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developer posted infomation about the new HP/Mana/Stamina system to come in future patch

ange10ange10 Member Posts: 307

there was a dicussion about The new HP/Mana/Stamina system  and a developer was kind of nice to post more details on the system.

heres the link

http://www.mortalonline.com/forums/59927-new-hp-mana-stamina-system-2.html

 


Old Today, 12:10

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Quote:


Originally Posted by Scarecrovv View Post


Also, I think at the last keep siege I think I burnt around 40 stamina bars and I don't feel as if it's far fetched to assume that if this system was in place I'd be having a decent penalty to my stamina pool.


Well, maybe you would, but the only difference with the new system would be:



1. Make sure that you are well-rested and have eaten before starting a siege. Basically, make sure your Reserves are full, and that your are not Hungry or Tired.

2. Take some food rations with you.

3. Keep an eye on your Stamina (and Health) when you have fought for awhile, or when you have gotten killed.

4. When you have burnt your 40 bars of Stamina, eat something. Or, if you don't have any food, find a place to take a quick nap. Both will be enough to keep you going at the same pace and without penalties just like before. Unless you missed step 1 and went to the siege already exhausted, or if you keep getting killed.

5. When the siege is over, replenish your Reserves by repeating step 1.



TLDR: Prepare, bring supplies, eat. Don't die.



Now if the siege goes on for very long, say 12 hours, you might just have to find 5 minutes once in a while to get back to some form of camp(fire) to repeat step 1. And if you are forced to, or insist on, fighting with low Reserves you run the risk of getting Wounds, so it might be a good idea to bring someone skilled in Medicine to the siege.





Quote:


Originally Posted by Artorius View Post


I never liked the long term wound system idea from the start and I still don't but I guess it will give a purpose to food. As I understand it, it just mean we will have to eat and sleep a lot to make sure to never get penalised...


It all depends on what you mean by "a lot".

Yes, it gives a purpose to food, but mainly it requires a tad more planning around larger PvP or PvE events. Apart from that, all characters will have to eat and sleep (mostly done offline) once in a while.


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Comments

  • HerculesSASHerculesSAS Member Posts: 1,272

    I fear they are adding a level of realism into the game that makes it onerous, and not fun.

     

    I don't find it fun having to "eat" and "take a quick nap".

  • RohnRohn Member UncommonPosts: 3,730

    Definitely some good information there, along with some good discussion within that thread.

    Without it being live, it's often hard to tell how a system like this will actually work.  There's a great deal of speculation going on, and probably a fair amount of overreaction as well.

    Shinzon has made some good points here:

     



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    I am going to fight tooth and nail for these mechanics. Mortal Online was missing this aspect for a very long time, and the "Leet PvP'ers" of the server better get accustomed to the fact that despite them winning in single combat, they will still lose because of matters outside of whacking the enemy.



    This fatigue system will finally allow for proper control of territories, through the very fact that supplies are not too far away. It should be impossible to attack any single locations without having some supplies. Sieges take upwards of 12 continuous hours, and in that time, it should be necessary to sleep, eat and rest; giving the advantage to those on the home turf.



    Systems of this sort will continue to be implemented into Mortal Online, and with time simple preparation will win over how twitchy your hand is.


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    I think Calinir also brings up some excellent points:


     


    Old Today, 07:23

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    Quote:


    Originally Posted by Merwood View Post


    Love this new feature . Will add strategy and more rp depth and actual requiring you to think and better yourself not only in pvp but also pve .

    Glad to see SV actually adding stuff that will add more immersion to this game and make it more realistic rather then it just be 1 free for all pvp with no direction and no consequences .


    This,



    I am beyond thrilled about this addition.



    If you go to a siege you should have to take supplies with you. You should have to rest for periods between fights. You should hurt yourself if you are constantly draining your stamina to the point of exhaustion over and over again (spamming) You should have to eat food to maintain yourself at maximum fighting effectiveness.



    As Shinzon also stated, during as siege this adds an advantage to those inside the walls as they (should) have a large supply of food stored up. Also adds another layer of strategy in that a force defending a keep with less defenders than attackers will benefit from poor organization of the attacking force (sporadic attacks and large amounts of time between attacks) whereas a well organized attacking force will constantly be applying pressure (and therefore be draining the defenders max stamina causing serious fatigue and causing REAL attrition)

    Logistics, aside from boulders, will actually come into play.



    On top of this, during a siege this will mean that losing players matters immensely, in that if an attacker or defender dies, he or she will be a REAL loss to their team, not merely a 5 minutes priest run and quick re-gear away.



    The same goes for PvE and open world skirmishing, group will actually lose players if they are not careful (about as anti-zerg as you can get)



    Again, I am overjoyed that these type of unique mechanics are finally coming to MO (and thereby setting it apart from all the other arena deathmatch style MMOs)

    I am certain that this alone will draw in a ton of disillusioned former players.



    On a final note, I would say that SV should go all out when implementing this system, as they did with butchery, in that case they didn't take the soft approach and allow players to sell carcasses to NPCs and after the initial shock (that people had to change their game style and actually *gasp* interact with other players) people fiercely demanded that NPCs never be allowed to buy carcasses. So if anything they shouldn't make the system light in terms of penalties but rather fairly harsh.



    Great job SV, keep up the good work and please never cave to the vocal minority of "leet" PvP deathmatch lovers who just want CS with swords.


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  • CalidorCalidor Member Posts: 6

    I'm not even going to comment on the drawbacks of focusing on such a system.  Instead I have a simple question.

