No, low budget game from an unproven developer. You would think gamers would have learned their lesson by now to not trust random studios promising a so called hardcore mmorpg.
I think most of us have learned by now. But, shit man, people have to have some hope, lol.
No, low budget game from an unproven developer. You would think gamers would have learned their lesson by now to not trust random studios promising a so called hardcore mmorpg.
WoW, you really have no hope in indie devs do you?
In any case, it's the best MMO I've played in a while. A ton of the game's players are UO vets praising it for being a lot like pre-Trammel UO. I've got hope for it. I haven't played a game with this much freedom in ages. Plus, it's not exactly easy either.
Not easy. Takes lot to master. Unforgiving. Possibly has a steep learning curve.
Well even that's based upon someone points of view. Some people find different activities more difficult than others. Same could be said for learning curves. As for being unforgiving, that also depends on a number of different factors. If you are talking about death penalties then you had best look at Vendetta online. Meaningless full loss on death system that barely stings.
"World of Warcraft is the perfect implementation of this genre." - Hilmar Petursson. CEO of CCP.
Not easy. Takes lot to master. Unforgiving. Possibly has a steep learning curve.
Well even that's based upon someone points of view. Some people find different activities more difficult than others. Same could be said for learning curves. As for being unforgiving, that also depends on a number of different factors. If you are talking about death penalties then you had best look at Vendetta online. Meaningless full loss on death system that barely stings.
I've played Vendetta...MO's more unforgiving, imo.
Steep learning curve meaning it's a skill-based game. If you don't understand combat, you're going to get raped. Combat is quite a bit different than other MMOs, including DF.
Difficult as in it's really easy to die and lose everything.
Not easy. Takes lot to master. Unforgiving. Possibly has a steep learning curve.
Well even that's based upon someone points of view. Some people find different activities more difficult than others. Same could be said for learning curves. As for being unforgiving, that also depends on a number of different factors. If you are talking about death penalties then you had best look at Vendetta online. Meaningless full loss on death system that barely stings.
I've played Vendetta...MO's more unforgiving, imo. Steep learning curve meaning it's a skill-based game. If you don't understand combat, you're going to get raped. Combat is quite a bit different than other MMOs, including DF. Difficult as in it's really easy to die and lose everything.
"skill-based" game? As in, your character has skills or you are required to have skills. If the later then wouldn't a UT or CS MMO be the most "hardcore" MMO out there?
"World of Warcraft is the perfect implementation of this genre." - Hilmar Petursson. CEO of CCP.
Not easy. Takes lot to master. Unforgiving. Possibly has a steep learning curve.
Well even that's based upon someone points of view. Some people find different activities more difficult than others. Same could be said for learning curves. As for being unforgiving, that also depends on a number of different factors. If you are talking about death penalties then you had best look at Vendetta online. Meaningless full loss on death system that barely stings.
I've played Vendetta...MO's more unforgiving, imo.
Steep learning curve meaning it's a skill-based game. If you don't understand combat, you're going to get raped. Combat is quite a bit different than other MMOs, including DF.
Difficult as in it's really easy to die and lose everything.
"skill-based" game? As in, your character has skills or you are required to have skills. If the later then wouldn't a UT or CS MMO be the most "hardcore" MMO out there?
In both senses. Based on skills, not levels and on player skill in general.
No, low budget game from an unproven developer. You would think gamers would have learned their lesson by now to not trust random studios promising a so called hardcore mmorpg.
WoW, you really have no hope in indie devs do you?
In any case, it's the best MMO I've played in a while. A ton of the game's players are UO vets praising it for being a lot like pre-Trammel UO. I've got hope for it. I haven't played a game with this much freedom in ages. Plus, it's not exactly easy either.
That's right. There just haven't been any good small budget indie mmorpgs in quite some time. There was EVE Online, and i'm not even sure if that counts as a small budget indie mmorpg.
