Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

How much of the PvP system is currently functional

VooDoo_PapaVooDoo_Papa Member UncommonPosts: 897

Do guards react accordingly (do they attack or imprison?) Is the flagging system functional?

basically, does anything inside this .pdf not work the way its written within the text?

http://www.mortalonline.com/files/flagging/MO_Flagging.pdf

sorry to sound a bit jaded, but Ive been through too many MMO releases where what is said to be functional on a games website is not functional in game

image

Comments

  • ange10ange10 Member Posts: 307

    Originally posted by VooDoo_Papa

    Do guards react accordingly (do they attack or imprison?) Is the flagging system functional?

    basically, does anything inside this .pdf not work the way its written within the text?

    http://www.mortalonline.com/files/flagging/MO_Flagging.pdf

    sorry to sound a bit jaded, but Ive been through too many MMO releases where what is said to be functional on a games website is not functional in game

    1. the guards do not imprison lol.

    2. what do you mean by anything in this pdf work as in the text and if you can read it says type guards to call the guards to get someone who is flagged grey or red.

    from my knowledge there are 3 teirs to the guards but right of now in the beta all you have to do is call guards which a lictor will appear and kill the law breaker.

    thats the high secuirty anyway but what we got in beta right now is not the final product.

    but AI is only basic at the moment but if you watch some alpha videos then you can see the guards, and they are leaning on the walls etc tec.

    so yes i believe you will see the guard system in at release which is 8 days from now.

    most of the system is working as intended.

  • JakdstripperJakdstripper Member RarePosts: 2,410

    well 70% of the time your weappon will move  when you click the button........what else do you want?

  • AllSeeingGuyAllSeeingGuy Member Posts: 143

    Don't mind the mean person above.

     

    The pvp system works, the flags work. The guard system works but isn't the final product. You cannot be jailed, only guard whacked/guarded. If you attack in town someone has to call guards on you when your flag turns grey. If you kill 5 people you turn red which make you unable to enter town. So yes that pdf is pretty accuarte to how the pvp system is implemented right now.

     

    The guild/group/enemyguild ones are not in.

  • AllSeeingGuyAllSeeingGuy Member Posts: 143

    Originally posted by Jakdstripper

    well 70% of the time your weappon will move  when you click the button........what else do you want?

    Have you watched your stamina when you swing, if you are out of stam you will not swing. Also there is a bug right now that causes your weapon to stick sometimes. I have killed tons of springbok since the recent patch and have only had the weapon stick maybe twice. Check your stam and level up your constitution.

  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,693

    Originally posted by VooDoo_Papa

    Do guards react accordingly (do they attack or imprison?) Is the flagging system functional?

    basically, does anything inside this .pdf not work the way its written within the text?

    http://www.mortalonline.com/files/flagging/MO_Flagging.pdf

    sorry to sound a bit jaded, but Ive been through too many MMO releases where what is said to be functional on a games website is not functional in game

     There are no real guards.. instead there are instant spawned avatars of death that magically appear when you type "guards" in chat...

     

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

    "I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator

    Proudly wearing the Harbinger badge since Dec 23, 2017. 

    Coined the phrase "Role-Playing a Development Team" January 2018

    "Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018

  • DistasteDistaste Member UncommonPosts: 665

    Originally posted by Slapshot1188

    Originally posted by VooDoo_Papa

    Do guards react accordingly (do they attack or imprison?) Is the flagging system functional?

    basically, does anything inside this .pdf not work the way its written within the text?

    http://www.mortalonline.com/files/flagging/MO_Flagging.pdf

    sorry to sound a bit jaded, but Ive been through too many MMO releases where what is said to be functional on a games website is not functional in game

     There are no real guards.. instead there are instant spawned avatars of death that magically appear when you type "guards" in chat...

     

    Last time I played it was abused continually and buggy at best.  Nothing like instantly dying when all you did was stand there then get repeatedly killed coming out of the respawn hut because you were still flagged.