     

    In the past, topics such as this were brought up to start discussion in the fanbase and IMHO disctract from issues currently in game.  History has shown that the topics discussed very rarely actually make it into the game or if they do get in the game it is in a very watered down or "basic' version.  So my question is simply:

     

    When will these systems actually be in game in a functional manner?  Is it in the next patch?  Or is it in some undetermined future patch and currently just resided in a notebook on Mats desk?  Quite honestly, if it isn't going to be in game in the next couple of weeks you are just wasting your time arguing about whether it's "good" or not because it's unlikely to ever be seen in game.

     

    If they have said this stuff will be FUNCTIONAL in the next content patch, feel free to discuss, but I would be utterly shocked if anything more than an initial "placeholder" make it into the game anytime soon.  See the "placeholder" guard system as an example.  Or the "basic" fishing which was supposed to be completed months ago.  Or the "basic" magic ystem which was supposed to be replaced by full magic schools.   I guess my point is that SV has a history of over promising things and getting players worked up, but very rarely (butchery) do those items become reality.

  • ange10ange10 Member Posts: 307

    people need to remember that mortal online is of a hardcore element, it not for the masses, its about risk vs reward and down to player interaction and what sets it apart from other games like darkfall is that it does have a level of micro management.

    Like now logistics will play a big part, since a keep siege, will be a siege, involving people that can not just get back into the action agian and again but people will have to take breaks, eat some food, maybe even take a nap but taking naps will still leave you hungry, also if you want to max out the pools, your going to have to get in a nice bed in a tavarn or a town.

    Like, it could even be possible to seige a keep, and the defenders get weaker, because they run out of food :D

    thats what I think anyway from a player who been with it since open beta and still with it, but the health pool will be rather large, and it won't affect one battle.

    like if you just keep jumping into battle and dying then you risk getting wounds, which will lower your health etc so make sure to bring some food and meds :D

  • ToferioToferio Member UncommonPosts: 1,411

    There already is a thread about the new system, let's keep discussion about the feature to one place, shall we?:)

    http://www.mmorpg.com/gamelist.cfm/game/361/view/forums/thread/309856/Sleeping-System-in-MO-Explained-in-More-Detail.html

  • NeoptolemusNeoptolemus Member Posts: 242

    I'm not convinced this will be a good mechanic. Having to stop the fun so you can watch your character lie down for 5 minutes is more of an unnecessary distraction than a significant tactical part of gameplay. If they made it longer than 5 minutes I think it would just annoy people.

     

     

    I think it would be better if they just made cumulative fatigue slowly drain away while you aren't fighting, that way people could at least do something constructive and fun while resting like scout out new attack routes, bring medicine and food etc. Just forcing players to stop playing entirely for a period of time defies the whole point of playing a game.

     

    Besides, who just disengages from a battle so they can take a quick 40-winks behind a tree?!

  • ToferioToferio Member UncommonPosts: 1,411

    I like the fatigue system idea, but not the means of recovering from it. SV still have to learn to not try to insert 'hardcore' in every minor or major thing.

  • RohnRohn Member UncommonPosts: 3,730

    Originally posted by Neoptolemus

    I'm not convinced this will be a good mechanic. Having to stop the fun so you can watch your character lie down for 5 minutes is more of an unnecessary distraction than a significant tactical part of gameplay. If they made it longer than 5 minutes I think it would just annoy people.

     

     

    I think it would be better if they just made cumulative fatigue slowly drain away while you aren't fighting, that way people could at least do something constructive and fun while resting like scout out new attack routes, bring medicine and food etc. Just forcing players to stop playing entirely for a period of time defies the whole point of playing a game.

     

    Besides, who just disengages from a battle so they can take a quick 40-winks behind a tree?!

     

    People would complain about a long-term fatigue slowly draining away naturally impeding their ability to play the way they want to as well.

    This post I think illustrates that overreaction I think I'm seeing that doesn't match what was stated during the HoC chat.  There appears to be the misconception that players will need to put their character down to sleep every half hour of gameplay or so - as if this were The Sims.  From how I read it, and the subsequent clarifications, the new systems will require you to exercise more forethought in provisioning your character for long-term play.

    From the examples given in the HoC, you won't need to sleep off the effects of every battle - unless you die a LOT.  Death should have a penalty associated with it in a game of this type, I believe.

    Offline sleeping is an area that appears to be often overlooked in this discussion.  This is from Mats:

    "Then there is offline sleeping, which will work similar to this:

    If you log out standing at the town square, or in the wilderness, and log back in a day later, nothing will have happened to your Tiredness. You will not have lost any points, and you won't have gained any. The offline time is not taken into account.



    But if you log out while sleeping, and then log back in at a later time, the offline time spent sleeping will count, and the quality and amount of sleep will depend on where you slept. Needless to say you will get much better sleep in a bed than without even a rug in the wilderness. This way, by setting up a basic camp or sleeping in a bed, you can make sure you log back in to a fully sleep-restored character. Or you can log out sleeping on the ground, which at least is better than nothing.



    So again, just to be clear. In the HoC it may sound like you will have to sleep in the middle of fights, which is not really the case. As long as you take care of your character by for instance sleeping when logged out, Tiredness won't interfere with your fighting. However, if your Reserves run low, you will be able to sleep for awhile instead of eating, but that is more risky, and it won't refill your Hunger."

    To me, this will make things like inns, taverns, cooks, and healers a viable part of the game, and therefore help create a more diverse game world.

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