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My beta(or should I say alpha) review and is MO a scam?

124

Comments

  • colutrcolutr Member Posts: 333

    Really because I have been playing since day 1 of the beta aswell.

    There are only 3 versions of the game to be sold:

    Limited edition, only 999 copies: 99 USD

    Boxed edition, only 9001 copies: 75 USD

    Digital download, infinite copies: 55 USD

     

    The estimated that the delivery date of the boxed copies would be sometime in september, but they also state that the final pre-release client would be in the box. Due to some problems with the Metal boxes being handcrafted and and them not having the final pre-release client available they posponed the shipments.

    The client we are using currently in beta is a beta client. We are testing the actual client aswell as the game and its still not in its final iteration. Every so many patches they add soemthign to the client and do things to tweak the performance. For a while we had to download full clients, and i personally never had a problem with speed once there were a few seeds on it. Now the patcher on the client is working and they just need to refine it an make an installer version.

    Starting experience:

    When i enter into the game the character selection is nice. They just updated it and the races look better then they did through most of beta. They also added a few new races in the most recent patches. Creating a character is more than just cosmetic too, different factors change your attribute caps such as age, race height and how you mix blood.

    After playing around with character creation I log into the game. Currently you spawn in one of the random starting locations, later on this is supposed to be tied to your primary race. You start out in the world buck naked and your characters are anatomically correct. They plan on adding non-lootable underwear for release but you dont need them right now anyways.

    I make my way to the nearby town, there is always a town within a short walk of where you start at. The towns rght now only have the basic vendors we need to test the game. Leather merchants, reagent vendors, house vendoras and such. makes it much easier to test things when you dont have to spend xxx ammount fo time out int the worls looking for it. Also some things cant be found in the world yet so these vendors help.

    Next I make my way to the smith to get some starter gear and start crafting. no weapons or armor can be bought at a vendor and you cant sell them either. All weapons and armor, except the starter gear is crafted and must be traded with other players. With this in mind you start out by gathering. While gathering you gain related attributes. So mining increases strength and constitution. Now you talk to a few npc's and you get your ore refined and some gear made.

    Crafting:

    The crafting process has not been implemented yet and crafting skills havent been added. You speak sto an npc and the UI allows you to take the raw materials and he spits out a weapon/armor. What should be noted here is that with only a small variety of craftable objects you can make alot of variations.

    Armor is split up into 8  "sets", each set is basically a different mesh and the materials you use changes the overlay colors, the defensive capability, the weight and the durability. Each one of these 8 "sets" are broken up into 10 pieces. Each one of these pieces can be made with different primary and support materials, and you can use a different ammount of each material. To get a good durability-to-weight-to-effectiveness you have to experiment with using different materials and in varying ammounts. You can mix and match pieces and materials to get a certain look if you see fit.

    it shoudl also be noted that armor doesnt add to the overall defense of your character. It adds to the defens of the hitbox you equip it to. So shoulder armor, arm armor and gloves all add to yout arm hit box, left arm or right arm. helms add to yotu head hitbox, and etc.

    Weapons are dealt with the same as armor, except there is no material ratio. Instead you have up to 3 different parts of a weapon you can play around with. These parts are the Handle Core, Handle coating, and Head. The Handle core is the solid material the handle is made from, the Handle Coat, changes the color of the handle, and the head determines what type fo weapon it is. All materials effect the weight, durability and damage of a weapon.

    So if you want to make a spear you would choose a 1 or 2 handed long handle, you choose che core of the handle and the coating. This matters because with long enough weapons you can hit with the handle and if you choose to not add a head then you ahve a quarterstaff. Then you would pick one of the spear heads. Now if you wanted to change it up a bit, you could pick one of the sword heads and your weapon resembles a naginata or you can pick a haberd head and you have a halbard and so on.

    Bows work in a similar way and you can either make composite or single material bows. Then you choose if its a recurve, flat, decurve ro assymetrical bot. You chose the materials and you choose where the majority of that material is applied. you can apply material to the back or the belly of the bow. Experimenting with wood types, bow types and where you apply the materials can cause a bowcrafter to become famous.

    Currently you see a weird tooltip when looking at weapons and armor. Weapons show the abbreviations of what you made the weapon out of and how you designed it. Eventually this info will be hidden to the player and you will need a skill to see it. That way weaponcrafters will be able to look at a weapon and examine what it was made from and be able to replicate it. Gear also shows the weight and durability. Damage is hidden and only a person with a certain skill will be able to accurately tell the damage of a weapon, this skill hasn't been added yet.

    In the World:

    Once you leave the comfort of town, you can pretty much go anywhere. Most of what you see can be explored and you can see very far into the distance. Only restrictions on where you can go are invisible walls to keep us where they want us testing at and rugged terrain. Some mountains are just too damn steep to climb, but mountains dont feel like some sort of zone border. In fact there are no zones. Just one big seamless world. About performance tho, sometimes it feels like there is an invisible grid underneath the ground and you walk over a gridline and get a short ammount of lag. Its a known issue that needs to be fixed.

    Professions:

    Currently the only professions in game are Gathering and Taming. Not counting combat professions. So far every animal i have come across can be tamed. There are some sync errors every now and then, so you cant tame a glitched animal, but otherwise they are all tamable. I've even heard stories of people taming the minotaur in his lair, but he is too big to bring out of the cave. (thank god)

    The gathering professions that are in so far are mining, woodworking and there are harvestable herbs. No skill has been attached to herb harvesting yet, you just pick em up. it should also be noted that you can lock these skills at 0 and still be able gather, you just need the correct tool. Your gathering rate will be terrible but there is no artificial way to stop someone with an axe from chopping a tree. In this regard you can look at skills as improving your technique, but if you dont want to improve you dont have to.

