It looks like you're new here. If you want to get involved, click one of these buttons!
Please note, this is not a troll post.
I was wondering what the big deal about Mortal Online is. To me it looks like a prettier mount and blade warband with magic, where you have to work really hard to really get into it.
Comments
There is no deal. There is no content, no directions, no nothing. Im amazed how they said they would release it and even took money from people that wanted to beta test it last year already... Maybe in a few years this game will be something.. But no way its gonna happend this year.
Beside that point i agree with you. There is no deal with MO whatsoever.
http://www.teraonline.info.pl Polski Poradnik Gry Tera Online
I played Mortal Online for about 30 minutes. In that 30 minutes time (not counting time spent researching forums) was all that it took for me to realise the game , in its current state, crap. This is a textbook case of good idea, sloppy execution. Far too many bugs, far too many balance issues, the release candidate or so called open beta felt like an early beta or late alpha at best. Now, dont get me wrong, im not saying that I hope MORTAL ONLINE dies in a fire... infact quite the opposite. THE MMORPG industry NEEDS more sandbox games, you have EVE online and you have Darkfall. They just lack, what i would imagine would be, proper development funds.
This game is going to be competing for the same target market that Darkfall caters to. Anyone whos played Darkfall recently, knows that its way better than it was at release, and their constantly updating. Darkfall has been out for a while now, and it has gotten a player base. Considering this is a ninche market, SV has a very thin line to walk here. If there game is buggy and broken on release, then nobody will play it , because Darkfall is the better, more quality alternative.
Unfortunately the industry is becoming more like hollywood in that the budgets for the big players are so huge that they cannot afford to take risks and experiment, and it's becoming harder for indie companies to break in. Hence a lack of originality.
However, the lack of decent sandbox MMOs out there shouldn't be an excuse to accept any old scraps that are thrown our way. Hence why I still believe that MO in its current state is unacceptable, even if it is a rare breed.
Your 30 minutes in game review is not worth the 2 minutes of me spending reading it. If you spent 30 minutes in EVE online you would leave with the same taste in your mouth or even worse. Everything said in your post sounds like a typical text book I got my info from "insert random flame post".
So how much time does someone have to spend in MO before their voice counts?
I win!!! LOL@U
Your 30 minutes in game review is not worth the 2 minutes of me spending reading it. If you spent 30 minutes in EVE online you would leave with the same taste in your mouth or even worse. Everything said in your post sounds like a typical text book I got my info from "insert random flame post".
So how much time does someone have to spend in MO before their voice counts?
Long enough for somebody to give them the Kool Aid to drink.
Unfortunately the industry is becoming more like hollywood in that the budgets for the big players are so huge that they cannot afford to take risks and experiment, and it's becoming harder for indie companies to break in. Hence a lack of originality.
However, the lack of decent sandbox MMOs out there shouldn't be an excuse to accept any old scraps that are thrown our way. Hence why I still believe that MO in its current state is unacceptable, even if it is a rare breed.
I think that the lack of originality has more to do with the long development span of games these days. Most if not all of the major projects currently ongoing are designed after the landslide that is WoW. The big boys would have been silly if they would have not stir the pot with their efforts, and, frankly, it seems like a pretty decent way to make money. See the late big releases and virtually all of them have sold in hundreds of thousands up to a million. That's quite a bit of money to ignore by postponing the production and doing a re-design.
I think that we can be certain that sandbox games will come with the next generation of MMOGs released from the bigger studios. Sandbox and open-ended games have become hugely popular the last few years for all genres through games such as LittleBigPlanet and Spore etc. Also recent "traditional" RPG games have shown this openess ever since the first Fable (hough only a shadow from what mr. Molyneux promised). If you've read the recent comments from, say, Funcom you can clearly see that they wish to make a more sandboxy game next (maybe not with Secret World, dunno). All-in-all, it is not about avoiding risk but moreso about the outrageous development times decent MMOGs take.
Unfortunately the industry is becoming more like hollywood in that the budgets for the big players are so huge that they cannot afford to take risks and experiment, and it's becoming harder for indie companies to break in. Hence a lack of originality.
