I don't think that any of the mentioned problems are > AI, Terrain Fix, GUI or things like that. But yeah, a Ghost Scout fix should have been implemented, but would only serve the PvP community (again). It's time to provide some features for the Non-PvP gamers, if that game will exist in the future. The changes seems to perfectly fit in that approach.
Why bother about Ghost scouting, when I'm not able to even play the game because of broken core mechanics?
Uhm... one of the main arguements against ghost scouting is that PVPers can use ghost scouts to camp resource spawns and PVE spawns. When you go to a rock -> my ghost sees you -> red logs in and kills you.
That particular fix would serve the PVE and crafter community as much as the PVP community.
Back on topic: SNAFU, did we expect anything less?
Originally posted by ZekkCC Honestly I had assume there would be more changes. I'm sad.
Seriously?
They have addressed ALL really important stuff (If it works is another question).
Where's the thievery fix again? And breeding? Ghost-scout fix? Does the arena work? Just to name a few..
I don't think that any of the mentioned problems are > AI, Terrain Fix, GUI or things like that. But yeah, a Ghost Scout fix should have been implemented, but would only serve the PvP community (again). It's time to provide some features for the Non-PvP gamers, if that game will exist in the future. The changes seems to perfectly fit in that approach.
One reason I rage-quitted was because of the non-working Pathfinding of tamed animals and the general stuck problematics. If they will / have addressed that (and they need to, cause of enhanced taming), that's one step in the right direction.
Why bother about Ghost scouting, when I'm not able to even play the game because of broken core mechanics?
Thats the main reason i rage quited MO more than 1 times and i hate to be the bad news messanger but i do remember Theia and Discord on the community server Teamspeak announcing that the pathfinding issues and the general stuck problems are cause of the Unreal engine and people should only expect for minor improvements on that aspect instead of a major solution to the problem. In my book that means : the pathfinding issues are caused of bad coding and unless we start redoing MO from scratch theres no way to be iron out.
Theres no way for me to search for the thread in official MO forums but feel free to do so (and also link it here). I do remember though that there was a player who did spend some time and started the thread by noting down the sound matterial from the community discussion several months back (it was around TC patch- maybe a couple of months later).
"The problem is not that simple I'm afraid. Here's whats happening: Every player in the entire world have a pet, those pets need to be removed when they login and replaced with a new pet using the new system. The new pet is a brand new object with it's own set of params so we can't simply create a new object using the old data. No, we need to look at the old pet, figure out what it was crossmatch that with at list of new pets, create the new pet send packages to the server to save it correctly and connect the two, then remove the old pet from the player.
This can NOT be done on a offline database because the data that is "what pet did you have" is compressed on in the database meaning there's no easy sql we could do to just solve it. We need the server to solve it when they login.
And if that's not enough people have receipts for pets, those need to be turned into a stable guy and converted correctly. Those are stored as items and is also compressed in the database meaning that the players will have to do it themselves, going to stable, talking to the guy etc.
We have those systems in but the test people are reporting that they are not getting their pets correctly. Some did, some didn't.
During the night when I worked on this we got reports on parts of the UI that had to be changed to make it safer, so then the UI folks got on that and I got the final build from em 3 hours ago. Building a new patch as we speak, it's going on test first and if it checks out it goes to you.
Thats the main reason i rage quited MO more than 1 times and i hate to be the bad news messanger but i do remember Theia and Discord on the community server Teamspeak announcing that the pathfinding issues and the general stuck problems are cause of the Unreal engine and people should only expect for minor improvements on that aspect instead of a major solution to the problem. In my book that means : the pathfinding issues are caused of bad coding and unless we start redoing MO from scratch theres no way to be iron out.
Theres no way for me to search for the thread in official MO forums but feel free to do so (and also link it here). I do remember though that there was a player who did spend some time and started the thread by noting down the sound matterial from the community discussion several months back (it was around TC patch- maybe a couple of months later).
Well, that's just sad. I don't see why this should be a problem of the Unreal Engine, this sounds very wrong for me. Anyway, one of the problems regarding path finding clearly occurs because they seem to have build the world without even thinking of using proper measures and bounding boxes / invisible collision boxes.
The only thing I can say: Use a pet along with the stairway in Morin Khur, it's impossible. Looks nice, but is annoying as shit.
