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How important is PvP in this sandbox?

xBludxxBludx Member Posts: 376

I have been thinking about this game because I can't go back to theme parks and WoW derivatives. I enjoy PvP and I get my fill of that in Darkfall, which I currently play and enjoy.

I am interested in Mortal Online for all the other sandbox stuff that I don't feel Darkfall has (enough of?). I've never played UO, but I've read a lot about it. I understand MO is supposed to be moving in that direction. This fascinates me. I read that since MO launched, PvP has been the main activity because there has been a lack of other things to do. Is this still true?

Like I said, I am getting enough PvP in Darkfall, so I don't need to play MO for that. I want to know how well developed crafting and the economy are and are going to be in the near future. Even more than that, I am interested in hearing from people who have experienced UO and play MO - what is all the "other stuff" that we can play with? How do you feel MO (SV) is doing on their way to building this sandbox? What can we do besides harvesting and crafting to fight in PvP?

Comments

  • thorppesthorppes Member Posts: 452

    I'm just going to simply state what you can do now first;

    1.) PvP - Including sieges

    2.) Farm materials on semi-functioning mobs. It's hit and miss, sometimes they'll fight back other times they'll just run or do nothing. The greater kimaru however has been ingame for a month (?) and still hasn't been defeated.

    3.) Crafting - Very indepth crafting system, gathering several types of materials, refining them several times, creating each weapon/armour part with different amounts of different materials ect. These materials will have different weights, densities, damage bonus values, protection types and values and more stats that effect the overall outcome.

    Before people say there's only a set few combinations that are used, please go play the game now and you'll see people using all sorta all over the shot. Balancing is at the best it's ever been in MO. (Even ask Angarato)

    There are portable extractors / grinders you can take out on large scale mining operations if needed, they're kind of cool.

    Economy - Usually consists of shouting in town that you're selling, if you're rich you can have a player vendor attached to your house. (The player vendors currently are not very useful for armour crafters due to the fact they have limited slots and there's so many armour pieces without the option to bundel them up). Within guilds/alliances the economy is better as you have a better means of communicating what you're selling to more people.

    Near future - Expect flash interface, possiblity of mini-games, more materials, more armour and weapon types, alchemy and butchery have been mentioned quiet a bit by the devs.

    4.) Build houses / keeps. These serve as functionality props rather than fully fledged housing at the moment. Think stables, crafting benches, furnances, siege workshops ect. but not customisation yet.

    5.) Roleplay, a huge feature of several well established guilds. Organised events, day-2-day RP ingame. Always a blast but requires orginisation and imagination

    6.) I personally feel SV is well on their way to building a Sandbox, they've had a rough start (due to an early release) but they are getting there. The ideas behind the game are great it's just getting them implemented properly and fixing a few more bugs.

    Definately one to keep an eye on but if you're expecting a polished product turn away now and come back in a few months.

  • ToferioToferio Member UncommonPosts: 1,411

    I'm just gonna say one thing, PvP is pretty much the only main activity you can engage in except for forum drama and crafting.

  • maharetmaharet Member Posts: 115

    Originally posted by thorppes

    I'm just going to simply state what you can do now first;

    1.) PvP - Including sieges

    PvP is the only thing to do..  Sieges are not even worth doing because the territory control systems is very rudimentary and the worst one in an MMO I have ever seen. 

    2.) Farm materials on semi-functioning mobs. It's hit and miss, sometimes they'll fight back other times they'll just run or do nothing. The greater kimaru however has been ingame for a month (?) and still hasn't been defeated.

    I agree

    3.) Crafting - Very indepth crafting system, gathering several types of materials, refining them several times, creating each weapon/armour part with different amounts of different materials ect. These materials will have different weights, densities, damage bonus values, protection types and values and more stats that effect the overall outcome.

    Before people say there's only a set few combinations that are used, please go play the game now and you'll see people using all sorta all over the shot. Balancing is at the best it's ever been in MO. (Even ask Angarato)

    Yes there are people running around with everything BUT!!!! If you want to be viable in PVP there are certian things you use.  (ask Angarato)

    There are portable extractors / grinders you can take out on large scale mining operations if needed, they're kind of cool.

    Economy - Usually consists of shouting in town that you're selling, if you're rich you can have a player vendor attached to your house. (The player vendors currently are not very useful for armour crafters due to the fact they have limited slots and there's so many armour pieces without the option to bundel them up). Within guilds/alliances the economy is better as you have a better means of communicating what you're selling to more people.

    There is no Econ right now. At all.  Look in the forums in MO there are multiple threads on that topic.

    Near future - Expect flash interface, possiblity of mini-games, more materials, more armour and weapon types, alchemy and butchery have been mentioned quiet a bit by the devs.

