Posts by Jaaxxxxon

Jaewok

Yes, given that he's the community manager and this kind of thing is part of his job, he really could do a better job of it. The recent weekly suggestion thread had a few people mention it, so hopefully he takes it to heart

i have taken it to heart :)
lots of irl stuff going on w/ me i've been dealing with, but things are looking good now

needlzor
  • Would be nice to have more buyable weapons in horde, like the quarterstaff and the cleaver. Horde is a lot of fun and should get more love imho.

  • Horde again, would be neat to have some enemies carrying explosives that can take down towers/doors. It would avoid people cheesing everything and turning Mordhau into Duck Hunt with their 4 crossbows.

  • Finally, more filters in the server browser would be cool. For example, filter on map, filter on horde wave or some indicator of how long the game has been running for the other modes, etc.

We want to get some love into horde, we started some work on an overhaul but it's been shelved for the time being. We'll get to it though!

Senior_Building

Respond to more than 11 comments Jax, and don't do it on the last day required. Stop slacking please.

ok thanks

GrandpaDrunk

Some balance changes towards some of the weapons and bloodlust. I really think bloodlust is unbalanced and makes weapons like the maul extremely easy to use. It shouldn’t give full health back because it also makes 1vx infinitely easier.

I want to see what we can do with bloodlust. it's not very useful at high level and you tend to just see it used as a pubstomp perk, which is the purpose, but it's a little overwhelming at times.

NightsOW

It's amazingly easy to 100+ kills with a maul class, but it doesn't feel fair one shotting everything. With the Rush perk, you become a 1-or-2-shotting machine.

If the enemy has taken a hit, you one shot them without needing to aim for the head. It's just so easy.

We're changing it up a bit, it's too overpowering atm. Probably something along the lines of 65ish torso damage on strike, which means you can synergize with a decent amount of two handers, but won't get easy kills for just a single hit. I think a few other things are planned, so hopefully it will be toned down quite a bit while still feeling really cronchy and unique.

Stratonable

I recognize your username. Thanks for your hard work.

The forums weren't perfect but they were a valuable part of the discussion. The steam forums are pretty toxic. The Discord chat moves too fast and doesn't have a good search function. The Private Feedback channel isn't visible to the majority of us and from what I hear it isn't all that useful even for those who have access. Crush seems to be blocking critics and turning it into an echo chamber. That aside, Discord just isn't built to be a forum. Reddit is mostly for memes and fun community stuff. Feedback and critique don't get much traction or engagement on here.

I'm not saying the forum was perfect -- it had plenty of toxicity, bait, and low effort meme-age -- but it was structured far better than any of the alternatives. It had a solid search function, clear linear discussion threads, a like button (and no dislike button), and clearly visible account profiles which displayed metrics like total published comments, likes received, and player titles and flair. All stuff that could give you an idea of who you're talking with, what their history with the game is, how involved with the community they are, and generally give you some inkling to their credibility.

I understand the reasoning that Triternion gave. That it was too much work for the moderators and that their efforts would be better focused on the other community channels. My problem with this is that I haven't noticed an improvement on the other channels. Steam has more locked threads than it used to but otherwise things remain the same. I love the idea of these weekly feedback threads but they don't seem to be working. Serious critiques of mechanics, Tri's development habits, and the general state of the game get downvoted or ignored by Jax.

Again, I appreciate the work you and the other mods do but I can't agree with you here.

To be honest, we didn't usually even read the threads on the forums all too often. A lot of the good ideas ended up buried by people just arguing with each other, and on reddit these things get filtered by the upvote system.

While I haven't been as active on here as I'd like to be in terms of commenting on things (and I'm working on that), myself and the team still read virtually everything on here. Just because I don't always reply doesn't mean that we're not looking at what you all have to say :)

SerStormont

I know you're a small team so it is a big ask, especially with Castello just being so recently released, but anything to do with a new map would be amazing. I think the community needs some new maps to play. They don't need to be as detailed as Castello, just as long as it's a map that is unique in style and is fair for both teams.

We have a few in the works, but we'll show them off when they're more ready ;)
We don't want to do a repeat of Castello and show it off before it's actually good to go, and then just tease you all by doing so.

Daric_Leland

Playing to win as a noble is not fun.

We should take a page out of Battlefront II's book: nobles lose HP over time but gain more HP from kills. Staying in the fray, where it's fun, becomes the best means of survival.

Their wander zone would also have to be expanded, or else attackers can abuse the HP loss by walling themselves off in spawn.