"The problem is not that simple I'm afraid. Here's whats happening: Every player in the entire world have a pet, those pets need to be removed when they login and replaced with a new pet using the new system. The new pet is a brand new object with it's own set of params so we can't simply create a new object using the old data. No, we need to look at the old pet, figure out what it was crossmatch that with at list of new pets, create the new pet send packages to the server to save it correctly and connect the two, then remove the old pet from the player.
This can NOT be done on a offline database because the data that is "what pet did you have" is compressed on in the database meaning there's no easy sql we could do to just solve it. We need the server to solve it when they login.
And if that's not enough people have receipts for pets, those need to be turned into a stable guy and converted correctly. Those are stored as items and is also compressed in the database meaning that the players will have to do it themselves, going to stable, talking to the guy etc.
We have those systems in but the test people are reporting that they are not getting their pets correctly. Some did, some didn't.
During the night when I worked on this we got reports on parts of the UI that had to be changed to make it safer, so then the UI folks got on that and I got the final build from em 3 hours ago. Building a new patch as we speak, it's going on test first and if it checks out it goes to you.
If nothing else, I'd recommend the video, it's pretty funny.
How could they have not forseen this issue? I mean, this was SUPPOSED to launch in April, giving them over 4 months of extra time. So, Awakening was patched LIVE over 12 hours ago and nobody can even get INTO the game? Hmmmmm, wonder what other "unforseen issues" we will see once someone actually logs in.
Oh and in before someone calls "failed bug returns" =P
"The problem is not that simple I'm afraid. Here's whats happening: Every player in the entire world have a pet, those pets need to be removed when they login and replaced with a new pet using the new system. The new pet is a brand new object with it's own set of params so we can't simply create a new object using the old data. No, we need to look at the old pet, figure out what it was crossmatch that with at list of new pets, create the new pet send packages to the server to save it correctly and connect the two, then remove the old pet from the player.
This can NOT be done on a offline database because the data that is "what pet did you have" is compressed on in the database meaning there's no easy sql we could do to just solve it. We need the server to solve it when they login.
And if that's not enough people have receipts for pets, those need to be turned into a stable guy and converted correctly. Those are stored as items and is also compressed in the database meaning that the players will have to do it themselves, going to stable, talking to the guy etc.
We have those systems in but the test people are reporting that they are not getting their pets correctly. Some did, some didn't.
During the night when I worked on this we got reports on parts of the UI that had to be changed to make it safer, so then the UI folks got on that and I got the final build from em 3 hours ago. Building a new patch as we speak, it's going on test first and if it checks out it goes to you.
If nothing else, I'd recommend the video, it's pretty funny.
How could they have not forseen this issue? I mean, this was SUPPOSED to launch in April, giving them over 4 months of extra time. So, Awakening was patched LIVE over 12 hours ago and nobody can even get INTO the game? Hmmmmm, wonder what other "unforseen issues" we will see once someone actually logs in.
Oh and in before someone calls "failed bug returns" =P
Why do problems make it from any game's test server to live? Who knows, but it happens all the time, even though most or all of them should have been "forseen".
The point is that they found a problem, and decided to fix it before going live with it. I don't know any rational person that would say they should have launched it anyway.
<blockquote ugc="" basehtml"=""> Quick update to this, we have developed a new client patch we are waiting to go live for the testers to verify our fixes hopefully after that we won't be down much longer.
"The problem is not that simple I'm afraid. Here's whats happening: Every player in the entire world have a pet, those pets need to be removed when they login and replaced with a new pet using the new system. The new pet is a brand new object with it's own set of params so we can't simply create a new object using the old data. No, we need to look at the old pet, figure out what it was crossmatch that with at list of new pets, create the new pet send packages to the server to save it correctly and connect the two, then remove the old pet from the player.
This can NOT be done on a offline database because the data that is "what pet did you have" is compressed on in the database meaning there's no easy sql we could do to just solve it. We need the server to solve it when they login.
And if that's not enough people have receipts for pets, those need to be turned into a stable guy and converted correctly. Those are stored as items and is also compressed in the database meaning that the players will have to do it themselves, going to stable, talking to the guy etc.
We have those systems in but the test people are reporting that they are not getting their pets correctly. Some did, some didn't.
During the night when I worked on this we got reports on parts of the UI that had to be changed to make it safer, so then the UI folks got on that and I got the final build from em 3 hours ago. Building a new patch as we speak, it's going on test first and if it checks out it goes to you.
