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Patch Notes v. 0.12.19.22 - February 16th

sickansickan Member Posts: 166

Here are the patch notes from yesterday!

 

 Version 0.12.19.22 – Beta

2010-02-16

------ ADDITIONS & CHANGES ------

General:

- Priests near towns will now only resurrect Blue flagged players while priests in the wilderness resurrect all players. The priests have received different looks so players can distinguish what type of priest it is.

- More optimization of art assets. Including max draw distance, texture resolutions and LOD's.

- Added Minor Health Potions. Minor Potions will instantly add 10 hp. Potions have a 10 second cooldown.

- Added Minor Bandage. Minor Bandages will add 20 hp after 10 s. Bandages have a 10 second cooldown.

- Cuprum Coins added and is now the lowest available currency.

- Silver Coin value increased.

- Gold Coin Value increased.

- Pickable objects added in: Caves, The Jungle, at the Jungle Beach and Outside Meduli.

AI & Mounts:

- All creatures should now be less prone to twitch whilst moving.

- All creatures should now more accurately face targets that they attack or look at.

- Creatures that are smaller than the player now have restrictions to where they can land hits when attacking.

- Creatures that once have fled should now never again enter a state of discovering.

- Chickens are now blue flagged creatures in the cities.

- Chickens are now tamable.

Art & Sound:

- The 'players receiving hits' animations have been tweaked.

- The 'run forward' animation has been replaced.

- Emotes: Rally, Shake, Charge, Pass, Clap1, Clap2, Wave1, Wave2, Intimidate1, Intimidate2 and IDK (I don't know) have been added.

- All emotes that require sound effects have now got sound effects.

- The Morin Khur passage to Toxai has been optimized and had a small facelift.

- Blackwood trees added in several places around Myrland.

- All Rocks have been replaced.

Combat:

- Brawling now does less damage to heavy armors and more to leather-type armors.

- Arrows now stack in stacks of 25.

- Added Bodkin Arrows these are cheap but less effective then more expensive arrows.

- Added Broadhead Arrows these are more expensive but also more effective then Bodkin arrows.

- Increased the amount of resources required to make a bow.

- All bows now have an increased minimum draw time, this is to prevent rapid firing of bows.

- Melee combat-traces are now based of the actual animation rather than being a pre-calculated trace.

- Holding tab will show you a tiny crosshair and constantly trace for targets to remove the issue with players who need to spam tab to get a target.

- You will now get visual feedback when you hit a shield or do a handle hit with melee weapons.

- Handle hits are now more accurate.

Crafting:

- Thirteen (13) new heads has been added to the weapon crafting. *

Housing:

- Houses now require an upkeep fee of five (5) silver. To pay the upkeep fee, place the coins in the House Chest. The upkeep fee will be withdrawn from the house chest at noon (12:00 pm) server time every day. Please refer to the Quick Guide for further information on House Upkeep.

Skills & Attributes:

- Mining will now yield more ore when mined in caves/mines and less when mined near towns.

- The House Construction Book will now grant more XP.

- Landing Technique Book added to the survival book vendor.

- Handles Book added to weapon crafting book vendor.

- Some creatures should now show mercy to severely wounded players and let them live.

- Tamers without the creature control skill should now be able give its pet commands as long as they are non skill based. i.e. rename, feed, bandage, transfer..

- SetReturn command has been removed. Instead, the position where a pet should return to after battle is now defined by which navigation action it was using before the battle. i.e.; Stay or Follow.

- Unprotect command has been removed. To protect type or click protect on target. To clear same protect target, type or click protect again.

- It is now possible to toggle pet attacking. To attack; type or click attack target. To clear the same attack target, type or click attack again.

- It should no longer be possible to issue the same command to the pet several times in a row.

- There is now a short timer cooldown between each issued pet command.

- The amount of initial loyalty gained when taming a pet has now been slightly decreased.

- Pets will now when tamed, automatically start following its new tamer.

- Pets can no longer attack buildings of any kind.

UI:

- Healing potion icon and Bandage icon added.

- Pet UI added.

- Pet window icon has been added in the Quickbar.

- Minimize function added for the Pet window.

- Made taming a useable skill that you can now place on your Quickbar. Please note: That if you recieve the "You cannot use this skill on this target." message when using the skill, you are not close enough to the target. *

- Remade the spell book.

GameMaster/Counselor:

* You can now be whispered too by a GameMaster or Counselor when you have sent a petition. By answering the whisper use /r as in Reply.

