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Mortal Online Patch Notes for 16 August

RohnRohn Member UncommonPosts: 3,730

Version 1.22.38.54 – Release

2010-08-16






Notice: We can't stress this enough. When the launcher is running the patch installer, let it run its course. It will take some time to apply the patch and it might seem like the installer is doing nothing, but it is working. If you reboot or kill the patcher process you run the risk of corrupting you installation, forcing you to do a full reinstall.





------ FEATURES ------





Territory system:

A basic territory control system is now in place.

Typing /territory in the chat will tell you where you are and what guild that owns that territory.





How it works:

Only guilds with a keep in the zone may gain ownership of that zone.

Guilds can only control one zone at a time for now.

Each zone will have two or more keeps in its area.

House owners can vote for what guild they want controlling the zone that their House is located in.





All players can vote for what guild they want controlling any zone, this is done via Voting Officers. Voting Officers can usually be found close to libraries.

Votes are counted once every week (early Sunday morning).





A player has one vote per account, but can acquire an additional vote by owning a house. House votes are worth twice as much as a player vote. Player votes count as: 1 and House votes count as: 2. This means that one account can have a total of 3 votes.

Voting on one of your characters will set the same vote to the rest of your characters. They will however all only count as one.





In the event of a vote tie between the current owner guild and a new guild, the current owner guild will win. If no guild owned the territory previously, no owner will be set.

In the event of a vote tie where the current owner is not in the split first position, the territory will become owned by no one.





Once a guild controls a zone, that zone will default to dictatorship rule. Meaning that voting the owning guild off the throne is impossible. A guild can choose whether their zone shall be a dictatorship or a democracy. Via the keep options UI.





Gaining ownership of a dictatorship zone requires a Guild War win vs the owning guild, a keep in the zone in question and that your guild does not already own another zone.

Winning a Guild War vs the dictatorship owner can be done either via making them surrender to you, or by destroying their keep.





Losing your territory can be done via votes if democracy is enabled, via the above war loss example or by having your keep destroyed.





By pressing Use('R') on the flag structure that marks the territory center you will be able to see who owns the territory in question. You can also use: /territory – This shows who currently owns the zone as well as what zone you are in.





Owning a zone will grants your guild one extra Guild War Challenge that can not be declined.





Boss Encounter:

The rare and powerful 'Greater Kimuru' will occasionally venture into the caves of Myrland. Only the most coordinated players will succeed in bringing him down.. Even then, its no simple task.





This is our first Boss Encounter in Nave. We will be monitoring and reading your feedback of this encounter. We will be adjusting this Encounter when/if the need arises.





Build Plans:

Build plans can be right clicked to create a build-site. By pressing Use("R") while targeting the build-site you can build an object out of it. Build sites have skill-restrictions so you might need a certain skill to build the object. Build sites have a set amount of resources you need to build it, each Use("R") will build the site a little bit and take the resources out of your backpack.





Siege Weapons:

Siege weapons are built using a build-plan that can be bought from a house or a keep. Keeps have more advanced siege weapons then houses.





To use a siege-weapon you need to go through a set amount of steps in the right order for example:

A Manganon needs to first be winded down by pressing Use("R") on the lever on its side, then loaded by pressing Use("R") while looking at the bucket and then fired by pressing Use("R") and looking at the roller under the bucket. Projectiles from siege-weapons deal a set amount of AoE damage to players/characters/structures alike so stay out of it's way.





Each siege weapon uses it's own type of ammo. A siege weapon can be rotated by looking at one of the handles on the side of the machine and pressing Use("R").





When a Siege Weapon is being built, it will be flagged Grey. When they are completed, they will be flagged Blue. However, Guards will attack Siege Weapons placed inside a guard zone.





Please note:

This is the first stage of the Siege Weapons system. Siege Weapons are currently immobile. They can only be rotated at the position they are placed. They can not be moved forwards, backwards etc nor can they be dismantled. Siege Weapons will get destroyed each server reboot. Support for this will get added in coming patches.









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





General:

- All flags will now be visible and taken into account from a much further range.

- All portable objects are now flagged as gray by default.

- You can no longer stack portable items.

- Optimized login code on the server.

- Siege weapon ammo can be bought at your local utility vendor.

- Banners can be bought at your local guild merchant vendor. Banners are equipped in the Back slot.





AI & Mounts:

- A cool down of 2.0s between each speed level is now in place when accelerating with your mount.

- Donkeys now have a 510 kg cap on how much they can carry.