If nothing else, I'd recommend the video, it's pretty funny.
Tbh these excuses are getting so boring, if I didn't follow MO explicitely for the drama only instead of actually playing the game, I wouldn't even bother reading them anymore.
Nobody cares what's wrong or why. It may be interesting internally, within StarVault, but why do the customers need to know which line of code is wrong? What is that good for? Am I supposed to say "woahhh SV I see, that is pretty complicated. Sounds like rocket science. If you can fix that you're my absolute heroes!"?
Or are they posting the details of their problems because they want input from someone who actually knows what to do? Well fine, I haven't programmed in a few years but, use standard values when creating new objects, copy the live db before you mess with it, see if it works, then use the copy, and if there is "no easy sql we could do to just solve it", find someone who can do more than just the easy tasks. What does "This can NOT be done on a offline database because the data that is "what pet did you have" is compressed" mean anyway? Does anyone know? Does SV know? Are they saying that they can't read the content of their own db? That's pathetic. Like over 9000/10 pathetic.
Reading this was painful. Very painful.
How does SV manage to actually get more amateurish instead of less by time?
Thats the main reason i rage quited MO more than 1 times and i hate to be the bad news messanger but i do remember Theia and Discord on the community server Teamspeak announcing that the pathfinding issues and the general stuck problems are cause of the Unreal engine and people should only expect for minor improvements on that aspect instead of a major solution to the problem. In my book that means : the pathfinding issues are caused of bad coding and unless we start redoing MO from scratch theres no way to be iron out.
Theres no way for me to search for the thread in official MO forums but feel free to do so (and also link it here). I do remember though that there was a player who did spend some time and started the thread by noting down the sound matterial from the community discussion several months back (it was around TC patch- maybe a couple of months later).
Well, that's just sad. I don't see why this should be a problem of the Unreal Engine, this sounds very wrong for me. Anyway, one of the problems regarding path finding clearly occurs because they seem to have build the world without even thinking of using proper measures and bounding boxes / invisible collision boxes.
The only thing I can say: Use a pet along with the stairway in Morin Khur, it's impossible. Looks nice, but is annoying as shit.
Super Monday Night Combat, not even an MMO here, has the same pathfinding and AI issues with bots in game. They have always and continue to lay the blame at the feet of the UE engine. Reportedly the Uber team is upgrading to a new version of UE that's supposed to help with those kind of things. They sound a little like SV to me atm kinda funny.
Anyway, on topic point being, SV may have shot themselves in the foot using UE to make an MMO with their specific set of features.
Hm, maybe I should give it some more time.... but we just had a walk in the jungle, saw flying bears, tiny terrorbirds fleeing from us... in a vertical direction-straight up into the trees. When we fought some mobs we noticed that they just chase you in the pre-awakening way, and walk right into you so you cannot attack without handlehits and see the thing from the inside. The only difference to pre-Awakening pve is the amount of hp and dmg which has been boosted alot. I got knocked down by a Satyr once and that insect thing almost killed us, but still no sign of AI behaviour , just chase chase chase hit hit hit. Maybe I'm expecting too much but some sort of trying to get away on low hp or something and proper pathfinding was something I did expect to get with this expansion which had a focus on AI.
I killed the mobs, and even the undead don't seem to give a shit about me
Pigs don't react on your presence >_>
What about these guys? Should they be passive as well?
haha a flying Bandit, man hes going to be OP to kill LOL LOL LOL LOL LOL
I'm disappointed so far. Mobs mostly with no visible reaction to my presence, I got thunder-lashed by a guard chasing someone running in a totally different direction, killed 4 pigs, and only one (the smallest one) had loot.
This thread is quickly filling up with hilarity.
Tindrem is empty and dead, the new AI doesn't exist, flag system bugged. Ka-ching, Henrik! I'm sure!
Hm, maybe I should give it some more time.... but we just had a walk in the jungle, saw flying bears, tiny terrorbirds fleeing from us... in a vertical direction-straight up into the trees. When we fought some mobs we noticed that they just chase you in the pre-awakening way, and walk right into you so you cannot attack without handlehits and see the thing from the inside. The only difference to pre-Awakening pve is the amount of hp and dmg which has been boosted alot. I got knocked down by a Satyr once and that insect thing almost killed us, but still no sign of AI behaviour , just chase chase chase hit hit hit. Maybe I'm expecting too much but some sort of trying to get away on low hp or something and proper pathfinding was something I did expect to get with this expansion which had a focus on AI.