However, the lack of decent sandbox MMOs out there shouldn't be an excuse to accept any old scraps that are thrown our way. Hence why I still believe that MO in its current state is unacceptable, even if it is a rare breed.
I think that the lack of originality has more to do with the long development span of games these days. Most if not all of the major projects currently ongoing are designed after the landslide that is WoW. The big boys would have been silly if they would have not stir the pot with their efforts, and, frankly, it seems like a pretty decent way to make money. See the late big releases and virtually all of them have sold in hundreds of thousands up to a million. That's quite a bit of money to ignore by postponing the production and doing a re-design.
I think that we can be certain that sandbox games will come with the next generation of MMOGs released from the bigger studios. Sandbox and open-ended games have become hugely popular the last few years for all genres through games such as LittleBigPlanet and Spore etc. Also recent "traditional" RPG games have shown this openess ever since the first Fable (hough only a shadow from what mr. Molyneux promised). If you've read the recent comments from, say, Funcom you can clearly see that they wish to make a more sandboxy game next (maybe not with Secret World, dunno). All-in-all, it is not about avoiding risk but moreso about the outrageous development times decent MMOGs take.
It's one thing for a development team that has prior experience in building software and releasing it to go back and redo some of their designs because they were too ambitious.
It's quite another to have a development team that's never built a single piece of software in their life to try to make a game more ambitious than games made by EXPERIENCED developers. The latter is MO.
Unfortunately the industry is becoming more like hollywood in that the budgets for the big players are so huge that they cannot afford to take risks and experiment, and it's becoming harder for indie companies to break in. Hence a lack of originality.
However, the lack of decent sandbox MMOs out there shouldn't be an excuse to accept any old scraps that are thrown our way. Hence why I still believe that MO in its current state is unacceptable, even if it is a rare breed.
I think that the lack of originality has more to do with the long development span of games these days. Most if not all of the major projects currently ongoing are designed after the landslide that is WoW. The big boys would have been silly if they would have not stir the pot with their efforts, and, frankly, it seems like a pretty decent way to make money. See the late big releases and virtually all of them have sold in hundreds of thousands up to a million. That's quite a bit of money to ignore by postponing the production and doing a re-design.
I think that we can be certain that sandbox games will come with the next generation of MMOGs released from the bigger studios. Sandbox and open-ended games have become hugely popular the last few years for all genres through games such as LittleBigPlanet and Spore etc. Also recent "traditional" RPG games have shown this openess ever since the first Fable (hough only a shadow from what mr. Molyneux promised). If you've read the recent comments from, say, Funcom you can clearly see that they wish to make a more sandboxy game next (maybe not with Secret World, dunno). All-in-all, it is not about avoiding risk but moreso about the outrageous development times decent MMOGs take.
It's one thing for a development team that has prior experience in building software and releasing it to go back and redo some of their designs because they were too ambitious.
It's quite another to have a development team that's never built a single piece of software in their life to try to make a game more ambitious than games made by EXPERIENCED developers. The latter is MO.
Nothing made lately shows that anyone in the industry has any experience or brains. Except for cryptic who blatantly says fuck you pay me and you do.
Long enough for somebody to give them the Kool Aid to drink.
What I'm about type has nothing to do with MO, it is in regard to the nature of sanbox games. In every sandbox game I have ever played, thirty minutes was hardly enough time to travel from one city to another, let alone dive deep enough into a game to see what it offers. Thirty minutes in EVE is hardly enough time to run a full newb mission from un-docking to completion.
In SWG it was hardly enough time to find the bol lair you're looking for. In Darkfall the same could be said about most activities within. Realistically there's very little you could do in 30 minutes in any MMO. That doesn't mean you can not dislike a game after thirty minutes, it just means you have very little if anything valid to say about the entirety of said game.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Long enough for somebody to give them the Kool Aid to drink.