- The rare mongrel horse now has a new look.

- Made minor optimizations in Vadda.

- Added a desert horse equipment vendor.

- Added a mongrel horse equipment vendor.

- Added a jotun horse equipment vendor.

- Bull Horse equipment can only be bought in Gaul'Kor and Kranesh.

- Desert horse equipment can only be bought in Khurite villages.

- Mongrel horse equipment can only be bought in Khurite villages.

- Steppe horse equipment can only be bought in Khurite villages, Morin Khur and Toxai.

- Jotun horse equipment can only be bought in Kranesh and Fabernum.

- Price is set for 50 silver for mount saddles and 100 silver for mount armor.

- Price is set for 25 silver for donkey saddle and 50 silver for transportation bags.





Art & Sound:

- A sound will now be played when entering a guild war.

- Added sounds to the Spear Stance.

- Added more arrow hit ground sounds.

- Added new icons for the hail caster blueprint and hail caster spears.

- Added new icons for the manganon blueprint and manganon rock.





Combat:

- Your arrows will now be visible to other players once they've hit the ground.

- Your arrows will now play a sound to other players when hitting the ground near them.

- Changed the archery tracing trajectory into an actual arrow affected by physics.

- Changed the arrow shot from bows from a particle effect into a modeled arrow.

- Arrows shot will now be affected by wind direction and strength.

- Arrows shot will now drop slightly faster if it's raining. Drop rates will change with rain levels.

- The animation for releasing your arrow will now play much faster.

- The arrow spawned at bow release will now appear much faster.

- Decreased the chance to resist a knockdown a little bit.

- Spear Stance now sends a damage messages.





Guilds:

- Increased the max amount of guild members per guild from 100 to 300.





Housing:

- More keep spots have been added in Myrland.





New house options:

- You can now vote for the guild that you want as controllers of the Territory that your house is in.

- You can now buy the Siege weapon Hail Caster in your house for 100 gold.





New Keep Options :

- You can now allow or disallow voting for territory control in your keep.

- You can now buy the Siege weapon Manganon in your keep for 350 gold.

- You can now buy the Siege weapon Hail Caster in your keep for 100 gold.





- House signs now show if a house has a guild and the name of that guild.

- House signs now shows if the house owner is supporting another guild in territorial control and the name of that guild.





Magic:

- No spells will print [magic] anymore as type of damage.









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





General:

- Fixed the crash that occurred when targeting a mount when a player mounted it.

- Fixed a bug that made characters ignore their movement-speed reduction due to weight.

- Fixed yet another typo in books.

- Fixed an issue with weapons/armor/shields that didn't get correctly destroyed when they had less than 0 durability left.

- Fixed a guard-flag bug.

- Fixed a glitch with books. (Might have caused invisible skills).

- Fixed an issue that caused players off-hand to become non-functional for equipment when a shield broke.





AI & Mounts:

- Changed the priest outside Fabernum to a priest that resurrect gray and red players.

- Fixed an issue that sometimes caused players to be able to dismount through walls.





Combat:

- Fixed a bug where an arrow could be made to strike twice.

- Arrows should no longer get stuck in foliage, leaves etc.

- Arrows can now hit targets under water.

- Fixed a bug where charging an arrow and getting knocked down would "fizzle" your next arrow.

- Fixed a bug where drawing your bow while not having any arrows equipped would still give you a targeting reticule.





Guilds:

- Fixed an issue where guild wars would not update properly until a few minutes after log in.





Magic:

- Earthquake is now operational once again.

- Corrupt should now properly print the casters name in the victims chat.

- Corrupt should now properly present the caster with damage done.

- Mind blast should now properly print the casters name in the victims chat.

- Magic Reflection should now remain on the target for its intended 30min (or until canceled by an incoming spell).

- Fixed a bug where a mind blast sometimes got stuck and didn't trigger its damage until another mind blast was cast at the target.

- Thunderlash should now properly print the casters name in the victims chat.

- Fulmination should now properly print the casters name in the victims chat.

- Fulmination will now properly print damage done in the casters chat.





Skills & Attributes:

- Players that have creature control skill and don't have the taming skill, should now properly be able to

command a pet only based on their creature control skill.

- Pet transfer command should now output correct info when transfer fails.





UI:

- Fixed the broken UI for donkeys with bags, this was the issue that caused nothing to happen when you pressed "R".

http://www.mortalonline.com/forums/51915-patch-notes-v-1-22-38-54-august-16th.html#post997766

Hell hath no fury like an MMORPG player scorned.

