Posts by Jaaxxxxon

New_SirPuffball

So, what's this Unreal Update I keep hearing about going to mean for the game? More efficient and smooth gameplay that runs better, or just to make working on it more bearable?

AlsopleaseIdon'tfeellikefoldersarehighenoughonyourpriorities

So for the Unreal update, this is just normal procedure for us. Epic updates UE4 and brings new functionality, which can help with development and sometimes game-stuff too. Maybe they change some stuff the helps with baking lighting on maps, maybe it's general optimization, etc. We try to stay as close as we can to the latest version, as this ensures that we have the best tools to work on the game. Also, if we don't update for a while, then we end up with a super old version which essentially would lock us out of going to a newer one. Don't quote me on this, but IIRC Ark for example runs on UE4 4.5 or something, and the latest version is 4.25 - for them to update would take an insane amount of time. If we fall behind a ton, we wouldn't really be able to update.

We want to add folders as well :)

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streetboat

Nice to see some love for HEMA in here. That's a schlüssel guard from Joachim Meyer, right?

*cries in boring fiore guards*

We're working on something like that, I believe. Not sure what tier - we do need more T2, but T3 is also much better and more commonly used, so we'd have to figure that out. :)

No offense to the guy in the video, but this isn't super high level or 'meta'. If you're good enough to kill everyone normally, this is just showing off. Go watch a comp tournament (we have a section on our discord) and you definitely will not see 360's and emote spam. Actually looking at people and fighting more normally just works better. There's still times where turning away is good for forcing misses or reducing damage, and there are some nasty drags as well, but it looks way better than this does.

SPARTAN-258

They should just buff turncaps, I don't care if drags work less because of it, I just don't want this kind of bullshit in the game, that's what killed chivalry.

Good thing the actual "pro" players like Stouty and stuff dont do those, but they still shouldn't be possible

Buffing turncaps more would make you unable to fight people that walk/sprint around you. There's a limit of how far we can restrict the freedom; too much and the game won't feel good or play properly, and at that point it's more like a lock-on combat game. Too little, and you get reverses and stuff like that.

The way we've made the game isn't to completely remove the ability to turn while swinging, but instead to make spins and stuff less optimal. The best way to play isn't this, so while it's technically possible, at high levels of play it's not effective at all.

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BokkieDoke

It's more about this sub than the game itself, but could we get a pinned and updated post on the planned contents of the next patch once they start being teased and confirmed?

Mostly asking because planned weapon balance changes. I'm not asking for precise numbers (I know those change during testing) but knowing that X weapon is being looked at because feature Y of it is considered too strong would be nice.

Also some explanation about certain things from the devs themselves here would be nice. Like the reasoning I've heard behind the skin color options being delayed, which I find odd. Why not add the skin colors, then add the improved facial editing later?

I will be writing up a post for you guys, going over some changes that are planned for the future. Not necessarily about the next patch, and the thing with balance stuff is that it changes like 90 times before an update comes out, as it's really based on 'feel' and feedback, so it's best to go over that usually once everything is locked in, via patchnotes.

As for skin tones, we've worked a bit on them - we just tried changing the skin to be darker and it looked like we pulled the model out of some 2003 mobile game lmao. We actually have to do this properly, and it will worth it.

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RagingRipto1

Personally I think a good change would be adding a wooden mallet to the toolbox, this would give the wooden mallet an actual use, allowing engineers to have a repair tool for their buildings while not having to sacrifice 2/3 item slots (could keep mallet as a standalone weapon option for memes). I think engies are already limited enough by the cost of the toolbox.

If this were implemented I'd say when you switch to the toolbox you bring out the mallet, but instead of R throwing the mallet, pressing R with the toolbox mallet will pull out the toolbox to build like normal, and right click to cancel back to the mallet.

With this change engineers could run toolbox and mallet and still have 2 slots for a better weapon or supplies, or they could opt to use one of those other 2 slots for the HHA or BH for the better repairs over the standard toolbox mallet. Overall it would give Engineers a lot more build freedom.

We need to take a look at the repair tools. The HHA kind of invalidated everything else for pure engineers, but we'll see what we can do.

Jaewok

From the Mordhau kickstarter page;

"CREATE YOUR WARRIOR. Pick your gender, choose the type of body, adjust facial features, and even sculpt a face to your liking. We want you to be recognized from how you look, as well as from how you fight."

It's been more than a year since launch. Are we getting female characters or not? I've been asking every week and haven't been answered. There are promised kickstarter features that have not been implemented.

If you're not going to do it, just come out and say it so those of us waiting for this advertised feature can move on.