What I'm about type has nothing to do with MO, it is in regard to the nature of sanbox games. In every sandbox game I have ever played, thirty minutes was hardly enough time to travel from one city to another, let alone dive deep enough into a game to see what it offers. Thirty minutes in EVE is hardly enough time to run a full newb mission from un-docking to completion.
In SWG it was hardly enough time to find the bol lair you're looking for. In Darkfall the same could be said about most activities within. Realistically there's very little you could do in 30 minutes in any MMO. That doesn't mean you can not dislike a game after thirty minutes, it just means you have very little if anything valid to say about the entirety of said game.
Unless his 30 minutes consisted of crashing 5 times and walking around in pitch black for the time he was connected...
Sometimes you don't have to actually finish the whole meal on your plate to know you dislike it. One or two bites is enough.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
I hope you get used to it, because he will definitely not be the only person quitting after 30 minutes. MO is the most unfriendly game I've ever played, it literally throws you into a soulless, empty town with rags and a tool mostly used for gathering. Then it expects you to just do stuff without providing any help or motivation to do so. This, coupled with the bugs and lack of content, is going to drive people away.
Eve Online at least has the tutorial missions so that new players can earn a bit of cash to get started and have some idea of what to do next. Therefore new players are far more likely to get the hang of things and therefore make it past the 14-day trial.
Maybe SV is delibrately making the game like that to cater to the hardcore crowd who have the patience and determination to scale the brick wall MO calls a learning curve. However, they better be prepared for that to hurt subscription numbers, and ultimately the number of people in the game. Given how MO is largely reliant on players to provide the content, low subs could prove problematic.
Long enough for somebody to give them the Kool Aid to drink.
What I'm about type has nothing to do with MO, it is in regard to the nature of sanbox games. In every sandbox game I have ever played, thirty minutes was hardly enough time to travel from one city to another, let alone dive deep enough into a game to see what it offers. Thirty minutes in EVE is hardly enough time to run a full newb mission from un-docking to completion.
In SWG it was hardly enough time to find the bol lair you're looking for. In Darkfall the same could be said about most activities within. Realistically there's very little you could do in 30 minutes in any MMO. That doesn't mean you can not dislike a game after thirty minutes, it just means you have very little if anything valid to say about the entirety of said game.
Unless his 30 minutes consisted of crashing 5 times and walking around in pitch black for the time he was connected...
Sometimes you don't have to actually finish the whole meal on your plate to know you dislike it. One or two bites is enough.
The problem here is that you can see everything on your plate and make an informed decision, therefor further comment with validity, on the subject of the whole plate.
That is not the case with any MMO I'm aware of. Sure as I said you can dislike anything no matter the time given to it, or number of bites. How many bites does it take to know you don't like a turd burger? More than one 1? I'd hope not.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I hope you get used to it, because he will definitely not be the only person quitting after 30 minutes. MO is the most unfriendly game I've ever played, it literally throws you into a soulless, empty town with rags and a tool mostly used for gathering. Then it expects you to just do stuff without providing any help or motivation to do so. This, coupled with the bugs and lack of content, is going to drive people away.
Eve Online at least has the tutorial missions so that new players can earn a bit of cash to get started and have some idea of what to do next. Therefore new players are far more likely to get the hang of things and therefore make it past the 14-day trial.
Maybe SV is delibrately making the game like that to cater to the hardcore crowd who have the patience and determination to scale the brick wall MO calls a learning curve. However, they better be prepared for that to hurt subscription numbers, and ultimately the number of people in the game. Given how MO is largely reliant on players to provide the content, low subs could prove problematic.
www.youtube.com/watch
Watch the video and around 327 you can even see how the guys from WoW who ruined the whole explore and figure it out system talking about how getting lost for hours was the greatest thing ever.
People want everything instant gratification these days, big gold exclamation points, complete walkthroughs and maps. Everything that ruins immersion and creates are snore fest of mashing button 1-7. Its fine that you grew up with WoW and thats how you see your typical MMO to be. There is plenty of games to play that COPY that style.
MO is made for those who dislike themepark and want something that rewards you for using your brain.
[Mod Edit]
Long enough for somebody to give them the Kool Aid to drink.
