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what game is there out there that has what MO offers but does it better?

ange10ange10 Member Posts: 307

Just wondering why all the negative comments against the game and people who only played in the open beta still thinking the game is still as unstable as beta was?

 

so what game is out there that offers what Mortal online offers and does it better?

 

Eve online is not involved in this discussion and any attempt to discuss it will be considered derailing the thread.

the reason why is because the setting is different, eve online  you are in control of a ship and your not even in space and if eve online was put in here just because it shares empire building (space) and pvp im sure it would be the best game voted on here,

 

so i even list some games to compare MO with that follow the same kinda mechinics.

Dawntide

Darkfall

xyson

all kindagot the same combat mechinics with empie building and player city mechinics.

If anyone else has a game they feel fits into this please suggest it.

 

Also you can not just mention it and you have to compare all the games current mechincs that they share and explain which one does it better.

 

Darkfall only good thing i can think of is that the city building is better then Mortal onlines with it defences and upgrades and ships are currently ingame but the rest of the pvp mechinics such as the main combat is not as good as Mortal onlines due to mortal online having different hitboxes and more realistic feel to it but that factor is not based on what type of system i like better but how complex and smooth the systems are and i believe that in darkfall the pvp mechincs is more unbalanced then Mortal onlines for example in Darkfall you can ress your teammates but in Mortal online you have to spec a character in it which takes up skill points and also in darkfall the differences between player skills and varation is not as great as Mortal onlines in which you have 3 characters with 1000 skill points each to put into different skills which have skills that need skills where in darkfall there is no limit.

so empire building in darkfall is better due to having more content and different types of player cities with unique things in them from mines compared to mortal online where player keeps all you can do is place a guild stone in it and walk up to the roof where you can look down and jump off and kill yourself:also there is a chest with few slots that you can put stuff in and the keep spot that my guild controlled had 6 house spots: where in darkfall you could build different types of buildings in your player city from a smithy to other benchs to help in crafting but it should be noted that player houses in mortal online cn be upgraded with crafting benchs but the keep itself can not be upgraded and only higher tier siege engines can be built from the keep currently when im writing this.

When comparing combat, darkfall and Mortal online are like north pole and south pole, darkfall offers third person and mortal online offers first, darkfall offers no skill cap with specs, mortal offers skill cap and both games are not gear heavy as other games but Darkfall there is more "combat spamming" involved due to players having alot of health and stamina compared to the time it takes to be combat ready against other players; where in mortal online it very fast and if your a vet, it take about 1-2 days if you are very active and about a week to be at your best where in darkfall it could take more then a year or six months so the game between players in that point is big when compared to mortal online but again its down to what type of combat players like, but if i was going to say which one is more smoother, then i would suggest Mortal online has it is more skill based when involving melee combat but the current magic system was lacking but its being improved so i will suggest that mortal online has better pvp mechincs.

when comparing social content and pve to mortal onlines, due to mortal online having pretty much no social content expect for 2 dungeons which are pve based and simple AI when compared to darkfalls in which the difference in different types of damage done on creatures make a difference, where in mortal online the difference is not that big expect when comparing spears to axes for example can there be seen a difference but in darkfall, its more diverse for example most forms of melee combat and archery may be a bad option against a certain mob but then the mobs weakness could be a type of magic like fire damage or something and also when comparing the AI in darkfall vs mortal online, darkfalls mobs run from damage and chase you or run away when being shot with archery for example and if any other nearby mobs are nearby that are the same species they will call for back up where in mortal online its simply aggro based as in steppng near the creature or hitting it and the creature will either run for it or fight back.

when comparing crafting, both systems currently are just means to help towards the pvp but mortal onlne is much more complex involving different types of materials where darkfalls is different  types of recipe or skills and also in mortal online you can choose  between adding more materials to certain types.

When comparing development and how stable the games are, mortal online beats darkfall in terms of mortal online getting weekly patches that add content or fix content but due to this and mortal online devs not having a test server from my knowledge alot of patches ended up either not fixing content fully or breaking another system.

Darkfalls patches are released at a much slower rate but in terms of content darkfall delivers the full system where the developers in mortal online bring in a basic system and improve it from there with futher patches etc where in darkfall the system is mostly already in place and is either tweaked or content is added like more different armour types where in mortal online a whole system could be missing and major mechincs get changed with future patches and most systems feel like placeholders for a future system but mortal online developers when compared to darkfalls choose to have a open development from all the way back from closed beta to even after the release the developers still treat the game like an open beta but it should be noted that this is just mostly bug fixes when at the same time they could be working on a major patch which they could be working on from 0-2 monthes or more.

when comparing how stable the games are, darkfall is more stable then mortal online in terms that server crashes are not that often as mortal online which there has been a decrease since open beta but it still crashs 2 often but in terms of how stable the game content is, darkfall developers pretty much lack in that aspect, for example when adding in content that changes major mechincs of the game, the darkfall developers tend to  mess up the balance where in mortal online the balancing tends to get better and doesnt get affected by content.

when comparing the darkfall developers to the mortal online developers, mortal online developers tend to be more open to the community and have fixed days in which they get interviewed by the community where in darkfall most infomation that comes from the developers is offical statements.

 

Im currenty testing dawntide and have not tested xyson.

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Comments

  • marcustmarcust Member UncommonPosts: 495

    I've played both Darkfall and MO.

    I still have a Darkfall sub but I cancelled my MO sub.

    Actions speak louder than words.

    For me the killers were: lack of content, price of housing, and making night too bright after it being well done.

    The PvE was horrible, maybe after the EPIC patch settles down it will improve.

    Its one advantage over DF was a better alignment system.

    Playing: Darkfall New Dawn (and planning to play Fallout 76)
    Favourite games have included: UO, Lineage2, Darkfall, Lotro, Baldur's Gate, SSX, FF7 and yes the original Wizardry on an Apple IIe

  • ToferioToferio Member UncommonPosts: 1,411

    Originally posted by ange10

    Just wondering why all the negative comments against the game and people who only played in the open beta still thinking the game is still as unstable as beta was?

