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  • astrob0yastrob0y Member Posts: 702

    Please moar pictures. and how is the game? except its closed beta atm.

    3 pages and not much info... as usuall :)

    I7@4ghz, 5970@ 1 ghz/5ghz, water cooled||Former setups Byggblogg||Byggblogg 2|| Msi Wind u100

  • larkinglarking Member Posts: 33
    Originally posted by Coldren

    Originally posted by busdriver

    Originally posted by Coldren

    Originally posted by busdriver



    32/64=50% FYI kthxbai

     

    32 ^ 2  (32 * 32) = 1024

    64 ^ 2 (64 * 64)  = 4096



    4096/1024 = 4, so 1/4th is open.



    Epic math fail, chief.

     



     

    Are you mentally challenged?



    I know enough to know that a squared value isn't the same as multiplying a value by 2. That's what the little hat (^) is for.  

     

    32 = 50% of 64 - True

    32 ^2 = 50% of 64 ^2 = False

     



     

    sq km

     

    we had around 32sq Km so we hadaround 50%, with the last few patches it increased though, so im not sure what the exact percentage is but we started with 50%.

    Hope this ends the confusion :P

    He ment square km incase you didnt notice.

  • The_KorriganThe_Korrigan Member RarePosts: 3,460
    Originally posted by xpiher


     

    Stat loss that affects GvG


    You don't need to lie... stat loss only affects wild PvP (aka assassins, mindless killers, gankers, griefers), Guild vs Guild wars aren't affected by any penalty.

    The way MO manages consequences for being a psychopathic murderer is precisely what makes it a better game than DFO will ever be, and make it a real sandbox MMORPG and not a PvP frag fest. People who don't like it can stick to DFO, it will only make MO's community a better place.

    Those who want the truth about MO read Fariic's post. Don't believe disgruntled DFO fanbois who never even tried this game.

    Respect, walk, what did you say?
    Respect, walk
    Are you talkin' to me? Are you talkin' to me?
    - PANTERA at HELLFEST 2023
    Yes, they are back !

  • astrob0yastrob0y Member Posts: 702
    Originally posted by The_Korrigan

    Originally posted by xpiher


     

    Stat loss that affects GvG


    The way MO manages consequences for being a psychopathic murderer is precisely what makes it a better game than DFO will ever be, and make it a real sandbox MMORPG and not a PvP frag fest. People who don't like it can stick to DFO, it will only make MO's community a better place.

     

    Glad to hear that. Mindless ganking is always fun for 2 mins.

    I7@4ghz, 5970@ 1 ghz/5ghz, water cooled||Former setups Byggblogg||Byggblogg 2|| Msi Wind u100

  • ColdrenColdren Member UncommonPosts: 495
    Originally posted by busdriver

    Originally posted by Coldren

    Originally posted by busdriver

    Originally posted by Coldren

    Originally posted by busdriver



    32/64=50% FYI kthxbai

     

    32 ^ 2  (32 * 32) = 1024

    64 ^ 2 (64 * 64)  = 4096



    4096/1024 = 4, so 1/4th is open.



    Epic math fail, chief.

     



     

    Are you mentally challenged?



    I know enough to know that a squared value isn't the same as multiplying a value by 2. That's what the little hat (^) is for.  

     

    32 = 50% of 64 - True

    32 ^2 = 50% of 64 ^2 = False

     



     

    Excellent. Now go ask your mom what square kilometer means.

     

    Gah. Foot meet mouth. Was reading it as 32 ^ 2 km rather than 32 km ^ 2.



    My epic math reading fail. :(

  • UwayUway Member Posts: 58

    I have a few Questions.

    1. Are they serious about a Q4 release this year, I mean its only 37 days left in this year and they have a ton of bugs, problems with server stability, and they plan two major patches which will have their own issues?

    2. Any announcement of a NA server?

    3. Are all the features they promised going to be in before release?

    4. System spec minimum for running the game without lag? Is it possible to play the game without lag?

     

    Rise above hate.

    Ignore fan boys.

  • artemisentr4artemisentr4 Member UncommonPosts: 1,431

    Q4 should end in Feb 2010. I would think they could get a launch ready with the basic features in. They were planing on putting sieges in at a later date, so basic features should be ready. No way it would be ready by Dec 31 2009.