What I'm about type has nothing to do with MO, it is in regard to the nature of sanbox games. In every sandbox game I have ever played, thirty minutes was hardly enough time to travel from one city to another, let alone dive deep enough into a game to see what it offers. Thirty minutes in EVE is hardly enough time to run a full newb mission from un-docking to completion.
In SWG it was hardly enough time to find the bol lair you're looking for. In Darkfall the same could be said about most activities within. Realistically there's very little you could do in 30 minutes in any MMO. That doesn't mean you can not dislike a game after thirty minutes, it just means you have very little if anything valid to say about the entirety of said game.
Unless his 30 minutes consisted of crashing 5 times and walking around in pitch black for the time he was connected...
Sometimes you don't have to actually finish the whole meal on your plate to know you dislike it. One or two bites is enough.
Disliking it is fine, thats not what we are talking about. If you decide you didn't like it because you spent 20 minutes getting ganked and couldn't figure out what to do then fine. But that doesn't mean the overall game is bad because you couldn't figure it out.
Disliking it is fine, thats not what we are talking about. If you decide you didn't like it because you spent 20 minutes getting ganked and couldn't figure out what to do then fine. But that doesn't mean the overall game is bad because you couldn't figure it out.
ROFL.. why is it ALWAYS that persons fault if they don't like the game. It's not because he couldn't figure it out... it's because he didn't like the game. Why do you have to make it sound like there is something wrong with the guy for not liking it?
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Plays nothing liek mount and blade warband tbh.
For a start its much more balance, unlike the pos m&b where you just spam weapons at each other.
anyway, Mortal online is an aquired taste and im beyond argueing or defending the game.
Kio.
Disliking it is fine, thats not what we are talking about. If you decide you didn't like it because you spent 20 minutes getting ganked and couldn't figure out what to do then fine. But that doesn't mean the overall game is bad because you couldn't figure it out.
ROFL.. why is it ALWAYS that persons fault if they don't like the game. It's not because he couldn't figure it out... it's because he didn't like the game. Why do you have to make it sound like there is something wrong with the guy for not liking it?
When you say you spent 30 minutes in a game and gathered an opinion from that then it is your own ignorance you never gave it a chance. That is why it is your fault.
There is nothing wrong with someone disliking a game after playing it for a short amount of time. There is something wrong with a guy not liking a game after playing it for a short amount of time that posts publicly that they do not. If he had said I spent a few days in it and explained what he disliked to a degree then I can respect the opinion of this person. But so far there has been few if not any at all that actually go into detail of why the game is bad. Just a bunch of the game lags... or thievery is broken.... very ambiguous statements with little to nothing valid.
If you wish to gain a different view then prove it.
Again.. if someone bites into dinner and thinks it tastes like crap they stop eatting it. Expecting someone to play for days to form an opinion is.. well.. let's just say it's a bit pompus. if the guy didn;t like it.. he didn't like it.. and if he wants to say so, he's entitled. There are plenty of games that I have played for 20 minutes.. seen the quality of it.. and prompty uninstalled.
Stop blaming people for not liking your game. Blame the game for not being likeable by most folks.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
So how much time does someone have to spend in MO before their voice counts?
You'd have to ask Tasos over at Aventurine, but apparently it's more than 2 hours.
http://forums.darkfallonline.com/showthread.php?p=3344510
"Sometimes you don't have to actually finish the whole meal on your plate to know you dislike it. One or two bites is enough."
I'm not a big fan of this particular analogy, but...
Judging MO based on 30 minutes of the Open Beta is like deciding a restaurant is bad based on one appetizer before it opens If the food is not prepared well, the chef may still be learning the layout of the kitchen and the quirks of the stove. If you don't like the escargot, maybe you never will like the escargot. The restaurant has other things to offer.
The devs are still learning the quirks of the code and the game has alot of different things to offer.
Of course, all this talk of food reminds me of some advice from Tom Fitzmorris. (http://www.nomenu.com/) You can't really assess a restaurant until they have been open for a few months. It usually takes that long for everything to get coordinated and work smoothly. Same goes for an MMO I imagine.