I killed the mobs, and even the undead don't seem to give a shit about me
Pigs don't react on your presence >_>
What about these guys? Should they be passive as well?
haha a flying Bandit, man hes going to be OP to kill LOL LOL LOL LOL LOL
I'm disappointed so far. Mobs mostly with no visible reaction to my presence, I got thunder-lashed by a guard chasing someone running in a totally different direction, killed 4 pigs, and only one (the smallest one) had loot.
This thread is quickly filling up with hilarity.
Tindrem is empty and dead, the new AI doesn't exist, flag system bugged. Ka-ching, Henrik! I'm sure!
Everytime I get quoted on this forum a little part of me dies somewhere deep inside.
Been patching for 3 hours now and it's still updating files with no end in sight. Reminds me of the good old days (when I first played at launch the patcher took about 2 days)...
Been patching for 3 hours now and it's still updating files with no end in sight. Reminds me of the good old days (when I first played at launch the patcher took about 2 days)...
Computer systems and internet tech is such an odd thing.
I did a fresh install of the game earlier this week to prep for Awakening. It took me less than 30 minutes to download and install (I love my SSD).
Similar thing for the Awakening patch. It probably took between 20 to 25 minutes to download and install all three patch files. The patch from today took less than a minute.
Some seem to be faster, and others slower. I'm not the smartest computer guy around, so I have not idea why that is.
Been patching for 3 hours now and it's still updating files with no end in sight. Reminds me of the good old days (when I first played at launch the patcher took about 2 days)...
Its not recommended mate. Its exactly the same crappy MO we all know with no ingame support but with more mobs and roaming guards glitching their way around. I m not impressed at all from the new UI and Tindrem is impressive but still gives the cheap and empty impression thats pretty much common in every other town or village in MO: random structures with no use at all and random NPC's scattered around the world. Now about the existing dungeons being filled with life and new dungeons placed around the world its just the usual crap that comes regularly out of Henriks mouth in his usual attempts to hype things up. Old dungeons are still empty and useless and my bet is that there are a couple of new ones around the world with a couple of random mobs in them. I didnt had the patience to explore anything else rather than Tindrem since the game is still pure crap and a mix of old and new bugs.
I m just wating for servers to go up cause they re still down after the latest patch (i cant hide that i m impressed from them patching and supposely solving problems in such a short time after the release of the major patch) and have a final look on AI to see if its actualy the same old laughable one or if miracles can actually happen and they did made a step forward - but i highly doubt so. Awakening was the last chance i gaved to Henrik and the kindergarden crew. My opinion is that still the game is not even close to the shape of a Beta one and that theres no salvation for it since the allready crippled team lacks not only the talent to bring the game where it deserves to be but also the knowledge, the education, the vision, the professionalism and many more virtues.
I cant believe that took 8 months to implement Awakening with more than half features missing or turned off and cant think anything else than they are lazy bastards who pretending to run a business and having their fun by deceiving people and promissing things that they cant/ dont have the will to deliver.
EDIT: server is up and the AI is awful as always. Appart from the fact that mobs dont get inside you as they used to untill now they re crappy as they where and double tap backwards still resets them. BB Starvault.
I cant believe that took 8 months to implement Awakening with more than half features missing or turned off and cant think anything else than they are lazy bastards who pretending to run a business and having their fun by deceiving people and promissing things that they cant/ dont have the will to deliver.
To guard against deceiving people, of the features promised for Awakening, can you list the "more than half" that you know for a fact are missing or turned off? Not just experiencing some temporary buginess, but actually missing or turned off?
As a basic reference, here's the link to the Awakening announcement page, which lists the features it was supposed to have:
Been patching for 3 hours now and it's still updating files with no end in sight. Reminds me of the good old days (when I first played at launch the patcher took about 2 days)...
Its not recommended mate. Its exactly the same crappy MO we all know with no ingame support but with more mobs and roaming guards glitching their way around. I m not impressed at all from the new UI and Tindrem is impressive but still gives the cheap and empty impression thats pretty much common in every other town or village in MO: random structures with no use at all and random NPC's scattered around the world. Now about the existing dungeons being filled with life and new dungeons placed around the world its just the usual crap that comes regularly out of Henriks mouth in his usual attempts to hype things up. Old dungeons are still empty and useless and my bet is that there are a couple of new ones around the world with a couple of random mobs in them. I didnt had the patience to explore anything else rather than Tindrem since the game is still pure crap and a mix of old and new bugs.
