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Mortal Online, the current situation.

ThoriiThorii Member Posts: 81

This post is to address several false rumours and hearsay going around these forums.

To start with the launch was relatively stable seeing the odd crash or so which then got more frequent within the subsequent days. The game now has a high population of players to the point where Cities and spawns are overcrowded regularly.

What we have now;

1.) A not so stable server, the crashing has improved an aweful lot to the point where it will go down 5-6 times a day which is still bad but better than before. (See the next major update pre-patch notes below)

2.) Everything they promised at launch except for theivery. (http://www.mortalonline.com/features) All of these features are working nicely par archery which will be working as functional next patch (See major updates below)

3.) More than we expected with a dynamic beautiful weather system combined with a day and realistic night cycle.

4.) GM's are fast to respond in-game, the hacking protection is working like a charm with many being auto-banned or banned by a GM whilst hacking. This has resulted in ZERO hacking complaints on the MO forum which has also been a relief to see in-game.

5.) The in-game economy fluccuates between different cities, prices vary and this has made being a merchant very profitable and fun. (See major updates below reffering to the depleteable nodes coming in) Truely a player run economy.

6.) Player-created ingame events.

http://www.mortalonline.com/forums/47804-meduli-lottery-2-a.html

http://www.mortalonline.com/forums/47470-image-fabernrun-mild-success-winners.html

 

What we're getting in the immediate future, pre-patch notes not all is confirmed however they have a good record of delivering on time.

http://www.mortalonline.com/forums/47308-update-2010-06-24-a.html

"Dear community.



We just wanted to give everyone an update regarding our upcoming patch.



We have been working hard on our next patch that I’m really looking forward to deploy and I think lots of people will enjoy it.



We plan to go live with this patch on Tuesday 29th of June if things go smooth with testing etc.



After lots of feedback and discussions we have gone through it carefully and found some major bugs within our systems such as some skills, ranged and some other important features.



What this patch includes are server crash fixes, performance improvement on both server side and client side. Changes to some skills and books, lots of pets and mount bug fixes, weight bugs and lots of other bugs that been submited on our bug tracker.



Archery will finally work as it’s designed to work as. At last its fixed for you archer users out there! We even added one more thing for archery which should make it even more interesting and added strategic.



New creatures in the world of Nave, we got some special book vendors in their proper locations in the world.



Attribute changes, a logic update to make attribute more balanced.

Magic updates for some bugs and hopefully EQ to work again. As I once said to answer those who said there is mostly khurite/thursar builds with maxed X attributes is now even more important to balance the stats correctly depending on play style. Both from magic and attribute change balance.



Houses should get an module upgrade many have been waiting for a long time, if things goes as plans.



Depleatable nodes with a really nice dynamic system tied to all the resources in the world are also finished and are being tested.



Keep slots, palisades and pickables are also getting a small update. We are also tweaking the logout issues when pvping to prevent "cowards" to escape by insta turning of the game and get away.

We are also looking into our parry skill and shields to make it more useful.



The list goes on but I think I will stop here.

I would also like to make it clear to everyone that any feature/fix I described above may be changed or not make it in the patch for Tuesday but we are on schedule so far and its looking good. But I think it would be good with an update and that you guys know what’s under the way and coming next.



Keep an eye out for the long patch note on Tuesday if everything goes as planned."

 

In the short term to moderate term we can expect to see a lot more improvements;

http://www.mortalonline.com/content/under-development

Comments

  • DiekfooDiekfoo Member Posts: 583

    Good informative post. Could almost be a sticky on this forum ... if it wasn't the mmorpg.com. 

  • AethaerynAethaeryn Member RarePosts: 3,150

    Originally posted by Thorii

    This post is to address several false rumours and hearsay going around these forums.

    To start with the launch was relatively stable seeing the odd crash or so which then got more frequent within the subsequent days. The game now has a high population of players to the point where Cities and spawns are overcrowded regularly.