We have had a lot of indie low budget mmorpgs from unproven developers for a while now. Irth Online,Mourning,Dark and Light, Roma Victor, Darkfall and some other games.
They were all really, really bad games. It just takes a lot of people and lot of funds to develop a good mmorpg.
That term "hardcore" always makes me smile - a computer game played by people drinking endless cans of soda and cramming pizza and snack food down their necks is about as far from "hardcore" as you can get. Still, it appeases the nerds I suppose.
That term "hardcore" always makes me smile - a computer game played by people drinking endless cans of soda and cramming pizza and snack food down their necks is about as far from "hardcore" as you can get. Still, it appeases the nerds I suppose.
There are "hardcore" players out there.
Look at that SC player who can perform ~400 actions/minute. He'll destroy pretty much everyone and he even wins money in real life.
These type of players simply "play" far better than your average players and they are even rewarded.
No, low budget game from an unproven developer. You would think gamers would have learned their lesson by now to not trust random studios promising a so called hardcore mmorpg.
WoW, you really have no hope in indie devs do you?
In any case, it's the best MMO I've played in a while. A ton of the game's players are UO vets praising it for being a lot like pre-Trammel UO. I've got hope for it. I haven't played a game with this much freedom in ages. Plus, it's not exactly easy either.
That's right. There just haven't been any good small budget indie mmorpgs in quite some time. There was EVE Online, and i'm not even sure if that counts as a small budget indie mmorpg.
We have had a lot of indie low budget mmorpgs from unproven developers for a while now. Irth Online,Mourning,Dark and Light, Roma Victor, Darkfall and some other games.
They were all really, really bad games. It just takes a lot of people and lot of funds to develop a good mmorpg.
I'd say Fallen Earth is a recent exception to the "all small budget indie mmorpgs are bad" rule, though to be fair it probably had a bigger budget than the other games you mentioned. If nothing else FE probed that you can release an indie MMO with just enough polish and fluff to make the game world feel alive. Dunno why I'm posting this, though. Having played MO, it will take a miracle for it not to get added to the list of "just not good enough" efforts when it launches.
IMO, it all comes down to this. How much of this description is accurate about the game? Will that be fun?
Honestly, it seems to have some negatives and positives, and I absolutley cannot tell without trying it out if this combat system will be fun, not to much like an FPS like Darkfall which I think stinks, or just enough difference to make it still a good RPG, but interesting.
Just dont' know, but it all depends on the combat system, and of course if there's any content in the game, but that's a given.
Alpha Combat System in short
This is a description of how combat works in the Alpha (2008-12-01). Everything is subject to change.
First of all, many of the features described here might not sound much compared to a “regular single or multi-player FPS�, but are in fact a minor revolution to include in a MMO, and we are very proud of them!
We are of course aware that there are a lot of stuff that could be improved if there were no limits, but please remember that a lot of things are made a certain way because it’s the only way, or because the system is the lesser of two evils
Also, most features described here have corresponding in-game skills. These skills may affect everything from chances of success, damage, speed, or whether or not you are able to execute a certain action at all. But as they are too many to include and would further complicate the description, we decided to leave them out.
Targeting
You never have to target someone to attack them. Targeting is used for keeping track of enemies and/or friends, letting you see their names and status (although very limited). It is also used for certain skills and spells.
- Hold target button and hover the target-crosshair over character(s) to see their names.
- Release or tap target button to add target to target list (and make that target the “active target�).
- Target list shows each targets healthbar but without numbers.
- Target list shows each targets flag/color.
- Target list may contain several targets.
Stamina
The Stamina Bar has two values, Current Stamina and Max Stamina.
Max Stamina is the long-term value (the "length" of the bar itself). It's representing your general condition and is affected by for instance how long you've been active without resting or food. The Max Stamina is your "stamina cap" that determines how much Current Stamina you can possibly have. It's worth to mention that the cap itself won't actually be affected until you've been going without rest for quite some time.
