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Combat, Armor Discussions in Mortal Online

RohnRohn Member UncommonPosts: 3,730

With some of the information that came out last week, a good deal of constructive discussion has gone on regarding the overall combat systems in MO.

One such discussion regarding the addition of armor skills appears to be leading toward more diverse viable armor types that should be coming with the expansion, as seen in this explanation from the CEO:

 


Old Today, 09:35

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Originally Posted by sunshiner View Post


to me the new armor skill sounds abit sad unless archers get some sorta armor penetration skill, will make archers do almost no dmg at all, while mages still hit throu armor, making archery even more useless

will withhold my judgment untill i see the patch notes thou


The new armor skills gives the range we wanted since day one, now it should boost the effect behind the different damage types, since everyone been runing around in light armor, any weapon have worked pretty well on the same scale. With medium and heavy armor skill you will do very little damage with swords for isntance, especially vs heavy armor. They key here is heavy blunt, as in maces hammers. These armor doesnt necessary have to have better resisting vs piercing, which makes arrows effective.



So we will accept lots of feedback now when armor and damage gets a wider scale, it will be very interesting, and I expect us to need to balance the armor effect after the initial main feedback, since it do change a lot in combat.


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More of the discussion can be found here: http://www.mortalonline.com/forums/61342-dawn-discussion-mega-thread-16.html#post1153153

Additionally, a thread discussing the different merits and/or shortcomings of the current system, ranging from weapons balance to the charging of weapons, is also being discussed.  It's interesting to note the differences in preference from player to player, and how people have differing perceptions on combat as it has evolved in the game since closed beta.  I think this post exemplifies this:


Old Yesterday, 06:57

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yea i think without thabadman having access to the beta lcient right now, he cannot possibly have an accurate opinion of what reallyworked and what didnt, it was over 1 year ago that MO was in closed beta. I have very fond memories of closed beta but the combat simply was not as skill based as it is now. Most of the time in beta it was about fooling the prediction system, i used to duel with suntzu ins rogurd and founten on a regular basis and the prediction system was the key to winning a fight in those days.



the system before was, everyone wearing cronite/tungsteel armour everyone using tungsteel weps, everyone knowing that it takes 10minutes to mine enough tungsteel to make a fulll suit and a wep so they weren't ever cautious, no blocking practically useless in beta meant you jsut had to swing and move constantly. No sweat spots meant you could hit them anywhere with your weapon, handle hits were actually rather rare in combat during beta probably a good thing, ability to bandage whilst in combat mode, later when magery was added, could cast magery without regs and whilst using a weapon, all races had exactly the same atributes, swords did not have the correct range in beta the range of a weapon was determined by the length of the handle ignoring the blade, players regened stamina much quicker in beta, you could swing much faster with a weapon, there was no slow down or reduction of stamina when low on hps, magery was less effective in closed beta, movement felt more like an fps because stamina managment was less important due to the quick res time on stamina.



http://www.youtube.com/user/russianm.../4/IP25d13Vtwc

and for those who never seen closed betas combat, well heres some courtesy of a special friend of SV.


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The entire discussion can be seen here: http://www.mortalonline.com/forums/62371-split-off-game-discussion.html

SV posts within this discussion can be found here, and here.

Personally, I think the combat in the game is pretty tight right now.  But, there's always room for improvement regarding balance, and in making more playstyles or "builds" more viable.  I think the armor skills may do some good here, and more work with balancing weapons needs to be done.

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Comments

  • username509username509 Member CommonPosts: 635

    These new armor features will simply revolutionize combat in Mortal Online.  Large battles are going to be MUCH more interesting now.

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  • RohnRohn Member UncommonPosts: 3,730

    Originally posted by username509

    These new armor features will simply revolutionize combat in Mortal Online.  Large battles are going to be MUCH more interesting now.

     

    I don't know if it will revolutionize it or not, but it should add some welcome variety to builds.  Of course, when the new skills have had some time to be evaluated by the players, there will no doubt still be some setups that will be considered "best builds", but that's pretty much true of every game.  I think this will at least add to the different types of viable styles.

    It'll be interesting to see how it is initially, and how it is balanced over time.

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