    What we have now;

    1.) A not so stable server, the crashing has improved an aweful lot to the point where it will go down 5-6 times a day which is still bad but better than before. (See the next major update pre-patch notes below)

    True

     

    2.) Everything they promised at launch except for theivery. (http://www.mortalonline.com/features) All of these features are working nicely par archery which will be working as functional next patch (See major updates below)

    Yep

     

    3.) More than we expected with a dynamic beautiful weather system combined with a day and realistic night cycle.

    4.) GM's are fast to respond in-game, the hacking protection is working like a charm with many being auto-banned or banned by a GM whilst hacking. This has resulted in ZERO hacking complaints on the MO forum which has also been a relief to see in-game.

    Not quite. . Councellors are responding quickly to things than can deal with GM issues that go beyond that are taking a long time.  There is a current thread about this on the MO forum.  There are also current threads about hacking - you must have missed it. . actually for some reason the mod moved it to PvE/PvP forum. . even though it is people hitting 4 times per second and from a great distance and never missing. . which screams hack to me.  They moved it though so this would explain why you may not see it.

     

    5.) The in-game economy fluccuates between different cities, prices vary and this has made being a merchant very profitable and fun. (See major updates below reffering to the depleteable nodes coming in) Truely a player run economy.

    Awesome

     

    6.) Player-created ingame events.

    http://www.mortalonline.com/forums/47804-meduli-lottery-2-a.html

    http://www.mortalonline.com/forums/47470-image-fabernrun-mild-success-winners.html

     

    Fair enough, a good honest . non-biased view. . which will get slammed by a few here.  I love the game but if the next patch does not fix sticky weapons then I am not so sure you can give them that much credit.  So far the game takes one step forward and 0.8 steps back.  I can live with that. . but I am not sure how long others will.

    Wa min God! Se æx on min heafod is!

  • ThoriiThorii Member Posts: 81

    Originally posted by Aethaeryn

    Originally posted by Thorii

    This post is to address several false rumours and hearsay going around these forums.

    To start with the launch was relatively stable seeing the odd crash or so which then got more frequent within the subsequent days. The game now has a high population of players to the point where Cities and spawns are overcrowded regularly.

    What we have now;

    1.) A not so stable server, the crashing has improved an aweful lot to the point where it will go down 5-6 times a day which is still bad but better than before. (See the next major update pre-patch notes below)

    True

     

    2.) Everything they promised at launch except for theivery. (http://www.mortalonline.com/features) All of these features are working nicely par archery which will be working as functional next patch (See major updates below)

    Yep

     

    3.) More than we expected with a dynamic beautiful weather system combined with a day and realistic night cycle.

    4.) GM's are fast to respond in-game, the hacking protection is working like a charm with many being auto-banned or banned by a GM whilst hacking. This has resulted in ZERO hacking complaints on the MO forum which has also been a relief to see in-game.

    Not quite. . Councellors are responding quickly to things than can deal with GM issues that go beyond that are taking a long time.  There is a current thread about this on the MO forum.  There are also current threads about hacking - you must have missed it. . actually for some reason the mod moved it to PvE/PvP forum. . even though it is people hitting 4 times per second and from a great distance and never missing. . which screams hack to me.  They moved it though so this would explain why you may not see it.

     

    5.) The in-game economy fluccuates between different cities, prices vary and this has made being a merchant very profitable and fun. (See major updates below reffering to the depleteable nodes coming in) Truely a player run economy.

    Awesome

     

    6.) Player-created ingame events.

    http://www.mortalonline.com/forums/47804-meduli-lottery-2-a.html

    http://www.mortalonline.com/forums/47470-image-fabernrun-mild-success-winners.html

     

    Fair enough, a good honest . non-biased view. . which will get slammed by a few here.  I love the game but if the next patch does not fix sticky weapons then I am not so sure you can give them that much credit.  So far the game takes one step forward and 0.8 steps back.  I can live with that. . but I am not sure how long others will.

    I am also fed up with the introduction of new small but annoying bugs with the last couple of patches, I hope to see less of them. However the several attacks in a short space of time isn't a hack as such just a bug in the game as it requires no hacking programme just a simple macro keyboard. Hopefully fixed too.