    “How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them?”
    R.A.Salvatore

  • The_KorriganThe_Korrigan Member RarePosts: 3,460
    Originally posted by Uway


    I have a few Questions.
    1. Are they serious about a Q4 release this year, I mean its only 37 days left in this year and they have a ton of bugs, problems with server stability, and they plan two major patches which will have their own issues?
    2. Any announcement of a NA server?
    3. Are all the features they promised going to be in before release?
    4. System spec minimum for running the game without lag? Is it possible to play the game without lag?
     

    1. They already said the release date isn't set in stone.

    2. No clue about that yet.

    3. What I can tell you is that all features which are gonna be in at release will be in AS PROMISED, and not with some lousy placeholder, like e.g. the lame DFO mount system that replaces taming. For now, everything they added respected the features promised 100%. Many features that were promised in DFO (taming, housing, elaborate crafting system) are already in game in MO. The crafting, notably, crushes almost everything existing or that has existed in MMOs so far.

    4. The specs are pretty similar to other games using the Unreal engine, and I personally never had game breaking lag problems. The worst was server instability in the first weeks of the beta, but that has been pretty much fixed.

    Respect, walk, what did you say?
    Respect, walk
    Are you talkin' to me? Are you talkin' to me?
    - PANTERA at HELLFEST 2023
    Yes, they are back !

  • RavanosRavanos Member Posts: 897

    WTB movies of archery and other combat.

  • Excalaber2Excalaber2 Member UncommonPosts: 360
    Originally posted by The_Korrigan

    Originally posted by Uway


    I have a few Questions.
    1. Are they serious about a Q4 release this year, I mean its only 37 days left in this year and they have a ton of bugs, problems with server stability, and they plan two major patches which will have their own issues?
    2. Any announcement of a NA server?
    3. Are all the features they promised going to be in before release?
    4. System spec minimum for running the game without lag? Is it possible to play the game without lag?
     

    1. They already said the release date isn't set in stone.

    2. No clue about that yet.

    3. What I can tell you is that all features which are gonna be in at release will be in AS PROMISED, and not with some lousy placeholder, like e.g. the lame DFO mount system that replaces taming. For now, everything they added respected the features promised 100%. Many features that were promised in DFO (taming, housing, elaborate crafting system) are already in game in MO. The crafting, notably, crushes almost everything existing or that has existed in MMOs so far.

    4. The specs are pretty similar to other games using the Unreal engine, and I personally never had game breaking lag problems. The worst was server instability in the first weeks of the beta, but that has been pretty much fixed.

     

    For #2, it is weird because several months ago Henrik said "speaking of an NA server, we are looking into getting one very soon actually" or something along those lines.  Anyone remember that?  I remember how excited I was 4 months from release with talks of NA server already.

     

    P.S. I'm on East Coast US and never had a problem with server lag unless the whole server was having an issue at the time.

    Disclaimer: This is not a troll post and is not here to promote any negative energy. Although this may be a criticism, it is not meant to offend anyone. If a moderator feels the post is inappropriate, please remove it immediately before it is subject to consideration for a warning. Thank you.

  • xpiherxpiher Member UncommonPosts: 3,310


    Originally posted by krieblood

    Originally posted by xpiher

    Originally posted by krieblood

    Originally posted by thinktank001

    Originally posted by Legato89

    I read its in a worse state than when DF released, which is like early internal alpha. Confirm/deny?



    I would say it is about the same state as DF.
    The PvE looks dreadful or in other words the same as Darkfall.
    Crafting GUI is going to be in the next patch, and my guess would be that it will work out ok.
    Combat is paced correctly, but the hitch ( lag ) is terrible and brings it to a crawl. If they worked out the kinks on the server then combat would just need tweaking and balancing. At the very minimum they have to fix this or game will flop like a frog in a frying pan.
    I've only seen vids from the same person and they had terrible lag. It would be great to get another vid along with your computer specs to hopefully deny that it is that bad.
    http://moleaks.blogspot.com/ <<< These are the vids I'm talking about. Has anyone else had less lag while playing?


    I rarely get lag ever after the last major patch. some of the lag in the video is from poor computer/Fraps and MO butting heads.