    Promising that since beta

    4.) Build houses / keeps. These serve as functionality props rather than fully fledged housing at the moment. Think stables, crafting benches, furnances, siege workshops ect. but not customisation yet.

    I agree houses and keeps are basically place holders like most things in MO.

    5.) Roleplay, a huge feature of several well established guilds. Organised events, day-2-day RP ingame. Always a blast but requires orginisation and imagination

    I agree you need some imagination to play MO at the moment.

    6.) I personally feel SV is well on their way to building a Sandbox, they've had a rough start (due to an early release) but they are getting there. The ideas behind the game are great it's just getting them implemented properly and fixing a few more bugs.

    That is what is keeping the low pop that is playing right now.  They are playing on "potential" and "ideas" as to whats in the game right now no tools and no content

    Definately one to keep an eye on but if you're expecting a polished product turn away now and come back in a few months.

    You can either say the inside joke MO to this  (   soon(tm)  )  or the other one come back in a couple months, and when that couple months is over come back in another couple months.

  • BetelBetel Member Posts: 365

    MO is not like UO in any way apart from being skill based and having full loot FFA PvP. 

     

    It has none of the content UO had or the diversity of play styles. To compare the two is like apples and oranges, and shouldn't really be done. MO is more of a UE mod with crafting on top, rather than a living breathing world like UO was.

  • ange10ange10 Member Posts: 307

    Its just like UO in many ways, but the game is still at its basic.

    PvP is one of the main features of mortal online, where the developers have been focusing alot on in the past with bug fixes seeing that its a core feature.

    It has full loot pvp.

    you can have 3 characters.

    It has a blue/red alignment system.

     

    If you want to know more I suggest going to mortalonline  and actully speaking to people who play the game.

    http://www.mortalonline.com/forums/public-discussion/

  • maharetmaharet Member Posts: 115

    Originally posted by ange10

    Its just like UO in many ways, but the game is still at its basic.

    PvP is one of the main features of mortal online, where the developers have been focusing alot on in the past with bug fixes seeing that its a core feature.

    It has full loot pvp.

    you can have 3 characters.

    It has a blue/red alignment system.

     

    If you want to know more I suggest going to mortalonline  and actully speaking to people who play the game.

    http://www.mortalonline.com/forums/public-discussion/

     

    I played UO for a long time.  I went to MO thinking it would be another UO I was sadly wrong.  For you to say it is like UO in many ways..  What ways????  Open pvp and open loot is the only way.

    Things UO has that MO does not!!!

    Carpentry, Alchemy, Tinkering, Real Fishing, Poisoning, Scrybing, Magic Resistance (not the watered down Psyche thing), being a tamer in UO is much better, Dungeons(don't you dare say the buggy spider cave or the buggy risar dungeon has anything on any of UO's dungeons), You can decorate housing, Faction system is better than the watered down Territory control system in MO,  Horses in UO are not damage shields, Boats, More than 1 type of house (towers, keeps, castle, small house, smithy, 2 story villa, etc etc etc), AI that is challenging and works, Actual loot not animal materials, PvP was more balanced, Exploring in UO meant you will find things from exploring not just wandering around and looking at the graphics, The world is much bigger, Population.......  You can go on and on.  

     

    And those are features it had in the 90s!!!!  it is 2010 and MO has full loot pvp wow!!

  • BenthonBenthon Member Posts: 2,069

    If you don't PvP in Mortal Online, a undeniably long list of nasty names will come your way from tryhard elitists.

    He who keeps his cool best wins.

  • bunnyhopperbunnyhopper Member CommonPosts: 2,751

    Are people still comparing DF and MO to UO? They are sandbox ffa pvp games, they are not trying to be UO as far as i'm aware, quite why people keep insisting on dragging that one up i'm not sure.

     

    OP, in my personal opinion (which i'm sure many MO players will disagree with) I would just stick with DF, they actually seem to be moving forward whereas SV keep making holes in the ground and firing staff.

    "Come and have a look at what you could have won."

  • vajravvajrav Member, Newbie CommonPosts: 146

    Originally posted by bunnyhopper

    Are people still comparing DF and MO to UO? They are sandbox ffa pvp games, they are not trying to be UO as far as i'm aware, quite why people keep insisting on dragging that one up i'm not sure.

     

    OP, in my personal opinion (which i'm sure many MO players will disagree with) I would just stick with DF, they actually seem to be moving forward whereas SV keep making holes in the ground and firing staff.

    I don't know about MO, but DF's devs themselves used to compare their game to UO during their vaporware phase, as a spiritual successor.

  • JakdstripperJakdstripper Member RarePosts: 2,410

    Originally posted by xBludx

    I have been thinking about this game because I can't go back to theme parks and WoW derivatives. I enjoy PvP and I get my fill of that in Darkfall, which I currently play and enjoy.