    Housing/construction/clans:

    Construction is very simple right now. You buy a house deed, find a place to place it and then you begin construction of your house. Right now there is only 1 house model for testing the system. When under construction your youse is just a foundation and a frame with a chest in it. You can interact with te owner sign and you see how much material is needed to build the house. Now you gather the materials, stone, wood and metal and place them into the chest. Whenever there are materials in your chest you can interact with the foundaton and "work" on the house speeding up production.

    Once your house is built you can make keys and distribute them to your friends, upgrade your house with modules and add a second and 3rd floor. Your doors can be locked. there are bugs that allow people to get into a locked house, but they are known and being worked on.

    Creatign a clan is directly related to buildign a house. One of the addons to your house is a Guild stone. Once you put this in your house you are able to make a clan. Currently you have to interact with the clanstone to do anythign clan related such as invite, kick, promote, and demote members. The ranks are all static and numberes rank 1-Rank 10. You can declare wars on other clans from here, but you are required to know the clans name, you ahve to type it in manually. War declarations are also mutual. Overall the clan UI and diplomacy options need work, btu clans are one of the newest features added and the basics work. You dont get flagged fro hitting clanmates and your clanmates flag changes to a clan shield.

    Combat/pvp:

    Melee combat is good, it still needs some work, but otherwise its really good. First off people have 5 hitboxes, head, torso, L arm, R arm, and legs. The armor you wear on that hitbox effects the damage dealt to that hitbox, hitting the head deals a little extra damage.

    Melee combat has directional attacks. You can swing from left to right, from right o left and stab. No overhead swing yet and not sure wheh were getting one. The major flaw here is that the arc of your weapon swing doesnt hig multiple hitboxes or multiple targets yet. not sure if or when this will be changed.

    Archery is working, but some tweaking with weapon arcs and targeting needs to be done. Also seems to be very stamina intensive, but this could be due to people making bad bows, you can make bad weapons too while experimenting with combos. I think its a combination of both. it needs some more balancing and people make bad bows. Another problem with bows is how effective armor is. I had a bow that was dealing somethgin like  25 damage and a guy wearing cloth armor i only hit for 18 and  with te same skill hit a guy wearing plate for only 2. Overall these things just need to be balanced a bit more.

    Magic needs work. The spellbook is pretty bare and the system is only half available. The absolute basics fo the system is in however. Right now you target a player using the tab key. Notice you do have to aim at then and the hit tab, it doesnt target_nearest like in wow. Once targeted tho all magic attacks are heatseeking if they are within your los.

    To cast a spell you must stand still click the hotbar button the spell is on and wait for it to charge. Charge time depends ont he spell and your skil in magic. once the spell is charged then you have xx amount fo time to release the spell, during this timeframe you can move around but if you dont release the spell then your mind grows tired and you have to recharge another spell. Releae the spell by clicking the same hotkey and it casts on the target dealing damage or healing. Holding alt and releasing the spell casts it on yourself.

    Mounts/Mounted combat:

    Mounts are cool. They make everything except archery much better. Currently there is only 1 mount type in game, thats the steppe horse. Your riding skill changes how fast you can move and how stable your mount is. For instance at low riding skill you can barely do anything ecxept walk on your mount, once you start increasing skill (by riding) you are able to move to the next speed and the next one until you can do a full gallop. After you can do a full gallop increased riding skill makes your gallop faster.

    Your mount is considered a pet and you have to do upkeep to your pet. This is done by feeding and bandaging, and letting it graze. With a high enough control skill you can command your pet to do more things. Feeding increases loyalty, Grazing reduces loyalty loss bandaging heals damage, your mount can die if its health gets to zero, you cant resurect your mount, its just like any other animal, except you dont get a carccass (yet).

    Mounted combat right now needs to be looked at. When moving really fast it is hard to hit things accurately due to a small target area. Lag is also part of the problem, when you are moving really fast either you or your target seems out-of-sync. The major issue with mounted melee is how

    Mounted archery is hard. Combine heavy stamina use, lag and the accuracy penalty you get for moving and mounted archery is a bitch.

    Mounted magic is Imba, you can move while charging and casting spells and dont have to worry about aiming once your target is aquired. And if soemone on foot gets close, you knock them down. Magic overall just needs to be worked on, we will se how it pans out once the full system is in.

    Mounts have a way of negating the weight system, this is one of the things they are working on. While mounted you can equp weapons that you cant equip while on foot. I dont mind having special mount-weapons, that was a feature that had been spoken about. I have a problem with the weapons being completely OP. Also when mounted and moving at a decent speed, you get a damage modifier to melee weapons. This modifier combined with the aforementioned weapons allows for 1-shotting. They recently nerfed the mounted damage modifier, but peole are still doing crazy damage.

    Overall the mount system feels right and several things just need to be balanced more.

    PvE and AI:

    So far they havent added any pve content such as dungeons and quests into the game. They have stated that they wont add traditional questing and raiding like you see in wow. We are still waiting to see what they will add and so far the closest thing to a dungeon is this cave with a minotaur in it. The attacks that the minotaur has are different than standard wildlife. We dont know what sort of dungeons they will add in beta and what the rewards will be for doing them.

    Personally I dont see how they can add these unique boss monsters that are based on lore to the beta quite yet. If anything they just need to add a few sample bosses so we can see what we should expect when fighting a boss. I expect the real bosses to be lore-based, they can add them at any time before or after release.

    Most of the npc's in game are either beta vendors that sell basic materials, the banker (local banking btw) and the 2 crafting guys. There arent alot of different types of animals out in the world, but they are around and easy to get to from the nearest town. Somethign like 10 different animal types and they are spread out all over the continent in herds.