  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,717

    Originally posted by Thorii

    This post is to address several false rumours and hearsay going around these forums.

    To start with the launch was relatively stable seeing the odd crash or so which then got more frequent within the subsequent days. The game now has a high population of players to the point where Cities and spawns are overcrowded regularly.

    What we have now;

    1.) A not so stable server, the crashing has improved an aweful lot to the point where it will go down 5-6 times a day which is still bad but better than before. (See the next major update pre-patch notes below)

     Speaking of hearsay...  Is there any data to backup the 5-6 times it crashes a day?  The last hard data I saw said 16-17 times per day.  (which was when you were claiming it was 2-3...).  For clarity Is that 5-6 crashes during the few hours you are playing each day or 5-6 hours the whole day?  I know that the stat-guy is still compiling the info for week 3.. but we won't see it until Weds.  He was having issues from Sat on because the forums were down and then the Server Status thread was moved to the Archived threads.  Noone stickied a new Server Status thread until today.    It will be interesting to see if Weds shows increased uptime and decreased crash frequency.

    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

  • osmundaosmunda Member Posts: 1,087

    @ Slapshot: 

    Unfortunately, no, no numbers currently.  If you want to keep a look out for such numbers, here is a link to all posts by Evoras http://www.mortalonline.com/forums/search.php?searchid=1321786 .  Evoras has been compiling the data.  Unfortunately with the forum revamp on Saturday he/she will have a gap in the info.

  • ThoriiThorii Member Posts: 81

    Originally posted by Slapshot1188

    Originally posted by Thorii

    This post is to address several false rumours and hearsay going around these forums.

    To start with the launch was relatively stable seeing the odd crash or so which then got more frequent within the subsequent days. The game now has a high population of players to the point where Cities and spawns are overcrowded regularly.

    What we have now;

    1.) A not so stable server, the crashing has improved an aweful lot to the point where it will go down 5-6 times a day which is still bad but better than before. (See the next major update pre-patch notes below)

     Speaking of hearsay...  Is there any data to backup the 5-6 times it crashes a day?  The last hard data I saw said 16-17 times per day.  (which was when you were claiming it was 2-3...).  For clarity Is that 5-6 crashes during the few hours you are playing each day or 5-6 hours the whole day?  I know that the stat-guy is still compiling the info for week 3.. but we won't see it until Weds.  He was having issues from Sat on because the forums were down and then the Server Status thread was moved to the Archived threads.  Noone stickied a new Server Status thread until today.    It will be interesting to see if Weds shows increased uptime and decreased crash frequency.

    I don't have any solid numbers just an anecdote (sp?) from several guild members who had played for most of the day, I myself whilst playing for a couple of hours experienced no crashes but that could be mere lucky. Crashing as improved as there slowly but sure;y fixing the bugs one by one.

  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,717

    Originally posted by Thorii

    Originally posted by Thorii

    This post is to address several false rumours and hearsay going around these forums.

     

    I don't have any solid numbers just an anecdote (sp?) from several guild members who had played for most of the day

     For the record.. that is what hearsay actually means...

     

    Like I said.. Weds the guy will publish his hard numbers for the server.  He may have issues from Sat when the boards went down and Sunday until they got the new post stickied.. but we will see.  He has seemed to do a thorough job with the prior two weeks.

     

    PS: From what I have been reading (still hearsay until the numbers come out Weds), actually having the server staffed 24/7 has made a big difference in the length of the server downs.  General opinion seems to be that most sever crashes are now up within 5 minutes, which of course is a pretty big improvement from the old system of letting the server reboot itself. 

    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

  • Got_Game_TVGot_Game_TV Member UncommonPosts: 262

    There's also an op in the IRC now that seems to be in charge of rebooting the server and informing people about it:

     

    <@Springare>; ---------------[ Node Crash! Server Rebooting in 2min ]------------

    <@Springare>; ------------------[Server Starting up! ]-----------------------

    <@Springare>; --------------[ Server UP! ]-----------------

  • RohnRohn Member UncommonPosts: 3,730

    And everyone can do the same thing Evoras is doing, by checking the server status thread (and other threads to close holes) to count the number of server restarts and figure the uptime, if they are so inclined.

