Mordhau Dev Tracker

galaxyvm

Nice. I'd love to see daily or weekly challenges with exp/gold bonus. Like if you get x headshots in a match or x kills with y weapon you get extra gold. Could help give players a reason to try other weapons and experiment with their playstyles.

It's something we've talked about, and would like to do. Making challenges actually relevant and fun is important, and something we haven't quite tackled yet, so we're still working on that :)

seitung

The UX for switching loadouts could be improved. The user shouldn't initially have to switch from default loadouts when they have them hidden. Allowing the user to set a default from the custom list would be smoother. A button to spawn with a random loadout from the custom list would also be a nice addition.

I like this, gonna forward it to the team :)

Shitscrubber64

You make some excellent points but I wouldn't call it favoring realism. Every single map is plagued with a lack thereof, objectives in particular.

Let's all sacrifice our lives to burn random piles of books while we're in the middle of a war instead of doing so afterwards. What's that you say about holding the torch close to the books to ignite them? Screw that, let's throw it like idiots so we have to run back to spawn and grab another torch.

Or how about mountain peak's battering ram objective? Blue team is forced to throw itself at the ram to smash a gate open... and when they finally succeed 90% of players will still use the many side entrances over the gate they fought so hard over, the same side entrances that were already open from the start. But for some reason the captured soldiers that were on the other side couldn't be interacted with at all, now they suddenly can.

He's talking more about.. structural realism/believability in the architecture I'd assume. The objectives are definitely silly, but that's fine as long as they play well.

If you go look at CSGO for example, and pretend that was a real place, very little of it would actually make any sense. Who puts an open-air balcony above a sewage pool? Overpass does, and it plays really well. They also manage to make it seem believable unless you actually think really hard about it, but in the end it doesn't really matter, as long as the map plays properly.

Daric_Leland

I feel like your map design is favoring realism over gameplay flow. There's a lot of both great looking and great designed niches to maps, which then go unused because they're way outside the main lane(s).

For example: the rocks behind Grad's castle letting you scramble up to the ramparts; Feitoria's farms and dungeon; hallways and rooftops in/along the outer walls of Castello; Grad's graveyard.

A decent case study of this is Mountain Peak's new throne room:

There's 2 walkways above and a central lane below, all flowing to the throne itself. But to access the lower central lane, you have to go around the giant stairs which seem like you can't go around. From where blue spawns, looking to the left or right of the stairs shows a recess ending in a wall. You assume it's a deadend without checking it out, missing the tucked away doorway. The result is blue rushes up the big stairs right in front of them and only use the 2 walkways, leaving the bottom lane almost completely untouched.

How to make that lane more used by blue is to make an entryway to it visible from the spawning location, either cutting an archway through the center of the wide stairs, creating a straight throughline from spawn to throne; or changing the connectors already present to an L from a U shape, feeding into the currently hidden lower side lanes and making the doorways immediately visible from spawn.

I'm no map expert, I haven't made one from scratch, but a lot of good competitive maps in gaming at large follow the 3 lane and symmetry principles, with the 3 main lanes readily visible from spawn.

Great comment.

Part of the reason this is a thing is because especially with the original and older maps, we started work on them before we actually had a game mode created for Mordhau. As a result, there are a lot of areas that go unused on maps, as without the mode (Frontline/Invasion) it's hard to accurately predict where players will go, and what they will do. A good example of this would be a lot of the towers on Feitoria - they look great but you'll rarely find anyone in those towers, because they just are too far out of the way. On Grad, the breach into the tunnel next to the cliff means a lot of walking and instead you could just go a more direct route, since the Warden is definitely going to be surrounded by his allies and you'd be better off pushing with 10 teammates as opposed to going solo.

As for the newer additions and maps, there are definitely things that could be improved in regards to readability, although there is a line that we have to draw at some point - when...

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the_chaq

Dear Triternion and it's members actively developing the melee slasher game Mordhau,

Good day, I hope everyone here is doing well today. I approach today with an inquiry.

The game of Mordhau is a very innovative and most certainly engaging video game, perhaps my own favorite in recent times. Not only does it have fluid, enthralling, deep, complex, and competitively viable gameplay, but it does so while also in many ways adhering more to reality more than many other competitive fighting games in video game history. Particularly, the idea of your weapon attacks being able to come from any angle, is a brilliant innovation from the slasher genre's typical, more limited setup where slash attack angles are predetermined and assigned to binds on the keyboard and mouse. I am simply in love with this fluid and intuitive approach to combat that gives the player the sort of freedom that helps to immerse them. And it is in this spirit of freedom of approach in one's attack that I come with an inquiry.