We're aware of this, and we're looking into ways to fix it. HP loss might not be the best way to go about this, but perhaps less overall HP (one good push against a turtling noble equals death) and better HP on kill could work. Either way, we want to change the noble system - personally, if I ever get noble I decline because I'd rather just kill things and not worry about being responsible for the team, so we're all on the same page with this.

Jael89

Alright, serious question for point 9. You've said before that people won't stick around only for female mercs, so they aren't a priority. I understand the logic, but if that's the case, won't literally anything else take precedence in your eyes then? What's our assurance that you'll ever get around to them?

Right now we're focused on a few things, being mod SDK, ranked 3v3, and enough content that will get the game to a state that we see as 'sustainable' and will let us spend time to work on things and not worry about a lack of content or features. I can't give you a clear-cut condition for that, but it's something we're looking at.

Orsobruno3300

Afaik, the devs haven't given an eta at all, though I'm happy to be proven wrong.

yeah we did, soon™

no but really we're not too far off. we did a test about a week ago and ran into quite a few bugs, so we're fixing those and taking care of a few things.

Leprechaun003

The Radio Silence about many many SoonTM Features is pretty deafening.

Off the top of my head:

  • Mercenary Folders please dear god be in the next patch
  • Scoreboard/UI QoL improvements
  • Gold/XP Issues, will we be getting compensation?
  • Actual report features in-game
  • Local Mods? Have you made any progress in stopping exploits? Will they ever be back? Who knows!?
  • Dev/Community interaction on Reddit, where people can actually have a chance to see it, unlike Discord where it's buried in 5 seconds.
  • Hows the Ship Map coming? Was it scrapped? It's been 3 1/2 months since the Snippet was posted, and by all accounts it was supposed to have a quick turn-around time.
  • Where's the Multiplayer Ranked mode? How's it coming? Are you willing to formally write something up about Triternion's stance on why 2v2/3v3/etc doesn't fit well into the game?
  • Hows the Unreal upgrade going? Still planned? Will SDK follow quickly behind the upgrade, or is that a few SoonTMs after the upgrade?
  • How're Female Mercenaries coming? Any progress? How about skin tones? I know both of these include a non-trivial amount of work with stuff like Face-Generation especially, but I can't even remotely remember the last time it was touched on.
  1. won't be in the next patch, but this is something we want to do at some point
  2. there will be some UI improvements coming
  3. no compensation planned, but we've done quite a bit to make the gold system more consistent. i can talk to the team about post-update compensation or maybe double xp, but no point trying to do it if our fixes don't fix anything.
  4. this would be nice, and something we've been discussing.
  5. i'm on here pretty often, but i'll try to be around more :)
  6. ship map isn't even technically a map. we probably shouldn't have shown it off because it's really just a tech demo at this point
  7. 3v3 ranked is planned - won't be this coming update, but most likely the next one after.
  8. we will be updating UE4 versions, probably after this patch hits (although don't quote me on that) it's a pain to do, but it may be more feasible once we have implemented some version control improvements that allow us to work on short term and long term things separately
  9. we haven't put much work into female mer...
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Hello everyone!

Once again, thanks for the feedback, it's great for us to see your thoughts on the game. We'd love to hear any ideas, suggestions, tweaks , or anything else that comes to mind.

You can find last week's post here: https://www.reddit.com/r/Mordhau/comments/gmtk2u/mordhau_weekly_feedbackdiscussion_519_525/

WardenDeusVult

Wrote this on last two feedback discussions but didnt get a response:

Greetings Jax. I have almost 900 hours in Mordhau (playing since release) and I have few things to say:

  1. There needs to be done something about longsword accels. Longsword is one of my favourite weapons because the accels are scary, especially when speeded up by riposte. I am basically telling that my favourite weapon is a bit broken

  2. Gold tint! We need a proper gold tint. The current one looks barely different than normal tints

  3. Allow us to customize loadouts while downloading mods/maps. We can customize loadouts while matchmaking, so why not this?

