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Cooking sounds like it is a place holder

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  • UhwopUhwop Member UncommonPosts: 1,791

    Originally posted by Moreplex

    Originally posted by Uhwop


    Originally posted by Moreplex


    Originally posted by Uhwop


    Originally posted by Moreplex

     

    I only have negative things to say because the game is bad.  I had a negative experience.  Sounds like an attack to me maybe you should read what you type before you push enter.

    I'm not argueing over the quality of the game, I'm just trying to understand how 1) a mechanic that is only known to be incomplete because the devs said that they intend to add more to it, is a placeholder, and 2) how you rationalize the statement that MO isn't a sandbox,or what that even has to do with the OP. 

    I simply noticed a trend in your posts as they pertain to this single thread. 

    Another trend I noticed is that every time you've been asked a direct question you ignored it. 

    I'll ask again, how long did you play MO?  Did you try cooking?  How, aside from some added depth the devs have already stated will come later, is it not in place to such an extent that it's simply a placeholder? 

    I'm assuming that you did more then tried the trial for a couple of hours, got frustrated, and then came here to post negativety in every thread, or am I wrong?

    For someone who has never played MO you know an awful lot about it.  And you are wrong.  How about you stop harrasing me about playtime and get on subject.

    When did I say I never played? 

    I was a block A beta tester, and played for 6 months after it released.  I never said I didn't play, only that I don't play, nor do I really care about the game.  Not playing isn't the same as didn't play.

    And I'm sorry, didn't realize that asking you a simple question, that you're unable to answer, was "harrasing".  I'm just curious how long you played to determine that cooking is a placeholder and the game isn't a sandbox.

     

    PS:  If you make a statement, and can't even back it up, then you're just posting negativety for the sake of posting negativety to make the game look bad, and that's trolling. 

     

    Why did you quit??  I will revise what I said.  For not playing MO for a long time you sure know alot.  I have played more recently than you.

    I got sick, and what money I have is invested in my art.

    Did you try the cooking system?  How is the actual system dif. from what is there now that the current cooking system is only a placeholder? 

  • MoreplexMoreplex Member Posts: 472

    Originally posted by Uhwop

    Originally posted by Moreplex


    Originally posted by Uhwop


    Originally posted by Moreplex


    Originally posted by Uhwop


    Originally posted by Moreplex

     

    I only have negative things to say because the game is bad.  I had a negative experience.  Sounds like an attack to me maybe you should read what you type before you push enter.

    I'm not argueing over the quality of the game, I'm just trying to understand how 1) a mechanic that is only known to be incomplete because the devs said that they intend to add more to it, is a placeholder, and 2) how you rationalize the statement that MO isn't a sandbox,or what that even has to do with the OP. 

    I simply noticed a trend in your posts as they pertain to this single thread. 

    Another trend I noticed is that every time you've been asked a direct question you ignored it. 

    I'll ask again, how long did you play MO?  Did you try cooking?  How, aside from some added depth the devs have already stated will come later, is it not in place to such an extent that it's simply a placeholder? 

    I'm assuming that you did more then tried the trial for a couple of hours, got frustrated, and then came here to post negativety in every thread, or am I wrong?

    For someone who has never played MO you know an awful lot about it.  And you are wrong.  How about you stop harrasing me about playtime and get on subject.

    When did I say I never played? 

    I was a block A beta tester, and played for 6 months after it released.  I never said I didn't play, only that I don't play, nor do I really care about the game.  Not playing isn't the same as didn't play.

    And I'm sorry, didn't realize that asking you a simple question, that you're unable to answer, was "harrasing".  I'm just curious how long you played to determine that cooking is a placeholder and the game isn't a sandbox.

     

    PS:  If you make a statement, and can't even back it up, then you're just posting negativety for the sake of posting negativety to make the game look bad, and that's trolling. 

     

    Why did you quit??  I will revise what I said.  For not playing MO for a long time you sure know alot.  I have played more recently than you.

    I got sick, and what money I have is invested in my art.

    Did you try the cooking system?  How is the actual system dif. from what is there now that the current cooking system is only a placeholder? 