    Latest patch brough us: Pets unusable, desync is back, crafting is brocken. Server goes down again on daily basis.

    I play games for fun, not to pay to beta test their new builds. Crafting is sure advanced, but who cares? I bet the playerbase are not even using 5% of the available combinations, and why should they? Such advanced combination system is a waste of developers time since none will explore it all, just sticking to few good recipes. And what is there to do except for mindless ganking in PvP and crafting? There is no PvE except for grinding mats for crafting, almost no secret places to explore, no hidden treasures. But there are 83 fishes!

    What I most dislike in MO are the obviously stupid design decisions. Anyone could have told them theivery was stupid to put in without propper cons and risks, yet we got an obviously unfinished mechanic. Sure, it is beta testing, but it was way to obvious that it needed more work before being tested.

    And discussing EvE is derailing the thread? Screw you. Who cares if it is a spaceship you control or a fantasy character. It offers me sandbox mechanics, and that is what I am looking for in games.

  • GdemamiGdemami Member EpicPosts: 12,342

    While I am aware that this might be considered as trolling, it is not intended as such but...

    Being it for shared and different reasons, Darkfall and Mortal Online both suck.


    Thus I have to ask you, what do you want from the game to perform better at?


    I sort of read through your incoherent wall of text but I wasn't able to figure out what you were trying to say, sorry.

    If there is some game that is kind of similar to DF and MO but it is doing 'things' better, it is indeed EVE Online. You can look at EVE Online like and evolution step. No wonder, it had years to develop and mature.

    Simply put, do you ask if there is a fantasy themed EVE Online?

    The answer is short and simple then: No.

    The sad part is that most developers trying to make a 'sandbox' game, start from the ground level 1, instead of learning from already developed product.

  • bunnyhopperbunnyhopper Member CommonPosts: 2,751

    I tried MO and found it a bug ridden mess, more importantly I have zero (and I mean zero trust in SV). I tried DF and i'm still subbed.

     

    Ofc it all comes down to the individual.

     

    EVE dumps on both ofc.

    "Come and have a look at what you could have won."

  • jango1337jango1337 Member Posts: 217

    I love when you talk about more "realistic combat", ya arrows are instant travel once you shoot they hit you don't have to lead or anything due to complete client side hitboxes so dodging is pointless not to mention most actions are like 10 seconds delayed.

    Oh and melee combat is fun when you run out of stamina mid chase and have to stand still for 30 seconds to get back in the fight so immersive! Now I do like the idea of the game a lot but the foundation is pretty bad compared to Darkfall which had it's foundation in since the beginning.

    You talk about faster development I agree, but what MO is adding is the core features still which should have been in since launch as opposed to Darkfall which had all it's core in at launch and is now building on it. So of course development will be faster for Starvault when they don't even have the full game out yet.

    I agree on crafting how ever Darkfall completely lacks any good crafting, though Mortal online only has a certain amount of viable weapons/armor to craft so the millions of combinations are pointless, but are still nice.

    And about the whole skill cap vs no skill cap, I agree I think Darkfall would be better with a skill cap but we'll see how well prestige classes works out.

    No flame played MO for 3 months and played DF since release, it's not really comparable since MO hasn't even finished it's foundation yet.

  • thorppesthorppes Member Posts: 452

    Originally posted by jango1337

    I love when you talk about more "realistic combat", ya arrows are instant travel once you shoot they hit you don't have to lead or anything due to complete client side hitboxes so dodging is pointless not to mention most actions are like 10 seconds delayed.

    Oh and melee combat is fun when you run out of stamina mid chase and have to stand still for 30 seconds to get back in the fight so immersive! Now I do like the idea of the game a lot but the foundation is pretty bad compared to Darkfall which had it's foundation in since the beginning.

    You talk about faster development I agree, but what MO is adding is the core features still which should have been in since launch as opposed to Darkfall which had all it's core in at launch and is now building on it. So of course development will be faster for Starvault when they don't even have the full game out yet.

    I agree on crafting how ever Darkfall completely lacks any good crafting, though Mortal online only has a certain amount of viable weapons/armor to craft so the millions of combinations are pointless, but are still nice.

    And about the whole skill cap vs no skill cap, I agree I think Darkfall would be better with a skill cap but we'll see how well prestige classes works out.

    No flame played MO for 3 months and played DF since release, it's not really comparable since MO hasn't even finished it's foundation yet.

    Arrows do instantly hit once released yes.

    Actions have 0 delay and are very fluid, please update your computer.

    If you're running out of stamina all the time you should try not going all out every attack, get more str/con, manage your stamina better mid fight. From 0 stamina to max is like >10 seconds standing still.

    You should try being a crafter, many more different types have their uses than you may think. FOTM weapons do subtract from this at times however.

    I'd agree with saying MO still needs its foundations working on more but Darkall is merely building off a poor foundation which its desperately trying to fix with prestige classes and axing down the grind little bits at a time. (It'd take more than those two to fix it though)

  • jango1337jango1337 Member Posts: 217

    Originally posted by thorppes

    Originally posted by jango1337

    I love when you talk about more "realistic combat", ya arrows are instant travel once you shoot they hit you don't have to lead or anything due to complete client side hitboxes so dodging is pointless not to mention most actions are like 10 seconds delayed.

    Oh and melee combat is fun when you run out of stamina mid chase and have to stand still for 30 seconds to get back in the fight so immersive! Now I do like the idea of the game a lot but the foundation is pretty bad compared to Darkfall which had it's foundation in since the beginning.

    You talk about faster development I agree, but what MO is adding is the core features still which should have been in since launch as opposed to Darkfall which had all it's core in at launch and is now building on it. So of course development will be faster for Starvault when they don't even have the full game out yet.