    He probably thinks its lag, but its not lag. The combat is that slow on purpose which is why melee in that game, right now anways, is boring as hell. Its one of the major reason why I say PvP in DFO is better.


    You have 0 idea what your talking about 0. You obviously have never played it and are just blowing smoke out your ass.


    I have played it. Melee is slow as shit. Its slowed down on purpose to make it less LMB spam and more "tactical." Problem is, they slowed it down to much. Would be much better if melee was more "responsive"


    Originally posted by The_Korrigan

    Originally posted by xpiher


    Stat loss that affects GvG


    You don't need to lie... stat loss only affects wild PvP (aka assassins, mindless killers, gankers, griefers), Guild vs Guild wars aren't affected by any penalty.
    The way MO manages consequences for being a psychopathic murderer is precisely what makes it a better game than DFO will ever be, and make it a real sandbox MMORPG and not a PvP frag fest. People who don't like it can stick to DFO, it will only make MO's community a better place.
    Those who want the truth about MO read Fariic's post. Don't believe disgruntled DFO fanbois who never even tried this game.


    I'm not a disgruntled DFO fan bot. MO is a good RP centric game. Its PvP lacks. Stat loss will affect GvG wars because everyone will have people in their armies who aren't at war with the opposing guild. If you aren't at war and someone kills you, you can award murder tokens, and since the flagging system fills all other holes in, that could mean 1 death could be as many as 10 murder tokens (1 for each person in a party). The flagging system will get exploited hard core in order to make wars easier to fight. Good luck with that.

    If you want to play UO 1.5 play MO. If you want to play a good PvP game that is adding in other features to satisfy non-pvp times play DFO. I'll be playing both.

    image
    Games:
    Currently playing:Nothing
    Will play: Darkfall: Unholy Wars
    Past games:
    Guild Wars 2 - Xpiher Duminous
    Xpiher's GW2
    GW 1 - Xpiher Duminous
    Darkfall - Xpiher Duminous (NA) retired
    AoC - Xpiher (Tyranny) retired
    Warhammer - Xpiher

  • iZakaroNiZakaroN Member UncommonPosts: 719
    Originally posted by Uway


    I have a few Questions.
    1. Are they serious about a Q4 release this year, I mean its only 37 days left in this year and they have a ton of bugs, problems with server stability, and they plan two major patches which will have their own issues?
    2. Any announcement of a NA server?
    3. Are all the features they promised going to be in before release?
    4. System spec minimum for running the game without lag? Is it possible to play the game without lag?
     

     

    1. From official site: "With this in mind we are approaching release, but the release date is not written in stone. Cynically speaking, the more people interested in and buying the game, the more time we will be able to invest in tweaking, polishing and even add more features before launching it"

    2. No

    3. They have not promised any features, but just features they are aiming at. Adding one after another from most basic to not so basic features.

    4. From official site:

    MO System Requirements (an estimation)

    Please note that all options and scaling are not yet in the game, meaning the requirements will change over time.

    Minimum configuration (1024x768, detail reduced)

    OS: Windows XP Service Pack 2 or Windows Vista

    Processor: Intel Pentium 4 3Ghz or equivalent

    RAM: 1GB

    Video card: ATI Radeon 9800/nVidia GeForce 6600

    Video memory 256MB

    Hard drive space: 5-25GB

    Recommended configuration (1680x1050)

    OS: Windows XP Service Pack 2 or Windows Vista Service Pack 1

    Processor: Intel Core 2 Duo 2.4GHz or equivalent

    RAM: 2048MB Dual Channel DDR2

    Video card: NVIDIA GeForce 8800 GT or equivalent

    Video memory: 512MB

    Hard drive space: 30GB

    On my PC it runs completely lag free when turn off dynamic shadows (have small hitches somethines with them, but mostly bad FPS) with rock stable 30-35 fps. My PC is Athlon 64 X2 6000+, nVidia GF8800GTS, 4GB Ram, Seagate 320GB 7200rpm.



    image


    Where themepark games try to hide that they are copying WOW, games like Mortal Online and Darkfall make no attempt to hide their inspiration
    ______\m/_____
    LordOfDarkDesire
  • FariicFariic Member Posts: 1,546
    Originally posted by xpiher