Current Stamina is the short-term value (how "full" the bar is). Current Stamina is used for many actions, like jumping, sprinting and combat actions. It drains very quickly, but also refills in a short time. Your actions also slowly reduce the Max Stamina until you rest.
Combat Stance
In Combat Stance you are preparing yourself for incoming blows as well as for dashing them out yourself. You will automatically draw your pre-selected weapons (if any, unarmed fighting is also possible). In Combat Stance you move much slower by default, and sprinting costs more stamina. Your defense is higher and you have a small chance to auto-block incoming blows.
Depending on what weapon you wield, there may be up to three different stances to switch between: 1. Default. Used for slashing/sweeping/cutting. 2. Thrust. Used to precisely aim thrusts and prods. 3. Ranged. Used for throwing and shooting.
Attacking
An attack consists of two "phases": charge and release.
By holding the left mouse button (LMB) you charge your attack (for a minimum of 1/2 sec but for as long as you want). As long as you charge you are open for attacks, blocking as well as auto-blocking is disabled, although you may move around freely. When you release LMB, the attack comes instantly, followed by a "recovery" that leaves you vulnerable as you cannot strike or block/parry during that time either. Charging currently does not affect amount of damage (it probably will affect it slightly later on) but enables you to fully control the attack, as you’ll strike instantly upon release.
The two phases are also used when simply clicking the LMB, although they are handled as one seamless move: The attack will be charged and then immediately released when the charge is completed (minimum 1/2 sec).
Running and attacking will result in a “power strike� that is different depending on the weapon you wield, but it drains a lot of stamina.
The first thing you’ll learn in MO’s combat is that timing is crucial, and simply spamming the LMB won’t help you in any way. The slight time it takes to charge an attack (whether you hold or click the LMB) makes the combat feel a bit non-instantaneous at first (compared to average shooters where bullets are fired directly when clicking), but opens up for much more tactical and “realistic� combat, as well as manual blocking.
Blocking
Active blocking/parrying is a very difficult feature to handle in a MMO due to server response time and network traffic. We’ve had to make several compromises (like attack-speed and the chance to auto-block) but are very proud to have a working manual blocking-system.
Blocking is done by holding the right mouse button. It takes approximately 1/4 of a second to enter “blocking-state� (raising your shield or weapon). Likewise, it takes about the same time to exit blocking when you release RMB. It’s pretty fast, but not instant. Holding RMB slowly drains stamina, and so does every blow you manage to block.
Blocking will absorb damage (but the shield or weapon used to block will sustain damage). When blocking, there are three different outcomes:
1. If you are struck from “behind�, blocking will not help at all.
2. If you are struck from the “front� or “side�, blocking will absorb only a small amount of damage.
3. If you manage to block the blow with the actual shield- or weapon-mesh, you’ve made a Perfect Block. A Perfect Block drains less stamina, reduces the damage done to your shield/weapon, and gives you a chance to follow up the block with a special counter-attack if you time it really well.
When holding RMB, an alternate attack can be triggered by LMB. (If you are using a shield for example, this will trigger a shield-bash.)
Auto-blocking
Most weapons and shields will give you a small chance (modified by a skill, of course) to auto-block incoming blows. An auto-block happens instantaneously, and is there to compensate for not being able to block instantaneously yourself.
Dual-wielding
One-handed weapons may be combined with a shield or another one-handed weapon (or for instance torches). If a shield is equipped, it will automatically be used for blocking by RMB instead of the weapon (although the weapon might still be used by the auto-blocking system.) When dual-wielding two weapons, tapping a direction and then LMB will “charge� the corresponding weapon. When charged, simply releasing LMB will make a standard attack, but tapping RMB will instead execute two quick strikes in a row.
Shooting
Shooting is of course aim-based. Unfortunately it’s too early to tell if we will be able to have simulated trajectories and arcs, but if it’s in any way doable we will.