«1

Comments

  • Luthor_XLuthor_X Member Posts: 431

    This whole guild owning a zone mechanic seems lame to me. It will only foster a few mega guilds controlling the entire game world... screwed badly if you do not like the guild that owns the keep in the area you built your house in.

     

    I have been waiting for the game to get more fleshed out before purchasing it... this is a deal-breaker mechanic to me.

  • osmundaosmunda Member Posts: 1,087

    Originally posted by Luthor_X

    This whole guild owning a zone mechanic seems lame to me. It will only foster a few mega guilds controlling the entire game world... screwed badly if you do not like the guild that owns the keep in the area you built your house in.

     

    I have been waiting for the game to get more fleshed out before purchasing it... this is a deal-breaker mechanic to me.

     Sorry to hear that, but it is the direction that they were intending to take the game for quite some time now.  For the moment at least, a guild can only control one region, so there wont be "mega-guilds" controlling the entire game world. 

  • SigrandSigrand Member UncommonPosts: 367

    Originally posted by osmunda

    Originally posted by Luthor_X

    This whole guild owning a zone mechanic seems lame to me. It will only foster a few mega guilds controlling the entire game world... screwed badly if you do not like the guild that owns the keep in the area you built your house in.

     

    I have been waiting for the game to get more fleshed out before purchasing it... this is a deal-breaker mechanic to me.

     Sorry to hear that, but it is the direction that they were intending to take the game for quite some time now.  For the moment at least, a guild can only control one region, so there wont be "mega-guilds" controlling the entire game world. 

    Also, each guild can only own one keep and each zone can have multiple keeps so there is always the possibility of the guilds owning the other keeps in the zone to take it by force.  I also suspect that some guilds will take the RP road and use politics to have people keep voting them into power, not ruling by dictatorship.  If that's the case then they'll have to keep their subjects happy -- meaning it'd be a good idea to build your house in their zone.

  • PyrateLVPyrateLV Member CommonPosts: 1,096

    Originally posted by Luthor_X

    This whole guild owning a zone mechanic seems lame to me. It will only foster a few mega guilds controlling the entire game world... screwed badly if you do not like the guild that owns the keep in the area you built your house in.

     

    I have been waiting for the game to get more fleshed out before purchasing it... this is a deal-breaker mechanic to me.

    Hmmm

    Sounds like a Real World mechanic to me.

    Dont like the country/state you live in because of the Government (Guild) politics? Sell your house to someone and move to a place you like better.

     

    I think its a great feature

    Tried: EQ2 - AC - EU - HZ - TR - MxO - TTO - WURM - SL - VG:SoH - PotBS - PS - AoC - WAR - DDO - SWTOR
    Played: UO - EQ1 - AO - DAoC - NC - CoH/CoV - SWG - WoW - EVE - AA - LotRO - DFO - STO - FE - MO - RIFT
    Playing: Skyrim
    Following: The Repopulation
    I want a Virtual World, not just a Game.
    ITS TOO HARD! - Matt Firor (ZeniMax)

  • username509username509 Member CommonPosts: 635

    Originally posted by Luthor_X

    This whole guild owning a zone mechanic seems lame to me. It will only foster a few mega guilds controlling the entire game world... screwed badly if you do not like the guild that owns the keep in the area you built your house in.

     

    I have been waiting for the game to get more fleshed out before purchasing it... this is a deal-breaker mechanic to me.

    Your reading skills are fail.

     

     

    Guilds can only control 1 zone at a time.

    Never trust a screenshot or a youtube video without a version stamp!

  • username509username509 Member CommonPosts: 635

    Originally posted by tcosaddict

    Originally posted by osmunda


    Originally posted by Luthor_X

    This whole guild owning a zone mechanic seems lame to me. It will only foster a few mega guilds controlling the entire game world... screwed badly if you do not like the guild that owns the keep in the area you built your house in.

     

    I have been waiting for the game to get more fleshed out before purchasing it... this is a deal-breaker mechanic to me.

     Sorry to hear that, but it is the direction that they were intending to take the game for quite some time now.  For the moment at least, a guild can only control one region, so there wont be "mega-guilds" controlling the entire game world. 

    Also, each guild can only own one keep and each zone can have multiple keeps so there is always the possibility of the guilds owning the other keeps in the zone to take it by force.  I also suspect that some guilds will take the RP road and use politics to have people keep voting them into power, not ruling by dictatorship.  If that's the case then they'll have to keep their subjects happy -- meaning it'd be a good idea to build your house in their zone.