    I tried cooking and butchery.  There really is not any point in cooking when all you need to do is cook basic things.

    But since we are asking questions.  You posted this.

     

     





    8/11/10 4:54:28 PM


     



     

    In a few weeks, or a month or two, you should see a vastly diffirent game.  They'll be able to put in real PvE content, better AI, open The capital city, combat will be vastly improved, fewer crashes, a new GUI, mini games, completed crafting, a better looking game, and the list goes on.  This is, at least, what we've been told about the new UE build.  I don't have any reason to mistrust them.  When they said that the last UE build would improve performance they weren't lying, there was a drastic dif.

     

     

     

    Can you tell me how that turned out?


     



     


  • UhwopUhwop Member UncommonPosts: 1,791

    Originally posted by Moreplex

     

    I tried cooking and butchery.  There really is not any point in cooking when all you need to do is cook basic things.

    But since we are asking questions.  You posted this.

     

     






    8/11/10 4:54:28 PM


     



     

    In a few weeks, or a month or two, you should see a vastly diffirent game.  They'll be able to put in real PvE content, better AI, open The capital city, combat will be vastly improved, fewer crashes, a new GUI, mini games, completed crafting, a better looking game, and the list goes on.  This is, at least, what we've been told about the new UE build.  I don't have any reason to mistrust them.  When they said that the last UE build would improve performance they weren't lying, there was a drastic dif.

     

     

     

    Can you tell me how that turned out?


     



     


    If "COOKING" basic items is better then "COOKING" advanced items, how does that make the system a placeholder?  You're still cooking.  If Blizzard releases a blue sword, and the playerbase says that the sword is better then any purple sword, it doesn't make the blue one a placeholder, it bakes it unbalanced. 

    Animals dropped refined materials, you didn't need a butcher to get mats from them, the drops were a placeholder because butchery wasn't in.  When buthcery got added animal drop tables were changed.  Risar drop refined mats because reprocessing isn't in yet, when they add the ability to reverse engineer/ breakdown weapons and armour, then the humanoid drops will change; what's there now is a placeholder. 

    A placeholder indicates that a mechanic or asset isn't in the game.  Like having the same model representing multiple NPCs because the individual models haven't been put in the game yet, as the merchants and bankers were all the same at one point, those were placeholders.  Adding to a mechanic doesn't make it a placeholder, it makes it incomplete.  Combat isn't a placeholder because they intend to add more special moves or new weapons.  The core mechanic is THE mechanic, adding to it doesn't change the fundimental workings of the mechanic, it just adds more depth.  Just like adding a dungeon in WoW doesn't change WoW, it just adds another dungeon to grind.

     

    As far as what I wrote over a year ago.   Some people don't get sick over time, they go to bed one night perfectly fine, and then wake up the next morning not fine.  Most degenerative nerve conditions don't progresses slowly, they just happen, like having a heart attack.  I got sick in september of last year; I didn't get to play much longer after posting that.

  • MoreplexMoreplex Member Posts: 472

    I meant a year later why are they not in game and currently still being worked on?

  • UhwopUhwop Member UncommonPosts: 1,791

    Originally posted by Moreplex

    I meant a year later why are they not in game and currently still being worked on?

    What's that got to do with whether or not the cooking mechanic is a place holder and if MO is a sandbox? 

  • MoreplexMoreplex Member Posts: 472

    Originally posted by Uhwop

    Originally posted by Moreplex

    I meant a year later why are they not in game and currently still being worked on?

    What's that got to do with whether or not the cooking mechanic is a place holder and if MO is a sandbox? 

    What does cooking or a sandbox have to do with how long I played?

  • pockets666pockets666 Member Posts: 198

     



    8/11/10 4:54:28 PM


     


     

    In a few weeks, or a month or two, you should see a vastly diffirent game.  They'll be able to put in real PvE content, better AI, open The capital city, combat will be vastly improved, fewer crashes, a new GUI, mini games, completed crafting, a better looking game, and the list goes on.  This is, at least, what we've been told about the new UE build.  I don't have any reason to mistrust them.  When they said that the last UE build would improve performance they weren't lying, there was a drastic dif.