    Creature AI is what you would expect, pigs and wolves act like pigs and wolves. The minotaur does a charge attack and knocks you down.

    Overall they need to add different npcs to the cities and such to they feel more like towns, but that can come last. We dont need random npc's walking around town to test what they want us to test. They need to add more creature types tot he world, but they dont need to yet, the ones we have are fine. You get less materials form a pig carcass than a wisent carcass. Different mobs do different damage and react differently to you.

    Closing:

    When I pre-ordered my copy of MO I diddnt do it so i could "play" the beta. I did it so I could get my boxed copy when it released and with the understnding that when it releases I will be getting a full game. Some other people were expecting to just get early acess or to be able to use the beta as a way to scout the world so they get a headstart for release. I understood that gaining acess to beta was a priveledge and that testing the games systems was the primary focus of beta and not some sort of demo. I knew that my character would be wiped often (every 2 weeks atm).

    Overall my experience in Mortal online has been fun. At first i could barely play the game due to crashes and serious errors, and now I play the game several nights a week. There are still some performance issues and things that need to be balanced but you can play and have fun.

  • stuxstux Member Posts: 462

    Some small company like this should give you a few shares of the company for a prepay.

    That way you at least FEEL invested in the game and not just giving your money away in the hope the games A.) actually gets released and B.) is worth the time it took to install the game.

    Obviously, the game needs a lot of work and if it was in this state at release people should be calling for their money back.  But it isn't.

    I do agree though that if the developed can't get close to the date they say it will be released for game they expect you to prepay for then that isn't a good sign about how good the developer is at sticking to their word.

    The MO account name guy:  I can't image some small ass Indie company is going to read an email you send them let alone ban someone in a short period of time just on the email of some random dude.  Besides they should have just let the dude continue to play with hopes of converting him and getting his money after the release unless they feel he was working for the competition.

    I do think if they want people to prepay that kind of money they had better do more then allow me into some sort of beta.

    But maybe a year from now the game will be worth playing, who the hell knows.

     

     

  • RealmLordsRealmLords Member Posts: 358

    I just watched a video of mounted combat.  Looks like a cool game and a welcomed change of pace for the MMO community.  So far all the screenies have looked excellent, with a large expansive world and long view distance.

    I wouldn't give too concern to it not releasing.  Its not like this is the first dev we've seen who had trouble delivering a full game on schedule.

     

    Ken

     

     

     

    www.ActionMMORPG.com
    One man, a small pile of money, and the screwball idea of a DIY Indie MMORPG? Yep, that's him. ~sigh~

  • AlienShirtAlienShirt Member UncommonPosts: 621

    The fact that Mortal Online is more FAIL than Darkfail shows what a sad state the MMORPG genre currently is in.

  • RuynRuyn Member Posts: 1,052
    Originally posted by AlienShirt


    The fact that Mortal Online is more FAIL than Darkfail shows what a sad state the MMORPG genre currently is in.

     

    Considering that Darkfall is a great game then it is not such a sad state for MO. 

  • HerculesSASHerculesSAS Member Posts: 1,272
    Originally posted by Ruyn

    Originally posted by AlienShirt


    The fact that Mortal Online is more FAIL than Darkfail shows what a sad state the MMORPG genre currently is in.

     

    Considering that Darkfall is a great game then it is not such a sad state for MO. 

     

    Darkfall sucks. The fact that MO sucks MORE during beta, than DF did, speaks volumes about how bad MO is.

  • colutrcolutr Member Posts: 333
    Originally posted by HerculesSAS

    Originally posted by Ruyn

    Originally posted by AlienShirt


    The fact that Mortal Online is more FAIL than Darkfail shows what a sad state the MMORPG genre currently is in.

     

    Considering that Darkfall is a great game then it is not such a sad state for MO. 

     

    Darkfall sucks. The fact that MO sucks MORE during beta, than DF did, speaks volumes about how bad MO is.

     

    Diddnt you get banned for betaleaks? Arent you disgruntled when they diddnt let you design the betaforums?

    I smell butturt, and it smells like shitty, bloody, splintery ass.

  • SuraknarSuraknar Member UncommonPosts: 852

    Well...

    I am not ure if the OP has ever played a Sandbox game but in the Power point presentation that was linked here,

    www.neoseeker.com/forums/42773/t1361799-mortal-online-powerpoint-presentation/

    Pretty much explains what MO is NOT, under the Introduction section and what MO IS under the Short Philosophy.

    So I am sorry but it was explained.

    That being said, and as much as I admire the goals, there is no appeal to me in such a game for few reasons.

    1st - FPS first person. I tried it with Darkfall, it simply is not for me.

    2nd- Today's player base is not the same as UO's player base, while seemingly many people in their 20's today are asking for UO with Full Loot PvP these people were teenagers when they played UO and they were 10% of UO's population, and have a different definition and memory of what UO was.

    In UO on every 10 people you met in the Wilderness, 7 out of 10 people wanted to befriend you conduct trade with you, adventure with you, in Darkfall 9.8 people on 10 wanted to kill you...

    3rd- Static housing, static ruins that can be rebuilt and destroyed, this sounds really like Darkfal's Town System, and that is not Sandbox in my opinion. But most importantly it is a system geared on destruction, since, there are limited locations with ruins and at one point people will have to compete for them.

    So from the get go the game is not about building an in Game community, and it is rather about destroying and replacing another in game community. And from such a destructive premise, you cannot have an overall flourishing in game community because there is no room for cooperation and there is only room for competition.