    As far as I know guilds can own multiple keeps.

    Never trust a screenshot or a youtube video without a version stamp!

  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,710

    It would be very simple for alt guilds to claim extra keeps... or for alliances that have multiple guilds...

    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

  • Luthor_XLuthor_X Member Posts: 431

    Originally posted by username509

    Originally posted by Luthor_X

    This whole guild owning a zone mechanic seems lame to me. It will only foster a few mega guilds controlling the entire game world... screwed badly if you do not like the guild that owns the keep in the area you built your house in.

     

    I have been waiting for the game to get more fleshed out before purchasing it... this is a deal-breaker mechanic to me.

    Your reading skills are fail.

     

     

    Guilds can only control 1 zone at a time.

     

    Pot, meet kettle *rolls eyes*

     

    I have hi-lighted the important part so as to spare your limited braincells from any un-necessary trauma :)

     

    How it works:

    Only guilds with a keep in the zone may gain ownership of that zone.

    Guilds can only control one zone at a time for now.

    Each zone will have two or more keeps in its area.

    House owners can vote for what guild they want controlling the zone that their House is located in.

     

  • CharlizdCharlizd Member UncommonPosts: 923

    Originally posted by username509

    Originally posted by tcosaddict


    Originally posted by osmunda


    Originally posted by Luthor_X

    This whole guild owning a zone mechanic seems lame to me. It will only foster a few mega guilds controlling the entire game world... screwed badly if you do not like the guild that owns the keep in the area you built your house in.

     

    I have been waiting for the game to get more fleshed out before purchasing it... this is a deal-breaker mechanic to me.

     Sorry to hear that, but it is the direction that they were intending to take the game for quite some time now.  For the moment at least, a guild can only control one region, so there wont be "mega-guilds" controlling the entire game world. 

    Also, each guild can only own one keep and each zone can have multiple keeps so there is always the possibility of the guilds owning the other keeps in the zone to take it by force.  I also suspect that some guilds will take the RP road and use politics to have people keep voting them into power, not ruling by dictatorship.  If that's the case then they'll have to keep their subjects happy -- meaning it'd be a good idea to build your house in their zone.

    As far as I know guilds can own multiple keeps.

    Yes Guilds can own multiple Keeps, all they have to do is have some 1 else from that same guild have ownership.

    TBh yes it is a nice feature but it is not needed right now, some may say i am wrong but the population numbers will tell otherwise, unfortunately there is not enough ppl playing atm for this feature to be the slightest bit worthy of being in the game, this is the way i see it panning out unless they implement something that will actually bring players back.

     

    Guild (Alliance) takes control of an area, ppl with houses don't like guild or are allied with other guilds not in the area, they try to sell house and move elsewhere.....no 1 buys the house because there is hardly any body playing to game let alone some 1 with money to be able to afford it...IF this is a lone player or a small guild that doesn't want to be part of what will turn out to be a 2 maybe 3 Alliance based game then they will either have a hard time competing and quit or they will stubbornly suck it up and try to do there best without any real gain in the game.

    Or the ppl who are duping in game will just snap it up and give to controlling guild which will probably never actually use it making it a redundant peice of crap in the game world.

    I'm not trying to troll here i am just stating what i feel is happening and will happen in game in the very near future if they don't do something worthwhile to bring this game back, ppl can say oh it has only been out for 2 months blah blah blah.......We have been playing this same crap for nearly a year now since early beta, the only thing new since early CB is a few features that half work at best, the only thing to do in this game atm imo is PvP which is all good, BUT you need ppl to PvP with, i really dont fancy going to the same god damn area fighting the same god damn ppl everyday, this is not the Sandbox game i sighned up for..

    In short guys this game is struggling and althouhg the last few patches have brought some neat fluff to the game it is still the same dull game it was 12 months ago with new bugs every patch and not really and returning players i am not so sure of the future of MO....tis sad really

    Andrew "Charlizd" Phippen | Lead World Builder | The Saga of Lucimia MMORPG
  • DiekfooDiekfoo Member Posts: 583

    Pretty cool feats there. Nice base of the territory control system. I can already see war coming ...

  • RohnRohn Member UncommonPosts: 3,730

    Originally posted by Luthor_X

    This whole guild owning a zone mechanic seems lame to me. It will only foster a few mega guilds controlling the entire game world... screwed badly if you do not like the guild that owns the keep in the area you built your house in.

