It looks like you're new here. If you want to get involved, click one of these buttons!
Finally beat Rohn to posting a Mortal Online news article.
http://www.mortalonline.com/forums/75220-focus-group-update-7-a.html#post1312243
Looks like many mobs will now start as baby mobs and grow into stronger harder adult mobs.
This may mean mobs away from the cities could be very difficult to kill after the expansion.
Never trust a screenshot or a youtube video without a version stamp!
Comments
nice
but awakining will be in june(
http://www.entropiapartners.com/?r=22415
[mod edit]
As for SV's honesty: if you went into a sushi restaurant that claimed to serve the best california rolls in town, and they kept serving you rotten beef instead (while charging you as if they were a gourmet place), would you claim they were being honest with their customers?
Actually I think he's a troll - with friends like that SV doesn't really need enimies,
And we've seen this before, a load of supposed Pro-Mo posting done in the style of an idiot - he's just providing ammo for sombody else to shoot.
Not very amusing. Or very clever really.
"In MO, even the haters are hardcore!" - ltank
Isnt that the same shit said about the last update... -_-
Hell hath no fury like an MMORPG player scorned.
Sometimes when I read these forums I don't know whether I should laugh or cry...
It is funny how both GMs are clueless about computer performance. They both are in awe that huge mobs don't affect the performance.. but why would they? It is same rendering power, same amount of polygons and same textures for PC to render. It doesn't matter if it is size of a dog or a house. Depending on the engine, they may even improve performance as they block the background from needing to render.
Nonetheless it is cool to see that MO adapts some of more interesting features when it comes to AI, but claiming that those are unique is delusional as Xsyon for example had all those features (breeding, growing, leveling up) for their AI for a while I believe.
DF 2.0 our future.)
SV always lied and now lie
"DF 2.0 our future" <-Definitely LOLed at that. DF is a totally different game, even now with less sandbox features than MO. If anyone promised and then didn't deliver it's AV.
If you only want an arcade pvp game, by all means play DF, if you need a sandbox though, you are basically fucked my friend.
If we count the functional sandbox features, DF definitely doesn't have less than MO. It even wins an upper hand by having multi-function spells imho. But yeah, I have to admit that neither of those games fall into a sandbox type I'd enjoy.
Sorry, but combat (magic or not) does not make a sandbox.Thievery, taming, alchemy, cooking, better crafting and better building-placement system. DF has ships, and that's about it.MO wins as a sandbox, looses as a pvp game.That being said, both games are in a poor state. At least we agree on that.
MO dont wins as a sanbox
DF have no thievery and building -placement system
Realnaste dont understands
ok)
why MO wins as a sandbox?
bcz MO have thievery and building placement system?
I dont want to argue which of those games is a sandbox, as neither really are in my opinion, but there is something else you said I'd like to discuss. Combat CAN make a sandbox, or at least be an important part of it. What is sandbox? To me, it is not amount of choices in a feature (hint, MO's crafting), but amount of tools (both games fail hard on that point, I must admit). Now that we've established that, what is a tool?
A tool is a feature that can be used in more ways than one. My favourite example (not implemented anywhere, yet correct imo) is a grappling hook. Now imagine you had a feature of a grappling hook, fully functional like in real life. What could you do with it? You could climb mountains, break into house, get over a canyon, cripple fleeing enemy, pull a flying mob closer to you. To me, that is a tool, a feature which many "sandbox" games misunderstand (and well, I must admit nor is it quite possible to implement such a feature with current technology, but to make my point).
DF has, to my understatement (correct me if I am wrong), a spell which either allows you to climb walls or simply launches you along it, allowing you to use it in a numerious ways. MO has no such abilities (spear stance was something close, but I think they removed it?).
If a games combat features lots of abilities without a defined use, it caters for a sandbox gameplay. Take such abilities as for example traps which can be used to damage, stun or strategically cripple and enemy. Or an ability which summons a copy of yourself, which you take control of, it too can be used in lots of ways. Or a simple feature which creates thick mist.
keeping the following explanation of what in my opinion makes a sandbox (tools), let's look at what MO has to offer. Taming, alchemy, house building and cooking, as well as crafting are hardly sandbox features, are they? Sure they allow you for a vast amount of choices, but those professions are used only for one single purpose.