     
    I have played it. Melee is slow as shit. Its slowed down on purpose to make it less LMB spam and more "tactical." Problem is, they slowed it down to much. Would be much better if melee was more "responsive"
     
     




    I'm not a disgruntled DFO fan bot. MO is a good RP centric game. Its PvP lacks. Stat loss will affect GvG wars because everyone will have people in their armies who aren't at war with the opposing guild. If you aren't at war and someone kills you, you can award murder tokens, and since the flagging system fills all other holes in, that could mean 1 death could be as many as 10 murder tokens (1 for each person in a party). The flagging system will get exploited hard core in order to make wars easier to fight. Good luck with that.
     
    If you want to play UO 1.5 play MO. If you want to play a good PvP game that is adding in other features to satisfy non-pvp times play DFO. I'll be playing both.



     

    When the server isn't lagged all to hell, combat is much more fluid.

    The past weekend was especially horrible. Monday morning they rebooted the server with a new config, and it ran flawlessy in the morning and early afternoon my time. I played from 9am-1pm US EST time.

    I don't think that combat is "slow".

    It's slower then I think people expect from FPV. Think of a game like Oblivion, or Dark Messiah. You can attack about as fast as you can click the button. No real need to think, to plan, and no time to.

    Early on combat is much slower.

    You've not developed any.

    With developed strength and dex combat speeds up. You can use heavier weapons that deal more damage, and can be swung faster.

    It's even possible to craft weapons that can be swung every second.

    Exactly how many times should I need to click the mouse button while fighting?

    When you get out of middle school, and get into some real fights, you learn that it's not the guy that swung the most that won.

    It's the one not on his ass.

    That's the dif. between Darkfall, and Mortal Online's combat.

    There is no game, that I have ever played, that does combat the way that MO does it.

    It's dif.

    It's kind of like a mashup of UO/EQ style combat, and an FPS.

    It's got the twitch aspects of FPS, but requires a level of thinking and strategy.

    BTW,

    DARKFALL'S MOVEMENT IS SLOWER THEN MORTAL ONLINES.

    I'm not sure were you're getting your info from on statloss.

    What you mean to say is.

    If 10 guys hit the same individual, and that individual dies within X amount of time, then each of the 10 guys that hit him gets a murder token.

    Not one guy gets 10.

    Statloss isn't in.

    No one knows how it's going to work. You're speculating.

    And people exploited the flagging system non stop in DF.

    The dif. is that the flagging system doesn't mean squat in DF, unless you need to go into an NPC city, wich you don't for the most part. Being red in DF means nothing. I spend most of my time red.

    And calling DF a "good PvP" game is debatable.

    But we already know that.

     

  • DiSpLiFFDiSpLiFF Member UncommonPosts: 602

    will this be one of those pvp combat games where if your losing a fight you can just "oh shit gtfo" tactic?

    I always hated that in Aion, it was just to easy to run away to your guards and what not. 

  • FariicFariic Member Posts: 1,546
    Originally posted by DiSpLiFF


    will this be one of those pvp combat games where if your losing a fight you can just "oh shit gtfo" tactic?
    I always hated that in Aion, it was just to easy to run away to your guards and what not. 



     

    Not really.

    And can't fully say yet.

    They added the beginning of the actual skill system in the last magor patch.

    Currently:

    It's situational really.

    Dependant upon a number of things, and what's happening.

    If you run up and hit me while my weapon isn't drawn, then there's a good chance I'll able to run away.  Unless you have more stamina, and can run faster then me.

    If I've got my weapon out and you hit me, it's a lot tougher.

    A dev has said that there will be skills that help you to catch people, but how they work is anyones guess.

    I personally hope that it will be possible to escape someone in the right situation; not when I'm about to die.