    I agree on crafting how ever Darkfall completely lacks any good crafting, though Mortal online only has a certain amount of viable weapons/armor to craft so the millions of combinations are pointless, but are still nice.

    And about the whole skill cap vs no skill cap, I agree I think Darkfall would be better with a skill cap but we'll see how well prestige classes works out.

    No flame played MO for 3 months and played DF since release, it's not really comparable since MO hasn't even finished it's foundation yet.

    Arrows do instantly hit once released yes.

    Actions have 0 delay and are very fluid, please update your computer.

    If you're running out of stamina all the time you should try not going all out every attack, get more str/con, manage your stamina better mid fight. From 0 stamina to max is like >10 seconds standing still.

    You should try being a crafter, many more different types have their uses than you may think. FOTM weapons do subtract from this at times however.

    I'd agree with saying MO still needs its foundations working on more but Darkall is merely building off a poor foundation which its desperately trying to fix with prestige classes and axing down the grind little bits at a time. (It'd take more than those two to fix it though)

    "Fix my computer" Dude everything I have said has already been posted by so many people so I guess we should all "fix our computers" I get it you're a fan of MO so ya must defend it at all cost.

    and about 0 delay please everyone knows there is a bad desync between clients (watch any of the recent pvp videos) peple hitting people from 10 feet away trying to dodge taking a few seconds for the other person to see you dodge. I've tested all this a lot since i played and it was bad, and people are complaining about desync right now since patch so no it wasn't fixed yet.

    "manage stamina better" ya I love games that lets people run faster out of combat it really encourages bad players who can't fight to run away pretty hardcore if you ask me.

    "Darkfall building off a bad foundation" population of both games says it all Darkfall has been going for over a year and a half while MO only has been going for a few months and lost almost 75% of it's original player base (not exact but just an estimate of what I saw when I played since I went out and pvp'd every day)

    I wonder what is SV going to do all they have been doing is keep blaming epic on their problems and blaming the engine. Well if the engine was so bad why buy it? How come TERA uses the same engine with better quality graphics and open world with actual aim based magic and everything (not instant tracers or put crosshair on person and magic auto tracks) and has no problems.

  • ToferioToferio Member UncommonPosts: 1,411

    Standing still and chill in combat to recover stamina is just poor design, sorry.

  • thorppesthorppes Member Posts: 452

    Originally posted by Toferio

    Standing still and chill in combat to recover stamina is just poor design, sorry.

    How about don't sprint around, don't constantly slash at every opportunity to click the LMB. Those sound like good ways to recover stamina and keep it under control as much as possible.

    Noobs will run out of stamina and then get owned, pros manage their stamina and back out when needed.

  • Hellfyre420Hellfyre420 Member Posts: 861

    Originally posted by thorppes

    Originally posted by Toferio

    Standing still and chill in combat to recover stamina is just poor design, sorry.

    How about don't sprint around, don't constantly slash at every opportunity to click the LMB. Those sound like good ways to recover stamina and keep it under control as much as possible.

    Noobs will run out of stamina and then get owned, pros manage their stamina and back out when needed.

    "Pros" will avoid this bug ridden mess of a game IMO.


    image

    Currently Playing:
    Rift + Starcraft II + Gears Of War 3 Beta

  • thorppesthorppes Member Posts: 452

    Originally posted by Hellfyre420

    Originally posted by thorppes


    Originally posted by Toferio

    Standing still and chill in combat to recover stamina is just poor design, sorry.

    How about don't sprint around, don't constantly slash at every opportunity to click the LMB. Those sound like good ways to recover stamina and keep it under control as much as possible.

    Noobs will run out of stamina and then get owned, pros manage their stamina and back out when needed.

    "Pros" will avoid this bug ridden mess of a game IMO.

    I'm pretty sure the bugs you're referring to are probably fixed now unless you're refering to the small handful of bugs that game with the epic patch. (Darkfalls expansion had way more bugs)

  • BlindchanceBlindchance Member UncommonPosts: 1,112

    Originally posted by parrotpholk

    Darkfall is a much more complete game with a team which continues to improve its own game while MO has to rely on outside sources to fix its mess.  Although a skill cap in DF would be nice the one in MO is to limiting. DF for a fantasy FFA MMO is the way to go.

    I don't mind a little competition between those two titles. DF had a head start, but MO is going to catch up. From my knowledge the last EPIC Chine patch the only thing SV waited for. Now they have all tools needed to improve combat, user interface ( already done ),  performence ( which already happened ) and AI. 

    I still hope that SV actually aims to create an organic sandbox game world, which feels alive and authentic despite fantasy elements. A game world not filled with grotesque ideas like fun hulks, slot machines and kill 2000 trolls to receive +5 to STR quests...I am sure I know what I mean.

  • thorppesthorppes Member Posts: 452

    Originally posted by Blindchance

    Originally posted by parrotpholk

    Darkfall is a much more complete game with a team which continues to improve its own game while MO has to rely on outside sources to fix its mess.  Although a skill cap in DF would be nice the one in MO is to limiting. DF for a fantasy FFA MMO is the way to go.

    I don't mind a little competition between those two titles. DF had a head start, but MO is going to catch up. From my knowledge the last EPIC Chine patch the only thing SV waited for. Now they have all tools needed to improve combat, user interface ( already done ),  performence ( which already happened ) and AI. 

    I still hope that SV actually aims to create an organic sandbox game world, which feels alive and authentic despite fantasy elements. A game world not filled with grotesque ideas like fun hulks, slot machines and kill 2000 trolls to receive +5 to STR quests...I am sure I know what I mean.