     

     

    LOL this should be posted in the official forums for all the bots who think the devs are REALLY going to pull this off this time in a month.

  • PhelcherPhelcher Member CommonPosts: 1,053

    Originally posted by jadedlevir

    Originally posted by Moreplex

    Originally posted by jadedlevir

    Originally posted by ShortyBible

    If you continue to read the posts in the link provided by the OP. The developers and CM response really tells you a lot.  It show you their  focus, priorities and the direction the game is going. This game is basically an arena match . Mortal Online is no "sandbox"

    This game is a sandbox. I don't even know how you can debate that. The devs are focusing on territory control because they're trying to appease their player base that want to give more purpose to guilds. They are also working on ai, gui, and trade tools at the same time. With the territory control system thats coming you can expand your guilds empire,conquer land and cities/towns, freely place control structurs, knock down others, set taxes, set laws, and outlaw other players. This isn't sandbox? Then wtf is.

    Everything you mentioned is not in the game yet so yes right now it isn't a sandbox.  But I am sure you are like most MO supporters you play on potential..    When all that is in and working give us a line and tell us it has reached sandbox status.  

    The rest of us are talking about the game as of now not 6 months from now.  That is a tall order for 3 coders to be working on all at the same time as well.  

    Haven't they been working on AI/GUI?trade tools since release??  But this time they really mean it?



    This game isn't a sandbox? Are you serious guy? If this game isn't a sandbox then theres only 2 sandboxes in existence.I don't think you know what a sandbox is.

     

     

    Bro, the game itself is technically a sandbox, but what SV offers, isn't.

     

    Mortal Online is more like a box, with little sand in it. But basically an empty box, where you can only do things in game, that Henrik wants you to. Henrik wants everyone to be the same, have the same stats and fight the same. That is why Combat favors anyone with a guild & a guild weapon, and not their playstyle.

     

    Being an Assasin doesn't matter when you can shodow 4 riders from the Mountains, track them and when they get off their horse, kill their horses one by one while they forage. Then, when odds are even, single out an unsuspecting Player, only to be hit twice & die.

     

    So much for personal player skill...(mouse twitching) it does not matter. Only thing that matters in Mortal Online is items. (ur weapon & armor).

     

    "No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."


    -Nariusseldon

  • psykobillypsykobilly Member Posts: 338

    Originally posted by Phelcher

    Bro, the game itself is technically a sandbox, but what SV offers, isn't. 

    Mortal Online is more like a box, with little sand in it. But basically an empty box, where you can only do things in game, that Henrik wants you to. Henrik wants everyone to be the same, have the same stats and fight the same. That is why Combat favors anyone with a guild & a guild weapon, and not their playstyle.

    Being an Assasin doesn't matter when you can shodow 4 riders from the Mountains, track them and when they get off their horse, kill their horses one by one while they forage. Then, when odds are even, single out an unsuspecting Player, only to be hit twice & die.

    So much for personal player skill...(mouse twitching) it does not matter. Only thing that matters in Mortal Online is items. (ur weapon & armor).

     

    First of all, what you are talking about with stats is easily fixed by implementing a curved stat progression, instead of giving linear gains for each point of stat (movement speed being an example).  But some races should be the best at certain stats, and you will see those races chosen as fighters as is the case now... so what?  If you want to balance the non-combat races give them a skill or bonus the Thursar and Veela don't have.  I know the structure of the weapon database, and I can tell you it would be trivial to balance the weapons with a few number changes, but the devs don't comprehend the issues.  

    If you are getting hit twice and ending up dead, you are crafting/wearing shitty armor and that's your issue.  Crafting is very important in Mortal, and I like it because in most games you have to raid or pve to get the best gear.

    These aren't the big issues with the game...  there are much more serious issues breaking the game than these.

    But we are way off topic here so lets end the thread:

    Cooking is not a place holder, it's just a shitty system.  When sophistication is added, cooking will still be a shitty system with the added complexity of sophistication points.

    /endthread

     

     

     

  • PhelcherPhelcher Member CommonPosts: 1,053

    Originally posted by psykobilly

    Originally posted by Phelcher

    Bro, the game itself is technically a sandbox, but what SV offers, isn't. 

