Dunno that this is what folks were hoping for... but here it is:
This is an incoming small but important hot fix patch.
- Library finilized
- Possible fix for invisible players
- Floating players is fixed
- AI navigation on Navmesh is improved
- Already logged in players messages without being logged in should now be fixed
- Pets and Mounts are more stable and should now listen to the owner correclty, there may still be issues in node changes
- Moon is now crisp
- Ambient light have been adjusted
- Spear stance is fixed
- Corrupt trees in Moh Ki fixed
- Overhead swing does no longer give bonus to normal swings
- Fixed a bug where equipping a shield would unequip your main hand weapon.
- Fixed a bug where you could trade items to a player with full inventory.
- Fixed a bug where your house vendor would connect the wrong payment to the item that was up for sale.
- Clouds are now visible again
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http://www.mortalonline.com/forums/54679-patch-notes-v-1-30-00-04-hot-fix.html#post1040630
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Comments
Given that this patch, if implemented successfully, addresses the most pressing issues with the new build of the game, I'd say it's definitely what most players were looking for.
I'd agree with Henrik's assessment - it is a "small but important" patch. There's still more for them to do, as well as implementation of the stuff in the "Under Development" section, but if this goes well, it'll be an improvement to the current game.
Hell hath no fury like an MMORPG player scorned.
As for improvement to the current game... well yeah.. any patch that fixes a single bug would fit that category. It's a matter of degree though.
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
Not sure why you chose to snip the first paragraph of the post you quoted, since that's the one that explained the "degree" of the improvements. Just to restate - this patch appears to address the most pressing issues with the new build - pet control, floating, "invisible characters" - the one's that affect the most people, or are the most severe.
It doesn't just fix one bug.
In this case, SV appears to have prioritized correctly in addressing the important problems, so the degree of improvement is pretty high for a small patch.
Hell hath no fury like an MMORPG player scorned.
Does it address the desync/lag/interpolation issues that make combat a huge complaint? You know.. since the game is designed around PvP combat... that is a fairly large issue...
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
Who says the game is designed around PvP combat?
First, MO isn't just a PvP game.
Secondly, since the floating or invisible characters that some people report from time to time ARE a large part of the interpolation/prediction-based complaints, then the answer would be a qualified "YES". It's at least a large part of the solution, as long as the patch successfully addresses those problems.
Saying that combat is a huge complaint, however, is a pretty big exaggeration, bordering on being intentionally misleading, given this poll, where almost 70% think that the current melee combat is an improvement from before the new build:
http://www.mortalonline.com/forums/54466-rating-new-melee-combat.html
Hell hath no fury like an MMORPG player scorned.
congrats to sv, they seem to be one of the better devs for games.. they know what needs to be done and when from the looks of this patch.
dude get you head out of the sand.
MO is 90% pvp and 10% pve.
unless you like killing stationary mobs ofr hours on end that is......
There were a whole 144 votes on that poll... 27 of which didn;t even vote but picked "just looking" or somethiing like that. That's been on the first page of the forums for 5 days.. with a total of 117 votes... I wouldn't count that as a ringing endorsement. Also, that poll was about the CHANGES to the melee PvP.. you know.. overhead swings.. etc. Not the bug/desync/lag/interpolation issue.
And for the record I never said MO was "just a PvP game". I said it was DESIGNED around PvP. Which is 100% true. Every feature from crafting to territory control feeds into PvP. Please quote me accurately in the future.
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
Now that the epic patch has improved Mob AI it's much more fun PVE experiance. BTW... Mobs were never stationary even at launch day.
Never trust a screenshot or a youtube video without a version stamp!
You're right about that. They had the brilliance to run into trees. And uhm.... stay there.
The Epic patch seems to have made them run into trees faster.
well the desync,lag,interpolation issue isnt that much of a issue if no ones making a big deal out of it??
the thing about mortal online is that the developers are working on the core mechinics such as pvp being one of them and they want to get the pvp out of the way before bringing in all the other features but they are bringing in all the other features that will make mortal online feel more sandboxy now because mortal online is becoming the game it should have been when released if it had the funds.
now that there is a foundation, the developers can expand due to having the needed support to achieve those systems.
of course the AI will still get improvements (i think there is gunna be another major patch as the epic patch is coming in 2 halfs i think)
also as far as i remember the desync issue was fixed at release with "jesus patch II" cause the person you see is not some rewind video and that was what deysnc was, like you see the persons actions like 10 mins later, like you see waht the person was doing 10 mins ago like watching a video when the person could really be in town and this made it possible for some guy in mok ki to trade with a guy in bakti cause one guy saw the other guy on his screen as hes in bakti but the other person is in mok ki but on the server hes still in mok ki so everyone else sees the guy in mok ki.
so deysnc was complety fixed.
lag will always be a issue in any game that is played over the internet, there is nothing much the developers can do about lag expect if the server is under heavy load which may create server wide lag but there has been no server wide lag from what i can remember unless a massive amount of players group together which can cause you to lag because of the amount of infomation being processed on your screen coming from the server.
if i remember the interpolation was never really a issue, expect they just been improving what is already there, so it be more accurute so it can't really be called a issue.