    Yes having played darkfall for 8-9 months I think it was.... they really messed up the basics behind the game

    - Eternal grind

    - Huge mob exploiting which wasn't fixed for the time I was in the game

    - Poor design for the siege system (Biggest aspect of the game)

    - Broken alignment system meaning it's a gank on sight unless you're allied because there's simply 0 concequence

    - Everyone is nearly the same / can just switch to use any skill they want

    - Global banking, no risk in moving equipment combined with holding mounts and siege weapons in your pocket

    - Quake-like combat (Could be considered good or bad)

    As a pure PvP game with zone control it does fairly well and combat gets the adrenline rushing which they've managed to combine with a brilliant world but it's not enough for me. Needs to back away from the PvP-only game image.

     

    MO offers it much better;

    - A few weeks to be competitive

    - Not exploiting as such but still boring wisent killing

    - A better sieging system without the artifical invulnerability timers

    - A good alignment system, most people you pass won't attack you at all unless they intend to play that way

    - Diversity between characters, FOTM can ruin this a bit but overall there's a mixture of roles there

    - Local banking, risk using siege equipment, mounts are physical creatures in the game world

    - More tactical combat but slower (Again could be considered good or bad)

    MO has the crafting and PvP aspects down with a little tweaking now it needs to fix up the AI some more and introduce more sand.

  • RudedawgCDNRudedawgCDN Member UncommonPosts: 507

    Company of Heroes Online/

    Not a sandbox, but who cares all I want is FUN.

    Awesome pvp game.

    I haven't looked back.

  • SHOE788SHOE788 Member Posts: 700

    Minecraft

  • ange10ange10 Member Posts: 307

    Originally posted by SHOE788

    Minecraft

    lol

    i guess minecraft could be added to teh list??? lolol but is there any reason to put the 2 against each other (like is it even a mmo)

  • gothagotha Member UncommonPosts: 1,074

    If MO was third person with their combat (also they are more melee focused which i like) I would sign up for MO in a heartbeat.  Its never gonna happen,  so i am not gonna sign up for MO till they have a lot more of their sht together.

  • GrayGhost79GrayGhost79 Member UncommonPosts: 4,775

    Well, to answer your question DFO has what MO offers but does it better. The only things MO really offers that DFO doesn't is pets beyond mounts (Even though it's bugged and doesn't even work really in MO lol), Full Nudity (Which is why many stayed away from MO in the begining), and of course a limit to the amount of skills you can have (Which is something DFO players have been asking for in DFO). 

     

    Now aside from those things... well DFO just does the rest better. 

     

    You asked, I answered.

  • thorppesthorppes Member Posts: 452

    Originally posted by GrayGhost79

    Well, to answer your question DFO has what MO offers but does it better. The only things MO really offers that DFO doesn't is pets beyond mounts (Even though it's bugged and doesn't even work really in MO lol), Full Nudity (Which is why many stayed away from MO in the begining), and of course a limit to the amount of skills you can have (Which is something DFO players have been asking for in DFO). 

     

    Now aside from those things... well DFO just does the rest better. 

     

    You asked, I answered.

    Points on why DFO doesn't offer what MO does but better...

    1.) Huge painful grind, forced to use afk macros or manually play 24/7 to compete as a new player

    2.) Poor crafting system

    3.) No sandbox features / no real intention to add to the sandbox. The game is a PvP/Conquest game. Debatable but at it's fundamentals thats what it is

    4.) Global banking, mounts/siege weapons/boats held in your bag

    5.) Little diversity between characters

    6.) No ability to control creatures as pets

    7.) Most Mobs only spawn when you run into the spawn (annoying much)

    8.) Quake like combat, depending on taste this is good or bad.

    9.) Kicking mobs on your mount through the wall

    10.) Player housing

    I'm sure there's more.

    DFO does top MO in quiet a few areas too but no way does DFO offer what MO does and MO does top DFO in the above areas including graphics if you go for the more real looking graphics.

  • jango1337jango1337 Member Posts: 217

    Originally posted by thorppes

    Originally posted by GrayGhost79

    Well, to answer your question DFO has what MO offers but does it better. The only things MO really offers that DFO doesn't is pets beyond mounts (Even though it's bugged and doesn't even work really in MO lol), Full Nudity (Which is why many stayed away from MO in the begining), and of course a limit to the amount of skills you can have (Which is something DFO players have been asking for in DFO). 

     

    Now aside from those things... well DFO just does the rest better. 

     

    You asked, I answered.

    Points on why DFO doesn't offer what MO does but better...

    1.) Huge painful grind, forced to use afk macros or manually play 24/7 to compete as a new player I agree

    2.) Poor crafting system Ok but crafting is getting love in the next update

    3.) No sandbox features / no real intention to add to the sandbox. The game is a PvP/Conquest game. Debatable but at it's fundamentals thats what it is- Oh well you obviously know AV's intention for DF2010 thank god for your vast insight of what they plan to do.

    4.) Global banking, mounts/siege weapons/boats held in your bag- That's a design choice for stability, I'd rather have awesome server stability over crashing every few hours like MO does

    5.) Little diversity between characters- Really because last I checked there were 2 playstyles in MO mounted archer and max dex veela mage

    6.) No ability to control creatures as pets- Design choice full player control/skill in pvp > ai controlled auto target pets

    7.) Most Mobs only spawn when you run into the spawn (annoying much)- Yet the AI is 100x better than MO's not to mention server stability again which is way better with a way higher population

    8.) Quake like combat, depending on taste this is good or bad.- Combat with actual projectiles and not full client side so dodging actually makes a difference not to mention all the bugs in MO's melee I remember all the terrible bugs with melee tracers hitting behind people hitting peoples mounts 10 feet away gotta love that awesome realistic combat!

    9.) Kicking mobs on your mount through the wall- LOL you throw something in there that hasn't been possible to do for over 6 months gj, but MO has that awesome AI that doesn't even respond so no need to exploit something thats already broken. 