    All the other things that the OP mentioned such as Auction Houses no quests, etc...even the way Taming happens are really reminescent of UO, taming was the same in UO you also had to actually stay close to the NPC as it randomly move around while your character was taming it by smooth talking to it (ever heard of Horse Whisperers? that is the idea here, use your imagination a bit), the crafting the mining and lumber jacking all is reminescent of UO in terms of systems in that regard, again however, UO was not UO just because of its Game systems it was UO because of its Players too, and from these players not many are still around and from those that are around there is specific things that are needed in order for them to get involved and help build flourishing in game communities.

    Finally, if you joined for a beta, you should expect unfinished systems and not polished mechanics, lots of changes, trial and error, and frustrating moments.

    maybe the bigger companies have redefined what a beta is by using the terms to mean , marketing and stress tests and as a tool to create hype, but smaller companies still have real betas with broken game elements and bugs in them.

    If there is anyone at fault here it is the OP for not getting informed prior to getting mesmerised by selective reading on the features list and creating a utopian vision bubble that got burst over and over while he was playing for 100 hours.

    Cheers, be safe!

    - Duke Suraknar -
    Order of the Silver Star, OSS

    ESKA, Playing MMORPG's since Ultima Online 1997 - Order of the Silver Serpent, Atlantic Shard
  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188

    About the download time / concern. Beta block B here, took me 15 mins to download on that day was available. I recently changed HD and downloaded again about a week ago this time 4 mins. The previous fastest download for a game was DF for me MO torrent was the fastest ever seen.

     



  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188
    Originally posted by colutr


    Really because I have been playing since day 1 of the beta aswell.
    There are only 3 versions of the game to be sold:
    Limited edition, only 999 copies: 99 USD
    Boxed edition, only 9001 copies: 75 USD
    Digital download, infinite copies: 55 USD
     
