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Nodelines....

I wish SV would stop putting more and more broken content in the game and fix the foundation.  Nodelines being the bane of the game since release.

http://www.mortalonline.com/forums/69456-fix-nodelines.html

 


Unread Today, 01:44

  #1 (permalink)



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default Fix the nodelines.




I am growing sick and tired of suffering death by explosion after crossing a nodeline, or OTHER PEOPLE crossing a nodeline, and being shot to death by bows, or overhead striked. 



Earlier today, I did not even cross the nodeline myself, I was to the far left of a nodeline, and Eladriel rides across the nodeline to my FAR right, seeing me sitting still on his screen, he pops me for arrow after arrow until as soon as he unfreezes, I explode in the bush I had been sitting in and frantically attempting to heal myself.



This has got to STOP. Either make it so that Archery and overhead strike DO NOT WORK on nodelines, or fix them once and for all.



http://www.youtube.com/watch?v=sl6KlkxShc0

Watch right here at 14:50 - Smasher just explodes while people sitting 50yards behind him bash him to death on the nodeline, its a fucking joke.

 

Comments

  • Cyde77Cyde77 Member UncommonPosts: 101

    Nodelines werent bad at release from what i remember. some breakage around the epic patch caused them to be like they are i believe

  • BetelBetel Member Posts: 365
    They have been broken since beta.

    In beta a common problem was invisible people when crossing nodelines. Five of you would cross a node standing next to each other, leaving only you visible on the other side. The rest of your party would have vanished.

    It's SV's own fault for choosing Atlas when they lacked the skill to implement an open world with it. It is designed for use with instances.
  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,710

    I have always had a problem with the term "SEAMLESS WORLD" being used to decribe MO because "nodes" are seams.  That is exactly what they are.  They stitch different chunks of the world together.  As a matter of fact in Vanguard which also uses the Epic engine we used to call it "Chunking".

     

    It may be loading screen free... but it sure isn't "seamless"

     

    All time classic  MY NEW FAVORITE POST!  (Keep laying those bricks)

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  • darthturtle1darthturtle1 Member Posts: 208

    Unread Today, 14:07

      #20 (permalink)



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    default






    Quote:


    Originally Posted by MeduliMadness View Post


    Does any other game besides Mortal use atlas? Does the company that make atlas still even update it's software?


    Well here is the real issue.



    We all know that Unreal engine is awesome. Does anyone doubt this? For FPS PVP Unreal is the shit. How do we not have multiple stances in an Unreal game? I want to duck down, I want to crawl... these are all staples of Unreal, and I said this years ago in beta. The problem has always been the CEO and how he prioritizes development.



    ATLAS was designed for INSTANCED Unreal PVP. Mortal tried to make it seamless but it was not the right tech for the job.



    IMO: Darkfall should separate their engine tech from their game, and sell it to sandbox mmo's. Darkfall has a badass mass-scale pvp network architecture that WORKS (and it took them time to get it right no doubt). 100v100 in DF WORKS, I've been there done that.



    Mortal tech is weak. Unreal is not ready for seamless... YET. It will get there but it's years off still.


    __________________

    I can not agree more with the bolded out line.  It really seems sometimes that they get a drunk hooker and blindfold here, then have her throw darts at a board that has the systems they need to work on. 

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