Armor and Hitboxes
We are excited to announce that we’ve managed to have as much as 10 individual hitboxes(!) per character in the Alpha. This means very accurate hit-detection, and also that the armor of each body part is used when calculating damage. Additional effects for striking different parts may be added later (such as greater chance for knockback when hit on legs or feet, critical hits on head, chance of being disarmed when hit on hands etc.), but so far only damage is in. On a side note, equipping and un-equipping armor pieces take time, and although it isn’t as slow as in real life it’s definitely not recommended to do during combat.
Magic
The majority of spells that deals with real-time PvP have been classified as “Battle Magic�. By reducing the number of Battle Spells (to about 20), we’ve managed to work out a system where strategy, tactics, actions and reactions define the outcome in a mage-duel. There are very few, if any, “buffs/debuffs�. There are very few types of damage or resistances in PvP (no fire, water, earth, wind, holy, unholy etc.). In short, you have to have good coordination and you must really try to read your opponent to be successful. In many ways, it’s comparable to old UO
(The Battle Magic is separated from the other Magic Schools that deals with semi- or non-direct PvP magic, like summons, enchantments, music etc. Also, in PvE creatures will deal different types of damage and there will be different kinds of resistances and spells to affect them. But those systems will not interfere with the PvP.)
We are currently evaluating two types of spell casting:
1. The first system is based on targeting, where you switch between the targets in your Target List. Some spells are simply auto-aiming, some requires that you face the opponent, and some requires that you actually aim and “hit� them.
2. The second system is based on aiming-only, like a FPS. The first system means that once you’ve targeted your opponents, you have to use coordination (and sometimes aiming) to be successful, but in a way it’s less “fps-interactive�. The problem with the second system is that aiming-only gets very twitch-based and more like a shooter. Also, the number of Combat Spells will probably have to be even more reduced - compare it to a FPS-game where you have to keep track of 20+ weapons and how to counter them while moving around :P
This will definitely be tested and worked on during this phase.
Mounted combat
We have worked hard with the first-person view on mount, which is what we are using now in the Alpha. This also means there’s a good chance there won’t be a third-person view in MO at all. Mounted combat works in exactly the same way as described above, although the control scheme is a little bit different. You can use different stances, attack, block, shoot, dual-wield and cast spells etc. The higher the velocity of your mount, the more damage is added to your strikes as well as an increased chance to knock opponents over. Hitboxes are separated, meaning you can hit either the mount or the rider.
Fatalities, Mercy and Death
If the last blow that hits you and makes you reach 0 HP isn’t extremely heavy (which would instead result in a spectacular bloodbath), you will enter a semi-unconscious state where you are only able to speak. Your opponent may hit you once more and then you die - perhaps s/he even decides to end it in a really theatrical way - or s/he may decide to spare or bargain with your life. If you are left alone, you will eventually regain a couple of HP but be much weakened.
Well...after pre-ordering today on a whim after hearing a lot of things, good and bad, about the game, I decided to take a look at some vids on Youtube before I'm able to play it when my new laptop comes in... Here's what I found - Pretty good graphics - Skill-based - Horseback combat - Intense PvP - A solid combat system with blocking and attacking - Huge enemies that can literally kill you by picking you up and smashing you into the ground - A lack of any kind of newbie guidance other than their quick-start guide on the download page - All sorts of environments including sewers - A sort of slower combat, but still one that seems like it would keep your blood pumping - Great customization - An apparent lack of content Honestly, I don't know. I'm still skeptical as hell and going based on what I've seen and heard, but I can't pass judgement until I play. I'm hoping that's tomorrow, but who knows? I may finally find an MMO that will keep me hooked once it has more content and some of the issues have been ironed out. I'm hopeful, but not too hopeful. I've heard all sorts of bad things about Star Vault. In any case, it couldn't be any more of a waste of money to me than Darkfall was. Mortal kinda reminds me of The Elder Scrolls and I loved Morrowind and Oblivion so who knows? EDIT: The title was supposed to be "next great hardcore MMO"...oh well...