    Mortal Online is more like a box, with little sand in it. But basically an empty box, where you can only do things in game, that Henrik wants you to. Henrik wants everyone to be the same, have the same stats and fight the same. That is why Combat favors anyone with a guild & a guild weapon, and not their playstyle.

    Being an Assasin doesn't matter when you can shodow 4 riders from the Mountains, track them and when they get off their horse, kill their horses one by one while they forage. Then, when odds are even, single out an unsuspecting Player, only to be hit twice & die.

    So much for personal player skill...(mouse twitching) it does not matter. Only thing that matters in Mortal Online is items. (ur weapon & armor).

     

    First of all, what you are talking about with stats is easily fixed by implementing a curved stat progression, instead of giving linear gains for each point of stat (movement speed being an example).  But some races should be the best at certain stats, and you will see those races chosen as fighters as is the case now... so what?  If you want to balance the non-combat races give them a skill or bonus the Thursar and Veela don't have.  I know the structure of the weapon database, and I can tell you it would be trivial to balance the weapons with a few number changes, but the devs don't comprehend the issues.  

    If you are getting hit twice and ending up dead, you are crafting/wearing shitty armor and that's your issue.  Crafting is very important in Mortal, and I like it because in most games you have to raid or pve to get the best gear.

    These aren't the big issues with the game...  there are much more serious issues breaking the game than these.

    But we are way off topic here so lets end the thread:

    Cooking is not a place holder, it's just a shitty system.  When sophistication is added, cooking will still be a shitty system with the added complexity of sophistication points.

    /endthread

     

     

     

     

     

    Dude, u don't get it....   StarVault cannot even do that.

    They already admitted there is no techinical way to change their #'s/hook values, because each is so heavily coded upon the other. Adjust Dex, then everthing else on the char is out of whack. It is quite dumb..  just because SV didn't tie enough hooks into the characters. So each value is intigrated into another formula/alogrithm, etc.  Even character speed is not a stand alone value set.. lol

    Because if they were, then I could equilize and balance every weapon & armors (and their enherent mitigations toward certain weapon) in just a few days. Again, if SV could use simple linear progression then why does it take nearly 2 years to get swimming skills down pat..?  Holding breath, etc. 

    I could balance that stuff in a weekend just looking at db numbers, let alone poatching & testing. 

     

    In EQ we knew simple mitigation formulas and the many character hooks. We don't know any of this from SV, because they don't know themselves... now they cannot rewrite the game, so must suffer through long winded variables & formulas to balance things. Henrik has it an utter mess..

     

     

     

    Secondly, if I am getting hit twice and dieing, why does it matter what I am wearing?  MO is predicated on & is suppose to be 70% player skill...  & 30% stats & gear. The weapon u have shouldn't matter when I am naked, have twin blades, poisoned (from a rare vine hanging off cliffs...), & stealth as my biggest weapon.

    Two people equally skilled in their domain, one wielding a dagger, the other a great sword. The heft of the sword alone (game engine + balance stats) should allow the dagger player more agilty to counter and stick, etc. But, not only that no 2 weapons should determine the fight exclusively. Damage is dmg.. if you get a quick stick in ur chest, it nearly as deadly as a mace to the face.

    In an ideal sitution a highly crafted dagger would do 10~25dmg, & a highly crafted great sword 20~45dmg.

     

    Why can I stick somone 5~6 times before they realize whats going on...   & then have the slow minded dolt conquer me in 2 hits?  Specially if this was a true sandbox, where part of my battles are fought hanging off cliffs searching for the poison berries that will soon be in ur blood. 

     

     

    STICK STICK... run!   ..the dmg is done. The whole group^ left their guard down and felt comnfortable with only what they allowed themselves to see.

    MO doesn't have any of that playstyle, because StarVault has not flushed out the basic & low level skill trees. Where are the 10 different levels of leather armor (banded studded) that allow for different use of long distance running, and/or highly crafted footwear, that allow for a horse free lifestyle..?

     

    "No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."