Taming gives you pets and mounts, how is that a sandbox? WoW too has taming. Armor/weapon crafting isn't sandbox either, despite you having thousands of choices (alhough only a handful of those are viable). Same goes for cooking as it is only used for food (again, wow too has cooking). The only "sandbox" tools are housing (due to vendors) and thievery as they can be used for various interesting purposes. Note tho, I wouldn't say DF has lot better features.
So yeah.. current 3D sandbox genre have a long way to go before it is anywhere close to a real sandbox, where tool>features. Closest to a sandbox to me are probably EvE, UO and maybe SWG, at least of those games I have played.
To sum it up, for some reason many think that sandbox is about amount of choices. It is not, it's about tools.
Even if i thought swtor or wow were fail games, why would i want to play some craptastic gankfest instead?
@ Toferio
I guess yes and no.Sandbox in my opinion is both- about tools, and about choices.Basically a game allowing you to be creative without restricting you with artificial boundaries would be a sandbox.While I agree combat can be an important part of a sandbox, I can't agree it can be the start and the finish of it. If a game forces you to fight, because it has nothing else I can't call it a full sandbox, because it's just too restrictive for me.Now as for features like taming...
I'm not a wow expert, but isn't taming there only for extra DPS and restricted to only one class?
-MO By making it a choice (an investment in taming required) it allows some people to:Get a mount, get a pet for pvp, use the pet as a griefing tool naming it just like a wild one and putting it in a guard-zone, start a taming business getting rate mounts from a far-away spawn, use it as a hunting technique, bringing the thing all the way to the butchers table. In my opinion it is a sandbox-ish tool, and the more choices like this we have, the richer the game becomes, slowly making it's way to a sandbox status.
EDIT: Crafting, by having no actual blueprint system, where you have set items requiring set amounts of set resources, is a sandbox system, where experimentation and player skill is the key. You can make a wooden weapon for fast training due to fast low damage strikes, you can also fine-tune your armor according to your play-style and aesthetic taste.
You can be the only crafter capasble of making that awesome bow, and thus be a major part of your guilds succes on the battle field, or have a monopoly worth thousands of gold.
MOs crafting just flows nicely with a sandbox. It's all about combining the features and how they interact creating an enviroment where a player can really use things in a creative way.
Even localised banking combined with no fast travel and a skillcap make MO a bit more of a sandbox than DF is.
As for a handful of useful weapons- we still get new ones once in a while, the system is far from fully explored.
EDIT: By the way- Not only vendors are usefull from a sandbox perspective. Also- houses are not the only buildings placeable in MO, and not the only thing with a sandbox nature. You have a problem with a griefer guild that war-deced you and stirs shit up in your town? Place towers at the entrances to annoy the crap out of them.
are you implying that AV have ever been truthful?
there are 2 types of mmo, imitators and innovaters.
Sorry, I didn't notice this post earlier.
Yes, because MO actually has and is improving features like Thievery, taming, etc. it actually is more of a sandbox. At least in my opinion. Check out my last post for my explanation on why I think so.
Shrug.. sandboxes. I think I will just stick around and wait for archeage or secret world, neither of which tries to be a pure sandbox instead focusing on delivering a fun experience. I understand your point of view realnaste, each one to their own
You Sir have my respect and best wishes. Good luck with those titles.
I think we all want the same thing and have the save vision - I guess the debate is around if MO is that game or not. Or ever will be.
"In MO, even the haters are hardcore!" - ltank
The people complaining about mortal online aren't "buying a steak and complaining it isn't sushi". More like "Buying steak and complaining it's undercooked hotdog meat".
Henrick's vision is delusion as he has failed to understand what will bring an actual playerbase into the game.
Online gaming doesn't need "saved". Cut the sensationalist crap.
Hello, I am online gaming, plz send me 15€ a month and I will let you do something useless in a bad game, that will never break 10k subs
If you send me your money it's like eating a steak everyday, for me.