Could be, but not anytime soon. It's in bad shape for a game thats so close to launch. I have no doubt it will turn into a good game as long as they can keep afloat long enough to do the necessary work. Give it a year and it will be a solid game.
That term "hardcore" always makes me smile - a computer game played by people drinking endless cans of soda and cramming pizza and snack food down their necks is about as far from "hardcore" as you can get. Still, it appeases the nerds I suppose.
There are "hardcore" players out there.
I'll never consider any computer gamer "hardcore" I'm afraid. It's a contradiction in terms.
That term "hardcore" always makes me smile - a computer game played by people drinking endless cans of soda and cramming pizza and snack food down their necks is about as far from "hardcore" as you can get. Still, it appeases the nerds I suppose.
There are "hardcore" players out there.
I'll never consider any computer gamer "hardcore" I'm afraid. It's a contradiction in terms.
So do you consider some porn "hardcore" or music "hardcore"?
Seems like you think you're less of a nerd then all other mmo guys on here so that's cool. Or maybe there just "hardcore" nerds and you're just casual.
Comments
The community is worlds better than the Darkfall one.
The community is worlds better than the Darkfall one.
That's not saying much...
No, low budget game from an unproven developer.
You would think gamers would have learned their lesson by now to not trust random studios promising a so called hardcore mmorpg.
I think most of us have learned by now. But, shit man, people have to have some hope, lol.
define "hardcore"
"World of Warcraft is the perfect implementation of this genre." - Hilmar Petursson. CEO of CCP.
WoW, you really have no hope in indie devs do you?
In any case, it's the best MMO I've played in a while. A ton of the game's players are UO vets praising it for being a lot like pre-Trammel UO. I've got hope for it. I haven't played a game with this much freedom in ages. Plus, it's not exactly easy either.
Check out the MUD I'm making!
The community is worlds better than the Darkfall one.
That's not saying much...
I actually kinda like the community...and that's saying a lot...I don't get along with MMO communities often.
Like I said, a lot of UO vets are taking to it, as well and enjoying themselves.
Check out the MUD I'm making!
Not easy. Takes lot to master. Unforgiving. Possibly has a steep learning curve.
Check out the MUD I'm making!
Not easy. Takes lot to master. Unforgiving. Possibly has a steep learning curve.
Sounds somewhat like MO to me.
My sig is just as logical as your posts are
Well even that's based upon someone points of view. Some people find different activities more difficult than others. Same could be said for learning curves. As for being unforgiving, that also depends on a number of different factors. If you are talking about death penalties then you had best look at Vendetta online. Meaningless full loss on death system that barely stings.
"World of Warcraft is the perfect implementation of this genre." - Hilmar Petursson. CEO of CCP.
Well even that's based upon someone points of view. Some people find different activities more difficult than others. Same could be said for learning curves. As for being unforgiving, that also depends on a number of different factors. If you are talking about death penalties then you had best look at Vendetta online. Meaningless full loss on death system that barely stings.
I've played Vendetta...MO's more unforgiving, imo.
Steep learning curve meaning it's a skill-based game. If you don't understand combat, you're going to get raped. Combat is quite a bit different than other MMOs, including DF.
Difficult as in it's really easy to die and lose everything.
Check out the MUD I'm making!
I'll be playing mortal until it either is shutdown or another like it but better come out.
"skill-based" game? As in, your character has skills or you are required to have skills. If the later then wouldn't a UT or CS MMO be the most "hardcore" MMO out there?
"World of Warcraft is the perfect implementation of this genre." - Hilmar Petursson. CEO of CCP.
Well even that's based upon someone points of view. Some people find different activities more difficult than others. Same could be said for learning curves. As for being unforgiving, that also depends on a number of different factors. If you are talking about death penalties then you had best look at Vendetta online. Meaningless full loss on death system that barely stings.
I've played Vendetta...MO's more unforgiving, imo.
Steep learning curve meaning it's a skill-based game. If you don't understand combat, you're going to get raped. Combat is quite a bit different than other MMOs, including DF.