    -Nariusseldon

  • osmundaosmunda Member Posts: 1,087

    Originally posted by Phelcher 

    Because if they were, then I could equilize and balance every weapon & armors (and their enherent mitigations toward certain weapon) in just a few days. Again, if SV could use simple linear progression then why does it take nearly 2 years to get swimming skills down pat..?  Holding breath, etc. 

    I could balance that stuff in a weekend just looking at db numbers, let alone poatching & testing. 

    Perhaps you should send in your resume if it is so easy and you have such expertise.  If you have never actually designed a game, it's a bit arrogant to assume you could do that in a weekend.

     

    In EQ we knew simple mitigation formulas and the many character hooks. We don't know any of this from SV, because they don't know themselves... now they cannot rewrite the game, so must suffer through long winded variables & formulas to balance things. Henrik has it an utter mess..

    Derived statistics do have their disadvantages, but they also have advantages (e.g. someone 4 1/2 feet tall should not have the same potential [running] speed and strength as someone 6 1/2 feet tall)

     

    Re: the rest of your post

    The  dagger is in no way equal to the greatsword on the battle field. It has one main advantage (concealment) a minor advantage (speed of reaction time) and a couple major disadvantages (reach and damage). Stealth gets exactly one chance.

    If you want to complain that alchemy is underpowered and that a poisoned dagger should be more deadly, I can only point out that IRL poisons that act that quickly (in small doses suitable for coating a blade) are very uncommon and should be very uncommon in game also. Alchemy was introduced along with cooking and both are works in progress.

  • MoreplexMoreplex Member Posts: 472

    Originally posted by osmunda

    Originally posted by Phelcher 

    Because if they were, then I could equilize and balance every weapon & armors (and their enherent mitigations toward certain weapon) in just a few days. Again, if SV could use simple linear progression then why does it take nearly 2 years to get swimming skills down pat..?  Holding breath, etc. 

    I could balance that stuff in a weekend just looking at db numbers, let alone poatching & testing. 

    Perhaps you should send in your resume if it is so easy and you have such expertise.  If you have never actually designed a game, it's a bit arrogant to assume you could do that in a weekend.

     

    In EQ we knew simple mitigation formulas and the many character hooks. We don't know any of this from SV, because they don't know themselves... now they cannot rewrite the game, so must suffer through long winded variables & formulas to balance things. Henrik has it an utter mess..

    Derived statistics do have their disadvantages, but they also have advantages (e.g. someone 4 1/2 feet tall should not have the same potential [running] speed and strength as someone 6 1/2 feet tall)

     

    Re: the rest of your post

    The  dagger is in no way equal to the greatsword on the battle field. It has one main advantage (concealment) a minor advantage (speed of reaction time) and a couple major disadvantages (reach and damage). Stealth gets exactly one chance.

    If you want to complain that alchemy is underpowered and that a poisoned dagger should be more deadly, I can only point out that IRL poisons that act that quickly (in small doses suitable for coating a blade) are very uncommon and should be very uncommon in game also. Alchemy was introduced along with cooking and both are works in progress.

    Why should he send his resume??  SV does not have money to pay a new dev.

  • PhelcherPhelcher Member CommonPosts: 1,053

    Originally posted by osmunda

    Originally posted by Phelcher 

    Because if they were, then I could equilize and balance every weapon & armors (and their enherent mitigations toward certain weapon) in just a few days. Again, if SV could use simple linear progression then why does it take nearly 2 years to get swimming skills down pat..?  Holding breath, etc. 

    I could balance that stuff in a weekend just looking at db numbers, let alone poatching & testing. 

    Perhaps you should send in your resume if it is so easy and you have such expertise.  If you have never actually designed a game, it's a bit arrogant to assume you could do that in a weekend.

     

    In EQ we knew simple mitigation formulas and the many character hooks. We don't know any of this from SV, because they don't know themselves... now they cannot rewrite the game, so must suffer through long winded variables & formulas to balance things. Henrik has it an utter mess..

    Derived statistics do have their disadvantages, but they also have advantages (e.g. someone 4 1/2 feet tall should not have the same potential [running] speed and strength as someone 6 1/2 feet tall)

     

    Re: the rest of your post

    The  dagger is in no way equal to the greatsword on the battle field. It has one main advantage (concealment) a minor advantage (speed of reaction time) and a couple major disadvantages (reach and damage). Stealth gets exactly one chance.