  • JakdstripperJakdstripper Member RarePosts: 2,410

    ok ok..... define functional?

  • VooDoo_PapaVooDoo_Papa Member UncommonPosts: 897

    Originally posted by AllSeeingGuy

    Don't mind the mean person above.

     

    The pvp system works, the flags work. The guard system works but isn't the final product. You cannot be jailed, only guard whacked/guarded. If you attack in town someone has to call guards on you when your flag turns grey. If you kill 5 people you turn red which make you unable to enter town. So yes that pdf is pretty accuarte to how the pvp system is implemented right now.

     

    The guild/group/enemyguild ones are not in.

     cool, thanks for the reply.  sounds pretty interesting.

    a bit off topic, but are stealing and poisoning in-game and fully functional at this stage?

    image
  • NeoptolemusNeoptolemus Member Posts: 242

    Originally posted by VooDoo_Papa

     cool, thanks for the reply.  sounds pretty interesting.

    a bit off topic, but are stealing and poisoning in-game and fully functional at this stage?

    Thieving is in and fully functional, but like most of MO's features it's not properly balanced and fleshed out. As a result you see a lot of naked thieves running around town, sure you can call the guards on them if you catch them stealing something but they just die and come back having lost nothing. As it is, a lot of people have complained of being unable to do something as simple as buy something from a vendor or deposit some money in the bank without being harassed by thieves and having their stuff stolen.

  • AethaerynAethaeryn Member RarePosts: 3,150

    The gaurds are insta-kill and summoned with a text command as others stated.  The system will not be working as intended on release. . ie. (guards that patrol and use line of sight etc.).  I am not sure they promised that at release but one of the posters above suggested they would be "as intended" on release.

     

    Thieving has issues for sure and it hotly contested.  Thieves have zero risk (they can steal naked from you in the bank and quickly deposit the item)  The only thing they have to lose is what htey have most recently stolen and since they took it from you they have not really lost much.  They get guard wacked and then come back and do it again. . repeat until skill is high and they get cuaght less often.  I would say the reward while good compared to a noob is not that great though either.  You can make more hunting etc. . it is just really anoying to be in town.

     

    The flagging system also does not give you the ability to "report" who killed you.  If you hit somenone by accident with your horse you are flagged grey and if someone kills them you are given a murder count for contributing.  This was last I checked.

     

    In the current build theiving is disabled.  I guess they are working on something.

     

    I love the game but do not expect it to work the way the "feature" list reads.  A lot of it is ideas that they "will have" in game given that they are not hampered by time or technology.

    Wa min God! Se æx on min heafod is!

  • DAS1337DAS1337 Member UncommonPosts: 2,610

    Originally posted by Neoptolemus

    Originally posted by VooDoo_Papa



     cool, thanks for the reply.  sounds pretty interesting.

    a bit off topic, but are stealing and poisoning in-game and fully functional at this stage?

    Thieving is in and fully functional, but like most of MO's features it's not properly balanced and fleshed out. As a result you see a lot of naked thieves running around town, sure you can call the guards on them if you catch them stealing something but they just die and come back having lost nothing. As it is, a lot of people have complained of being unable to do something as simple as buy something from a vendor or deposit some money in the bank without being harassed by thieves and having their stuff stolen.

    Yep.  It's a big issue.  The only game it's worked in has been Ultima Online, it worked because your perspective was over the top.  If someone got too close, you could simply move.  Being stuck in FPV makes it remendously difficult to defend against.. and as you said, they typically lose nothing if they fail and are killed.  Maybe it would work if the game was in 3rd person, but it is not.