    10.) Player housing-  MO's player housing is just as limited as DF's if not more so with the smaller map and is more of a sore since it's only really obtainable for guilds, But I do agree DF's housing shouldn't be random dropped based which they already said they're re-doing in the next update

    I'm sure there's more.

    DFO does top MO in quiet a few areas too but no way does DFO offer what MO does and MO does top DFO in the above areas including graphics if you go for the more real looking graphics.- Gameplay grahpics I'd rather have stability over graphics any day and look at MO's graphics copy paste the same terrain texture for miles is not good but some areas do looks nice GOOD JOB EPIC GAMES ON THE GRAPHICS, also you failed to mention the complete graphics over-hall coming in DF2010 which in my opinion is a lot more detailed than MO's same texture/mesh for armors with a different colour

  • GrayGhost79GrayGhost79 Member UncommonPosts: 4,775

    Originally posted by thorppes

    Originally posted by GrayGhost79

    Well, to answer your question DFO has what MO offers but does it better. The only things MO really offers that DFO doesn't is pets beyond mounts (Even though it's bugged and doesn't even work really in MO lol), Full Nudity (Which is why many stayed away from MO in the begining), and of course a limit to the amount of skills you can have (Which is something DFO players have been asking for in DFO). 

     

    Now aside from those things... well DFO just does the rest better. 

     

    You asked, I answered.

    Points on why DFO doesn't offer what MO does but better...

    1.) Huge painful grind, forced to use afk macros or manually play 24/7 to compete as a new player. No argument really. 

    2.) Poor crafting system Yeah, DFO and MO both have some pretty poor crafting system. DFO's was less buggy though. 

    3.) No sandbox features / no real intention to add to the sandbox. The game is a PvP/Conquest game. Debatable but at it's fundamentals thats what it is Yeah, it was that way but they've been adding in sandbox features and funny thing is they have more than MO does.

    4.) Global banking, mounts/siege weapons/boats held in your bag again no argument. 

    5.) Little diversity between characters no argument

    6.) No ability to control creatures as pets I didn't know SV got this working yet. As far as I know it's still buggy and as I said before this was one of the few things MO offered that DFO does not. 

    7.) Most Mobs only spawn when you run into the spawn (annoying much) So... your complaining that mobs are only out and about when your there? If no ones around whats the point of them being out? On the flip side of that, this could explain why MO has been plagued with server stability issues and server lag. 

    8.) Quake like combat, depending on taste this is good or bad. Yeah, this is going to boil down to taste really. MO's combat was to clunky and slow for my taste. 

    9.) Kicking mobs on your mount through the wall lol... I wouldn't bring up bugs because MO trumps DFO in both quantity and severity of bugs. 

    10.) Player housing You did know DFO has player housing right? Though I will say that neither DFO nor MO has managed to do player housing as good as UO. 

    I'm sure there's more.

    DFO does top MO in quiet a few areas too but no way does DFO offer what MO does and MO does top DFO in the above areas including graphics if you go for the more real looking graphics.

    But yeah, as I said DFO simply trumps MO. What MO does different it doesn't do well and the things the have in common DFO simply does better and it's a lot more stable. 

    MO does have a few (very few) areas where it does do things a little better, but as I said those are very few. 

     

    Then there's the whole UO does everything MO does but 10x better with the exception of the graphics and the up to date controls and combat. 

     

    So now you have 2 games that do it better lol. 

  • thorppesthorppes Member Posts: 452

    Originally posted by GrayGhost79

    Originally posted by thorppes


    Originally posted by GrayGhost79

    Well, to answer your question DFO has what MO offers but does it better. The only things MO really offers that DFO doesn't is pets beyond mounts (Even though it's bugged and doesn't even work really in MO lol), Full Nudity (Which is why many stayed away from MO in the begining), and of course a limit to the amount of skills you can have (Which is something DFO players have been asking for in DFO). 

     

    Now aside from those things... well DFO just does the rest better. 

     

    You asked, I answered.

    Points on why DFO doesn't offer what MO does but better...

    1.) Huge painful grind, forced to use afk macros or manually play 24/7 to compete as a new player. No argument really. 

    2.) Poor crafting system Yeah, DFO and MO both have some pretty poor crafting system. DFO's was less buggy though. 

    You can't deny MOs crafting system, it's complex and deep. Starting with your basic gather of common and rare materials to the next stage of extracting higher tier ores from the basic ones using several different machines that give different ratios on different ores and several different catalysts that also give different ratios on different ores.

    Then refining those tier two or three ores to get stronger metals and rarer materials to be used. Again many machines with different results ect.

    Onto the crafters who have sliders of how much of what material to use. Build the hilt, blade, ect. What materials to use as the backing material, how much? Effecting style, weight, damage, speed, reach, stamina usage, draw time ect.

    You're able to make recipies to save material combos for later use, name weapons.

    MO's crafting system isn't buggy at all, maybe a long while back or temporly after a patch.

    DFO's static crafting straight from mined materials is much less advanced.

    3.) No sandbox features / no real intention to add to the sandbox. The game is a PvP/Conquest game. Debatable but at it's fundamentals thats what it is Yeah, it was that way but they've been adding in sandbox features and funny thing is they have more than MO does.

    Funhulks don't really count and the game has been out 2 years now compared to MO's 4 months(?) MO is much closer to adding some real sandbox features such as tavern games and so forth.

    4.) Global banking, mounts/siege weapons/boats held in your bag again no argument. 

    5.) Little diversity between characters no argument

    6.) No ability to control creatures as pets I didn't know SV got this working yet. As far as I know it's still buggy and as I said before this was one of the few things MO offered that DFO does not. 

    Yes SV did get this working for quiet a while, the Epic Patch did ruin it for the moment but adding a huge system such as the interpolation system and navmesh was going to bring its problems. Temp. problem.

    7.) Most Mobs only spawn when you run into the spawn (annoying much) So... your complaining that mobs are only out and about when your there? If no ones around whats the point of them being out? On the flip side of that, this could explain why MO has been plagued with server stability issues and server lag. 