------ BUG FIXES ------

General:

- The Globally Allowed timer will now countdown even when dead.

- Pickable items may now contain various quantities of the items it holds.

AI & Mounts:

- An issue which prevented creatures to never enter a state of discovery when discovering players has been resolved.

Art & Sound:

- The "move during knock down animation" bug should no longer happen.

- All spawning inside meshes next to priests should now be solved.

- Fixed lots of minor graphical issues in Myrland.

Combat:

- Jumping will now cancel walking as intended.

Housing:

- Guild stones can now be accessed once again.

Skills & Attributes:

- Added book for Iron wool lore.

- Added book for Mental Offence.

- Not having an archery skill will no longer make you do max damage.

- Shields should now be crafted with the correct durability.

- Animal Lore book is now working as intended.

- Reading House Expansion I will no longer give a skill named "Default".

- Pets should now move to the correct target when sent to attack.

- Pets should now correctly return to its last state of navigation (Stay at position, grazing or follow target) after battle.

- A bug caused Pets to not be aggressive towards other creatures when in aggressive state. This should now have been resolved and pets should now also attack other creatures.

- Any action leading to a change in flag system due to an action of a tamers pet does, now immediately affects its tamer and the pet itself.

- Pets should now correctly accumulate murder counts if killing other players.

- The calculations of Loyalty loss when using command was incorrect and resulted in a much higher cost than intended. This has now been resolved.

- Creatures should now quickly react when being attacked from longer distances.

- Pets should no longer be lost due to loyalty straight away when tamed by a player with no creature control skill. Instead, the pet will gain a low amount of loyalty.

- Corrected skill XP values. Lowered creature control skill XP and increased taming skill XP gained for Weasels and Dire wolves.

UI:

- Fixed a bug with the non-moveable Refining window.

- Fixed a bug with the non-moveable Extraction window.

- Fixed a bug preventing the use of the chat window whilst the inventory window was open.

- Fixed a bug where certain skills wouldn’t work as intended when clicked on in the skill book.

- Fixed key binds for the Quickbar it should now work as intended.

- Fixed feedback bug on mining/lumberjacking (Trees are no longer rocks!).

- Fixed Character name bug at the Character Selection Screen where your name wouldn’t show after you opened the options menu.

- Fixed multiple bugs with the Z-levels in the UI.

- Fixed various bugs with the Book Window.

- Fixed a bug that caused the loot bag window to appear off screen.

- Fixed a bug that would prevent people from toggling the Quick Guide (H).

- Fixed a bug that prevented proper closing of the Bank Window.

- All characters/Player-Houses/guilds have been removed. *

Please note that the notes are not final and are subject to change.

New additions will be marked with a *

 

Original: www.mortalonline.com/forums/34773-patch-notes-v-0-12-19-22-february-16th.html

w00t!

«1

Comments

  • GruntyGrunty Member EpicPosts: 8,657

    And something not in the patch notes: The patch broke all old characters so there has been a wipe of all characters.

    Edit. Nevermind, it's there in the very last sentences.

    "- All characters/Player-Houses/guilds have been removed. *

    Please note that the notes are not final and are subject to change.

    New additions will be marked with a *"

    "I used to think the worst thing in life was to be all alone.  It's not.  The worst thing in life is to end up with people who make you feel all alone."  Robin Williams
  • alakramalakram Member UncommonPosts: 2,301

    Characters removed in a open beta?

    It doesnt look like a good idea. I know this kind of stuff can happen in open betas, but it is usually not done. Characters are usually saved from open beta to release, but as an open beta is their right to wipe if they need to. Just i feel sorry for the players.



  • downtoearthdowntoearth Member Posts: 3,558

    hotfix patch coming today

  • Cristina1Cristina1 Member UncommonPosts: 372
    Originally posted by alakram  Characters are usually saved from open beta to release

     

    that is actually not true. Apart from very few examples, LOTR, one I can think of, chars get erased before release, it is a common practice.

  • rlmccoy1987rlmccoy1987 Member Posts: 1,722

    There are already patch notes posted (I posted yesterday.........)

    www.mmorpg.com/discussion2.cfm/thread/269794/Patch-Potions-bandages-and-auto-target.html

    image
  • mrw0lfmrw0lf Member Posts: 2,269
    Originally posted by Cristina1

    Originally posted by alakram  Characters are usually saved from open beta to release

     

    that is actually not true. Apart from very few examples, LOTR, one I can think of, chars get erased before release, it is a common practice.



