Posts by marox_

NotDoritoMan

That’s strange, I had heard that multiple times.

Also the tracers are colored to indicate sweet spots, and even have descriptors of those sweet spots in the options.

Edit: Double-checked. Yeah, in the settings where you can enable tracers, it pretty explicitly states green tracers as “additional damage tracers” which is obviously not currently in the game.

Additional damage tracers are simply extra tracers that some protruding weapons have on top of the straight tracer, like the axe. They exist to improve the collision accuracy by making the head connect before the shaft in some cases, but were never used or intended as sweet spot tracers.

iamjason10

Is that why the ranked servers are laggy sometimes?

No, the servers are more than capable of handling the amount of players, so any lag issues would have to do with something else

-Vedana

It does make you wonder; how does a bug like this come to be?

We forgot to ban the new christmas ornament (firebomb clone) in duels. To save server hosting costs, duels are actually larger playercount servers, where players are on the same map, but don't see/interact with eachother. The instancing logic for the fire bombs was never implemented, because they are banned in duels (along with some other equipment), so they end up burning everyone on the server. Hotfix should be out in a few hours.

Bug, we'll be rolling out a hotfix

hereyagoman

Skirmish added to the playmenu

It's finally happened!!! Thank you Devs!

it hasn't though

We're working on upgrading the whole Skirmish experience, then we will feature it more prominently.

CorneliusArseBuiscut

Not really sure what happened, but the hammer is also in my hand in the customization menu (you cant equip weapons so how tf) you can see it here

This is late, but thank you for posting this. By clearly pointing out what happens made this a 5 minute thing to go in and fix for the upcoming patch. Incidentally, this is an exploit that has been eluding us for a bit that was possible through ini editing, but it seems like it was actually happening on normal play when the armory messed up -- the latter we still need to fix, but at least it won't spawn with it anymore.

Bruce_VVayne

So the update was supposed to increase optimization overally I guess, but that issue had prevented it. Can we expect an increase in fps bit after this hotfix?

The increased optimization was applied regardless. The issue might have negatively affected your FPS as a result (leading to a total net loss or zero), but we don't know how it would affect individual setups specifically. Still, there's a lot that goes into the overall FPS, bottlenecks can appear at various places, the patch 14 optimizations addressed the CPU on the game thread. There's 2 separate CPU threads (game and draw) and then there's the GPU. They all work in unison and vary from setup to setup, the slowest one determines the FPS. We've improved the game thread CPU usage, which will help some people with overall FPS and everyone with stutters, but we might need to do more in the future to bring the other two down more to reap benefits on some systems, but it's a major step forward.

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Rooyals

yeah yeah good job but 5.2 GIGS ......WHY!

Apologies :( We ended up having to rebuild around 5 gigs worth of data related to lightmaps and hierarchical level of detail on each map. A substantial amount of pre-calculated data goes into making sure the game runs as well as it does, this takes a bunch of computing power to churn through, so it took us a bit. It sounds dumb, but it's a bit like writing down the entire multiplication table instead of just writing down the rules how to multiply numbers (which would take less space). The table is faster to look up for a dumb computer, but takes up a lot of space.

As to why we screwed up in the first place, it was a combination of a software update that did a sneak change and us trying to rush the patch before the sale to ensure people would benefit from the faster loading and optimizations. The issues didn't become apparent unless you had substantially less video memory, so we didn't end up catching it in time.

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A little backstory, I initially used this for testing voice sets, it was intended to be temporary and only for testing. That's why it had all kinds of strange choices for some of the lines. It was always intended to be removed afterwards, but the alpha testers loved it so much that we ended up just keeping it in the game.

These are all very good points and reflect some of the thoughts some of us had internally post-launch after reviewing the situation in more detail. Mordhau is a game essentially built for slower, meaningful skirmishes consisting of smaller player counts, but was instead put into a large, chaotic battlefield. This makes for a bit of an identity crisis. As players back then in Chivalry's competitive scene we came mostly from playing these small scale 5v5-6v6 competitive fights and that's what we always found tons of fun. The large scale Team Objective (24-32p) battles were more of a thing we did to relax. When developing Mordhau, we started just with the combat, ignoring the game mode aspect. And then we kept ignoring it, because it was always problematic -- if we do what we got hooked on, how do we ensure we get the necessary popularity to survive? We attributed popularity to these large scale chaotic fights, whether justified or not. So we ended up going with a focus on these and addi...

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Not intentional, will look into it

Shield hitbox will match what the shield visually looks like.

This is commonly suggested, but does not work. We've experimented with more precise parry throughout the development of Mordhau and even with prototypes before it, the end result feels terrible for the defender. It's super simple to go around the parry, usually you get hit in the legs because someone attacked with an overhead, slightly missed (to the left or right) and it ends up hitting your ankle. It is not hard to do, but is impossible to defend against.

Shields are in a very crappy position right now, and have been since the start. In reality, we should've never gone with the held block shields in the first place, because they are not really compatible with how combat works, and it's not even realistic in the slightest if you know how shields were actually used in combat. But we did, and now we're kind of stuck with them, and if we try to push for the removal of held block, people will likely be reasonably angry bec...

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If you have steps how this is done, please PM

I remember playing on that map, it was a lot of fun!

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)

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.

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 a clear problem ...

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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.

We're working on a fix.

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