    The estimated that the delivery date of the boxed copies would be sometime in september, but they also state that the final pre-release client would be in the box. Due to some problems with the Metal boxes being handcrafted and and them not having the final pre-release client available they posponed the shipments.
    The client we are using currently in beta is a beta client. We are testing the actual client aswell as the game and its still not in its final iteration. Every so many patches they add soemthign to the client and do things to tweak the performance. For a while we had to download full clients, and i personally never had a problem with speed once there were a few seeds on it. Now the patcher on the client is working and they just need to refine it an make an installer version.
    Starting experience:
    When i enter into the game the character selection is nice. They just updated it and the races look better then they did through most of beta. They also added a few new races in the most recent patches. Creating a character is more than just cosmetic too, different factors change your attribute caps such as age, race height and how you mix blood.
    After playing around with character creation I log into the game. Currently you spawn in one of the random starting locations, later on this is supposed to be tied to your primary race. You start out in the world buck naked and your characters are anatomically correct. They plan on adding non-lootable underwear for release but you dont need them right now anyways.
    I make my way to the nearby town, there is always a town within a short walk of where you start at. The towns rght now only have the basic vendors we need to test the game. Leather merchants, reagent vendors, house vendoras and such. makes it much easier to test things when you dont have to spend xxx ammount fo time out int the worls looking for it. Also some things cant be found in the world yet so these vendors help.
    Next I make my way to the smith to get some starter gear and start crafting. no weapons or armor can be bought at a vendor and you cant sell them either. All weapons and armor, except the starter gear is crafted and must be traded with other players. With this in mind you start out by gathering. While gathering you gain related attributes. So mining increases strength and constitution. Now you talk to a few npc's and you get your ore refined and some gear made.
    Crafting:
    The crafting process has not been implemented yet and crafting skills havent been added. You speak sto an npc and the UI allows you to take the raw materials and he spits out a weapon/armor. What should be noted here is that with only a small variety of craftable objects you can make alot of variations.
    Armor is split up into 8  "sets", each set is basically a different mesh and the materials you use changes the overlay colors, the defensive capability, the weight and the durability. Each one of these 8 "sets" are broken up into 10 pieces. Each one of these pieces can be made with different primary and support materials, and you can use a different ammount of each material. To get a good durability-to-weight-to-effectiveness you have to experiment with using different materials and in varying ammounts. You can mix and match pieces and materials to get a certain look if you see fit.
    it shoudl also be noted that armor doesnt add to the overall defense of your character. It adds to the defens of the hitbox you equip it to. So shoulder armor, arm armor and gloves all add to yout arm hit box, left arm or right arm. helms add to yotu head hitbox, and etc.
    Weapons are dealt with the same as armor, except there is no material ratio. Instead you have up to 3 different parts of a weapon you can play around with. These parts are the Handle Core, Handle coating, and Head. The Handle core is the solid material the handle is made from, the Handle Coat, changes the color of the handle, and the head determines what type fo weapon it is. All materials effect the weight, durability and damage of a weapon.
    So if you want to make a spear you would choose a 1 or 2 handed long handle, you choose che core of the handle and the coating. This matters because with long enough weapons you can hit with the handle and if you choose to not add a head then you ahve a quarterstaff. Then you would pick one of the spear heads. Now if you wanted to change it up a bit, you could pick one of the sword heads and your weapon resembles a naginata or you can pick a haberd head and you have a halbard and so on.
    Bows work in a similar way and you can either make composite or single material bows. Then you choose if its a recurve, flat, decurve ro assymetrical bot. You chose the materials and you choose where the majority of that material is applied. you can apply material to the back or the belly of the bow. Experimenting with wood types, bow types and where you apply the materials can cause a bowcrafter to become famous.
    Currently you see a weird tooltip when looking at weapons and armor. Weapons show the abbreviations of what you made the weapon out of and how you designed it. Eventually this info will be hidden to the player and you will need a skill to see it. That way weaponcrafters will be able to look at a weapon and examine what it was made from and be able to replicate it. Gear also shows the weight and durability. Damage is hidden and only a person with a certain skill will be able to accurately tell the damage of a weapon, this skill hasn't been added yet.
    In the World:
    Once you leave the comfort of town, you can pretty much go anywhere. Most of what you see can be explored and you can see very far into the distance. Only restrictions on where you can go are invisible walls to keep us where they want us testing at and rugged terrain. Some mountains are just too damn steep to climb, but mountains dont feel like some sort of zone border. In fact there are no zones. Just one big seamless world. About performance tho, sometimes it feels like there is an invisible grid underneath the ground and you walk over a gridline and get a short ammount of lag. Its a known issue that needs to be fixed.
    Professions:
    Currently the only professions in game are Gathering and Taming. Not counting combat professions. So far every animal i have come across can be tamed. There are some sync errors every now and then, so you cant tame a glitched animal, but otherwise they are all tamable. I've even heard stories of people taming the minotaur in his lair, but he is too big to bring out of the cave. (thank god)
    The gathering professions that are in so far are mining, woodworking and there are harvestable herbs. No skill has been attached to herb harvesting yet, you just pick em up. it should also be noted that you can lock these skills at 0 and still be able gather, you just need the correct tool. Your gathering rate will be terrible but there is no artificial way to stop someone with an axe from chopping a tree. In this regard you can look at skills as improving your technique, but if you dont want to improve you dont have to.
    Housing/construction/clans:
    Construction is very simple right now. You buy a house deed, find a place to place it and then you begin construction of your house. Right now there is only 1 house model for testing the system. When under construction your youse is just a foundation and a frame with a chest in it. You can interact with te owner sign and you see how much material is needed to build the house. Now you gather the materials, stone, wood and metal and place them into the chest. Whenever there are materials in your chest you can interact with the foundaton and "work" on the house speeding up production.
    Once your house is built you can make keys and distribute them to your friends, upgrade your house with modules and add a second and 3rd floor. Your doors can be locked. there are bugs that allow people to get into a locked house, but they are known and being worked on.
    Creatign a clan is directly related to buildign a house. One of the addons to your house is a Guild stone. Once you put this in your house you are able to make a clan. Currently you have to interact with the clanstone to do anythign clan related such as invite, kick, promote, and demote members. The ranks are all static and numberes rank 1-Rank 10. You can declare wars on other clans from here, but you are required to know the clans name, you ahve to type it in manually. War declarations are also mutual. Overall the clan UI and diplomacy options need work, btu clans are one of the newest features added and the basics work. You dont get flagged fro hitting clanmates and your clanmates flag changes to a clan shield.
    Combat/pvp:
    Melee combat is good, it still needs some work, but otherwise its really good. First off people have 5 hitboxes, head, torso, L arm, R arm, and legs. The armor you wear on that hitbox effects the damage dealt to that hitbox, hitting the head deals a little extra damage.
    Melee combat has directional attacks. You can swing from left to right, from right o left and stab. No overhead swing yet and not sure wheh were getting one. The major flaw here is that the arc of your weapon swing doesnt hig multiple hitboxes or multiple targets yet. not sure if or when this will be changed.
    Archery is working, but some tweaking with weapon arcs and targeting needs to be done. Also seems to be very stamina intensive, but this could be due to people making bad bows, you can make bad weapons too while experimenting with combos. I think its a combination of both. it needs some more balancing and people make bad bows. Another problem with bows is how effective armor is. I had a bow that was dealing somethgin like  25 damage and a guy wearing cloth armor i only hit for 18 and  with te same skill hit a guy wearing plate for only 2. Overall these things just need to be balanced a bit more.
    Magic needs work. The spellbook is pretty bare and the system is only half available. The absolute basics fo the system is in however. Right now you target a player using the tab key. Notice you do have to aim at then and the hit tab, it doesnt target_nearest like in wow. Once targeted tho all magic attacks are heatseeking if they are within your los.
    To cast a spell you must stand still click the hotbar button the spell is on and wait for it to charge. Charge time depends ont he spell and your skil in magic. once the spell is charged then you have xx amount fo time to release the spell, during this timeframe you can move around but if you dont release the spell then your mind grows tired and you have to recharge another spell. Releae the spell by clicking the same hotkey and it casts on the target dealing damage or healing. Holding alt and releasing the spell casts it on yourself.
    Mounts/Mounted combat:
    Mounts are cool. They make everything except archery much better. Currently there is only 1 mount type in game, thats the steppe horse. Your riding skill changes how fast you can move and how stable your mount is. For instance at low riding skill you can barely do anything ecxept walk on your mount, once you start increasing skill (by riding) you are able to move to the next speed and the next one until you can do a full gallop. After you can do a full gallop increased riding skill makes your gallop faster.
    Your mount is considered a pet and you have to do upkeep to your pet. This is done by feeding and bandaging, and letting it graze. With a high enough control skill you can command your pet to do more things. Feeding increases loyalty, Grazing reduces loyalty loss bandaging heals damage, your mount can die if its health gets to zero, you cant resurect your mount, its just like any other animal, except you dont get a carccass (yet).
    Mounted combat right now needs to be looked at. When moving really fast it is hard to hit things accurately due to a small target area. Lag is also part of the problem, when you are moving really fast either you or your target seems out-of-sync. The major issue with mounted melee is how
    Mounted archery is hard. Combine heavy stamina use, lag and the accuracy penalty you get for moving and mounted archery is a bitch.
    Mounted magic is Imba, you can move while charging and casting spells and dont have to worry about aiming once your target is aquired. And if soemone on foot gets close, you knock them down. Magic overall just needs to be worked on, we will se how it pans out once the full system is in.
    Mounts have a way of negating the weight system, this is one of the things they are working on. While mounted you can equp weapons that you cant equip while on foot. I dont mind having special mount-weapons, that was a feature that had been spoken about. I have a problem with the weapons being completely OP. Also when mounted and moving at a decent speed, you get a damage modifier to melee weapons. This modifier combined with the aforementioned weapons allows for 1-shotting. They recently nerfed the mounted damage modifier, but peole are still doing crazy damage.
    Overall the mount system feels right and several things just need to be balanced more.
    PvE and AI:
    So far they havent added any pve content such as dungeons and quests into the game. They have stated that they wont add traditional questing and raiding like you see in wow. We are still waiting to see what they will add and so far the closest thing to a dungeon is this cave with a minotaur in it. The attacks that the minotaur has are different than standard wildlife. We dont know what sort of dungeons they will add in beta and what the rewards will be for doing them.
    Personally I dont see how they can add these unique boss monsters that are based on lore to the beta quite yet. If anything they just need to add a few sample bosses so we can see what we should expect when fighting a boss. I expect the real bosses to be lore-based, they can add them at any time before or after release.
    Most of the npc's in game are either beta vendors that sell basic materials, the banker (local banking btw) and the 2 crafting guys. There arent alot of different types of animals out in the world, but they are around and easy to get to from the nearest town. Somethign like 10 different animal types and they are spread out all over the continent in herds.
    Creature AI is what you would expect, pigs and wolves act like pigs and wolves. The minotaur does a charge attack and knocks you down.
    Overall they need to add different npcs to the cities and such to they feel more like towns, but that can come last. We dont need random npc's walking around town to test what they want us to test. They need to add more creature types tot he world, but they dont need to yet, the ones we have are fine. You get less materials form a pig carcass than a wisent carcass. Different mobs do different damage and react differently to you.
    Closing:
    When I pre-ordered my copy of MO I diddnt do it so i could "play" the beta. I did it so I could get my boxed copy when it released and with the understnding that when it releases I will be getting a full game. Some other people were expecting to just get early acess or to be able to use the beta as a way to scout the world so they get a headstart for release. I understood that gaining acess to beta was a priveledge and that testing the games systems was the primary focus of beta and not some sort of demo. I knew that my character would be wiped often (every 2 weeks atm).
    Overall my experience in Mortal online has been fun. At first i could barely play the game due to crashes and serious errors, and now I play the game several nights a week. There are still some performance issues and things that need to be balanced but you can play and have fun.