     

    But continually wiping chars whilst still in beta is a pain in the ass, as it prevents the testing of some features which are further along the progression of level/experience/time. No levels does soften this a bit but there are a number of actions as yet untested in OB because this is the second wipe and they take time to get there.

    Plus I gotta read those bloody books again :/

    The patch notes look good though, lets hope the lag is a bit better. On the lag thing I have noticed that new chars suffer from it more. Does the game cache a lot of stuff for each new character (litterally the first 10 hours of play seem to have far greater server lag than older characters), even creating an alt will result in the new character having much greater lag than my existing chars? Switching between them deffinately confirms this as not being server times. Also last night there was a lot of talk about this in local chat with people assuming it was their alts 'being bugged by the server'. Maybe the server even sets some form of priority list based on time played? Very strange and not helpful for new people wanting to try the game.

    -----
    “The person who is certain, and who claims divine warrant for his certainty, belongs now to the infancy of our species.”

  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,724

    Non-expert thoughts on the new-character / old-character issue.   From what SV has said some of the in game lag is caused by the skills system and the database.  This is why they instituted the backgrounds and book system.  I think what is happening is that low level characters skill up much more frequently than older ones so it hits the DB more often.

     

    Just an idea....  also I believe that the lag is a little better as times goes by because there are less characters playing (many quit or wait for patches) and those playing have less frequent database hits as they are higher skill...

     

    again... not an expert.. just my thoughts.

     

    All time classic  MY NEW FAVORITE POST!  (Keep laying those bricks)

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  • KeushpuppyKeushpuppy Member UncommonPosts: 171
    Originally posted by alakram


    Characters removed in a open beta?
    It doesnt look like a good idea. I know this kind of stuff can happen in open betas, but it is usually not done. Characters are usually saved from open beta to release, but as an open beta is their right to wipe if they need to. Just i feel sorry for the players.

     

    All betas except LoTR  I have been in wiped all chars at release. Plus a number of times during beta. When they wanted higher level stuff tested they let us make higher level chars or handed out mass experiance.

  • HerculesSASHerculesSAS Member Posts: 1,272
    Originally posted by Slapshot1188


    Non-expert thoughts on the new-character / old-character issue.   From what SV has said some of the in game lag is caused by the skills system and the database.  This is why they instituted the backgrounds and book system.  I think what is happening is that low level characters skill up much more frequently than older ones so it hits the DB more often.
     
    Just an idea....  also I believe that the lag is a little better as times goes by because there are less characters playing (many quit or wait for patches) and those playing have less frequent database hits as they are higher skill...
     
    again... not an expert.. just my thoughts.
     

     

    Actually, I thought they were just stealing design ideas from EVE, as well as UO.

     

    They have no cohesive design philosophy of their own -- at all. It's kind of sad, but it accounts greatly for the current state of the game.

  • NevulusNevulus Member UncommonPosts: 1,288
    Originally posted by HerculesSAS

    Originally posted by Slapshot1188


    Non-expert thoughts on the new-character / old-character issue.   From what SV has said some of the in game lag is caused by the skills system and the database.  This is why they instituted the backgrounds and book system.  I think what is happening is that low level characters skill up much more frequently than older ones so it hits the DB more often.
     
    Just an idea....  also I believe that the lag is a little better as times goes by because there are less characters playing (many quit or wait for patches) and those playing have less frequent database hits as they are higher skill...
     
    again... not an expert.. just my thoughts.
     

     

    Actually, I thought they were just stealing design ideas from EVE, as well as UO.

     

    They have no cohesive design philosophy of their own -- at all. It's kind of sad, but it accounts greatly for the current state of the game.

     

    But wasn't that the original idea? To take the best elements of UO and re-introduce them? Bring the excitement of a REAL sandbox mmo such as Eve to a fantasy first-person setting? Why reinvent the wheel? Wow "stole" elements Eq, War stole elements from WoW, Lotro stole elements from Eq2, the list goes on. I get it you are just probably looking for something to complain about perhaps?

  • MarkinMarkin Member Posts: 3

    This was a great patch the fixed the lag, I have played for 8 hours now with no lag.

    Good job SV, keep it going.

     

  • HerculesSASHerculesSAS Member Posts: 1,272
    Originally posted by Nevulus

    Originally posted by HerculesSAS

    Originally posted by Slapshot1188


    Non-expert thoughts on the new-character / old-character issue.   From what SV has said some of the in game lag is caused by the skills system and the database.  This is why they instituted the backgrounds and book system.  I think what is happening is that low level characters skill up much more frequently than older ones so it hits the DB more often.
     