    Because you ride through the spawn and they all spawn around you? Ruins immersion for me. MO isn't plagued with lag or stability issues. Before Epic patch it would go down once a day perhapes. Using temp. bugs from a huge update isn't really a viable argument though.

    8.) Quake like combat, depending on taste this is good or bad. Yeah, this is going to boil down to taste really. MO's combat was to clunky and slow for my taste. 

    Maybe you should give MO a second try when they decide to throw in a free trial. Combat is very smooth and fluid now, huge damage increases and stamina regen boosts means combat is slightly faster paced than before but you also die very quickly if you don't learn how to pull off your perfect blocks.

    9.) Kicking mobs on your mount through the wall lol... I wouldn't bring up bugs because MO trumps DFO in both quantity and severity of bugs. 

    DFO near release for bugs? Hmm. Memory leaks, server crashes, couldn't buy the game for weeks, huge gold dupes never removed (they still have millions between them), rigormids, acid pool abuse, bugging out highend mobs with massive loot, wall kicking, many more. MO has had it's issues with bugs and currently has an issue after this major update. Unavoidable and unfortunate =(

    10.) Player housing You did know DFO has player housing right? Though I will say that neither DFO nor MO has managed to do player housing as good as UO. 

    Yes I was still playing DFO quiet a while after they introduced housing. Maybe a goblin will drop me a house or i'll find it in one of those magic boxes that appear on the floor. (Abused by hackers much) Set meaningless villages to put them, instant travel there.

    I'm sure there's more.

    DFO does top MO in quiet a few areas too but no way does DFO offer what MO does and MO does top DFO in the above areas including graphics if you go for the more real looking graphics.

     

    But yeah, as I said DFO simply trumps MO. What MO does different it doesn't do well and the things the have in common DFO simply does better and it's a lot more stable. 

    But it doesn't, the eternal grind, the huge amount of exploiters still playing (EU1), quake like pvp, little depth, all of the above. DFO is building on shallow sand, MO almost has a solid stone surface to start building on.

  • GrayGhost79GrayGhost79 Member UncommonPosts: 4,775

    Originally posted by thorppes

    Originally posted by GrayGhost79


    Originally posted by thorppes


    Originally posted by GrayGhost79

    Well, to answer your question DFO has what MO offers but does it better. The only things MO really offers that DFO doesn't is pets beyond mounts (Even though it's bugged and doesn't even work really in MO lol), Full Nudity (Which is why many stayed away from MO in the begining), and of course a limit to the amount of skills you can have (Which is something DFO players have been asking for in DFO). 

     

    Now aside from those things... well DFO just does the rest better. 

     

    You asked, I answered.

    Points on why DFO doesn't offer what MO does but better...

    1.) Huge painful grind, forced to use afk macros or manually play 24/7 to compete as a new player. No argument really. 

    2.) Poor crafting system Yeah, DFO and MO both have some pretty poor crafting system. DFO's was less buggy though. 

    You can't deny MOs crafting system, it's complex and deep. Starting with your basic gather of common and rare materials to the next stage of extracting higher tier ores from the basic ones using several different machines that give different ratios on different ores and several different catalysts that also give different ratios on different ores.

    Then refining those tier two or three ores to get stronger metals and rarer materials to be used. Again many machines with different results ect.

    Onto the crafters who have sliders of how much of what material to use. Build the hilt, blade, ect. What materials to use as the backing material, how much? Effecting style, weight, damage, speed, reach, stamina usage, draw time ect.

    You're able to make recipies to save material combos for later use, name weapons.

    MO's crafting system isn't buggy at all, maybe a long while back or temporly after a patch.

    DFO's static crafting straight from mined materials is much less advanced.

    3.) No sandbox features / no real intention to add to the sandbox. The game is a PvP/Conquest game. Debatable but at it's fundamentals thats what it is Yeah, it was that way but they've been adding in sandbox features and funny thing is they have more than MO does.

    Funhulks don't really count and the game has been out 2 years now compared to MO's 4 months(?) MO is much closer to adding some real sandbox features such as tavern games and so forth.

    4.) Global banking, mounts/siege weapons/boats held in your bag again no argument. 

    5.) Little diversity between characters no argument

    6.) No ability to control creatures as pets I didn't know SV got this working yet. As far as I know it's still buggy and as I said before this was one of the few things MO offered that DFO does not. 

    Yes SV did get this working for quiet a while, the Epic Patch did ruin it for the moment but adding a huge system such as the interpolation system and navmesh was going to bring its problems. Temp. problem.

    7.) Most Mobs only spawn when you run into the spawn (annoying much) So... your complaining that mobs are only out and about when your there? If no ones around whats the point of them being out? On the flip side of that, this could explain why MO has been plagued with server stability issues and server lag. 

    Because you ride through the spawn and they all spawn around you? Ruins immersion for me. MO isn't plagued with lag or stability issues. Before Epic patch it would go down once a day perhapes. Using temp. bugs from a huge update isn't really a viable argument though.

    8.) Quake like combat, depending on taste this is good or bad. Yeah, this is going to boil down to taste really. MO's combat was to clunky and slow for my taste. 

    Maybe you should give MO a second try when they decide to throw in a free trial. Combat is very smooth and fluid now, huge damage increases and stamina regen boosts means combat is slightly faster paced than before but you also die very quickly if you don't learn how to pull off your perfect blocks.

    9.) Kicking mobs on your mount through the wall lol... I wouldn't bring up bugs because MO trumps DFO in both quantity and severity of bugs. 

    DFO near release for bugs? Hmm. Memory leaks, server crashes, couldn't buy the game for weeks, huge gold dupes never removed (they still have millions between them), rigormids, acid pool abuse, bugging out highend mobs with massive loot, wall kicking, many more. MO has had it's issues with bugs and currently has an issue after this major update. Unavoidable and unfortunate =(

    10.) Player housing You did know DFO has player housing right? Though I will say that neither DFO nor MO has managed to do player housing as good as UO. 