Have you, Triternion, considered the prospect of a scheme of control in Mordhau, ultimately the most unrestricted scheme of control, that integrates motion control? Motion control is a new and revolutionary scheme that has finally made it into consumer homes in the recent years. Its direct correlation with your bodily movements to in-game interactions enables an unparalleled amount of immersion for the player. As a fighting game calls for the players unwavering, undivided attention, this scheme of control I think would be the most beneficial to gaming, especially to the slasher genre. Just imagine: you are a knight on the mountainside fighting a battle, and even more immersive than you flicking your mouse in the direction of your attack, you wave your actual hand and commit a slash. Mordhau needs this.

I want to highlight a particular product that its pursuing would revolutionize the game and slasher genre as well as lead to interesting developments in Triternion's future business relations: the Nintendo Wiimote™. The Nintnedo Wii Remote™, also known colloquially and in Nintendo's promotional material as the Nintnedo Wiimote™, is the primary controller for Nintendo's Wii console. A main feature of the Nintnedo Wiimote™ is its motion sensing capability, which allows the user to interact with and manipulate items on screen via gesture recognition and pointing through the use of accelerometer and optical sensor technology. Another feature is its expandability through the use of attachments. The body of the Nintnedo Wiimote™ measures 6.2 in (160 mm) long, 36.2 mm (1.43 in) wide, and 30.8 mm (1.21 in) thick. The controller was revealed at both E3 2005 and E3 2006 and the Tokyo Game Show on September 14, 2005, with the name "Nintnedo Wiimote™" announced April 27, 2006. It has since received much attention due to its unique features and the contrast between it and typical gaming controllers. Here is an informational video on the Nintnedo Wiimote™: https://youtu.be/ETAKfSkec6A

The first revolutionary technology that the Nintnedo Wiimote™ brings to the genre is its motion sensing technology. The Nintnedo Wiimote™ has 5 axes of internal motion detection enabled by its accelerometer. This enables for previously unheard of degrees of control in video games that bring you closer to the experience. In later time, Nintnedo developed the Wii MotionPlus™ expansion for the original Nintnedo Wiimote™, later on integrating its technology into a smaller Nintnedo Wiimote™ Plus controller that has higher capabilities (6 axis internal motion detection). In Mordhau, the use of the Nintnedo Wiimote™ Plus (hereby shortened considerably to Nintnedo Wiimote™) can allow for positioning and orientation of the sword that mimics the motion of the user in real life. Its accelerometers can sense fast movement and translate that into, for example, an initiation of a slash. Rather than use a slash, stab, and parry bind, the Nintnedo Wiimote™ can seamlessly replicate those actions through the use of gestures that intuitively mimic the real life action it represents as well as the in-game animation it uses (i.e. it allows for you to immerse yourself into the game by doing the actual actions Mordhau intends for you to do) (e.g. the player can make a stabbing motion to stab in Mordhau). This intuitive translation of real-life action to in-game action is enabled thanks to the Nintnedo Wiimote™ and provides the innate sort of immersion that is key to enhancing the immersion and engagement factor of Mordhau.

The second revolutionary technology that the Nintnedo Wiimote™ brings to the slasher genre is its capability to be a screen-pointer thanks to the Nintnedo Wiimote™ Sensor Bar. The Nintnedo Wiimote™ has an internal camera that with a filter only sees near-IR light rays, which picks up a pattern of light dots that emanate from the Nintnedo Wiimote™ Sensor Bar, whereupon detecting the lights it calculates its pointer position on the screen as well as its orientation relative to the screen. This pointer capability in Mordhau can be used as a general mode of interaction similar to the cursor. But more importantly, and more revolutionarily, the pointer allows for the Nintnedo Wiimote™ to be a revolutionary way to aim projectile weapons in Mordhau. On the screen, you can point at any targets in your view and fire your projectile, connecting you with Mordhau better.