     

    I have been waiting for the game to get more fleshed out before purchasing it... this is a deal-breaker mechanic to me.

     

    You appear to have an idea of a territorial system that would work better and be more fun - one that would eliminate the possibility of large guilds or alliances being overly successful, and one that would allow a player to build a house whereever he wants with no consequences.  I'd be interested in hearing it.

    For my part, I'll wait and see how this system actually plays out, because I don't pretend to know right now.  The one thing that I have noticed, however, is that no plan is going to be favored by 100% of the population.  We've already seen the disingenous and misleading complaints about a "deathmatch" type system when that was thought to be the mechanic.  Now, complaints about this one (from people who haven't even tried it yet).

    No matter what they do, there's a segment that is always going to complain.  They'll never make every single individual happy - they need to make a system that satisfies the most people.

    Hell hath no fury like an MMORPG player scorned.

  • elihupelihup Member Posts: 102

    Whatever they did finally fixed my launcher issues.  I might actually be able to install and play this game now!

    image

  • Luthor_XLuthor_X Member Posts: 431

    Originally posted by Rohn

    Originally posted by Luthor_X

    This whole guild owning a zone mechanic seems lame to me. It will only foster a few mega guilds controlling the entire game world... screwed badly if you do not like the guild that owns the keep in the area you built your house in.

     

    I have been waiting for the game to get more fleshed out before purchasing it... this is a deal-breaker mechanic to me.

     

    You appear to have an idea of a territorial system that would work better and be more fun - one that would eliminate the possibility of large guilds or alliances being overly successful, and one that would allow a player to build a house whereever he wants with no consequences.  I'd be interested in hearing it.

    For my part, I'll wait and see how this system actually plays out, because I don't pretend to know right now.  The one thing that I have noticed, however, is that no plan is going to be favored by 100% of the population.  We've already seen the disingenous and misleading complaints about a "deathmatch" type system when that was thought to be the mechanic.  Now, complaints about this one (from people who haven't even tried it yet).

    No matter what they do, there's a segment that is always going to complain.  They'll never make every single individual happy - they need to make a system that satisfies the most people.

     

    Why must there be a Territorial control system to begin with?

     

    To me (perspective player), controlling the Keeps, and battling for them offers the same general thing.

     

    But since you asked, I will throw out a simple alternative that doesnt' involve all of the "possible" exploits that this system can bring.

     

    1. No guild truely "owns" said keep. Ownership only lasts say 7 days. 7 days means, 7 days of control by any guild, but if another guild that is not also an alliance guild may battle for said keep and if victorious, takes control.

     

    2. Keep ownership grants said controlling guild a slight HP and regen buff + a tax income from all trading in the area territory that said keep is in.

     

    3. After the 7 days of ownership by any one guild (7 full days), the keep reverts back to NPC control and must be taken by force from NPC's. If the keep is never controlled by a guild for the 7 full day timer, then it would technically never revert back to NPC control.

     

    The above is just an example I thought of while typing this response. And I concede that there are also flaws that can be exploited in it. But then again, it's only a 5 minute old idea.

     

    There are many different ways to address this system of "Territory Control" without actually giving a section of game land to a guild.

     

    Just my thoughts.

  • thorppesthorppes Member Posts: 452

    5000g gold to build a keep... ALOT OF WORK. No way would any guild want it to leave their possession after 7 days.

    Also no hp buff... that's aweful.

  • Luthor_XLuthor_X Member Posts: 431

    Originally posted by thorppes

    5000g gold to build a keep... ALOT OF WORK. No way would any guild want it to leave their possession after 7 days.

    Also no hp buff... that's aweful.

     

    I never said that it was a practical idea that would be in-line with the effort involved in building it in the first place. He just asked for an alternative idea... even a bad idea is an alternative idea. I'm sure that people actually playing the game could come up with a better alternative that doesnt' involve granting ownership of game territory.

     

    To me the current system will also kill off the idea of exploring and just create pockets of population unwilling to move about Nave. That in essence is what Territory Control means to me.

     

    My original point was that the current system alienates the smaller guilds and solo players in an already restrictive environment for said smaller guilds / solo players.

     

    But it is a nitch game... maybe it's not my nitch.

  • CharlizdCharlizd Member UncommonPosts: 923

    Originally posted by Luthor_X

    Originally posted by thorppes

    5000g gold to build a keep... ALOT OF WORK. No way would any guild want it to leave their possession after 7 days.