     

    Full of Win



  • SuraknarSuraknar Member UncommonPosts: 852

    Yup that is good,

    I see the housing is not static anymore and that is a plus.

    The rest is good sandbox premise, also good.

    Combat sounds much like Mount & Blade.

    So the only negative at this time for me is the First person view, I realy do not like that, it feels very limited to me.

     

    - Duke Suraknar -
    Order of the Silver Star, OSS

    ESKA, Playing MMORPG's since Ultima Online 1997 - Order of the Silver Serpent, Atlantic Shard
  • HodoHodo Member Posts: 542
    Originally posted by Toquio3


    I never played a sandbox mmo, and MO sounded like a great game that Id like to try, but this post, along with others, paints a very grim image of the game. also, 75€ / 100€ for the normal / CE? seriously? I understand if they are a new company with no resourses, but shouldnt the price of a product be earned by its quality?

     

    Actually its about 40 EUD, and 70EUD....   But for us here in the US of A its 75 and 100.

     

    And the OP, is posting alot of stuff from early beta.    Not saying that some of those issues arent still in the beta, but at least they are making progress which is more than I can say for some other "Sandbox" MMOs.

     

     

    So much crap, so little quality.

  • colutrcolutr Member Posts: 333
    Originally posted by Suraknar


    Well...
    I am not ure if the OP has ever played a Sandbox game but in the Power point presentation that was linked here,
    www.neoseeker.com/forums/42773/t1361799-mortal-online-powerpoint-presentation/
    Pretty much explains what MO is NOT, under the Introduction section and what MO IS under the Short Philosophy.
    So I am sorry but it was explained.
    That being said, and as much as I admire the goals, there is no appeal to me in such a game for few reasons.
    1st - FPS first person. I tried it with Darkfall, it simply is not for me.
    2nd- Today's player base is not the same as UO's player base, while seemingly many people in their 20's today are asking for UO with Full Loot PvP these people were teenagers when they played UO and they were 10% of UO's population, and have a different definition and memory of what UO was.
    In UO on every 10 people you met in the Wilderness, 7 out of 10 people wanted to befriend you conduct trade with you, adventure with you, in Darkfall 9.8 people on 10 wanted to kill you...
    3rd- Static housing, static ruins that can be rebuilt and destroyed, this sounds really like Darkfal's Town System, and that is not Sandbox in my opinion. But most importantly it is a system geared on destruction, since, there are limited locations with ruins and at one point people will have to compete for them.
    So from the get go the game is not about building an in Game community, and it is rather about destroying and replacing another in game community. And from such a destructive premise, you cannot have an overall flourishing in game community because there is no room for cooperation and there is only room for competition.
    All the other things that the OP mentioned such as Auction Houses no quests, etc...even the way Taming happens are really reminescent of UO, taming was the same in UO you also had to actually stay close to the NPC as it randomly move around while your character was taming it by smooth talking to it (ever heard of Horse Whisperers? that is the idea here, use your imagination a bit), the crafting the mining and lumber jacking all is reminescent of UO in terms of systems in that regard, again however, UO was not UO just because of its Game systems it was UO because of its Players too, and from these players not many are still around and from those that are around there is specific things that are needed in order for them to get involved and help build flourishing in game communities.
    Finally, if you joined for a beta, you should expect unfinished systems and not polished mechanics, lots of changes, trial and error, and frustrating moments.
    maybe the bigger companies have redefined what a beta is by using the terms to mean , marketing and stress tests and as a tool to create hype, but smaller companies still have real betas with broken game elements and bugs in them.
    If there is anyone at fault here it is the OP for not getting informed prior to getting mesmerised by selective reading on the features list and creating a utopian vision bubble that got burst over and over while he was playing for 100 hours.
    Cheers, be safe!