We will at some point. It's just not the best bang-for-our-buck at our current state of the game to develop, but once we're done with the SDK and a few other priorities we'll take a look at what we can do.

KasiFlow

Whenever it's asked the usual answer is always silence or the usual "not our priority right now" It's been over a year, surely models and textures and voices shouldn't take that long? Armor doesn't even really need to be reworked, it was said that the size slider system could be used to rework armor for females

The slider wouldn't work - we would, from my current understanding, have to create a completely new model and re-skin and weight everything to work with it. This means we'd have to go and re-setup every single armor piece in the game to work with the new model, and this would be a pretty big undertaking.

Read my comment above for the current status on adding females though.

stash375

Please experiment with 32 person Frontline and Invasion servers. The game runs far better with 32 people and the fights are far more manageable.

From what we've seen from changing the server counts, most players actually like the larger modes even if it means less performance. We'll be adding some server size options in though, most likely.

DomSon1

Now I'm not sure how this could work, but some of my mates were mentioning the ability to buy perks in Horde. Could be cool, obviously not all perks but some of them would probably help. I have no idea on the pricing though, but I think they should be quite expensive than cheap.

We want to overhaul horde at some point in the future :)

TheMordhauBird

The Bird would like to request the rest of the hussar armor set.

We have received elizabethan armor to supplement the chest piece. The Burgeonet and now the legs complete the set nicely. Adding a hussar helmet and legs would be an excellent addition.

Furthermore, the community overwhelmingly wishes for a sabre of some sort, preferably the hussar variety. This would be most pleasant.

Also, The Bird would like to point out the significant clipping issue with the cloth coif lowered. With 90% of the T3 helmets with which it is compatible, it clips horrendously and ruins the appearance. It is often a great piece to add color to an otherwise "metal" loadout. This helps to prevent TK, or just cosmetically enhances a loadout.

That is all. Thank you for readin.

We're working on fleshing out some more matching sets :)

mootpoint007

I like to play a short spear + targe loadout because I have a lot of fun throwing my weapons. I've noticed that while mounted you can't throw your short spear while your targe is equipped. I tried tapping and holding 'R' but threw my targe either way.

This has come up a surprise amount because I end up mounted chasing other mounted players on crossroads a lot, and sometimes I want to finish them off by throwing my spear, but can't unless I unequip my targe (which would leave me more vulnerable to their real spears).

Is this intentional? Can it be changed?

It's something we can look into. We'd like to at some point change alt modes to be done by re-pressing your weapon key (1 for primary weapon alt mode etc.) and that would free up R to be used for extra things and remove the held delay on shield wall/targe throw etc. It might happen, might not, but it's something we're interested in.

PotatoKilr

A few suggestions: Shield bash and/or charge, Slightly higher parry drain negation for shields (or some other improvement to make them less useless), Ability to hold torches for objectives in the left hand, Ability to kick regardless of what is held. Can someone explain how I make a list? I've tried many different methods but none work.

We'd like to do a bash at some point, but if we did it'd likely come with a change to some other aspects and allow for non shields to do an offhand punch or some other light interrupt kinda thing. This being said it's just a thought we've had, and nothing's set in stone on that front.

oh no i've been memed

I'd give you a concrete date if I could, but that's something you get at like AAA companies with 12 layers of management staff :( we have like 12 people total

Krother

6-) Weapons with movement penalty

Cluttered and small fighting spaces, crowded team fights and decrease in lunge already made these weapons worse and worse, and I think the movement penalty was uncalled for. I get that its a minor nerf, but it is a nerf nonetheless. Reverting the change would make these weapons more fun and playable.

7-) Weapons with very low recovery

Talking about short spear, arming sword and so on. The problem is that when they miss, you can never punish them. They can miss all day and never get punished by good footwork. Allthough the lower recovery was a good change for small weapons, 400 ms recovery is just too short. Nerfing them to 550 ms would make it easier to punish misses.

8-) Training sword

It has a lot better turncap but slower than longsword. If the purpose is training, they should have exactly the same speed and turncap stats.

9-) Weapons that are shorter than 70 cm

I know that these short weapons have lunge mechanic going for them but its really hard to hit people that are matrixing or just running away. Also it makes it impossible to get headshots if the opponent is looking up or just running away (Maul and warhammer). Player collision bubble is so high that you cant hit the head if the opponent is just looking up in kissing range. I would suggest buffing the range of ALL weapons (including long weapons like Spear and short weapons like maul) by 5 cm, but I understand that its time consuming from a developer standpoint. So I am just going to suggest:

--- Buff warhammer, Heavy hand axe, dagger, and maul range by 5 cm (or more), maybe combined with a point increase.