  • xpiherxpiher Member UncommonPosts: 3,310
    Originally posted by Fariic
    Originally posted by xpiher

    I have played it. Melee is slow as shit. Its slowed down on purpose to make it less LMB spam and more "tactical." Problem is, they slowed it down to much. Would be much better if melee was more "responsive"
     
    I'm not a disgruntled DFO fan bot. MO is a good RP centric game. Its PvP lacks. Stat loss will affect GvG wars because everyone will have people in their armies who aren't at war with the opposing guild. If you aren't at war and someone kills you, you can award murder tokens, and since the flagging system fills all other holes in, that could mean 1 death could be as many as 10 murder tokens (1 for each person in a party). The flagging system will get exploited hard core in order to make wars easier to fight. Good luck with that.
    If you want to play UO 1.5 play MO. If you want to play a good PvP game that is adding in other features to satisfy non-pvp times play DFO. I'll be playing both.

    I don't think that combat is "slow".

    It's slower then I think people expect from FPV. Think of a game like Oblivion, or Dark Messiah. You can attack about as fast as you can click the button. No real need to think, to plan, and no time to.

    Oblivion has faster combat than MO does. Thats my point, the devs slowed it down a 2x time and thats when combat got to slow. They should speed it back up. If people can't compete they should just get better. It detracts from the PvP.

    When you get out of middle school, and get into some real fights, you learn that it's not the guy that swung the most that won.

    It's the one not on his ass.

    That's the dif. between Darkfall, and Mortal Online's combat.

    And in darkfall its not about who sings the most either, its about who lands the most hits. Granted, MO's melee system is a bit better.

    There is no game, that I have ever played, that does combat the way that MO does it.

    It's dif.

    It's kind of like a mashup of UO/EQ style combat, and an FPS.

    It's got the twitch aspects of FPS, but requires a level of thinking and strategy.

    BTW,

    DARKFALL'S MOVEMENT IS SLOWER THEN MORTAL ONLINES.

    Movement may be slower in DFO, but combat is a much faster pace

    I'm not sure were you're getting your info from on statloss.

    What you mean to say is.

    If 10 guys hit the same individual, and that individual dies within X amount of time, then each of the 10 guys that hit him gets a murder token.

    Not one guy gets 10.

    Thats what I was talking about. Sorry if you got confused

    Statloss isn't in.

    No one knows how it's going to work. You're speculating.

    Its not speculation. The flagging system itself is exploitable. If you can trick people to go gray, you can trick people to go red the same way. Since stat loss is suppose to be in game at launch (it might not be), and since it affects people who hit characters that aren't gray or red, it will be exploited in GvG. I've had this discussion on the MO boards 1k times. People will hire near naked blue meat shields to attempt to flag the other team. As soon as the other team hit them, the team that hired them will kill them and the blue meat shields will only give the other team murder tokens. As has been pointed out again and again, I don't have to be partied or allied to you to fight with you becuase the game doesn't have instances

    And people exploited the flagging system non stop in DF.

    Edit: Misread what you said, yes people exploited the flagging system, they don't really do that anymore. However, MO's flagging system is just as exploitable. So its a wash.



    The dif. is that the flagging system doesn't mean squat in DF, unless you need to go into an NPC city, wich you don't for the most part. Being red in DF means nothing. I spend most of my time red.

    True, but in a PvP centric game such as DFO I don't think the flagging system should mean much. The goal of a flagging system in a game the has the same thigns that both DFO and MO have should only be there to prevent newbie ganking and grifing. However, stat loss punishes all types of PvP (since the war dec system is a war purposel lol) which means it goes beyond its intended goal. There are other ways to get the same result without the negative result. For instance, making trading with a red a criminal act (hidder gray) and make murder status remove access to any NPC bank. Good luck repeatably ganking noobs when your house/stash gets destroyed and no-one will help you re-gear. You and I both know how specialized gear is in MO.

    See orange.

    image
    Games:
    Currently playing:Nothing
    Will play: Darkfall: Unholy Wars
    Past games:
    Guild Wars 2 - Xpiher Duminous
    Xpiher's GW2
    GW 1 - Xpiher Duminous
    Darkfall - Xpiher Duminous (NA) retired
    AoC - Xpiher (Tyranny) retired
    Warhammer - Xpiher

  • The_KorriganThe_Korrigan Member RarePosts: 3,460
    Originally posted by xpiher

    And people exploited the flagging system non stop in DF.
    No they don't.

    You realize this totally destroys any credibility you could have had before this to anyone who played DF ? Please, give us a break - the flagging system in DF has been exploited inside out since beta.

    Many here also played DF and won't buy the idyllic painting you're trying to make of that game.