    If you want to complain that alchemy is underpowered and that a poisoned dagger should be more deadly, I can only point out that IRL poisons that act that quickly (in small doses suitable for coating a blade) are very uncommon and should be very uncommon in game also. Alchemy was introduced along with cooking and both are works in progress.

     

    I don't list my credentials, because I choose to remain anonymous. Don't assume I think I can do those things, assume I have. Because I have..

     

    Secondly, I already established that a Dagger thrust through the chest, is equally as dangerous as a slash of a great sword. The strength delivering the blow is not needed with a dagger, only precision. I can physically best most humans if u hand them a great sword and asked to attack me (tiajiquan)... a sword itself means nothing because one must wield a great sword. They are heavy and encumbering... even if you are trained you can't go against physics. Mass in motion require work to change direction... that means long arcs and swings. Great Sword equals lathargic open playstyle.

    Also, I can out run someone with a sword...  I can jump higher than someone with a sword...   I can swim better than someone with a sword..  because more steel & mass is heavier.

    Do you even remotely think MO #'s reflect any of that^..?

     

    You believe, that because someone has a larger weapon, it must always and forever do 10x the dmg as a dagger. Not true...   & specially when Mortal Online is predicated around player skill. That means my FPS skills against yours. The weapons and armors should tweak the fight in your favor, not determine the fight.

     

    Thirdly, alchemy should have a massive dochotmy in uses. In my scenario I suggested that the ultra rare berries I poison my blades with are indeed rare. Because nobody would spend 10h climbing a moutain cliff just looking for such rare berries, except a few people who enjoy that style. 

    Example: Like any of the loud mouth Clans peeps who love PvP, would spend a whole weekend away from his friend, solo swimming around the continent looking upwards at the cliffs trying to locate special shrubs..?

    That is all sandbox gaemplay...       

     

    Mortal Online is 90% about gear, 10% player skill.

     

     

    Lastly, EVERYTHING within Mortal Online is a work in progress. But why did Henrik as the lead developer direct his development team to constantly work on Guild Keeps, Guild siege equipment, Guild Chat, Guild Palasades, etc..  when he could've been working on player stuff, like alchemy and climbing and character skill trees..? All that guild Keep stuff could've come around now (a year later), because they still don't do anything now.

    Henrik is worried about Clans, but doesn't care about the solo, single non-guilded people.. who simply do not wish to join any of these self hyped children Clans.

    "No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."


    -Nariusseldon

  • psykobillypsykobilly Member Posts: 338

    Originally posted by Phelcher

     

    Mortal Online is 90% about gear, 10% player skill.

     

     

    Pretty much everything in your last few posts is incorrect, but there is so much wrong I can't be bothered to go through it all.

    You don't undertsand how to craft decent weapons.  You don't know how to craft decent armor.  You could play your playstyle of choice if you were good but you are not.

    Yes you have to do some crafting research or befriend knowledgable crafters.  Pretty much every serious pvper in Mortal is on a roughly equal playing field in terms of gear, so it becomes 90% skill, 10% gear.

    If you want to talk about balancing go ahead and make a thread but you are way off topic.

     

  • deathshrouddeathshroud Member Posts: 1,366

    Originally posted by psykobilly

    Originally posted by Phelcher

     

    Mortal Online is 90% about gear, 10% player skill.

     

     

    Pretty much everything in your last few posts is incorrect, but there is so much wrong I can't be bothered to go through it all.

    You don't undertsand how to craft decent weapons.  You don't know how to craft decent armor.  You could play your playstyle of choice if you were good but you are not.

    Yes you have to do some crafting research or befriend knowledgable crafters.  Pretty much every serious pvper in Mortal is on a roughly equal playing field in terms of gear, so it becomes 90% skill, 10% gear.

    If you want to talk about balancing go ahead and make a thread but you are way off topic.