     

    The static ruins and such arent like DF towns. Right now they have bridges all over the world and anyone can build them/destroy them. No one owns them. Its a nice base and they can apply the system to any sort fo structure. I think this will be part of the PVE system and a way to expose some of the lore.

    1st person view is almost necessary, i would prefer a view like in mount & Blade but the fpv feels good in MO. Thats one thing that you either can or cant deal with.

    They are working on the housing system right now. There seems to be an issue with placement of houses so they are going to keep the static system until that issue can be fixed. Placement of houses needs work, but once its placed everything is awesome.

     

  • RevenusRevenus Member Posts: 70
    Originally posted by TheConfined 

    I pick a female Sarducaan since male characters have their dicks hanging out(which btw is fucking hillarious...how could a company waste any time/resources making a totally useless feature that would turn away customers moreso than attract, considering the majority of MMO players are male and probably don't want to look at dicks all day). 

     I laughed.

    As for the game, I really don't agree with p2p beta testing.  People have expectations that they should be entitled to the same benefits of a finished game.  It just creates drama.  I would much rather have a non-fan rip the game apart from the insides out until my game gleams like the ample butt of a finely tanned Brazilian swimsuit model.

    As an old school UO player I look forward to a finished product out of MO. I can't wait to see what they come up with.

    "There is a certain undeniable power in the void; within lies an unspoken promise of greatness, the shadowy truth that man is ruled by fear not of what is seen, but of what he perceives is seen beyond."

  • biplexbiplex Member Posts: 268

    I agree with the OP.

    image
    http://www.teraonline.info.pl Polski Poradnik Gry Tera Online

  • oramiooramio Member Posts: 121

     OP it is unbelievable that you're calling that a review with all the emotional scattered around your post. I am sure that by somehow you have a personal rage building up against someone related to MO, so is your post there.

    Check the unbiased review posted on this thread for a review, and try to learn how a nonbiased review can be made. That post plainly describes what's there and what's not.

    www.mmorpg.com/discussion2.cfm/post/3238147

  • TheConfinedTheConfined Member Posts: 46

    "As an old school UO player I look forward to a finished product out of MO. I can't wait to see what they come up with."

    See thats the thing...Star Vault is incapable of producing a quality product and MO will never be anything other than a complete waste of time

    The only thing SV is good at is dreaming and making really cool sounding concept ideas but based on what they have right now it is blatantly obvious that even if given 5 years to work on the game and unlimited funds they wouldn't even be able to do half of what they're claiming to try to do

    Virtually every system that exists in the game right now is a placeholder and there isn't a single combat related skill in the entire game other than a few magic spells all of which do one of two things, they either deal damage or heal...theres no roots, snares, stuns, mezzes, AE spells of any kind

    like I said, the game is a total fucking joke and will fade into the shadows of complete failure MMO's

     

    if I were to give a real full length review, I doubt anyone would read it and considering how unbelievably bad the game is, this is why I reviewed it the way I did...the game is total garbage and I try to convey that point as quickly as possible

  • colutrcolutr Member Posts: 333
    Originally posted by TheConfined


    "As an old school UO player I look forward to a finished product out of MO. I can't wait to see what they come up with."
    See thats the thing...Star Vault is incapable of producing a quality product and MO will never be anything other than a complete waste of time
    The only thing SV is good at is dreaming and making really cool sounding concept ideas but based on what they have right now it is blatantly obvious that even if given 5 years to work on the game and unlimited funds they wouldn't even be able to do half of what they're claiming to try to do
    Virtually every system that exists in the game right now is a placeholder and there isn't a single combat related skill in the entire game other than a few magic spells all of which do one of two things, they either deal damage or heal...theres no roots, snares, stuns, mezzes, AE spells of any kind
    like I said, the game is a total fucking joke and will fade into the shadows of complete failure MMO's
     
    if I were to give a real full length review, I doubt anyone would read it and considering how unbelievably bad the game is, this is why I reviewed it the way I did...the game is total garbage and I try to convey that point as quickly as possible

     

    butthurt

    troll

    hater

    doomsayer

  • qazqaz123qazqaz123 Member Posts: 123

    Properly the worst review i ever seen, reminds me a little of the review from eurogames on DFO.

    Unbiased, not well tested, not documented.

     

    This OP is expecting to play fully released game, his expecting to get his money back for something he tested, and think he bought a released version of the game and not just the PRE-ORDER.

    First off, theres a reason its called preorders. They should never give you, your money back cuz your not happy with your preorder 2 days after you tried the game.

    Beeing mad on torrents, well heres the world for you. As files gets bigger so does the bandwith needed to distribute them. and you know what, BANDWITH Cost money. Yes thats true, they dont waste alot of money on haveing a 10gbit rack standing there for the sole purpose of uploading the client to everyone upon a new release.

    Furthermore, wipes! In most beta's ive done thats been a needed feature. If the OP mistakenly thinks that  WOW US Beta was a real beta, same goes for the eu one, then his very wrong. They had some finished game. And translated the stuff from korean into English etc. notthing else. For those that were in korean CLOSED Beta. They would know that wipes, happend regulary, and the ame wasnt that smooth. So wow kiddo.. Go back to your place.. And please stay there! 

  • jokuvaanjokuvaan Member Posts: 43

    I find review pretty accurate, compared to MO atm and darkfall at launch, DF was so much better. Unless they can pull miracle out of their ass its not going to go well for MO.

    Atm UI is just awful, makes DF version look freaking brilliant, which its not.