    Oh, and the DF forums are that way, too =>

    Respect, walk, what did you say?
    Respect, walk
    Are you talkin' to me? Are you talkin' to me?
    - PANTERA at HELLFEST 2023
    Yes, they are back !

  • xpiherxpiher Member UncommonPosts: 3,310
    Originally posted by The_Korrigan

    Originally posted by xpiher

    And people exploited the flagging system non stop in DF.
    No they don't.

    You realize this totally destroys any credibility you could have had before this to anyone who played DF ? Please, give us a break - the flagging system in DF has been exploited inside out since beta.

    Many here also played DF and won't buy the idyllic painting you're trying to make of that game.

    Oh, and the DF forums are that way, too =>

     

    Damn its late. I misread what he put. I think he said that people exploit the flagging system constantly, not that people exploited it constnatly. So yes, the flagging system was exploited a lot at launch. I've edited my post accordingly.

    But its important to note, the flagging system in MO is just as exploitable. Which is one of the reason stat loss will be exploitable.

    Edit: I'm not saying DFO is a better game, the PvP in DFO is just better currently. Mainly because of the things I mentioned: no statloss to exploit, faster paced combat, and situational balance instead of rock paper scissors. MO has better RP elements, more customizeable housing, and potential to have a better political system. I'll be playing both games hopefully.

    image
    Games:
    Currently playing:Nothing
    Will play: Darkfall: Unholy Wars
    Past games:
    Guild Wars 2 - Xpiher Duminous
    Xpiher's GW2
    GW 1 - Xpiher Duminous
    Darkfall - Xpiher Duminous (NA) retired
    AoC - Xpiher (Tyranny) retired
    Warhammer - Xpiher

  • MelkrowMelkrow Member Posts: 278
    Originally posted by Uway


    I have a few Questions.
    1. Are they serious about a Q4 release this year, I mean its only 37 days left in this year and they have a ton of bugs, problems with server stability, and they plan two major patches which will have their own issues?
    2. Any announcement of a NA server?
    3. Are all the features they promised going to be in before release?
    4. System spec minimum for running the game without lag? Is it possible to play the game without lag?
     

     

    1. Sadly, they are serious.

    2. No, and I don't think there will ever be NA server, there just wont be enough players.

    3. More or less, if you want to call them features.  Well certainly they are features, but as of this post, most could be considered early ALPHA stage and not fully fledged features, and this includes just about everything, from combat, to UI, to controls to crafting to graphics.  They will launch Alpha MO.

    4.  No clue.



    image


    Playing: Darkfall Unholy Wars
    Played: Darkfall, EVE, AoC, Ryzom, Ragnarok Online, GW2, PS2, Secret World, WOW, City Of Heroes/Villains, Champion Online.
  • IzureIzure Member Posts: 518
    Originally posted by The_Korrigan

    Originally posted by xpiher

    And people exploited the flagging system non stop in DF.
    No they don't.

    You realize this totally destroys any credibility you could have had before this to anyone who played DF ? Please, give us a break - the flagging system in DF has been exploited inside out since beta.

    Many here also played DF and won't buy the idyllic painting you're trying to make of that game.

    Oh, and the DF forums are that way, too =>

    The MO flagging system is even more exploitable and more punishable, which means it fails more then darkfall flagging system.

     

  • artemisentr4artemisentr4 Member UncommonPosts: 1,431


    Originally posted by Izure

    Originally posted by The_Korrigan

    Originally posted by xpiher

    And people exploited the flagging system non stop in DF.
    No they don't.


    You realize this totally destroys any credibility you could have had before this to anyone who played DF ? Please, give us a break - the flagging system in DF has been exploited inside out since beta.
    Many here also played DF and won't buy the idyllic painting you're trying to make of that game.
    Oh, and the DF forums are that way, too =>

    The MO flagging system is even more exploitable and more punishable, which means it fails more then darkfall flagging system.
     

     If what is in the pdf file is implemented, then it will work better than DF. If not, then it could be worse. We don't know yet. But I do like the system the way it was written. Only true innocent players would be able to hand out murder counts. If you ever commuted a crime be stealing or hitting someone. You can not give out murder counts and the person attacking you only turns grey to you. It would not be global. Again, only if they use what they have in the pdf file.

