keep up the good work!

You actually do receive the gold even if you leave the server, once the match on the server ends. It has worked that way for a long time now.


10 Apr

Comment

Originally posted by yoshi570

CPU performance optimizations, especially on high player counts
Fire bombs are now restricted to one per loadout

Castello might finally be playable.

It will help, but Castello is still due for an optimization pass


03 Apr

Comment

Bug, will be fixed in next update


29 Mar

Comment

We're addressing fire bombs in general in the next hotfix. You'll only be able to restock up to one at a time from the ammo box (and not say, all 3), and smoke+fire will cancel out entirely since they currently only affect the bits that overlap and the smoke doesn't dissipate, making it a bit useless for this purpose. There may be more tweaks.


28 Mar

Comment

Originally posted by payl0ad

Friendly melee hits no longer flinch parry

I am astonished anyone thought having friendly fire flinch parries was a good idea. Good you changed that back.

Nobody thought it was a good idea, it wasn't intended.