    Also no hp buff... that's aweful.

     

    I never said that it was a practical idea that would be in-line with the effort involved in building it in the first place. He just asked for an alternative idea... even a bad idea is an alternative idea. I'm sure that people actually playing the game could come up with a better alternative that doesnt' involve granting ownership of game territory.

     

    To me the current system will also kill off the idea of exploring and just create pockets of population unwilling to move about Nave. That in essence is what Territory Control means to me.

     

    My original point was that the current system alienates the smaller guilds and solo players in an already restrictive environment for said smaller guilds / solo players.

     

    But it is a nitch game... maybe it's not my nitch.

    you about nailed it on the head.

    This feature is end game content, what they need to do is fix the game before worrying about endgame content.

    The better system to have in place imo atm would have been a central NPC controlled tower or something, like DAOC which guilds can fight over, atm to me this does not promote more PvP than it would originally instead it just gives guilds power in a sense over the small guys already struggling to keep up with hacking or duping.

    Andrew "Charlizd" Phippen | Lead World Builder | The Saga of Lucimia MMORPG
  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,710

    Originally posted by Rohn

     

     

    You appear to have an idea of a territorial system that would work better and be more fun - one that would eliminate the possibility of large guilds or alliances being overly successful, and one that would allow a player to build a house whereever he wants with no consequences.  I'd be interested in hearing it.

     

    Well.. here's MY concept of how it should work in a real sandbox:

     

    1.  You do NOT have pre-defined spots where you can build a keep or houses.   You build wherever the land will allow it.  

    2.  Towns are built around keeps.  These are more than just player houses but include walls, defensible positions, various structures for use in crafting or commerce.

    3.  There are important resource nodes placed in the world.  Some VERY.. VERY important and/or valuable.

    4.  Guilds (and even solo players) gravitate to building near these important resources.

    5.  Guilds (or any players) fight each other because they want control of and/or access to the resources.

    6.  As keeps grow in size.. they allow you to construct more structures and NPCs.  These structures can be used by the owners to place vendors to sell and buy items at prices they would decide. Spaces can also be rented out to other players. This provides a revenue stream for the owner and further incentivizes building and/or conquest of towns/keeps.

    7.  There is no "voting"...  When the bigboys come knocking.. you either pay them protection money (taxes) or find someone else to protect you... or band together with other landowners to fight back.

    8.  Large guilds and/or alliances will be self-regulated.  This was demonstrated repeatedly in Darkfall (and other games before it).  When someone gets too large.. the rest of the server unites to destroy them.  Just ask Hyperion how things turned on them when they got too big... or CoTC after them.   The nature of the beast is that alliances are usually uneasy and born of opportunity.  The larger the alliance (or even guild) gets, the more cracks form and eventually they are brought down.   Not by arbitrary game mechanics but by the political remifications of their actions.  As it should be in a sandbox.

    9.  The beauty is that even though I used guilds in the example.  It would work for solo players who band together as well.  A player government could be formed to be in charge of building and other functions.  You could elect a "mayor" to be in charge of the town you were building together.  This would help develop "merc" guilds or solo heroes who would hre themselves out to defend the developing town and it's inhabitants without requiring that they join an alliance if they didn't want to.

     

    To me.. that is the way to build a sandbox.  Not arbitrarily dividng land up into regions with pre-assigned boundaries and keep spots...  but that's MY dream game.. not Mortal Online.

     

    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

  • alakramalakram Member UncommonPosts: 2,301

    Still alive and breathing!, good for them. The pacht notes show they are hard at work.



  • username509username509 Member CommonPosts: 635

    Originally posted by Slapshot1188

    Originally posted by Rohn


     

     

    You appear to have an idea of a territorial system that would work better and be more fun - one that would eliminate the possibility of large guilds or alliances being overly successful, and one that would allow a player to build a house whereever he wants with no consequences.  I'd be interested in hearing it.

     

    Well.. here's MY concept of how it should work in a real sandbox:

     

    1.  You do NOT have pre-defined spots where you can build a keep or houses.   You build wherever the land will allow it.  

    2.  Towns are built around keeps.  These are more than just player houses but include walls, defensible positions, various structures for use in crafting or commerce.

    3.  There are important resource nodes placed in the world.  Some VERY.. VERY important and/or valuable.

    4.  Guilds (and even solo players) gravitate to building near these important resources.

    5.  Guilds (or any players) fight each other because they want control of and/or access to the resources.

    6.  As keeps grow in size.. they allow you to construct more structures and NPCs.  These structures can be used by the owners to place vendors to sell and buy items at prices they would decide. Spaces can also be rented out to other players. This provides a revenue stream for the owner and further incentivizes building and/or conquest of towns/keeps.