    “How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them?”
    R.A.Salvatore

  • xpiherxpiher Member UncommonPosts: 3,310
    Originally posted by artemisentr4


     

    Originally posted by Izure


    Originally posted by The_Korrigan


    Originally posted by xpiher


    And people exploited the flagging system non stop in DF.

    No they don't.






    You realize this totally destroys any credibility you could have had before this to anyone who played DF ? Please, give us a break - the flagging system in DF has been exploited inside out since beta.

    Many here also played DF and won't buy the idyllic painting you're trying to make of that game.

    Oh, and the DF forums are that way, too =>





    The MO flagging system is even more exploitable and more punishable, which means it fails more then darkfall flagging system.

     





     If what is in the pdf file is implemented, then it will work better than DF. If not, then it could be worse. We don't know yet. But I do like the system the way it was written. Only true innocent players would be able to hand out murder counts. If you ever commuted a crime be stealing or hitting someone. You can not give out murder counts and the person attacking you only turns grey to you. It would not be global. Again, only if they use what they have in the pdf file.

     

     

    Heres what you don't see: A player will jump into attacks to flag player local allowed to kill him with imputity. The same thing can happen, then the player can go die, and give that person murder tokens. This will lead to players hiring or bringing blue players to fights to make sure that murder tokens are giving to the enemy. GG

    Everything else the PDF does i great, and only stat loss makes it suck.

    image
    Games:
    Currently playing:Nothing
    Will play: Darkfall: Unholy Wars
    Past games:
    Guild Wars 2 - Xpiher Duminous
    Xpiher's GW2
    GW 1 - Xpiher Duminous
    Darkfall - Xpiher Duminous (NA) retired
    AoC - Xpiher (Tyranny) retired
    Warhammer - Xpiher

  • FariicFariic Member Posts: 1,546
    Originally posted by xpiher

    Originally posted by artemisentr4


     

    Originally posted by Izure


    Originally posted by The_Korrigan


    Originally posted by xpiher


    And people exploited the flagging system non stop in DF.

    No they don't.






    You realize this totally destroys any credibility you could have had before this to anyone who played DF ? Please, give us a break - the flagging system in DF has been exploited inside out since beta.

    Many here also played DF and won't buy the idyllic painting you're trying to make of that game.

    Oh, and the DF forums are that way, too =>





    The MO flagging system is even more exploitable and more punishable, which means it fails more then darkfall flagging system.

     





     If what is in the pdf file is implemented, then it will work better than DF. If not, then it could be worse. We don't know yet. But I do like the system the way it was written. Only true innocent players would be able to hand out murder counts. If you ever commuted a crime be stealing or hitting someone. You can not give out murder counts and the person attacking you only turns grey to you. It would not be global. Again, only if they use what they have in the pdf file.

     

     

    Heres what you don't see: A player will jump into attacks to flag player local allowed to kill him with imputity. The same thing can happen, then the player can go die, and give that person murder tokens. This will lead to players hiring or bringing blue players to fights to make sure that murder tokens are giving to the enemy. GG

    Everything else the PDF does i great, and only stat loss makes it suck.



     

    You're speculating.

    Statloss isn't in yet.

    I don't know if the flagging system is complete.

    I haven't had a single person even attempt to do what you described.

    I have tried to do it to others. 

    I'm confident it won't be a problem.

    The only way for someone to do this is to get in front of there melee swing.  And it's hard as hell to do so.

    You can't do it with magic.

    Not gonna happen with archery.  (Arrows move to fast.  You can't see them.)

    You don't go red on one kill either.

    You need 5.

    It would take someone doing this to you, and you killing them 5 times to go red.  Not likely to happen.

    The other day this guy runs up to me while I'm mining and hits me with his sword.  I take off for safety; then realize the guy hit me for like 3 damage.  WTF.  Why am i running?

    I turn around we get into it.  Fight lasted a bit, neither of us was doing any damage.  Neither of us had any training.

    Guy comes over and shoots the dude in the head, and it explodes. 

    I guarded his gear till he got back.

    I tell him my axe isn't for shit (starter axe), and run off to make a mace, along with a bow, and I collected some reagents.