Difficult as in it's really easy to die and lose everything.
"skill-based" game? As in, your character has skills or you are required to have skills. If the later then wouldn't a UT or CS MMO be the most "hardcore" MMO out there?
In both senses. Based on skills, not levels and on player skill in general.
Check out the MUD I'm making!
That game has a long way to go before its even ready.
Is this not yet another cash shop F2P game?
WoW, you really have no hope in indie devs do you?
In any case, it's the best MMO I've played in a while. A ton of the game's players are UO vets praising it for being a lot like pre-Trammel UO. I've got hope for it. I haven't played a game with this much freedom in ages. Plus, it's not exactly easy either.
That's right. There just haven't been any good small budget indie mmorpgs in quite some time. There was EVE Online, and i'm not even sure if that counts as a small budget indie mmorpg.
We have had a lot of indie low budget mmorpgs from unproven developers for a while now. Irth Online,Mourning,Dark and Light, Roma Victor, Darkfall and some other games.
They were all really, really bad games. It just takes a lot of people and lot of funds to develop a good mmorpg.
That term "hardcore" always makes me smile - a computer game played by people drinking endless cans of soda and cramming pizza and snack food down their necks is about as far from "hardcore" as you can get. Still, it appeases the nerds I suppose.
There are "hardcore" players out there.
Look at that SC player who can perform ~400 actions/minute. He'll destroy pretty much everyone and he even wins money in real life.
These type of players simply "play" far better than your average players and they are even rewarded.
WoW, you really have no hope in indie devs do you?
In any case, it's the best MMO I've played in a while. A ton of the game's players are UO vets praising it for being a lot like pre-Trammel UO. I've got hope for it. I haven't played a game with this much freedom in ages. Plus, it's not exactly easy either.
That's right. There just haven't been any good small budget indie mmorpgs in quite some time. There was EVE Online, and i'm not even sure if that counts as a small budget indie mmorpg.
We have had a lot of indie low budget mmorpgs from unproven developers for a while now. Irth Online,Mourning,Dark and Light, Roma Victor, Darkfall and some other games.
They were all really, really bad games. It just takes a lot of people and lot of funds to develop a good mmorpg.
I'd say Fallen Earth is a recent exception to the "all small budget indie mmorpgs are bad" rule, though to be fair it probably had a bigger budget than the other games you mentioned. If nothing else FE probed that you can release an indie MMO with just enough polish and fluff to make the game world feel alive. Dunno why I'm posting this, though. Having played MO, it will take a miracle for it not to get added to the list of "just not good enough" efforts when it launches.
IMO, it all comes down to this. How much of this description is accurate about the game? Will that be fun?
Honestly, it seems to have some negatives and positives, and I absolutley cannot tell without trying it out if this combat system will be fun, not to much like an FPS like Darkfall which I think stinks, or just enough difference to make it still a good RPG, but interesting.
Just dont' know, but it all depends on the combat system, and of course if there's any content in the game, but that's a given.
Alpha Combat System in short
This is a description of how combat works in the Alpha (2008-12-01). Everything is subject to change.
First of all, many of the features described here might not sound much compared to a “regular single or multi-player FPS�, but are in fact a minor revolution to include in a MMO, and we are very proud of them!
We are of course aware that there are a lot of stuff that could be improved if there were no limits, but please remember that a lot of things are made a certain way because it’s the only way, or because the system is the lesser of two evils
Also, most features described here have corresponding in-game skills. These skills may affect everything from chances of success, damage, speed, or whether or not you are able to execute a certain action at all. But as they are too many to include and would further complicate the description, we decided to leave them out.
Targeting
You never have to target someone to attack them. Targeting is used for keeping track of enemies and/or friends, letting you see their names and status (although very limited). It is also used for certain skills and spells.
- Hold target button and hover the target-crosshair over character(s) to see their names.
- Release or tap target button to add target to target list (and make that target the “active target�).
- Target list shows each targets healthbar but without numbers.
