marox_

marox_



21 Sep

Comment

Originally posted by Warriorgrunt

I'm pretty sure this is implemented in a small way, glancing hits, but as I recall, they only come to play at the end of the swing.

The change to the start of the swing I would want; Reduced damage, but the player hit is moved a small path along the swing. This would make it so mauls wouldn't insta-gib at the start of the swing, but rather it hits, deals a bit of damage, and at the middle of the swing the enemy is kind of 'released' at the peak momentum of the swing. I wouldn't mind if the enemy would be ragdolled, but that might be a bit too strong.

This swing-start implementation would reflect momentum of the weapon. At the start there isn't enough momentum to cut, but enough to drag the opponent slightly along the swing. Blunt weapons would have a larger push-back while bladed wouldn't.

We do glancing hits and 'early release' (phases through and cannot damage but can be parried), because we generally prefer more deterministic damage states rather than a smooth curve. The biggest issue with further reducing the viability of early/late attacks is that it effectively cuts down on the ability to get around blocks, and that it would still lead to these moves being used, just to lesser effect (which won't make them any less infuriating on the receiving end)

Comment

Originally posted by TimboQ

Have you guys considered a momental damage system like warband? where in this case his swing at the very beginning of his pull would cause little damage compared to in the center of his swing? It makes sense because you have to build the force with the swing, and obviously a swing shouldn't have much force at the beginning or very near the end. I'd like to see a spectrum of damage based on when the weapon hits: less if it was dragged and more if it was accelled, or something along those lines. I think this would naturally make the combat more believable. (I am very much an average noob in this game though)

Keep in mind that momentum is not what is usually desired here. Momentum means that spinning will do more damage, as it would in real life, because more momentum is obtained that way. The reason spinning isn't prevalent in real fights is because you'd get shanked or otherwise grappled, something that's impossible with the game's rules and initiative system, hence why we have to use different conditions/rules.

Comment

Please keep posting these, it helps us give an idea of what players don't want to see, and fosters some discussion to this extent inside the dev team as well. We've recently included a glance calculation for this specific case, but it seems we didn't quite nail it since it's obviously still possible. It's always a battle between not intruding into the combat freedom and making sure really weird stuff is weeded out.

Another thing we're looking at is the speed of idle turning/looking animations, which many people are finding jarring despite it not being possible during an attack itself. We've specifically made the look/aim animations very snappy to aid in reading during attacks, but there's no reason why they should be so in idle, so it's definitely something we can improve in the future.

Sometimes players mention spazzing out and dancing, but we're not sure what specifically they mean, so having it pointed out specifically in video and saying "this and that" makes it...

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Comment

Originally posted by SourmanTheWise

Which is a very reasonable complaint, considering they have outright refused to expand their team, and the current speed is therefore unlikely to increase.

This is an honest question, what example game would you give that you feel meets the expected speed of updates?

I don't think you'll find that our team is much smaller than what might be expected. We're about say, half the size of some normal indie studio, but unlike them we have no other projects in the pipeline. Usually, if you had a team of 20, you might leave a skeleton crew behind to work on updates, while the rest begins work on the followup title, which might release anywhere 3-4 years from now.

Comment

We're working on a fix.


14 Sep

Comment

Originally posted by lehan112

to add on to this, speaking from personal experience, US west and US east is quite populated and very easy to find a game, but South America does not have dedicated ranked servers and is generally less populated. So the answer to your question is... depends on where you are

South America has ranked servers since the last update


12 Sep

Comment

Originally posted by PyrohawkZ

I believe you hold it differently to make up for the difference, same for other weapons like the bardiche and axes

This, the bit shaved off is at the bottom


10 Sep

Comment

It was close, but we needed to polish a few more things.


07 Sep

Comment

We're looking into it, we currently prevent spinning in the other direction, but this is a different case.


04 Sep

Comment

We're not sure. It is a trend that has been going since release, the only way the game's escaped it is during the summer sale when people were incentivized to review games (whether bad or good revies), that's when the review scores shot back up to 95% recent reviews.

We've gone through the reviews, and it's understandable people have issues with the game, and we'll be working towards fixing those. However, I don't think the reviews will change much, despite any changes we introduce, since the score (50% and trending towards lower) seems disproportionate compared to other games, indicating some deeper issues.


31 Aug

Comment

This one slipped past us, we'll be hotfixing it (and the other strange issues!) That's why we put the beta sticker on, because we know there's going to be issues we can only find with large-scale testing.


29 Aug

Comment

Originally posted by Golden_Toasters

What do you mean 20-30 pieces? Like that many different armor pieces are being added or what?

Around 32 pieces, but a lot of those are variants (e.g. plumed, non-plumed, symmetric/asymmetric pauldrons). Every slot except skirt.

Comment

Originally posted by SethMatrix

If it doesn't have new maps and a crossroads balance I'm not even gonna download the patchie

It comes with a crossroads rework, but no other maps yet. This will be the first in a series of patches that will come one after the other, and will clear out a lot of the "backlog" stuff we had in the pipeline being worked on in parallel, all of which is now nearing completion. Some of that includes 2 new maps, invasion/siege, various stages of mod support, etc.


23 Jun

Comment

Originally posted by [deleted]

[deleted]

The explanation is very simple. In singleplayer, we don't run a shadow copy of hitboxes for the local player who is in 1st person (and using 1st person animations). Online, the server calls the shots, and the server uses 3p hitboxes and animations only. EDIT: the reason we don't do this in singleplayer is because introducing a mirrored set of hitboxes would add considerable complexity to the game's overall code and logic for little benefit. The fringe cases where this is problematic are largely irrelevant for local play.

Comment

This is a thing in singleplayer only, your 1p hitboxes are different from 3p hitboxes. Again, this is singleplayer/local play only. Online play only the 3rd person hitbox counts, even if you're in 1p.


22 Jun

Comment

Originally posted by realSchmachti

My Game crashes now every time after the Triternion Logo :(

Edit it crashes when the game is consolidating items, not directly after the logo

Can you upload somewhere and pm me the latest crash log/dump file, it's found here: C:\Users\AppData\Local\Mordhau\Saved\Crashes Simply take the latest if you have multiple. That'll help us track it down.

Comment

Originally posted by TNGSystems

Niiice, still not gonna put team damage vote on the kickvote box though?

We're still figuring out what to do with the vote kick, it's a tough nut to crack. Team damage seems like a good idea, but it can equally be abused by having the trolls get you to hit them early in the match and then vote you off even more easily than before. The other thing is truly accidental stuff like a mass catapult TK, that'd just end with you getting votekicked nearly guaranteed. We're most likely going to be including the team damage info, but with some sort of safety checks for these cases to ensure it doesn't get abused even more than it is.


14 Jun

Comment

Originally posted by varadex

I have asked multiple devs, and been ignored everytime I mention ranked.

I have sent compliments about the game before, and gotten replies within the day.

They have no intention of letting players know what they are working on.

I doubt we will get ranked in 2019.

Ranked 1v1 is currently first on our list as far as code/technical aspects go, and good progress has been made on it already, so it won't be too long. But we don't have any more specific time estimates right now.


08 Jun

Comment

Originally posted by Jdizzlerino

NO RANKED MODE? JESUS F CHRIST

We're working on it in parallel, but we need more time.

Comment

These are correct. Unfortunately, they were leaked. We were about to ship the patch yesterday and wrote up the patch notes, but because we found some minor problems last minute we decided to postpone it for a day or two, since we didn't really want people to work deep into Friday night.