    Just an idea....  also I believe that the lag is a little better as times goes by because there are less characters playing (many quit or wait for patches) and those playing have less frequent database hits as they are higher skill...
     
    again... not an expert.. just my thoughts.
     

     

    Actually, I thought they were just stealing design ideas from EVE, as well as UO.

     

    They have no cohesive design philosophy of their own -- at all. It's kind of sad, but it accounts greatly for the current state of the game.

     

    But wasn't that the original idea? To take the best elements of UO and re-introduce them? Bring the excitement of a REAL sandbox mmo such as Eve to a fantasy first-person setting? Why reinvent the wheel? Wow "stole" elements Eq, War stole elements from WoW, Lotro stole elements from Eq2, the list goes on. I get it you are just probably looking for something to complain about perhaps?

     

    I have no problem with them borrowing ideas from here and there to make a game. That isn't the issue.

     

    The issue is that they have no design of their own to base it all on. It's like taking parts from everywhere to make something new, without having a driving philosophy on the base of what it all should look like. Imagine if I took the best engine from a car, the best suspension from another car, the interior of another car, the exhaust of yet another car, and just tried to make it work. The car would look stupid, handle horribly because I didn't about the engine size versus the suspension load, or the balance of the car in general.

     

    Similarly, SV can't take ideas from everywhere else, throw them into a totally different environment (first person), and then expect to have a functioning game that is playable. The result is what you see now, a basically unplayable game that is boring and has no depth at all. And in the process, all they did was make themselves look like amateurs and idiots, and still have an unplayable game for the vast majority of people.

  • HerculesSASHerculesSAS Member Posts: 1,272
    Originally posted by Markin


    This was a great patch the fixed the lag, I have played for 8 hours now with no lag.
    Good job SV, keep it going.

     

     

    There's a reason it's not laggy, and if you look at their support forums, you'll know it too.

  • MarkinMarkin Member Posts: 3

    I know that they fix the lag, and I know that you always talking bad about games first Darkfall and now MO.

    Darkfall is a great game today and I know that MO will also be a great game.

  • HerculesSASHerculesSAS Member Posts: 1,272
    Originally posted by Markin


    I know that they fix the lag, and I know that you always talking bad about games first Darkfall and now MO.
    Darkfall is a great game today and I know that MO will also be a great game.

     

    Do you "know" the lottery numbers, in that case? I mean, if you can predict the future and all... It would be a great help.

  • MarkinMarkin Member Posts: 3

    Yes I can 4 8 15 16 23 42  =)

  • grimmbotgrimmbot Member Posts: 302

    Also, I can't find it in the patch notes, but another glaring change:

    Raw mined materials are worth nothing to vendors now.

    Pre-patch, Saburra was trading at an obnoxiously high price where people were saying "gold has no value" -- but when I was crafting I had nothing to use the money *for*, because dedicated crafters are essentially gimped in combat anyway. Why would I wear high-grade anything? PKers would have a field day with me. Bad design upfront anyway.

    Now they've swung too far in the other direction, taking away almost every way to create that initial flow of money in the game (so I can buy my skill books to get into mining) except whacking little mobs, without a base supply-and-demand economy in place. Kind of ironic, limiting freedom in a "sandbox" game.

    Fanboys on IRC are screaming, "Go Back to WoW if you can't handle it". I could handle it; I just don't care to. There might be a functioning economy in a few weeks, but until then, they can enjoy whacking mobs.

    image

  • HanoverZHanoverZ Member Posts: 1,239
    Originally posted by Markin


    This was a great patch the fixed the lag, I have played for 8 hours now with no lag.
    Good job SV, keep it going.

     

     

    Welcome to MMORPG.COM  fanbot alt #72344

    I win!!! LOL@U

  • rlmccoy1987rlmccoy1987 Member Posts: 1,722
    Originally posted by HanoverZ

    Originally posted by Markin


    This was a great patch the fixed the lag, I have played for 8 hours now with no lag.
    Good job SV, keep it going.

     

     

    Welcome to MMORPG.COM  fanbot alt #72344

     

    Wonder what his main is

    image
  • NevulusNevulus Member UncommonPosts: 1,288
    Originally posted by HerculesSAS

    Originally posted by Nevulus

    Originally posted by HerculesSAS

    Originally posted by Slapshot1188


    Non-expert thoughts on the new-character / old-character issue.   From what SV has said some of the in game lag is caused by the skills system and the database.  This is why they instituted the backgrounds and book system.  I think what is happening is that low level characters skill up much more frequently than older ones so it hits the DB more often.
     