--- Buff repairing hammers (wooden mallet, blacksmithing hammer) by 15 cm to make it easier to hit the fortifications.

10-) Throwing knives

4 point, fast to throw weapon shouldnt be able to 2 htk tier 1 chest. 40 damage T1 chest damage would be a lot better imo.

11-) Projectiles that 1 HTK tier 1 head

Crossbow, longbow and throwing axe shouldnt be able to one shot tier 1 helmet. 90 damage instead of 100 would still be very good and make the person stop and heal.

  1. I disagree on this, as especially in comp play you'd have a huge amount of target switching with these weapons that removed a bit of the grounded feeling. In my opinion this change is good, and helps to make using heavy armor with a zwei for example not the most optimal way for offense. This one is a bit subjective though, and I appreciate you bringing this up.

  2. Being able to punish is something that's been noted in comp and casual play, and it's something we're absolutely looking into. I don't think this is just limited to fast recovery weapons all the time either, and crush is looking into some changes that might help in this area.

  3. Yeah I agree on this.

  4. Interesting take, but I think this might be more of a collision or torso movement thing. Not too sure, but we can take a look. These types of issues can be pretty weird to diagnose because they can happen for a lot of reasons and multiple game mechanics can kind of compound to create weird effects. For example, a global increase in...

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Cleyvour

Can we PLEASE get a public test client? We can help test changes before the patches are released. There are enough empty frontline servers alone to support it.

This would do multiple things.

  1. It would placate the tomatoes as they will be distracted with the public test. Think of it as a stopgap for them.

  2. It would allow the playerbase to provide, faster, efficient, and more direct feedback on changes and tweaks.

2a. It would grant the ability for balancing tweaks to be implemented and tested at a faster pace and a wider scale if desired. This would allow for weapons to be balanced faster.

WE can absolutely look into it - we will be changing the way our version control works on the development side, which will give us a lot more flexibility in releasing hotfixes, minor updates (ie cosmetic additions and balance-only changes) and running separate branches. Up until now we're had a sub-optimal system that didn't allow us to do much but work on major update cycles, as doing a hotfix or PTO would require us to pull a ton of content and 'repackage' everything into a release build. Going forwards, we'll be able to have multiple branches that can kind of be independent from each other.

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KyleTheKatarn

Every 3-5 (or maybe a higher number) enemy kills gained should remove a TK strike for instances of autokick. Allied players that have gone into flesh wound should not count as team kills given one hit from anything usually kills them, only should count if their allies put them in that state in the first place.

Yeah, I'd like us to change the way TK's work. Getting your final TK when you have 120 kills seems like a bad time.

Krother

Hello, I have some suggestions and feedback on some weapons that I think you guys would agree, and possibly implement it before the next update since they are easy changes. This is gonna be a long one, so lets go:

1-) Halberd and Zweihander

https://imgur.com/a/4sjgVwn

Halberd main mode and zweihander are almost exactly the same. The only notable differences are alt modes and extra 25 ms release of the zweihander. These weapons play exactly the same, function the same. I think one of them should have a bit more pronounced role. Most weapons follow this logical tier:

Longsword < Greatsword (relatively low damage, fast two handed sword)

Bardiche < Halberd = Zweihander (relatively high damage, not sof ast polearms)

Billhook < Spear (very quick and long stabbing weapons)

Arming sword < Bastard sword

I think Zweihander should be more like LS and GS, not like halberd. It would be the Premium version of greatsword with mostly the same stats in pugs. If it had exactly the same stats with GS, only maybe with a 25 ms longer windup, It would be diffrent from halberd and fill this role of being a “long range, flinch multiple opponents quickly, 3htk” weapon, which only GS fills right now.

TLDR: Make zweihander different from halberd by making it a very slightly slower GS (Damage, speed, combo speed, everything) and make it fulfill a niche role in 1vXs.

2-) Maul

Maul is one of the best designed weapons of the game. It is very different than other weapons, it can 1htk t3 helmet, it plays very uniquely. But there is an element of this weapon which make it a bit too powerful in pugs and skm, namely the absurdly high chest damage. It should absolutely have the highest damage out of all weapons against T3 chest and keep its 2 htk, but not to this extent. Lets look at some scenarios where this damage makes a difference:

--- Player gets tapped by maul in his T3 chest and gets down to 25 hp, He kills the maul user and gain 25 hp. Now he can get 1 tapped by all 2htk weapons like mace, executioner, ES, headshot to the head from longbow and so on. If the chest damage was 65 instead of 75 (still would be the highest chest damage), he could still survive a 2htk weapon after getting a kill.