For the record here... the changes to combat introduced IN THIS HOTPATCH were received so badly by the players that they are going to reverse them with another hotpatch. So.. yeah.. I think when the CEO has to come and admit they screwed up and will be reverting back that would count as a "huge complaint". The "bordering on intenionally misleading" part was where people tried to make this look like everything was fine and dandy and there were no issues...
Glad they have a test server now...
Today, 18:08
#39 (permalink)
Henrik Nystrom vbmenu_register("postmenu_1040804", true);
Administrator
Join Date: Apr 2008
The changes will be reverted. And there will be more carefully planned changes from now on. We are still reading feedback and trying some changes in the hope to make it even better than before the hotfix. But it seems like there got some changes in this hot fix that moved it in the wrong direction. This is easy for us to change back. We are most likely having a new hotfix tomorow with some important bug fixes along with this revert.
Thanks for the quick feedback on this.
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CEO, Founder & Game designer
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
This is genuinely funny.
Claiming that there were "huge complaints" from before the hotfix was the exaggeration. What you're citing here are complaints that occurred as a result of the hotfix, and are about changes to the new-build melee combat (which the vast majority of people really liked).
Heck, the simple fact that people so adamantly want the melee combat reverted back to the pre-hotfix/post-new build status just confirms what I was saying - most players really liked the new melee combat, and in overwhelming fashion.
Hell hath no fury like an MMORPG player scorned.
Is that why they're rolling back parts of the patch due to player outcry? They seem rather oblivious to the pulse of the players.
Its even more shoking given the small player base. Thumbs up for reverting, but what a waste of dev time.
I win!!! LOL@U
What I don't get is that they say they now have a test server. How could something this obvious not be caught in such a small patch?
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
Any idea of what was actually fixed?
I don't mean the list they posted. I mean fixes that have been tested in game to confirm it actually was fixed.
Discussion thread here... seems like flying players are still in game... and so is the desync or interpolation problem with combat: (more on the desync prior to "hotfix" patch can be found on the 1st page)
http://www.mortalonline.com/forums/54636-hot-fix-2.html
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
SV isnt blaming Epic for the desync?
I win!!! LOL@U
Perhaps you would be better served arguing with the actual lead programmer of the game who has posted TWICE about the desync,lag,interpolation issues that plague the combat system since the patch:
Today, 05:50
#54 (permalink)
Sebastian Persson vbmenu_register("postmenu_1041066", true);
Developer
Join Date: Apr 2008
Location: Malmö Sweden
Age: 26
Quote:
Originally Posted by Tenchuu
Still "desynched", I know some people here want to have it called "interpolation and prediction system problem" but I couldn't care less about which term to use as I can't play the game properly.
Ok
To be able to have prediction we need time. We need a point A and a point B and a time. When was the player at A and when is he going to be at B.
With these variable we can calculate interpolation. BUT this means that your client HAVE TO WAIT until the player you are looking at is at B before your client can interpolate him to B.
Today, 07:20
#57 (permalink)
Sebastian Persson vbmenu_register("postmenu_1041133", true);
Developer
Join Date: Apr 2008
Location: Malmö Sweden
Age: 26
Quote:
Originally Posted by Lagoon
I don't wanna teach you your job, it's just that something sounds strange in your explanation.
What you describe is how to achieve interpolation without prediction.
Prediction is a different matter, since it... well.. predicts :P
Of course you need to wait for a firt movement when a character is standing still. Then you are able to determine a movement vector and, updating it every fixed (or variable, why not) amount of time, you'll be able to interpolate in a prehemptive way the movement.
Of course a prediction system means that wht your client shows you might be wrong, but if the vector update time is sufficiently short, you'll have a much smoother movement with a slightly less precise position of the opponent.
I still have to test the new build, but if players experience a "desynch-like" probably there's just a bug in the prediction system? Or maybe you're doing things completely differently from what I describe (and of course you might have your good reasons)?
We are doing parts of this as prediction, just as you explained. But the server->client communication is build in such a way that using more then the bare minimum of prediction would cause all kinds of odd stuff.
What we had before was a more prediction based system, and this new system is doing less prediction but smoother interpolation. We just need to tweak how much of each we need to make as good as it can be.
The way our game is designed means that players can change their current speed several times during a single move, this makes is kinda hard to use a lot of prediction since that would need a clear "this is how fast he should be moving" -variable and we can't use that.
So yeah... it's a big issue.. or at least the lead programmer of the game admits that it is. I really don't know what is gained by trying to tell people there is nothing wrong when the devs themselves admit there is a big problem...
And as I SAID originally.... hotfix did not address this issue.
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
Resubbing.
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.
Best hotfix ever. Seriously I've seen the moon.
I dont get it either, but MO seems to have a long history of it. Its bad for the game and its players.
I win!!! LOL@U
A poll with 100 + fanboys really tells us nothing at all, other than the ridiculously low number of people who actully play this game.
http://www.prophecyguild.net
So.... less than half of the rabid MO fanbois think the epic patch was epic enough? That's what I get from this.
If GM had kept up with technology like the computer industry has, we would all be driving $25 cars that got 1000 MPG - Bill Gates