    Just an idea....  also I believe that the lag is a little better as times goes by because there are less characters playing (many quit or wait for patches) and those playing have less frequent database hits as they are higher skill...
     
    again... not an expert.. just my thoughts.
     

     

    Actually, I thought they were just stealing design ideas from EVE, as well as UO.

     

    They have no cohesive design philosophy of their own -- at all. It's kind of sad, but it accounts greatly for the current state of the game.

     

    But wasn't that the original idea? To take the best elements of UO and re-introduce them? Bring the excitement of a REAL sandbox mmo such as Eve to a fantasy first-person setting? Why reinvent the wheel? Wow "stole" elements Eq, War stole elements from WoW, Lotro stole elements from Eq2, the list goes on. I get it you are just probably looking for something to complain about perhaps?

     

    I have no problem with them borrowing ideas from here and there to make a game. That isn't the issue.

     

    The issue is that they have no design of their own to base it all on. It's like taking parts from everywhere to make something new, without having a driving philosophy on the base of what it all should look like. Imagine if I took the best engine from a car, the best suspension from another car, the interior of another car, the exhaust of yet another car, and just tried to make it work. The car would look stupid, handle horribly because I didn't about the engine size versus the suspension load, or the balance of the car in general.

     

    Similarly, SV can't take ideas from everywhere else, throw them into a totally different environment (first person), and then expect to have a functioning game that is playable. The result is what you see now, a basically unplayable game that is boring and has no depth at all. And in the process, all they did was make themselves look like amateurs and idiots, and still have an unplayable game for the vast majority of people.

     

    Well stated, but I guess I just have to disagree.

    Whether the game is playable or not is irrelevant considering it is beta and has not launched. I've played numerous betas including Eq2 alpha, Tabula Rasa alpha, and Wow early beta; those betas were incredibly boring and had no depth as expected. Most of the time we were allowed only ONE aspect of the game and had to repeatedly test it again and again and again. So pointing out the level of unplayability and lack of content makes no sense regardless of how close to launch the game is. As MMOers we already know launch dates get pushed back almost endlessly.

    Mortal Online has been in development far less then more reputable MMOs from larger companies, not an excuse just an observation. Personally,I could careless the state of beta at this point, but if the game launches in THAT state then I will be gladly to concur with all faults that you may point out on any forum and warn others of the lack of substance for a paying subscription.

    Their philosophy is relative to someone's point of view. One can easily state that their design philosophy was to resurrect the realism in an MMO along with the PVP open world feel of sandbox games such as UO at their peak. Should they stray from their path of "realism" in a game by adding teleport hubs, adding 3rd person, etc etc, then I could understand feeling upset, and I can understand if players will come to public forums such as these and vent their anger.

     

    As players we all hate to be lied to, why can't people look at the positive things, such as a company that is HONEST about their game's state and development instead of hiding it behind close doors for YEARS and outright lie such as AV did with Darkfall. (No offense to Darkfall, that game has come along way, and I sense big things for them in 2010)

  • HerculesSASHerculesSAS Member Posts: 1,272
    Originally posted by Nevulus



    Well stated, but I guess I just have to disagree.
    Whether the game is playable or not is irrelevant considering it is beta and has not launched. I've played numerous betas including Eq2 alpha, Tabula Rasa alpha, and Wow early beta; those betas were incredibly boring and had no depth as expected. Most of the time we were allowed only ONE aspect of the game and had to repeatedly test it again and again and again. So pointing out the level of unplayability and lack of content makes no sense regardless of how close to launch the game is. As MMOers we already know launch dates get pushed back almost endlessly.
    Mortal Online has been in development far less then more reputable MMOs from larger companies, not an excuse just an observation. Personally,I could careless the state of beta at this point, but if the game launches in THAT state then I will be gladly to concur with all faults that you may point out on any forum and warn others of the lack of substance for a paying subscription.
    Their philosophy is relative to someone's point of view. One can easily state that their design philosophy was to resurrect the realism in an MMO along with the PVP open world feel of sandbox games such as UO at their peak. Should they stray from their path of "realism" in a game by adding teleport hubs, adding 3rd person, etc etc, then I could understand feeling upset, and I can understand if players will come to public forums such as these and vent their anger.
     