    I came back out and then hit the guy. 

    Several times in the face with my bow.  I then cast a simple, low damage water spell that drops him to his knees.  I didn't kill him.

    He gets up, heals, and I beat him back to his knees with my mace.

    Twice.

    I didn't just beat the guy.

    I put him on his knees.  At my mercy.

    Death is an option.

  • thinktank001thinktank001 Member UncommonPosts: 2,144
    Originally posted by Fariic


    You're speculating.

    Statloss isn't in yet.

    I don't know if the flagging system is complete.
    I haven't had a single person even attempt to do what you described.

    I have tried to do it to others. 

    I'm confident it won't be a problem.
    The only way for someone to do this is to get in front of there melee swing.  And it's hard as hell to do so.

    You can't do it with magic.

    Not gonna happen with archery.  (Arrows move to fast.  You can't see them.)
    You don't go red on one kill either.

    You need 5.

    It would take someone doing this to you, and you killing them 5 times to go red.  Not likely to happen.
    The other day this guy runs up to me while I'm mining and hits me with his sword.  I take off for safety; then realize the guy hit me for like 3 damage.  WTF.  Why am i running?

    I turn around we get into it.  Fight lasted a bit, neither of us was doing any damage.  Neither of us had any training.

    Guy comes over and shoots the dude in the head, and it explodes. 

    I guarded his gear till he got back.

    I tell him my axe isn't for shit (starter axe), and run off to make a mace, along with a bow, and I collected some reagents.

    I came back out and then hit the guy. 

    Several times in the face with my bow.  I then cast a simple, low damage water spell that drops him to his knees.  I didn't kill him.

    He gets up, heals, and I beat him back to his knees with my mace.
    Twice.

    I didn't just beat the guy.

    I put him on his knees.  At my mercy.
    Death is an option.



     

     

    It is nice that you had a leisurely fight and plenty of time to decide whether or not to kill your opponent.  However, I don't think your scenario would work out when you and your friends are battling another guild that has hired some " blues " to give you guys murder counts.  

    I wouldn't doubt this problem could easily be solved if players didn't actually die when their health reached zero, but are instead rendered unconscious.   The game could then give players the option to perform a " finishing skill " that would kill their opponent and allow them to loot. 

  • FariicFariic Member Posts: 1,546
    Originally posted by thinktank001

    Originally posted by Fariic


    You're speculating.

    Statloss isn't in yet.

    I don't know if the flagging system is complete.
    I haven't had a single person even attempt to do what you described.

    I have tried to do it to others. 

    I'm confident it won't be a problem.
    The only way for someone to do this is to get in front of there melee swing.  And it's hard as hell to do so.

    You can't do it with magic.

    Not gonna happen with archery.  (Arrows move to fast.  You can't see them.)
    You don't go red on one kill either.

    You need 5.

    It would take someone doing this to you, and you killing them 5 times to go red.  Not likely to happen.
    The other day this guy runs up to me while I'm mining and hits me with his sword.  I take off for safety; then realize the guy hit me for like 3 damage.  WTF.  Why am i running?

    I turn around we get into it.  Fight lasted a bit, neither of us was doing any damage.  Neither of us had any training.

    Guy comes over and shoots the dude in the head, and it explodes. 

    I guarded his gear till he got back.

    I tell him my axe isn't for shit (starter axe), and run off to make a mace, along with a bow, and I collected some reagents.

    I came back out and then hit the guy. 

    Several times in the face with my bow.  I then cast a simple, low damage water spell that drops him to his knees.  I didn't kill him.

    He gets up, heals, and I beat him back to his knees with my mace.
    Twice.

    I didn't just beat the guy.

    I put him on his knees.  At my mercy.
    Death is an option.



     

     

    It is nice that you had a leisurely fight and plenty of time to decide whether or not to kill your opponent.  However, I don't think your scenario would work out when you and your friends are battling another guild that has hired some " blues " to give you guys murder counts.  

    I wouldn't doubt this problem could easily be solved if players didn't actually die when their health reached zero, but are instead rendered unconscious.   The game could then give players the option to perform a " finishing skill " that would kill their opponent and allow them to loot. 



     

    Is it even possible to test that theory right now?

    No.

    Then you're speculating.

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