    I am interested in Mortal Online for all the other sandbox stuff that I don't feel Darkfall has (enough of?). I've never played UO, but I've read a lot about it. I understand MO is supposed to be moving in that direction. This fascinates me. I read that since MO launched, PvP has been the main activity because there has been a lack of other things to do. Is this still true?

    Like I said, I am getting enough PvP in Darkfall, so I don't need to play MO for that. I want to know how well developed crafting and the economy are and are going to be in the near future. Even more than that, I am interested in hearing from people who have experienced UO and play MO - what is all the "other stuff" that we can play with? How do you feel MO (SV) is doing on their way to building this sandbox? What can we do besides harvesting and crafting to fight in PvP?

     i suggest waiting a few more months before trying MO.

    wile the ideas behind the game are very innovative and exciting this game is badly broken right now. there is extremely little content and just about eveything you do is plagued by some sort of bug pvp included.

    there is no long term progression so starting late in MO poses no disadvantage. do yourself a favour and wait 6 more months before trying this game. hopefully by then they will have ironed out most of the basic buggs and added something to do end game wise.

     if you do try it, keep in mind that this game is far from finished and keep you expectations very low.

  • xBludxxBludx Member Posts: 376

    Thanks for the posts, all. As of now, I will keep following MO and hoping to see its development. I agree that there is a lot of potential in the ideas the devs have expressed. My gaming time is limited now, so I want to wait a bit more and see how things progress.

    I really do hope the best for this game. I am a big fan of sandbox principles (player freedom, a living world, a diverse community with room for many play styles, etc.).

  • BetelBetel Member Posts: 365

    Originally posted by ange10

    Its just like UO in many ways, but the game is still at its basic.

    PvP is one of the main features of mortal online, where the developers have been focusing alot on in the past with bug fixes seeing that its a core feature.

    It has full loot pvp.

    you can have 3 characters.

    It has a blue/red alignment system.

     

    If you want to know more I suggest going to mortalonline  and actully speaking to people who play the game.

    http://www.mortalonline.com/forums/public-discussion/

     

    List those ways please.

     

    Full loot PVP?   EQ had that too and it was the antithesis of UO.

     

    You can have 3 characters? Are you really stating that as a case for being like UO? FYI, in UO you could have 5 chars per server anyway.

     

    Blue red alignment system? EQ had that too, as well as any number of games since.

     

    The MO forums are populated by people who admit to lying about the state of the game to entice people to play - http://www.mortalonline.com/forums/1051493-post27.html for eg, or Angarato complaining about combat in the subscriber forums but saying it's fine on the public forums.

  • cirsyndiccirsyndic Member UncommonPosts: 261

    Basically, only relatively fun thing you can do in-game is PVP.

    The fundamental aspect there is either you PVP against "blues", in practice this means you go to some town and shoot/slash newbie beginners running around the town trying to scrub a few silvers for books. OR you shoot/slash some naked noobs traveling between towns to buy books.

    Or you can PVP against "reds", in practice this means you fight a red player who will string you along until you're far away from towns and you have 3-7 of his red guild members breathing down your neck.

    When you join a guild there's three to four things you can do:

    a) Grind mobs to get gold to build House/Keep/Guildstone

    As the others said, mobs are so dead that you just shoot them with a bow and they're not moving at all. They might move only if its their "graze" mechanic. Gets boring and old after a day.

    b) Craft armor from grinded materials from Mobs

    There are 14 million combinations, but in reality you'll be crafting armor out of 3 materials - Horned scale, Keeled scale, and/or Incisium/Ironbone. Pretty much spam-click the recipes near the armor-bench and its created. You re-test materials and combinations after every patch to figure out the next FOTM bug that will make a certain combination OP.

    c) Mine to extract metals for weapons

    What this means is you'll spend the whole afternoon watching your character smack an axe into a rock. You might have to move and/or run to trade it to the extractor or find another spot to mine periodically. Not as bad as it used to be, before you had to use macro's to do it. And on top of that, if you're a "new guy" in the guild chances of you getting a good metal weapon are very low.

    d) Stand in town and spam /y macro that you're selling something

    Pretty much like that. Literally. For hours.

     

    At the end of the day the "real" content comes from being in a guild and doing something with the guild. The only fun thing you can do with the guild is PVP, and thats where the Unreal engine with protection like Punkbuster comes in; so be prepared for people with night-vision, aimbot for headshots, weapons that hit for ~200 damage and insta-shot you, horses vanishing after server crash, memory leaks forcing you to relog every 10 minutes to avoid massive framerate drop, etc.

    If you enjoy PVP and gambling, its the game for you. With the client-side detection, you're gambling and its a luck-factor as to who will hit who first.

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