    7.  There is no "voting"...  When the bigboys come knocking.. you either pay them protection money (taxes) or find someone else to protect you... or band together with other landowners to fight back.

    8.  Large guilds and/or alliances will be self-regulated.  This was demonstrated repeatedly in Darkfall (and other games before it).  When someone gets too large.. the rest of the server unites to destroy them.  Just ask Hyperion how things turned on them when they got too big... or CoTC after them.   The nature of the beast is that alliances are usually uneasy and born of opportunity.  The larger the alliance (or even guild) gets, the more cracks form and eventually they are brought down.   Not by arbitrary game mechanics but by the political remifications of their actions.  As it should be in a sandbox.

    9.  The beauty is that even though I used guilds in the example.  It would work for solo players who band together as well.  A player government could be formed to be in charge of building and other functions.  You could elect a "mayor" to be in charge of the town you were building together.  This would help develop "merc" guilds or solo heroes who would hre themselves out to defend the developing town and it's inhabitants without requiring that they join an alliance if they didn't want to.

     

    To me.. that is the way to build a sandbox.  Not arbitrarily dividng land up into regions with pre-assigned boundaries and keep spots...  but that's MY dream game.. not Mortal Online.

     

    As for number 1 sorry, the game will always have predefined keep spots, and currently you can select on of thousands of predefined player houses.  

    Numbers 2,3,4,5,8,9 are in game pretty much exactly how you described it.

    Most of 6 is how you described it, but there's no in game mechanics to "rent" out structures.

    Number 7 there is voting in game, but that's only if there's not already a dictatorship in that area, and dictatorship areas, as well as democratically run areas can be overrun with the use of superior force.  "Protection" money is already being paid by some players to keep there houses from being attacked.  

     

    It sounds like Mortal Online is almost exactly what your looking for in a sandbox MMO.  

    In my opinion Mortal Online has by far the best territory control system of any MMO if you disagree please post a link to another live MMO that does it better.  

    If you know of a sandbox MMO with territory control  that doesn't have pre-assigned boundaries please feel free to post.  

    Never trust a screenshot or a youtube video without a version stamp!

  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,710

    Originally posted by username509

    In my opinion Mortal Online has by far the best territory control system of any MMO if you disagree please post a link to another live MMO that does it better.  

    If you know of a sandbox MMO with territory control  that doesn't have pre-assigned boundaries please feel free to post.  

     You totally missed the point.   "Territory Control" is an artificial ThemePark mechanic that is not needed in a sandbox.  While Territory control can be a fun system.. it belongs in a game like WAR where you are fighting over pre-constructed objectives. 

     

    Remember.. this is a game whos developers scoffed at suggestions such as having a few newbie quests to show players the ropes.   Maps were said to be out of place in a sandbox... same as a chat system.  A game mechic that involves control of pre-determined "territories" with pre-determined housing is far less sandboxy than all of those concepts combined.

     

    YMMV

     

    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

  • username509username509 Member CommonPosts: 635

     You totally missed the point.   "Territory Control" is an artificial ThemePark mechanic that is not needed in a sandbox.  While Territory control can be a fun system.. it belongs in a game like WAR where you are fighting over pre-constructed objectives. 

     

    Remember.. this is a game whos developers scoffed at suggestions such as having a few newbie quests to show players the ropes.   Maps were said to be out of place in a sandbox... same as a chat system.  A game mechic that involves control of pre-determined "territories" with pre-determined housing is far less sandboxy than all of those concepts combined.

     

    YMMV

     

    The point I got out of your post is that you really have no clue what your talking about when it comes to Mortal Online.  Most of what you mentioned as wanting in a sandbox MMO is already implemented in Mortal Online.  When was the last time you played this game?

     

    Every so called "sandbox" MMO I've played has a form of territory control.  SWG precu had npc bases you could take over as well as places were you could and could not establish a player town.  Darkfall ofcourse has premade city locations with premade building slots.  You can't decide were you want your lightning towers, all that's done automatically.  Darkfalls player villages are the same way.  

    The fact that your comparing Mortal Onlines territory control system with combat in WAR just goes to show how little you know about this game.  