  • TalinTalin Member UncommonPosts: 923

    Leave the reviews to those who can write objective, coherent descriptions of a game. This useless drivel hurts my head, and the teenage angst comes out in whiny, hormonal rages.

    It would have been enough to say you didn't like the game, but the OP is trying to slander both the game and development studio. I have no interest in ever playing MO, but I hate seeing people go through this much effort to discredit a game.

    If you thought you were doing the community a favor, you should really re-read what you wrote and think about it. The community is best served by clear, concise information (i.e., facts) and opinions based on content/functionality tempered by consideration for the phase/status of a game.

  • HerculesSASHerculesSAS Member Posts: 1,272
    Originally posted by Talin


    Leave the reviews to those who can write objective, coherent descriptions of a game. This useless drivel hurts my head, and the teenage angst comes out in whiny, hormonal rages.
    It would have been enough to say you didn't like the game, but the OP is trying to slander both the game and development studio. I have no interest in ever playing MO, but I hate seeing people go through this much effort to discredit a game.
    If you thought you were doing the community a favor, you should really re-read what you wrote and think about it. The community is best served by clear, concise information (i.e., facts) and opinions based on content/functionality tempered by consideration for the phase/status of a game.

     

    Realistically speaking, most people who pre-ordered to get into beta don't even play the game (and for good reason).

     

    There are people who think the OP's review is spot on -- I'm obviously one of them. But if you don't you can't just say it's not a good review. Objective reviews are almost impossible at this stage of the game because the only people who can review the game are those who felt hyped enough to buy into it, to pay to play the beta. Some people feel dismayed, looking at the progress and blatant lies coming out of SV ("The Massive LOD is holding us back!" was a big one) and feel that by Q4 the game simply won't be ready, and that SV used lots of methods like the PowerPoint, like the previews on MMORPG and other sites in order to drive up interest in the game features that will certainly not be there for launch. Ethically speaking, it's a low caliber thing to do and even (sadly) Darkfall's previews with outside reviewers were more accurate for the content they had in at launch. The problem with Darkfall is that the game pretty much sucked, and it had 8 years of hype. But they delivered more or less on what they said during the previews and interviews, just poorly.

     

    StarVault instead, is not going to release half of what they 'hyped up' in the game. Look back at the reviews with Mats out there, and the features he talked about -- they are all cut for launch, but we didn't find that out until some time AFTER the preorder period. Beta was an assumption to a lot of people that all the features were in, and that the testing was going to happen and we'd be in a bug ridden game. That was fine. But up until last week, they were actively developing and throwing code into the game with thievery -- an admission by Emil Jones.

     

    Now if you find the game fun and entertaining, obviously the OP's review is not going to seem accurate to you, as it doesn't reflect your own point of view. But that's the thing with reviews isn't it? They are subjective in general, unless they are 'commissioned' -- and even then sometimes the reviewers don't put the time or effort in to really review the game. Right now, SV is trying to motivate the community to create positive PR for them by offering prizes -- it seems shady but given the paid beta, it's unsurprising.

     

    Thing is, all along people (and myself) talked about mismanagement of the game and we see it now in releasing 'fluff' features like thievery, failing to release proper working systems, a lag free environment, and a cohesive game experience from the getgo. This explains exactly why they went for a paid beta -- because they could not properly manage the money they were given from investors, and their plan wasn't executed well or implemented properly. At this point, I don't really care -- I'm following MO because the ideas on paper were great and my hope is that they get fleshed out at some point, but the way it's going now... I don't have good feelings about it. Hopefully SV gets bought out and an experienced developer can take the reins and give the game a good future.

     

    Please don't make EVE comparisons either, because at least EVE had good core gameplay from DAY ONE. The combat in MO is horrible, and now I read reports about half of the data being client side and easily hackable. PMs kind of confirm that rumor but I'll leave that alone for now. If you don't demand the changes, you are going to be in for a really, really horrible gameplay during launch and that's why many of us spoke out so vocally at the time. I have since watched them fail to deliver over and over, so I'm done waiting and set my hopes on another game, but in the corner of my eye and the little time I get at work, I'll keep an eye and comment on what's going on, half laughing about it because I knew I was right from the beginning.

     

    Sad thing is, people are still complaining about that patcher... something I mentioned months ago. But at least you got bigger fonts and a cave guys :) I'm sure that makes up for it :P

  • YamotaYamota Member UncommonPosts: 6,593

     100% agree with the OP. Mortal Online is a piece of garbage. It is worse than Darkfall was at release, if you can imagine that. And it is a shame that sandbox games turns out to be piles of garbage games like this. It gives the genre a bad name.

    Luckily you have Eve which is the only sandbox worth mentioning. Mortal Online is a fucking disgrace.

  • AbloecAbloec Member CommonPosts: 315
    Originally posted by Yamota


     100% agree with the OP. Mortal Online is a piece of garbage. It is worse than Darkfall was at release, if you can imagine that. And it is a shame that sandbox games turns out to be piles of garbage games like this. It gives the genre a bad name.
    Luckily you have Eve which is the only sandbox worth mentioning. Mortal Online is a fucking disgrace.

     

    Your still not done ranting?

    image

    Damnant quod non intellegunt
  • mrcalhoumrcalhou Member UncommonPosts: 1,444

    I think people are just upset that they didn't bother to read the caveat that SV had written and put on like the front page when they pre-ordered for beta. Otherwise they would have known that content and stuff was going to be released and worked on in waves and that not everything was going to be up to test.

     

    --------
    "Chemistry: 'We do stuff in lab that would be a felony in your garage.'"

    The most awesomest after school special T-shirt:
    Front: UNO Chemistry Club
    Back: /\OH --> Bad Decisions

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