- Target list shows each targets flag/color.
- Target list may contain several targets.
Stamina
The Stamina Bar has two values, Current Stamina and Max Stamina.
Max Stamina is the long-term value (the "length" of the bar itself). It's representing your general condition and is affected by for instance how long you've been active without resting or food. The Max Stamina is your "stamina cap" that determines how much Current Stamina you can possibly have. It's worth to mention that the cap itself won't actually be affected until you've been going without rest for quite some time.
Current Stamina is the short-term value (how "full" the bar is). Current Stamina is used for many actions, like jumping, sprinting and combat actions. It drains very quickly, but also refills in a short time. Your actions also slowly reduce the Max Stamina until you rest.
Combat Stance
In Combat Stance you are preparing yourself for incoming blows as well as for dashing them out yourself. You will automatically draw your pre-selected weapons (if any, unarmed fighting is also possible). In Combat Stance you move much slower by default, and sprinting costs more stamina. Your defense is higher and you have a small chance to auto-block incoming blows.
Depending on what weapon you wield, there may be up to three different stances to switch between: 1. Default. Used for slashing/sweeping/cutting. 2. Thrust. Used to precisely aim thrusts and prods. 3. Ranged. Used for throwing and shooting.
Attacking
An attack consists of two "phases": charge and release.
By holding the left mouse button (LMB) you charge your attack (for a minimum of 1/2 sec but for as long as you want). As long as you charge you are open for attacks, blocking as well as auto-blocking is disabled, although you may move around freely. When you release LMB, the attack comes instantly, followed by a "recovery" that leaves you vulnerable as you cannot strike or block/parry during that time either. Charging currently does not affect amount of damage (it probably will affect it slightly later on) but enables you to fully control the attack, as you’ll strike instantly upon release.
The two phases are also used when simply clicking the LMB, although they are handled as one seamless move: The attack will be charged and then immediately released when the charge is completed (minimum 1/2 sec).
Running and attacking will result in a “power strike� that is different depending on the weapon you wield, but it drains a lot of stamina.
The first thing you’ll learn in MO’s combat is that timing is crucial, and simply spamming the LMB won’t help you in any way. The slight time it takes to charge an attack (whether you hold or click the LMB) makes the combat feel a bit non-instantaneous at first (compared to average shooters where bullets are fired directly when clicking), but opens up for much more tactical and “realistic� combat, as well as manual blocking.
Blocking
Active blocking/parrying is a very difficult feature to handle in a MMO due to server response time and network traffic. We’ve had to make several compromises (like attack-speed and the chance to auto-block) but are very proud to have a working manual blocking-system.
Blocking is done by holding the right mouse button. It takes approximately 1/4 of a second to enter “blocking-state� (raising your shield or weapon). Likewise, it takes about the same time to exit blocking when you release RMB. It’s pretty fast, but not instant. Holding RMB slowly drains stamina, and so does every blow you manage to block.
Blocking will absorb damage (but the shield or weapon used to block will sustain damage). When blocking, there are three different outcomes:
1. If you are struck from “behind�, blocking will not help at all.
2. If you are struck from the “front� or “side�, blocking will absorb only a small amount of damage.
3. If you manage to block the blow with the actual shield- or weapon-mesh, you’ve made a Perfect Block. A Perfect Block drains less stamina, reduces the damage done to your shield/weapon, and gives you a chance to follow up the block with a special counter-attack if you time it really well.
When holding RMB, an alternate attack can be triggered by LMB. (If you are using a shield for example, this will trigger a shield-bash.)
Auto-blocking
Most weapons and shields will give you a small chance (modified by a skill, of course) to auto-block incoming blows. An auto-block happens instantaneously, and is there to compensate for not being able to block instantaneously yourself.