    Since I've been following this game since before beta I know the developers goals and vision.  Developers never scoffed at the idea of having quests.  Quests are just very low on there list of priorities.  They will be added in the future.  Mortal Online was ALWAYS intended to have territory control from the very start.

    When the developers took a census on what players wanted to be implemented first, territory control was always on top of there list.  Maybe you don't like territory control in an MMO, but the MO player base is absolutely loving it.  Finally we have our sandcastles. 

    When it comes to sandbox MMO's Mortal Online is the equivalent of the Sahara desert.  Prove me wrong.

    Never trust a screenshot or a youtube video without a version stamp!

  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,710

    Originally posted by username509

     You totally missed the point.   "Territory Control" is an artificial ThemePark mechanic that is not needed in a sandbox.  While Territory control can be a fun system.. it belongs in a game like WAR where you are fighting over pre-constructed objectives. 

     

    Remember.. this is a game whos developers scoffed at suggestions such as having a few newbie quests to show players the ropes.   Maps were said to be out of place in a sandbox... same as a chat system.  A game mechic that involves control of pre-determined "territories" with pre-determined housing is far less sandboxy than all of those concepts combined.

     

    YMMV

     

    The point I got out of your post is that you really have no clue what your talking about when it comes to Mortal Online.  Most of what you mentioned as wanting in a sandbox MMO is already implemented in Mortal Online.  When was the last time you played this game?

     

    Every so called "sandbox" MMO I've played has a form of territory control.  SWG precu had npc bases you could take over as well as places were you could and could not establish a player town.  Darkfall ofcourse has premade city locations with premade building slots.  You can't decide were you want your lightning towers, all that's done automatically.  Darkfalls player villages are the same way.  

    The fact that your comparing Mortal Onlines territory control system with combat in WAR just goes to show how little you know about this game.  

    Since I've been following this game since before beta I know the developers goals and vision.  Developers never scoffed at the idea of having quests.  Quests are just very low on there list of priorities.  They will be added in the future.  Mortal Online was ALWAYS intended to have territory control from the very start.

    When the developers took a census on what players wanted to be implemented first, territory control was always on top of there list.  Maybe you don't like territory control in an MMO, but the MO player base is absolutely loving it.  Finally we have our sandcastles. 

    When it comes to sandbox MMO's Mortal Online is the equivalent of the Sahara desert.  Prove me wrong.

     Well then I hope you re-read it and can get more out of it.

     

    As for your last part... well.. you are entitled to your own opinion.  The VAST majority of players have complained that the sandbox is lacking sand... so comparing it to the "Sahara Desert" seems quite a stretch... 

    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

  • osmundaosmunda Member Posts: 1,087

    Originally posted by Slapshot1188

     You totally missed the point.   "Territory Control" is an artificial ThemePark mechanic that is not needed in a sandbox.  While Territory control can be a fun system.. it belongs in a game like WAR where you are fighting over pre-constructed objectives. 

    Try saying that on the EVE forums. 

    MOs system is different from WAR in several ways  -- players determine the sides, battlegrounds are not level restricted being to of the big ones
  • thorppesthorppes Member Posts: 452

    Originally posted by Slapshot1188

    Originally posted by username509

    In my opinion Mortal Online has by far the best territory control system of any MMO if you disagree please post a link to another live MMO that does it better.  

    If you know of a sandbox MMO with territory control  that doesn't have pre-assigned boundaries please feel free to post.  

     You totally missed the point.   "Territory Control" is an artificial ThemePark mechanic that is not needed in a sandbox.  While Territory control can be a fun system.. it belongs in a game like WAR where you are fighting over pre-constructed objectives. 

     

    Remember.. this is a game whos developers scoffed at suggestions such as having a few newbie quests to show players the ropes.   Maps were said to be out of place in a sandbox... same as a chat system.  A game mechic that involves control of pre-determined "territories" with pre-determined housing is far less sandboxy than all of those concepts combined.

     

    YMMV

     

    Territory control is in no way a themepark mechanic. Infact it doesn't belong specifically to themepark or sandbox, it's the way in which its done. For example in a themepark like AION territory control is based on set places that go vulnerable at set times.

    In a sandbox like MO you make war whenever you want and you build as much as you want, within the housing limits.

    I realise you don't/haven't(?) played the game but no standard quests/map/global channels are actually very good features MO has. MO's territory control system is pretty sandbox to be fair.

  • neorandomneorandom Member Posts: 1,681

    i remember not having maps in eq1 and uo, i get terribly terribly lost without maps.  and running back to loot my body of all my belongings with no map really sucked!

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