    Yes I was still playing DFO quiet a while after they introduced housing. Maybe a goblin will drop me a house or i'll find it in one of those magic boxes that appear on the floor. (Abused by hackers much) Set meaningless villages to put them, instant travel there.

    I'm sure there's more.

    DFO does top MO in quiet a few areas too but no way does DFO offer what MO does and MO does top DFO in the above areas including graphics if you go for the more real looking graphics.

     

    But yeah, as I said DFO simply trumps MO. What MO does different it doesn't do well and the things the have in common DFO simply does better and it's a lot more stable. 

    But it doesn't, the eternal grind, the huge amount of exploiters still playing (EU1), quake like pvp, little depth, all of the above. DFO is building on shallow sand, MO almost has a solid stone surface to start building on.

    Well, this seems to be devolving into a "uh huh, Nuh uh" kind of discussion. We will simply have to agree to disagree lol. Personally I'm playing neither games at the moment. MO because, well it's shite imho and DFO because I simply don't have the time investment needed. 

    DFO is definitely the better quality MMO of the two. This really isn't an opinion. It's suffered fewer and less severe bugs than MO, and after all this time that still hasn't changed.When MO can manage to get a handle on the issues thats been plaguing it since beta I can take a question like "What offers what MO does but better" because currently anyone that has similar systems and mechanics that fully work is automatically better regardless of how basic or simple the systems and mechanics may be. 

    Best bet would be to come back and ask this question down the road when MO has many of the bugs and such ironed out. 

     

    And if you don't agree with this .... well we will simply have to agree to disagree. 

  • ange10ange10 Member Posts: 307

    Originally posted by GrayGhost79

    Originally posted by thorppes


    Originally posted by GrayGhost79


    Originally posted by thorppes


    Originally posted by GrayGhost79

    Well, to answer your question DFO has what MO offers but does it better. The only things MO really offers that DFO doesn't is pets beyond mounts (Even though it's bugged and doesn't even work really in MO lol), Full Nudity (Which is why many stayed away from MO in the begining), and of course a limit to the amount of skills you can have (Which is something DFO players have been asking for in DFO). 

     

    Now aside from those things... well DFO just does the rest better. 

     

    You asked, I answered.

    Points on why DFO doesn't offer what MO does but better...

    1.) Huge painful grind, forced to use afk macros or manually play 24/7 to compete as a new player. No argument really. 

    2.) Poor crafting system Yeah, DFO and MO both have some pretty poor crafting system. DFO's was less buggy though. 

    You can't deny MOs crafting system, it's complex and deep. Starting with your basic gather of common and rare materials to the next stage of extracting higher tier ores from the basic ones using several different machines that give different ratios on different ores and several different catalysts that also give different ratios on different ores.

    Then refining those tier two or three ores to get stronger metals and rarer materials to be used. Again many machines with different results ect.

    Onto the crafters who have sliders of how much of what material to use. Build the hilt, blade, ect. What materials to use as the backing material, how much? Effecting style, weight, damage, speed, reach, stamina usage, draw time ect.

    You're able to make recipies to save material combos for later use, name weapons.

    MO's crafting system isn't buggy at all, maybe a long while back or temporly after a patch.

    DFO's static crafting straight from mined materials is much less advanced.

    3.) No sandbox features / no real intention to add to the sandbox. The game is a PvP/Conquest game. Debatable but at it's fundamentals thats what it is Yeah, it was that way but they've been adding in sandbox features and funny thing is they have more than MO does.

    Funhulks don't really count and the game has been out 2 years now compared to MO's 4 months(?) MO is much closer to adding some real sandbox features such as tavern games and so forth.

    4.) Global banking, mounts/siege weapons/boats held in your bag again no argument. 

    5.) Little diversity between characters no argument

    6.) No ability to control creatures as pets I didn't know SV got this working yet. As far as I know it's still buggy and as I said before this was one of the few things MO offered that DFO does not. 

    Yes SV did get this working for quiet a while, the Epic Patch did ruin it for the moment but adding a huge system such as the interpolation system and navmesh was going to bring its problems. Temp. problem.

    7.) Most Mobs only spawn when you run into the spawn (annoying much) So... your complaining that mobs are only out and about when your there? If no ones around whats the point of them being out? On the flip side of that, this could explain why MO has been plagued with server stability issues and server lag. 

    Because you ride through the spawn and they all spawn around you? Ruins immersion for me. MO isn't plagued with lag or stability issues. Before Epic patch it would go down once a day perhapes. Using temp. bugs from a huge update isn't really a viable argument though.

    8.) Quake like combat, depending on taste this is good or bad. Yeah, this is going to boil down to taste really. MO's combat was to clunky and slow for my taste. 

    Maybe you should give MO a second try when they decide to throw in a free trial. Combat is very smooth and fluid now, huge damage increases and stamina regen boosts means combat is slightly faster paced than before but you also die very quickly if you don't learn how to pull off your perfect blocks.

    9.) Kicking mobs on your mount through the wall lol... I wouldn't bring up bugs because MO trumps DFO in both quantity and severity of bugs. 

    DFO near release for bugs? Hmm. Memory leaks, server crashes, couldn't buy the game for weeks, huge gold dupes never removed (they still have millions between them), rigormids, acid pool abuse, bugging out highend mobs with massive loot, wall kicking, many more. MO has had it's issues with bugs and currently has an issue after this major update. Unavoidable and unfortunate =(

    10.) Player housing You did know DFO has player housing right? Though I will say that neither DFO nor MO has managed to do player housing as good as UO. 