     

    it's a feature that serves no purpose in a game like this.  It can only hurt the game.  That's one thing DF did right.  Having to call the gaurds is pretty silly too.  If you fail in town, you should be instantly killed.  Or if you attempt to steal in front of a guard. I mean, are the guards blind?  They don't have any awareness at all?  What's the point of being called a guard if you don't actually do your job?  Cops don't wait for another civilian to call them about a speeding driver do they?   It's one of those features that can be improved upon from UO.  But convincing 'hardcore' gamers to have safe cities is much more difficult to pull off.

  • DAS1337DAS1337 Member UncommonPosts: 2,610

    Originally posted by Aethaeryn

     

    Thieving has issues for sure and it hotly contested.  Thieves have zero risk (they can steal naked from you in the bank and quickly deposit the item)  The only thing they have to lose is what htey have most recently stolen and since they took it from you they have not really lost much.  They get guard wacked and then come back and do it again. . repeat until skill is high and they get cuaght less often.  I would say the reward while good compared to a noob is not that great though either.  You can make more hunting etc. . it is just really anoying to be in town.

     

    The flagging system also does not give you the ability to "report" who killed you.  If you hit somenone by accident with your horse you are flagged grey and if someone kills them you are given a murder count for contributing.  This was last I checked.

     

    Third person view and tab targetting would eliminate 'oops' murder counts.  Design choice, woops.

     

    Also, another note on stealing.  It really is going to turn most cities into ghost towns.  You're right.  Going to town is going to be very annoying.  People will stay at their home or at a guild house, rather than take a chance at entering a city and getting their stuff stolen.  A NPC city shouldn't be something you want to avoid in a game like this.  Making trade hubs nearly impossible.

  • neodavieneodavie Member Posts: 278

    Originally posted by Distaste

    Originally posted by Slapshot1188


    Originally posted by VooDoo_Papa

    Do guards react accordingly (do they attack or imprison?) Is the flagging system functional?

    basically, does anything inside this .pdf not work the way its written within the text?

    http://www.mortalonline.com/files/flagging/MO_Flagging.pdf

    sorry to sound a bit jaded, but Ive been through too many MMO releases where what is said to be functional on a games website is not functional in game

     There are no real guards.. instead there are instant spawned avatars of death that magically appear when you type "guards" in chat...

     

    Last time I played it was abused continually and buggy at best.  Nothing like instantly dying when all you did was stand there then get repeatedly killed coming out of the respawn hut because you were still flagged.

    I see no problem here, lol. Yeah If the OP's question was if PVP is working, essentially what Distaste said, you can kill people, but you'd better not be in main cities flagged after you do. I abused the hell out of that system while I was in beta, no shame in it either, it's a part of the game mechanics, unintended as it may be. A while ago you wouldn't unflag during death, now luckily you do after enough time being dead.

     

    If you want "hardcore" at the cost of everything else this game may be for you. But if you want structure (literally any kind as the client doesn't even come with a manual!) then pass. And yes, I bought the game so I know what came with the basic non-collector's edition. Though I guess in some ways it's better that I got the regular game as some Collector's Editions came with nothing!

    But, yeah PVP "works" in a very sadistic sense of the word.

    Originally posted by GTwander:

    How are you an MMO? Or any of us for that matter?

    I say we strike all users from the site for not being MMOs.

  • VooDoo_PapaVooDoo_Papa Member UncommonPosts: 897

    thanks for all the feedback.  I'll keep an eye on this title for sure, but wont be an early adopter/subscriber

    image
  • NeoptolemusNeoptolemus Member Posts: 242

    Originally posted by DAS1337

    Originally posted by Neoptolemus

    Thieving is in and fully functional, but like most of MO's features it's not properly balanced and fleshed out. As a result you see a lot of naked thieves running around town, sure you can call the guards on them if you catch them stealing something but they just die and come back having lost nothing. As it is, a lot of people have complained of being unable to do something as simple as buy something from a vendor or deposit some money in the bank without being harassed by thieves and having their stuff stolen.

    Yep.  It's a big issue.  The only game it's worked in has been Ultima Online [...]