     

    EDIT: spelling

    Hell hath no fury like an MMORPG player scorned.

  • ThoriiThorii Member Posts: 81

    Originally posted by Slapshot1188

    Originally posted by Thorii


    Originally posted by Thorii

    This post is to address several false rumours and hearsay going around these forums.

     

    I don't have any solid numbers just an anecdote (sp?) from several guild members who had played for most of the day

     For the record.. that is what hearsay actually means...

     

    Like I said.. Weds the guy will publish his hard numbers for the server.  He may have issues from Sat when the boards went down and Sunday until they got the new post stickied.. but we will see.  He has seemed to do a thorough job with the prior two weeks.

     

    PS: From what I have been reading (still hearsay until the numbers come out Weds), actually having the server staffed 24/7 has made a big difference in the length of the server downs.  General opinion seems to be that most sever crashes are now up within 5 minutes, which of course is a pretty big improvement from the old system of letting the server reboot itself. 

    A better solution would be to fix the server crashes asap, which they are doing. Figures from those threads whilst providing an accurate figure are not representative of people's actual game play unless they play for 15+ hours a day. For example if you play for four hours the server may well only go down once.

  • HerculesSASHerculesSAS Member Posts: 1,272

    Originally posted by Thorii

    Originally posted by Slapshot1188


    Originally posted by Thorii


    Originally posted by Thorii

    This post is to address several false rumours and hearsay going around these forums.

     

    I don't have any solid numbers just an anecdote (sp?) from several guild members who had played for most of the day

     For the record.. that is what hearsay actually means...

     

    Like I said.. Weds the guy will publish his hard numbers for the server.  He may have issues from Sat when the boards went down and Sunday until they got the new post stickied.. but we will see.  He has seemed to do a thorough job with the prior two weeks.

     

    PS: From what I have been reading (still hearsay until the numbers come out Weds), actually having the server staffed 24/7 has made a big difference in the length of the server downs.  General opinion seems to be that most sever crashes are now up within 5 minutes, which of course is a pretty big improvement from the old system of letting the server reboot itself. 

    A better solution would be to fix the server crashes asap, which they are doing. Figures from those threads whilst providing an accurate figure are not representative of people's actual game play unless they play for 15+ hours a day. For example if you play for four hours the server may well only go down once.

    Seems like the problems in the past indicate that the US gamers are having the biggest problem because it's not during SV's real working hours. I look forward to seeing the data after they implemented the 24 hour coverage.

  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,717

    Originally posted by Thorii

     

    A better solution would be to fix the server crashes asap, which they are doing. Figures from those threads whilst providing an accurate figure are not representative of people's actual game play unless they play for 15+ hours a day. For example if you play for four hours the server may well only go down once.

     WUT?!?!

     

    You are saying that the actual numbers are not representative of actual gameplay because it's possible that the server only crashed once during a particular person's 4 hour playtime?  OK.. but then it would crash 16 additional times over the remaining 20 hours.

     

    Thats why individual experiences are subjective while an overall analysis of a 24hr window is objective.  Heck.. it's possible that due to someones specific play pattern they have NEVER had the server crash on them.  It's also possible that that same theoretical person has never been able to login as the server is always down at the exact moment they try to play.

     

    The numbers are the numbers and last week the server averaged 16-17 crashes per day..   In another 2 days we will see if the stat-guy was able to cobble together info for this week due to the forums being down and the Server Status thread not being stickied for a day.

     

    On a similar note.. is there any word on progress toward functionality of an actual server status area on the launcher or website?  The game is nearing 3 weeks from launch and the official way of communicating server status is customer reported posting in a sticky thread?

    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

  • zultorzultor Member UncommonPosts: 2

    Originally posted by Thorii

    This post is to address several false rumours and hearsay going around these forums.

    Uh your post is full of false rumors and hearsay so I would say it doesn't address it as more like exacerbates it.   Don't get me wrong I like the game and am playing two accounts but I also believe in telling the truth and the rosy picture you are painting is far from my experience.