    As players we all hate to be lied to, why can't people look at the positive things, such as a company that is HONEST about their game's state and development instead of hiding it behind close doors for YEARS and outright lie such as AV did with Darkfall. (No offense to Darkfall, that game has come along way, and I sense big things for them in 2010)

     

    Early betas that test specific aspects of the game in a "closed" environment is to be expected. You can't expect that to be all glitz and glamour. The difference with those betas, as I played WOW's and EQs (not TR so I can't comment there) is that you tested a WHOLE system. It wasn't being written on the fly as you tested it. That is MO's first problem, right there.

     

    Now you jump into OPEN beta -- this is where the whole game is supposed to be presented as a whole. The game is supposed to be finished, and at this point you're only testing for bugs and stability. If your closed beta was run properly, your bugs should be minimal and the game should play well, and then you're just doing parts of your stress test to check to see load with average population, etc. This is important because it allows you to graph and chart your future costs given the number of players, in terms of human resources (customer support) physical resources (disk, cpu, memory) and and extras like backup resources and the like.

     

    When you have a game in development for less than 2 years, have it trying to be more ambitious than games like DF that took 8 years to create, and a development staff whose lead programmer is burdened with the vast majority of the work and he's NEVER MADE A GAME BEFORE, or from the looks of it -- been a programmer at all. He was an Unreal modder and while it's admirable to get involved in a game and build out the parts of it, his being the *lead* programmer tells me exactly what I already thought, that this team doesn't have the ability to make a game of this scope, and should have started far smaller and more focused. Guess how EVE got built? :)

     

    Their design of "realism" is only the tweaks they make to the systems. There's no CORE design, at all. It's literally taking the engine/suspension/exhaust of cars that work (so to speak) and trying to make a new car. And as I stated before, that simply won't work without an underlying philosophy on the design of the game, from every system, every system interaction, every skill, every skill interaction, every damage calculation, every formula of every damage calculation, all balanced with their counterparts as well as creating an immersive world that acts as a whole and breathes together. They have NONE of that. All I see is the CEO or lead designer spouting about how they want this to be like UO, but then they implement things like manual targetting and age of chivalry combat and then apply autotarget for spells because they didn't think it through. It reeks of failed design as a WHOLE. And that's just stuff I thought off in a few minutes. If I had to sit down and actually pen the design for an MMO, it would take me a LONG time and the design specs would be a few thousand pages. Yea, documentation is important too.

     

    As for not being lied to well... read the features listed on their main website. Read the interviews they have done with MMORPG and other sites. Then compare it to the data they have listed in a powerpoint. It doesn't sync up, because they will hype the game publicly and vaguely give a 'release' feature list, which doesn't go into any detail so it can be construed any number of ways. If you look at their interviews, and the site data... you can look at the "basic myrland continent" to be including everything they talk about. There's no elaboration. Same for epic monsters --> basic AI. Same for amazing PvP -- Base PvP system. List goes on and on.

     

    Whether they are lying or not though, is irrelevant. The game has no long term design, no business plan to keep customer retention, most systems don't work, the majority of things are being coded on the fly with the hopes that they can get it in for launch and try to make a playable game of it all. I don't think it will work, and as a project manager myself (financial systems), I know the telltale signs of a failed project. Granted, I may still be wrong... but I doubt it.

  • rlmccoy1987rlmccoy1987 Member Posts: 1,722

    Patch update, people are unable to loot normally without using a work around -->  www.mortalonline.com/forums/34973-cant-loot-since-latest-patch.html

    image
  • sickansickan Member Posts: 166

     Much is improved since the patch. Even if you need a work around for the loot, which is fine by me.

     

    The combat is really sweet, the pots, bandaids and so on will contribut to really nice pvp, the economy is starting to take shape.

    For me there is no lag, and it seems it is like that for many. Some have issues still.

     

    It just keep improving, nice work!

  • downtoearthdowntoearth Member Posts: 3,558
    Originally posted by rlmccoy1987


    Patch update, people are unable to loot normally without using a work around -->  www.mortalonline.com/forums/34973-cant-loot-since-latest-patch.html



     

    i wasnt having the loot issue

  • downtoearthdowntoearth Member Posts: 3,558
    Originally posted by sickan


     Much is improved since the patch. Even if you need a work around for the loot, which is fine by me.
     
    The combat is really sweet, the pots, bandaids and so on will contribut to really nice pvp, the economy is starting to take shape.
    For me there is no lag, and it seems it is like that for many. Some have issues still.
     
    It just keep improving, nice work!



     

    yea i think thers a dysync issue at time with some people it might be ping related

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