     

     exactly what billy said. In a game were equipment is easily attainable by anyone who has played longer than a month, with all the viable equipment on a similar level, for example ironbone (easily attainable no excuse for a noob not to have it) plate scale (same protection roughly as ironbone only a little lgihter) steel etc all around the same. Your psot couldnt be any more inaccurate. For example i rmeember killing a member of russ guild wearing only a head and torso with a steel sword, whislt he was wearing full ironbone and using a tungsteel one with around 70 hps more than me in a 1vs 1 duel were we ran at each other both with swords drawn and your trying to say its item based?

    there are 2 types of mmo, imitators and innovaters.

  • osmundaosmunda Member Posts: 1,087

    @Phelcher

    I have no doubt you could best most people with you skills in Tai chi chuan, as most people have no notable skill in combat. Against someone with some skill with the Dao or Jian, I expect it would be a different matter.

    The focus on group features is due to the simple fact that this is an MMO.   Skyrim will be a vastly better RPG than any MMO and have much more responsive combat.  The thing that makes MMOs sticky is the groups.

    Game design and balance are well off the topic and don't lend themselves to brief responses, so really should be in a different thread.

     

    Back towards the topic of the thread:

    " a Dagger thrust through the chest, is equally as dangerous as a slash of a great sword. The strength delivering the blow is not needed with a dagger, only precision."

    That is true, except when that person is wearing a steel breastplate.  Long term, they have discussed having reasons in game that people would need to remove that breastplate (sophistication, weather effects). The fact that these are not in game  means that there are unused features, not that the current armor is a placeholder. (just like the current food and cooking systems have unused/undeveloped features but are not "placeholders")

  • PicklebeastPicklebeast Member Posts: 273

    I love the argument about "realistic" combat... Ummm, this is a fantasy MMO.

    Realistic = Most bladed weapons will do little against an opponent clad in Full Plate. In Ancient warfare, the Morningstar and Warhammer and (other) blunt weapons were used against heavily armored foes... The concussion from the hit would vibrate through the armor and pretty much cause massive internal bleeding. There is your "realism"... 1 good hit with a warhammer should have a % chance to cause permanent/temporary deafness (your sound changes to a constant ringing and finally fades out) along with a % chance of disability/death.

    Anyhow, the topic (if I read it right) is about cooking being a placeholder... Well, this is Mortal Online where EVERYTHING is a placeholder and unfinished (but wait till its done- It'll be AWESOME).

  • PhelcherPhelcher Member CommonPosts: 1,053

    Originally posted by psykobilly

    Originally posted by Phelcher

     

    Mortal Online is 90% about gear, 10% player skill.

     

     

    Pretty much everything in your last few posts is incorrect, but there is so much wrong I can't be bothered to go through it all.

    You don't undertsand how to craft decent weapons.  You don't know how to craft decent armor.  You could play your playstyle of choice if you were good but you are not.

    Yes you have to do some crafting research or befriend knowledgable crafters.  Pretty much every serious pvper in Mortal is on a roughly equal playing field in terms of gear, so it becomes 90% skill, 10% gear.

    If you want to talk about balancing go ahead and make a thread but you are way off topic.

     

     

     

    Billy, you are just afraid to let your skills speak for yourself and instead, choose to hide behind secret crafting formulas that make fighting you, pointless. (Nearly moot, even before the fight starts.)

    Because... wearing all of that, you can still swim, jump and move about like someone who isn't wearing your special armor. Without it, u are nothing.

    So Henrik gives Clans great stuff, but then doesn't balance it with cons associated with the pros, of such highly crafted armors/weapons. 

    Again, the weapons/armors u have, defines the outcome of the fight nearly always. Therefore, there is no point in playing a game where gear makes up nearly 90% of your character in an FPS game.  Player skill means nothing here & that is why you children play it. Because you are not good players, but hide behind & rely heavily on your clan gear.

     

    Don't you get that^..?   (or, you simply sfraid to admit it to yourself?)

     

    Latly, I can easily wear the same armors...  that isn't the point. The point is wearing heavily mitigating armor has no draw backs.  The same with unwieldy 7lbs weapons... that swing as fast as my dagger.

    Mortal Online is not balanced properly and will never be balanced, because Henrik is off working on stupid things instead of the base mechanics of this game. Thus MO = fail

    "No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."


    -Nariusseldon

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