    To start with the launch was relatively stable seeing the odd crash or so which then got more frequent within the subsequent days.

    Uh, this statement is laughable.   The server still goes down constantly.   I don't think I have had a play sessions longer than two hours where I haven't crashed and I play almost every day.   I can also tell it isn't me or my system/connection since when I finally get back into the game the cities are empty cause everyone else crashed as well.   I will admit the stability is getting better.

    Furthermore, how can you call a launch "relatively stable" when the serves went offline for 4+ hours almost every night the first couple of weeks.   This wasn't due to maintenance or anything like that it was due to the server crashing and there being *NO 24 HOUR SUPPORT*.   We the paying customer were left out in the cold if the server happened to go down during off time hours for the devs.   The European devs were asleep during PST prime time so when the game went down at 8pm PST it stayed down till after 1am PST when I would go to sleep.  

    The game now has a high population of players to the point where Cities and spawns are overcrowded regularly.

    Please reference the high population as I seriously doubt there is a high pop in this game.   What you are probably referring to is that there are only like 2 cities worth starting in so all blue players aggregate to those cities making the pop appear greater than it is.   There are only a couple of spawns (whether mats or creatures) worth grinding so again congestion by design.    Chokepoints in a game does not make a lot of players.   There is nothing in the game to draw you away from the 2 main cities so they appear overpopulated.

    What we have now;

    1.) A not so stable server, the crashing has improved an aweful lot to the point where it will go down 5-6 times a day which is still bad but better than before. (See the next major update pre-patch notes below)

    Doesn't this contradict your "relatively stable" lauch statement or are you saying the servers stability has gotten worse?   How can you have a "relatively stable" launch with "not so stable" servers?

    2.) Everything they promised at launch except for theivery. (http://www.mortalonline.com/features) All of these features are working nicely par archery which will be working as functional next patch (See major updates below)

    Almost one month into the game and they finally almost have everything they promised in the game and that is supposed to be a good thing.   BTW, you are talking features here.   There is a lot of stuff that doesn't work.   Archery (as you mentioned) is laughable, magic is placeholdered in and even then is annoying with the line of sight issues, sticky weapons, exploits, etc.   Very little is "working nicely" except most melee and crafting.  

    Also wouldn't you think that the descriptions for items should be in game now.?   This is how this company works they say "skillbooks will be in the game" and they are but they forget to mention that they have no description so you don't know what they do.   Heck some races still don't have descriptions in the character generated.

    Giving the impression that this game is even remotely baked is far from the truth.

    3.) More than we expected with a dynamic beautiful weather system combined with a day and realistic night cycle.

    Night cycle (especially on cloudy days) is a pain in the behind but the weather system is nice.

    4.) GM's are fast to respond in-game, the hacking protection is working like a charm with many being auto-banned or banned by a GM whilst hacking. This has resulted in ZERO hacking complaints on the MO forum which has also been a relief to see in-game.

    I'll admit there isn't a huge hacking problem ala Darkfall which is nice.   There are a ton of exploits though which is not nice.

    5.) The in-game economy fluccuates between different cities, prices vary and this has made being a merchant very profitable and fun. (See major updates below reffering to the depleteable nodes coming in) Truely a player run economy.

    You are stretching it here.   Prices flucuate okay but you can't buy at one city and sell at another making stable profits.  

    6.) Player-created ingame events.

    http://www.mortalonline.com/forums/47804-meduli-lottery-2-a.html

    http://www.mortalonline.com/forums/47470-image-fabernrun-mild-success-winners.html

     

    What we're getting in the immediate future, pre-patch notes not all is confirmed however they have a good record of delivering on time.

    What good record?   Most of what is in this patch are bug fixes (read the patch the devs themselves say they found a lot of big bugs).   There aren't many features being added in this patch so obviously other patches caused lots of issues which are now being addressed.   Doesn't sound like a good track record to me.

    http://www.mortalonline.com/forums/47308-update-2010-06-24-a.html

     

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