    To be honest with you, I think the only reason thieving is in there is because it was in UO. The devs have made it clear that they wanted to recreate the original UO experience with MO, so it really wouldn't surprise me if they just tacked on a thieving system to "make it like UO". After all, it's not like thievery actually serves some higher purpose in terms of gameplay other than to piss people off and earn the thief a bit of extra cash, it's just some extra fluff to pad out their feature list. That, and its numerous problems regarding balance just shows, to me anyway, that they just threw it in there without even thinking much about it.

  • funkmastaDfunkmastaD Member UncommonPosts: 647

    Originally posted by Neoptolemus

    Originally posted by DAS1337


    Originally posted by Neoptolemus



    Thieving is in and fully functional, but like most of MO's features it's not properly balanced and fleshed out. As a result you see a lot of naked thieves running around town, sure you can call the guards on them if you catch them stealing something but they just die and come back having lost nothing. As it is, a lot of people have complained of being unable to do something as simple as buy something from a vendor or deposit some money in the bank without being harassed by thieves and having their stuff stolen.

    Yep.  It's a big issue.  The only game it's worked in has been Ultima Online [...]

    To be honest with you, I think the only reason thieving is in there is because it was in UO. The devs have made it clear that they wanted to recreate the original UO experience with MO, so it really wouldn't surprise me if they just tacked on a thieving system to "make it like UO". After all, it's not like thievery actually serves some higher purpose in terms of gameplay other than to piss people off and earn the thief a bit of extra cash, it's just some extra fluff to pad out their feature list. That, and its numerous problems regarding balance just shows, to me anyway, that they just threw it in there without even thinking much about it.

    The gameplay function of thieving in MO is to ensure that there are no 100% absolute safe zones.  Guarded cities keep you safe from ganking, but with thieves it's not a 100% carebear zone.  I know that's not important to a lot of people, but solves a lot of the 'high-sec/low-sec' dichotomies found in other FFA PvP games

  • ThorpeyroxThorpeyrox Member Posts: 125

    Originally posted by funkmastaD

    Originally posted by Neoptolemus


    Originally posted by DAS1337


    Originally posted by Neoptolemus



    Thieving is in and fully functional, but like most of MO's features it's not properly balanced and fleshed out. As a result you see a lot of naked thieves running around town, sure you can call the guards on them if you catch them stealing something but they just die and come back having lost nothing. As it is, a lot of people have complained of being unable to do something as simple as buy something from a vendor or deposit some money in the bank without being harassed by thieves and having their stuff stolen.

    Yep.  It's a big issue.  The only game it's worked in has been Ultima Online [...]

    To be honest with you, I think the only reason thieving is in there is because it was in UO. The devs have made it clear that they wanted to recreate the original UO experience with MO, so it really wouldn't surprise me if they just tacked on a thieving system to "make it like UO". After all, it's not like thievery actually serves some higher purpose in terms of gameplay other than to piss people off and earn the thief a bit of extra cash, it's just some extra fluff to pad out their feature list. That, and its numerous problems regarding balance just shows, to me anyway, that they just threw it in there without even thinking much about it.

    The gameplay function of thieving in MO is to ensure that there are no 100% absolute safe zones.  Guarded cities keep you safe from ganking, but with thieves it's not a 100% carebear zone.  I know that's not important to a lot of people, but solves a lot of the 'high-sec/low-sec' dichotomies found in other FFA PvP games

    Not to forget the fact when patrolling guards are in large raid forces will still be able to gank you in towns ;)

  • hasaosanhasaosan Member UncommonPosts: 13

    Originally posted by Neoptolemus

    Originally posted by DAS1337

    Originally posted by Neoptolemus

    Thieving is in and fully functional, but like most of MO's features it's not properly balanced and fleshed out. As a result you see a lot of naked thieves running around town, sure you can call the guards on them if you catch them stealing something but they just die and come back having lost nothing. As it is, a lot of people have complained of being unable to do something as simple as buy something from a vendor or deposit some money in the bank without being harassed by thieves and having their stuff stolen.