Dual-wielding
One-handed weapons may be combined with a shield or another one-handed weapon (or for instance torches). If a shield is equipped, it will automatically be used for blocking by RMB instead of the weapon (although the weapon might still be used by the auto-blocking system.) When dual-wielding two weapons, tapping a direction and then LMB will “charge� the corresponding weapon. When charged, simply releasing LMB will make a standard attack, but tapping RMB will instead execute two quick strikes in a row.
Shooting
Shooting is of course aim-based. Unfortunately it’s too early to tell if we will be able to have simulated trajectories and arcs, but if it’s in any way doable we will.
Armor and Hitboxes
We are excited to announce that we’ve managed to have as much as 10 individual hitboxes(!) per character in the Alpha. This means very accurate hit-detection, and also that the armor of each body part is used when calculating damage. Additional effects for striking different parts may be added later (such as greater chance for knockback when hit on legs or feet, critical hits on head, chance of being disarmed when hit on hands etc.), but so far only damage is in. On a side note, equipping and un-equipping armor pieces take time, and although it isn’t as slow as in real life it’s definitely not recommended to do during combat.
Magic
The majority of spells that deals with real-time PvP have been classified as “Battle Magic�. By reducing the number of Battle Spells (to about 20), we’ve managed to work out a system where strategy, tactics, actions and reactions define the outcome in a mage-duel. There are very few, if any, “buffs/debuffs�. There are very few types of damage or resistances in PvP (no fire, water, earth, wind, holy, unholy etc.). In short, you have to have good coordination and you must really try to read your opponent to be successful. In many ways, it’s comparable to old UO
(The Battle Magic is separated from the other Magic Schools that deals with semi- or non-direct PvP magic, like summons, enchantments, music etc. Also, in PvE creatures will deal different types of damage and there will be different kinds of resistances and spells to affect them. But those systems will not interfere with the PvP.)
We are currently evaluating two types of spell casting:
1. The first system is based on targeting, where you switch between the targets in your Target List. Some spells are simply auto-aiming, some requires that you face the opponent, and some requires that you actually aim and “hit� them.
2. The second system is based on aiming-only, like a FPS. The first system means that once you’ve targeted your opponents, you have to use coordination (and sometimes aiming) to be successful, but in a way it’s less “fps-interactive�. The problem with the second system is that aiming-only gets very twitch-based and more like a shooter. Also, the number of Combat Spells will probably have to be even more reduced - compare it to a FPS-game where you have to keep track of 20+ weapons and how to counter them while moving around :P
This will definitely be tested and worked on during this phase.
Mounted combat
We have worked hard with the first-person view on mount, which is what we are using now in the Alpha. This also means there’s a good chance there won’t be a third-person view in MO at all. Mounted combat works in exactly the same way as described above, although the control scheme is a little bit different. You can use different stances, attack, block, shoot, dual-wield and cast spells etc. The higher the velocity of your mount, the more damage is added to your strikes as well as an increased chance to knock opponents over. Hitboxes are separated, meaning you can hit either the mount or the rider.
Fatalities, Mercy and Death
If the last blow that hits you and makes you reach 0 HP isn’t extremely heavy (which would instead result in a spectacular bloodbath), you will enter a semi-unconscious state where you are only able to speak. Your opponent may hit you once more and then you die - perhaps s/he even decides to end it in a really theatrical way - or s/he may decide to spare or bargain with your life. If you are left alone, you will eventually regain a couple of HP but be much weakened.
Could be, but not anytime soon. It's in bad shape for a game thats so close to launch. I have no doubt it will turn into a good game as long as they can keep afloat long enough to do the necessary work. Give it a year and it will be a solid game.
There are "hardcore" players out there.
I'll never consider any computer gamer "hardcore" I'm afraid. It's a contradiction in terms.
Mortal Online needs another year in development before it's worth any money
There are "hardcore" players out there.
I'll never consider any computer gamer "hardcore" I'm afraid. It's a contradiction in terms.
So do you consider some porn "hardcore" or music "hardcore"?
Seems like you think you're less of a nerd then all other mmo guys on here so that's cool. Or maybe there just "hardcore" nerds and you're just casual.