  4. P o l e h a m m e r w h e n

  5. More options to support the game! I already own the supporter pack and I wish there was some kind of supporter pack 2.0 (maybe a head ornament/weapon skin)

  6. Add some cosmetics which are frequently posted on this subreddit (like these edited cosmetics posted by that dude who likes landsknecht stuff, forgot his nickname)

I probably forgot a few less important things, but I am glad I could share my ideas/opinions anyways. Keep it up devs

  1. I haven't heard too much on this, but we can look into it.
  2. we don't want to make armor tints too saturated, and we're not really into the idea of just purely gold armor, as there aren't really any examples of that existing in medieval times.
  3. The mod downloading is better left untouched, as there could be some issues with this and allowing access to other parts of the game. That being said, I'm no expert and I'll see if there's something we can do on this front. FYI I'd class this as pretty low priority though, while it would be a nice QOL change it's not something revolutionary that we absolutely must add. In any case, though, I'll forward it to the team - if it's an easy thing to do, we'll look into doing it!
  4. soon™
  5. no plans for additional monetization at this time, but we appreciate the sentiment <3
  6. we definitely check cosmetic suggestions on here! you might see quite a few things requested on here show up in the game relatively soon™

Thanks for asking, and I apologize for not get...

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seymour approves.

edit: also activate windows seymour is unimpressed

Senseless0

Id like a mode similar to frontline, but the objectives (or capture points) aren't placed linearly, but rather scattered across the map. the more areas you hold, the faster the enemies ticket counter drains.

This promotes back-capturing and really spreads the players out across the entire map. In a shooter this is fine, since you can shoot someone from a distance, but running around the map to try to recapture an objective gets rather annoying when you can't get rid of enemies unless you're a few feet away from them.

xxxpussyblaster69420

More historical armours

soon™

mootpoint007

I wish that there was longer timer before matches started. The first objective on Invasion frequently feels irrelevant because so many people aren't loaded in or spawned. I think this is made worse because the initial objectives are spread out on a lot of maps, and it's a lot harder for defense to hold multiple objectives if only 1/8 of the team has loaded in and started playing. I feel like I generally don't get to play the farm defense on Grad or the corpse pile defense on Mountain Peak because they're over before I get back from getting a glass of water between maps.

I agree! i'll talk to the team about this :)

BaiMoGui

Nerfing firebombs without making any changes to engineer build abilities is one of the most short-sighted decisions I've seen in this game's development.

Just had to quit the game for the night after repeatedly getting our spawn surrounded with spikes. Much more of this and I'm done for good.

One fucking engineer should not require 3+ players from my team to coordinate to counter, so I don't want to hear about "organizing with my team" to use firebombs. If that's what's needed than engineers should be limited to one fucking structure at a time so they have to organize 3+ players for the level of spam builder bullshit we have going on right now.

We're making firebombs stronger next patch, especially against structures. We wanted to get rid of 1 or 2 people turning the entire play area into fire, but underestimated the impact of buildables. Next patch a single firebomb will be much more effective as a counter to engineer structures :)

Quenquent

Those are things that were already suggested back in the official forum but I will repost them here for visibility :

  • Give the health and stamina of our killer WITHOUT the health and stamina he gets from killing us. Seeing the health and stamina of our killer is mostly here to see how good we did against him. It's pointless against killers with Bloodlust and/or Fury.
  • Allow throwables to be feinted. It's annoying to have to look down with things like the Javelin when our target died while the throwing animation plays.
  • Allow ripostes to swing-through teammates (when the weapon can normally swing through. You even liked the idea back then, not sure what it has become of it.
  1. yes, that would be a great change. I'll mention it to the team.
  2. no, throwables are meant to be very easy to defend against if you see an enemy thring to wind a throw up on you. we try to limit projectile spam as much as we can.
  3. maybe? It's a bit of a balancing act, as things can get real messy really quick if we allow pass through on swings. On ripostes I could see it potentially working, but it's something we'd have to mess with internally.
Majora4Prez

More mail options! A viking byrnie without any ahistorical gambesons sticking out from underneath, a high medieval hauberk with a tunic sticking out from underneath, a surcoat over mail, mail chausses with plate schynbalds, etc.

Shorter versions of fanned and basic segmented gauntlets would be nice too, as would demigauntlets and mitten gauntlets.

More variety in sallets, more kettle hats with bevors, later conical helms made from one sheet of metal rather than out of spangen, and armets that commit to either having a wrapper or not instead of having wrapper features attached nonsensically to the cheek hinges or visor would also be great.

I'd really like to see corazzinas, kastenbrust armour, and almain rivets, as well as alternate versions of footsoldier arms, gothic arms, and splint arms that have mail underneath instead of cloth.

I say this every week, but pink cloth too!

There's a lack of T2 and T1 armor, which we're aware of. Expect some more non-T3 armor in the future! Some other pretty cool things are in the pipeline as well ;)