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New patch notes have been posted:
http://www.mortalonline.com/forums/59242-patch-notes-version-1-34-08-23-a.html#post1107923
EDIT: One interesting thing, a new login screen:
Hell hath no fury like an MMORPG player scorned.
Comments
I said before, I say again. I just love seeing how they realize their "hardcore" design not holding up in longer terms. The need for friendlist and whispers was obvious from the beginning, but some fans and devs denied it by labelling it being to much of 'themepark'.. well, we can see who were right :P
-Pressing Z should now correctly give back focus to flash-UI.
-Holding down “Z” will allow you to manipulate the scale and opacity of the UI elements. You need to hover the mouse over the element you want to change.
The changes are saved for the entire account.
So it does both? Or...
There's a difference between pressing and holding. And, it works in the game.
Hell hath no fury like an MMORPG player scorned.
Why did they ever change the original login screen from alpha/beta, it was great...
Other than the compass, I'm not sure where you get the idea that they are abandoning their "hardcore" design.
The only thing that they have said "hardcore" about the chat system, is that there will be no gamewide instant long-distance chat. More specifically, "/whisper" is far from new...http://www.mortalonline.com/forums/35490-suggestion-whispering.html (for anyone that doesn't want to read the link the suggestion was to make whispering skill based and add lipreading skill)
Whether a friendlist goes against the hardcore design really depends on how it's used. If it is used for the "/pigeon" command it fits perfectly with what Mats posted in March 2009. http://www.mortalonline.com/forums/124386-post35.html
P.S. While the comprass might be a valid point for abandoning "hardcore" it's also true they planned for one all along, but added it with the flash update because player made compasses will take longer to implement than they had planned.
Actually, now that I think about it hardcore might be wrong term. Certain aspects of WoW are also called hardcore.. Let's say that they start to realize the importance of userfriendly tools and convient features. For example priest lights, which were added because people got lost in etherworld for hours, despite some fans counting it as "hardcore". Or "quests", which were added because the game needed more enteretaiment and goals, aside from player made ones. Or newbie weapons, which too cater for convient gameplay. Or even them talking about a kind of local auction house, or whatever solution they will come up with. Or compass, which you named.
And well, whispers are not a skill, so I don't quite see how that thread is relevant. But considering the pigeons you mention, whispers seems to be a replacement for them, because seriously.. who on earth will bother with pigeons when you have IM and voice programs? Such features are mere fantasies of fans starving for a hardcore game, which will never work in practice in modern gaming culture.
All the above are basics of game design, and while some may argue that they were not added from the very start because the lack of time (whisper/priest lights are matter of hours), I am certain they simply missed how important those features are, only now realizing it.
To be honest I dont really have a point I want to convey, merely stating my observations. While some people praised MO for innovative and hardcore design, it was instead delusional design which would not hold in lenght. Standards of some people are really weird, to welcome new features as innovative solution, which instead should have been in game from very start.
I said from the beginning that catering to a "hardcore" aspect is catering to a non-existant market.
Take a look at Everquest, which was wildly popular back in its day. Then take a look at Vanguard:SoH.
The market has evolved and for the better. The only people who have not gotten onto the boat haven't taken off their rose tinted glasses. The only reason Everquest or UO got by with such "hardcore" systems was that MMO gaming as a whole was a completely new concept.
@ toferio: The thread was relevent because of other players pointing out that whisper was already in the game at that time ( a year ago) and not a recent change.
Whisper and pigeons are completely different. Whisper is instant communication with others physically close to you in the game world. Pigeon is a time delayed communication to someone you know (presumably someone in your "friendslist")
Re: ventrilo / teamspeak / IMs The closest ingame equivalent would be guildchat which is instant. Most of the people you would share a ventrilo channel with are likely to be in your guild or at least in an affilliated guild.
Lights for priests were in at the start http://www.mortalonline.com/forums/46499-im-dead-now-what.html
Quests have been intended all along
Originally Posted by 1998Altima
Will there be quests?
Mats Persson: Yes. Altough we promise to try to stay as far away as we can from the "pick 200 apples for me"-type quests. http://www.mortalonline.com/forums/776-20080415-answers-your-questions.html#post11994
Starter axe and sword have been in since early Beta http://www.mortalonline.com/forums/695105-post23.html The only starter item added was clothing, and that was to reduce the amount of nudity a bit. I'm pointing these things out because some people like to point out any "change" in MO as evidence that the game is conceptually bankrupt.
For the better? Right now MMO game design is not based on innovation or fun factor, but on designing their games to be psychologically addicting. It's about inconsequential raids and getting shinier pixels. It's about trying to unseat WoW as the industry cash cow by making MMO's that are basically exactly the same. This is for the better?
In my palm I hold the world, in my hand I grasp it.
I loosened my fist but for an instant,
and thus I failed to clasp it.
You must not have played Everquest, because that is exactly the way it was designed.
WoW beat the grind, made it accessible so everyone could play, not just those who were "addicted".
Yes, other games try to copy that model because it's a good model.
Saying "Nowadays everyone is just copying WoW!" is a moot point. Ten years ago there were barely any MMOs at all, now we have hundreds. It follows obviousness that there are going to be "clones".