    Yes I was still playing DFO quiet a while after they introduced housing. Maybe a goblin will drop me a house or i'll find it in one of those magic boxes that appear on the floor. (Abused by hackers much) Set meaningless villages to put them, instant travel there.

    I'm sure there's more.

    DFO does top MO in quiet a few areas too but no way does DFO offer what MO does and MO does top DFO in the above areas including graphics if you go for the more real looking graphics.

     

    But yeah, as I said DFO simply trumps MO. What MO does different it doesn't do well and the things the have in common DFO simply does better and it's a lot more stable. 

    But it doesn't, the eternal grind, the huge amount of exploiters still playing (EU1), quake like pvp, little depth, all of the above. DFO is building on shallow sand, MO almost has a solid stone surface to start building on.

    Well, this seems to be devolving into a "uh huh, Nuh uh" kind of discussion. We will simply have to agree to disagree lol. Personally I'm playing neither games at the moment. MO because, well it's shite imho and DFO because I simply don't have the time investment needed. 

    DFO is definitely the better quality MMO of the two. This really isn't an opinion. It's suffered fewer and less severe bugs than MO, and after all this time that still hasn't changed.When MO can manage to get a handle on the issues thats been plaguing it since beta I can take a question like "What offers what MO does but better" because currently anyone that has similar systems and mechanics that fully work is automatically better regardless of how basic or simple the systems and mechanics may be. 

    Best bet would be to come back and ask this question down the road when MO has many of the bugs and such ironed out. 

     

    And if you don't agree with this .... well we will simply have to agree to disagree. 



    what the lol???

    1. you don't play either.

    2. you say that mortal online has more bugs then Darkfall but yet you don't play them??? as far as i know, mortal online and darkfall have shared enough bugs and glitches and exploits.

    I would probs say that darkfall was the more exploitable game but mortal online was just unstable in terms of the client but darkfall was unstable in terms of people being able to exploit and exploits taking a long time to address as i know this because ive seen and tested these exploits in the past first hand.

    so you really can't just judge the games because of what you read and played in beta.

     

    the difference between mortal and darkfall is how long they have taken to develop, darkfall has had over 10 years to develop but look at its situation.

    mortal online is really a different game when it comes to looking at it from beta and looking at it, it has had many improvements and server issues is not as "shaky" as it was before.

    mortal online 4 months of development after release (releasing due to lack of funds, that really means that the people who bought the game and started playing it around release knew that the game was in a beta state and some people used to be like "your paying for a beta" yeah people knew that, but they knew that the mortal online dev team work fast to improve their game and this is why poeple have subbed to the game even when not playing it"

    im one of those that have quit both games now.

    Darkfall online has its strengths but what it offers and what it meant to be is 2 different things, when darkfall was in development , there was a lot of hype about it being the next UO "sandbox"

    You can't even call darkfall online "half sandbox" cause theres nothing else expect "fun hulks now"

    when you look at mortal online in its 4 monthes there have been major improvements and i would say that there is only about 3-4 bugs that keep popping up every few patches, some dealing with pets in general and crossing nodes but thats the extent of it.

    Im not saying darkfall is crappier then mortal online, its just that mortal online has already surpassed darkfall in the UO sandbox race.

    next features coming for mortal online.

    tavarns and mini games (Due to the flash support bought in by the latest patch from epic) they will add in games like chess.

    but also matts will be able to experiment with crafting mini games so the crafting system may change from pressing 1 to something more interactive.

    not to mention that now the game will be able to handle more teatures or something so in the next few months there will be a major increase in different types of gear that can be crafted with different types of materials.

    also the next few things to come will be the advanced AI for cities, guards, and gear that is for show (like jews, and non combat clothing)

    also the dev team listen to the community and bring in features and stuff the community ask for, like mini games and taverns and non combat clothing (which is like hte first step any game should take when trying to be a sandbox)

     

    this is where mortal online offers a more sandbox feeling then darkfall.

     

    darkfall is in league with counter stike, mortal online is in league with xyson,dawntide and UO.

     

    some people can go on about mortal online devs doing some dodgy stuff but it was the dev team at darkfall online that lied to the whole community

    also mortal online will be heavily advertised soon on sites such as gamespot because its suggested that most of the gaming community does not know about mortal online.

    the devs wanted to finish the game and make sure the game had a good foundation to build on before bringing in the crowds.

    in the next few months everyone will see a explosion in mortal onlines popularity which will come with its negatives also.

  • GrayGhost79GrayGhost79 Member UncommonPosts: 4,775

    Originally posted by ange10

    Originally posted by GrayGhost79


    Originally posted by ange10


     

    wow you have nothing to say :D.

    i guess you agree with me then.

     

    EDIT:

    someones post got deleted for trolling :O

    No lol, my cursor got stuck in the quote box when I attempted to reply to your post. But hey, if you can't be realistic about MO when comparing it to DFO it makes sense you would jump to "Oh, someones post got deleted for trolling" when it was a glitch on the forums lol. 

     

    In any case.... 

    You are right, I don't play MO. I played both it and DFO at there respective launches. DFO did a decent enough job at launch that when changes came down the line I was willing to try it again. MO on the other hand was in such bad shape at launch that I really don't think they will ever get the problems all sorted out. The mess that was MO at launch would be a daunting task for even an experienced dev house to fix and sort out. 

    So you are right, I don't play MO and there is a reason for that.Well I should say there are many reasons for that but I digress.

    In any case,  I tried it and from my experience, from what I've seen, read, heard, etc. etc. etc. MO has yet to get on par with DFO. This is my opinion based solely on my experience with both games and what I know of both games. 

    You don't have to agree though, it's not like it matters lol. 

    The OP asked a question and I answered, you and another poster felt my opinion was debatable but it isn't. It's not going to change based off of what you say considering my opinion was formed based largely off of my own experiences with MO and DFO. 

    You can believe what ever you want, but it won't change the fact that imho, DFO simply does what MO does but does it better. 

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