--- Player gets tapped by maul in his T3 chest in a 1vX. Since he has 25 hp, now he can be finished by almost all weapons: recurve bow to chest, arming sword slash to chest, falchion stab, a lot of janky weapons with low damage can now finish of this player.

--- On top of these, maul hit slows the user down a lot, which is a death sentence in a 1vX or XvX

--- If player gets tapped with maul in chest, it takes 3 whole kills to regenate to full health.

--- If the player is fighting against a 2 htk weapon like executioner, takes a hit and kills his opponent, maul still can one tap this player in the chest despite the heal he got from the exe user.

Currently, maul taps to the body are very hard to deal with it, basically death sentence. It should be a head tapping, 1 htk weapon. Not a weapon to enable one shot for janky damage weapons like recurve bow. I think it would be best to nerf the maul chest damage to 65 from 75. It still 2 HTK’s t3 chest combined with a stab, still enables weapons like GS and Spear to finish off the opponent, still has the highest chest damage out of all weapons. But, it will be much easier to recover from a chest tap, less frustrating when a recurve bow finishes you off, and much faster to heal.

TLDR: Nerf Maul swing damage to T3 chest to 65 to make it a healtier weapon.

3-) Weapons that have incredibly fast and blunt stabs, namely warhammer and axe, maybe waraxe and battle axe as well

Mace used have the same exact problem, but you guys fixed it by making it slower. Same treatment should be given to warhammer and axe as well. So why is this an issue?

--- If you hit someone with a stab of these weapons, next stab (or swing in axe and warhammer’s cases) is unchamberable, meaning it is always a 50-50.

--- If you hit someone with a stab of these weapons and opponent redparries it (happens more with higher ping), the next stab is basically a free hit. You cant parry or chamber it. And if you try to parry anyways, you get a guarenteed redparry and opponent gets a second free hit. Only way to get out of this is not reacting one of the stabs, at all. Makes for a very frustrating situation.

--- Because of these weapons' stab speed, the problems above happen very often. The problem gets worse with higher ping.

How to fix it: Give these weapons the same treatment mace got, lower the stab speed. Maybe buff the damage very slightly to keep them being too bad.

4-) 50-50 enabling swinging weapons with overly fast windup, and combo or hitstop

I am talking about longsword, axe, warhammer, arming sword, bastard sword, messer, pole axe etc. I am not including weapons like war axe, quarter staff and cleaver because even though they enable nasty 50-50s, they have major detriments in terms of range or damage.

Right now, if you drag an opponent with a weapon like longsword (you dont even have to drag if you hit with axe or messer), your second acceled attack with combo is not chamberable. Makes for a cheesy duel and a not fun combat. It makes these 3 htk weapons effectively 2htk, half of the time.

I would suggest:

--- Nerf the combo speeds of slashing weapons like longsword and messer to decrease the amount of 50-50s after scoring a hit.

--- Nerf the windup speeds of blunt weapons like warhammer, poleaxe alt mode to decrease the amount of 50-50s after scoring a hit.

5-) 525 ms release weapons

Namely Zweihander, Greatsword, Longsword and messer. In zweihander it's not really an issue unless you change the zwei to be almost as fast as greatsword (see the “Halberd and zweihander”, the first article). It makes Greatsword, longsword and messer very floaty and the fact that those weapons have incredibly fast windups make the problem a lot worse. I think both casual player base and the competitive one would agree with nerfing the release on these weapons. I would suggest:

--- Nerf 525 ms release weapons down to 510 ms release (I think you did this with longsword for a few days and quickly changed it to 525 for longsword, so it should be possible). 10 ms extra release is still not a minor thing, since this game is very timing based.

  1. I agree on the fact that halberd and zwei are a bit too similar, and I'll talk to crush about what can be done on this front.
  2. You have big brain energy, we've already changed maul to 65 strike damage to t3 chest for next patch.
  3. I think this should be solved, but perhaps in a different way. We might experiment with flinching, parries, speed etc. and try to find a good solution, but the idea of the poke stabs on baxe etc. is to server as a low damage 'interrupt' and slowing that down too much would make the weapons feel pretty samey when compared to the rest of the lineup. In any case, we'll look into this!
  4. Chambers are an easy way to bypass reading, and if someone lands an attack on you, you should be at a disadvantage. Making combos consistently chamberable, at least in my opinion, would not be healthy for the game. Being able to quickly kill someone is a good thing when you factor this into team fights.
  5. Greatsword can be a bit of an issue on this front, but the LS isn't a particular...
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amd3974

Fix Castello it’s almost unplayable and I my PC is a beast

that's part of the update, castello improvements in regards to performance. we'll see how much it helps, but it should be an improvement nonetheless!