I think what drove me off, apart from the desync issues and other technical glitches, was that I was basically told to start the game by grinding mats to raise my gathering skills and make money to then craft a weapon to actually go out and do stuff.
Now, it is my understanding that in order to do so, I would have to stare for a couple of hours onto my screen, pressing the gathering skill every fews seconds and watch my toon wacking a tree. Sorry, but if that is the first thing players are confronted with - no way that many will make it past that. I actually endured it for a while, until I had several hundred units of wood and some other materials from animals (got bored of wacking the tree, so I massacred some apathic animals floating in the air). I also figured out how to pick up fletching - and, lo and behold, even found the crafting table. But when I eventually managed to craft the most basic bow, I was told I couldn't carry it. No explanation given as to why or how to fix that. This is even funnier as my background specifically states proficiency in archery. Just doesn't make sense to me...
Oh and good luck figuring out how to craft more complicated weapons...
And again, it's not about whether you like it or not. It's whether you know anything more about the game, than the taste you got from those two bites.
You can dislike anything for what ever reason your heart desires, it still doesn't give you valid information to pass on. Valid information comes from experience and the knowledge gained from it.
I can take two bites of a plate at any restaurant and decide I do not like that dish. However that does not give me a valid opinion on how their other dishes taste. I may have a hunch, however I would know it wasn't anything more than that. I wouldn't pass that hunch on as valid information.
That's the problem with playing a game for thirty minutes and then saying, yeah there's nothing at all in the game, the whole thing is a mess. How would you possibly know that if you did not experience it? You simply can't, you could have the worst thirty minutes of your gaming life, and on minute forty have the best experience you've ever had. That's how video games go, they all have their ups and downs.
I played MO for about 15 minutes and decided I did not like it at all. I did see people running around fighting, I saw people sitting around chatting. That told me people must have been enjoying themselves. I still wasn't, I felt the game was in an alpha state. I'm just thankful it was OB and not something I paid for.
This is why i do not comment on MO, I don't know anything about the actual game, I just know I don't like it. In a year maybe things will change in that regard.
What I don't understand is hanging around this forum daily, posting obnoxiously sarcastic posts to mock anything and everything about the game and its developers. Simply because you don't like it. To me it's no different than the heckler in the back of an auditorium everyone wishes would just shut up.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
The thing with any product, is that the initial capture of the customer is the most important thing. If you cannot carry a customer to see more than 15 minutes of your product, then your product is basically a failure. Sure, some products make it despite this -- it doesn't mean it's a smart idea or a recommended one.
And with SV's case, they have shown time and time again they have no business plan at all for the game. And that's more unfortunate, because even if MO was any GOOD, it has no staying power because people will leave on a whim, because SV never designed their game to have retention or growth. Basically, the game was made because the CEO missed UO and wanted it again, and his dad let him make it. And as a result, you have a game that few enjoy, of those few many will leave in short order due to bugs, many have already left, and the word of mouth about this game is atrocious because it's apparent that the team developing the game was in over their head to create such an ambitious title, and should have started out smaller and more focused. But that comes with experience, which they do not have -- and their management is such that they won't ever have it.
I think Dark and Light has a real competitor on their hands now.
Why are we comparing a restaurant to a MMORPG? Both are totally different, so an analogy of it...doesn't make much sense to me (maybe it's only me?).
And honestly, people won't bother sticking around. You can try to like a game, but why should you, someone who pays money to get some hours of fun out of a game, need to stick around to maybe find a feature you like? If the first impression is bad, it's rare that you will like the rest better.
As for trying it longer to have valid arguments...in your first twenty minutes, you can encounter a problem with your client, your client can crash, you can experience the lag, you can encounter the bug that your starter weapon doesn't show up, you can see a city and see how lifeless all the NPCs are, you can find mobs that are floating around, you can get ganked by others who call the guards on you, you can see how boring gathering mats to make even a simple weapon is. I think all those things would be valid reasons to not like the game, aren't they? I mean, "something" must have happened for you to decide that you don't like the game.