The Nintnedo Wiimote™ is also capable of accepting expansions to the controller via a port located on the bottom controller. One popular expansion to the Nintnedo Wiimote™ is the Nintnedo Wiimote™ Nunchuck Controller. The Nintnedo Wiimote™ Nunchuck Controller has its own motion sensors that can enable an even wider range of posture possibilities, and it also has a joystick which can be utilized for movement or aiming. Mordhau can utilize the Nintnedo Wiimote™ Nunchuck Controller as a second hand for controlling the bow, for enhancing the immersive motion experience when it comes to fisticuffs, or better yet for enhancing the immersive motion experience by allowing better control of a shield.

Another technology of the Nintnedo Wiimote™ that can improve ones immersion in Mordhau is the Nintnedo Wiimote™'s embedded speaker and vibration motor. The Nintnedo Wiimote™'s speaker allows for audio to be sent wirelessly from the PC to the Nintnedo Wiimote™, which could possibly be used to play sounds like a sword whooshing, the clink of sword on sword contact, the shing of a sword being drawn from its metal sheath, or the twang of a bowstring being released to fire an arrow, just to name a few of many possibilities. The Nintnedo Wiimote™'s vibration motor allows for haptic feedback to accompany these aforementioned possible feedback sensations. The combination of these two technologies can bring a level of immersion into Mordhau never before possible on any other input device in history. The Nintnedo Wiimote™ also has 6 KB of modifiable internal data, which can be utilized in Mordhau to transfer characters between computers, which can be very helpful.

One advantage of taking the initiative to adding the Nintnedo Wiimote™ to Mordhau's input schemes is, assuming everything is done legally, this will being Triternion into the vision and relations of the gaming giant Nintendo. Entering relations with Nintendo opens up opportunities for Triternion to port Mordhau to modern Nintendo consoles, namely the Nintendo Switch, as well as opens up the opportunity for Triternion to become a third-party developer for Nintendo. This makes pursuing the adding of the Nintnedo Wiimote™ a vastly beneficial prospect for Triternion as a smart networking move. Mordhau is a brilliant and wonderful game, with unparalleled freedom in control among slasher games. I come today with the prospect of expanding on this freedom with the Nintnedo Wiimote™, an initiative that will revolutionize the genre and prove to be a very good networking move for Triternion. To accompany my suggestion, I have made some mockup media of Mordhau being played with the Nintnedo Wiimote™.

https://uploads.mordhau.com/spirit/images/4114/461f0abbfefb715eda2794c518a3d37d.png https://uploads.mordhau.com/spirit/images/4114/15b57470bdca098d55f2c91bd82949c4.jpeg

https://streamable.com/k97mu

Thank you for taking the time to read my suggestion and I hope you consider it, Triternion. Thank you all and have a good day.

Also remove exploit known as feinting.

lol never change chaq

These are Kickstarter backers' emblems, not us hating archers.

But yes, archers are annoying :)

1411
1411
1411

Hey everyone!

We'll be trying out a pinned weekly post to help gather some feedback, as sometimes some great ideas go by unnoticed. Please keep smaller suggestions/feedback here, but feel free to post more elaborate ideas as separate posts if you'd like!

Please keep things on-topic, and be respectful to each other :)

PM_YOUR_LOOPS

While you're at it, forward this as well. Manually editing your Horde mercenaries still works. You guys fixed the weapons, but people can still spawn with full 3/3/3 from wave 1.

yep, we're aware of that

it looks pretty sketch - that being said i'm not 100% from that one clip. if you run into him again and grab his steam profile and another clip, please send it to me 👍

edit: since I'm being downvoted, I'll clarify. I'm pretty certain this is a cheat (recovery skip) but from this one clip it's not completely blatant, and I'm not going to take away someone's access to the multiplayer side of the game because "I'm pretty sure". Besides, OP doesn't have their Steam profile anyways so more evidence is needed regardless.

hmm i'll forward it to the team

Watch your step! Credit to @SofabeardYT ⚔ http://pbs.twimg.com/ext_tw_video_thumb/1256378138201780224/pu/img/9_AO4OxhqtVi0SxA.jpg

did you draw this, or did someone draw it for you? either way looks sick!

🤔🤔🤔 http://pbs.twimg.com/media/EWtRBhVUwAAWQIi.jpg
MORDHAU is on sale, for 33% off from now until May 4th! Check out our latest video showing off our year in review, and happy slaying! ⚔ https://youtu.be/TWLIs8rjIcg

it's like nuketown all over again

Juulxon

check discord papa

Okeydokey will do

SPARTAN-258

Sounds fun, hope Triternion sees this

yep we did :)

I like it, told the team about the idea :)