    Yep.  It's a big issue.  The only game it's worked in has been Ultima Online [...]

    To be honest with you, I think the only reason thieving is in there is because it was in UO. The devs have made it clear that they wanted to recreate the original UO experience with MO, so it really wouldn't surprise me if they just tacked on a thieving system to "make it like UO". After all, it's not like thievery actually serves some higher purpose in terms of gameplay other than to piss people off and earn the thief a bit of extra cash, it's just some extra fluff to pad out their feature list. That, and its numerous problems regarding balance just shows, to me anyway, that they just threw it in there without even thinking much about it.

     ok first off no they did not ive played UO its the worst game ive played sence... man i can't even think of a game as bad as that

     

    stealing is theremainly because of the game title i mean in all other games they have thiefs... but a thief that can't steal is no thief at all

  • hasaosanhasaosan Member UncommonPosts: 13

    Originally posted by funkmastaD

    Originally posted by Neoptolemus

    Originally posted by DAS1337

    Originally posted by Neoptolemus

    Thieving is in and fully functional, but like most of MO's features it's not properly balanced and fleshed out. As a result you see a lot of naked thieves running around town, sure you can call the guards on them if you catch them stealing something but they just die and come back having lost nothing. As it is, a lot of people have complained of being unable to do something as simple as buy something from a vendor or deposit some money in the bank without being harassed by thieves and having their stuff stolen.

    Yep.  It's a big issue.  The only game it's worked in has been Ultima Online [...]

    To be honest with you, I think the only reason thieving is in there is because it was in UO. The devs have made it clear that they wanted to recreate the original UO experience with MO, so it really wouldn't surprise me if they just tacked on a thieving system to "make it like UO". After all, it's not like thievery actually serves some higher purpose in terms of gameplay other than to piss people off and earn the thief a bit of extra cash, it's just some extra fluff to pad out their feature list. That, and its numerous problems regarding balance just shows, to me anyway, that they just threw it in there without even thinking much about it.

    The gameplay function of thieving in MO is to ensure that there are no 100% absolute safe zones.  Guarded cities keep you safe from ganking, but with thieves it's not a 100% carebear zone.  I know that's not important to a lot of people, but solves a lot of the 'high-sec/low-sec' dichotomies found in other FFA PvP games

     this guy has it right lol why because is it realy fun to just stay in town all day no and i have... had a thief i was adoribly hated by alot of people stole over a few 100 gold and u know what it was fun

     

    also for people who say they havent had any punishment... people are telling devs to put stat loss for all mainly because with stat loss only on reds blues screw them over by repoping over and over as nakeds and killing them

  • NeoptolemusNeoptolemus Member Posts: 242

    Originally posted by hasaosan

    Originally posted by funkmastaD

    The gameplay function of thieving in MO is to ensure that there are no 100% absolute safe zones.  Guarded cities keep you safe from ganking, but with thieves it's not a 100% carebear zone.  I know that's not important to a lot of people, but solves a lot of the 'high-sec/low-sec' dichotomies found in other FFA PvP games

     this guy has it right lol why because is it realy fun to just stay in town all day no and i have... had a thief i was adoribly hated by alot of people stole over a few 100 gold and u know what it was fun

     

    also for people who say they havent had any punishment... people are telling devs to put stat loss for all mainly because with stat loss only on reds blues screw them over by repoping over and over as nakeds and killing them

    So the whole system is just to ensure people lose a bit of gold when in a city? Again, that still makes the whole thievery system very insignificant when you look at the game as a whole. It's not like thieves can do anything more constructive than nick a few items or some gold off a few people while they stand at a merchant, and once they leave the city they become even more redundant. I just feel like thievery is a missed opportunity here, it could be something so much more than it is.

Sign In or Register to comment.