I m just wating for servers to go up cause they re still down after the latest patch (i cant hide that i m impressed from them patching and supposely solving problems in such a short time after the release of the major patch) and have a final look on AI to see if its actualy the same old laughable one or if miracles can actually happen and they did made a step forward - but i highly doubt so. Awakening was the last chance i gaved to Henrik and the kindergarden crew. My opinion is that still the game is not even close to the shape of a Beta one and that theres no salvation for it since the allready crippled team lacks not only the talent to bring the game where it deserves to be but also the knowledge, the education, the vision, the professionalism and many more virtues.
I cant believe that took 8 months to implement Awakening with more than half features missing or turned off and cant think anything else than they are lazy bastards who pretending to run a business and having their fun by deceiving people and promissing things that they cant/ dont have the will to deliver.
EDIT: server is up and the AI is awful as always. Appart from the fact that mobs dont get inside you as they used to untill now they re crappy as they where and double tap backwards still resets them. BB Starvault.
Ouch! :P
Well I know that like me you've been following MO a long time, so I trust your opinion. A lot of people seem to be experiencing the usual disastrous launch issues,extreme amounts of bugs, vital things missing, etc. I'm not surprised at all. As a matter of fact I would be really surprised if SV managed to launch something as big as this in a smooth manner, since every major patch they put together in the past have turned out like shit.
Still I want to check it out for myself. I can't believe they managed to fuck up concerning something as crucial as the new AI - it should be among the top priorities since it's one of core pillars of a working game (and, in MO's case, also supposed to revolutionize gaming, remember?). I guess they spent time working on a crapping animation for horses instead, or some useless skillset like glassblowing...
Anyway, I can't wait to try it out. Sadly it's still patching like there's no tomorrow. I'm sure my internet connection is to blame... not.
That is a little disapointing to say the least. I know the bugs can be worked out but I was hoping to try the game out again soon and depending on the rate of fixes it might be awhile again. Thanks for posting actual footage.
I was finally able to log in, after about 5+ hours of patching. A short review:
I made a new char using the same old fugly models and customzation options. Those should really be scrapped by now; they were horrible to begin with and haven't aged well, to say the least.
Then I tried to enter the game and had to spend about 15 minutes tweaking the settings to keep it from crashing - so much for better optimization... Even though my rig isn't exactly top notch I'm usually able to run modern games on medium settings. Now I had to set everything at the lowest and run the damn thing in a window, and it STILL kept crashing.
When I finally got in, I was dead. Yeah, my fresh, never-before-played char had apparently been killed even before spawning, because I was in the etherworld and had to find a priest first thing. Not good.
After ressurecting I was pretty impressed by the smooth movement and controls though; that part has certainly improved. Also, even though I spawned in Vadda and there were like 10-15 people around me, there was no visible glitching or graphic anomalies. Good job SV!
The UI is a lot better now, but I was severely disappointed by the lack of an UO-style inventory. In a game featuring thievery, one would think that the inventory would be designed in such a way that thievery involves skill, both for the thief and the victim. Alas, MO still has the slot model in spite of SV promising to implement the old school UO inventory where you can move items around freely and stack them on top of each other. Come on, how hard can it be? Darkfall has it and that game doesn't even feature thievery.
Anyway, chatting, menus, paperdoll, etc are MUCH better now, the game looks like an actual MMO and not like some 90's hobby coding project. Should have been there two years ago, but still.
So I left Vadda and started trotting along at my ridiculously slow pace - SV still seem to believe that it's good game design to make 25 year old characters walk like disabled 90 year olds. Newsflash: it's fucking horrible game design. No one enjoys walking at ant speed the first hours in game, and it's not even remotely "realistic" anyway (as if that mattered, fuck realism, long live fun!). This "feature" should have been removed ages ago.
I walked out of town, got roflstomped by a zombie after a short fight that actually felt pretty good and responsive. No glitching or rubberbanding, no invisible mob attacks. I could hardly belive my eyes. I ressurected at a nearby priest and found an AFK dude who I killed just to test the combat controls some more. Still pretty good. Well done SV!
Kept walking, saw several mobs raining down from the sky. Good ol' classic MO feature, why remove that, right? :P Found a tower which I climbed, the guard was shadow boxing and didn't mind me too much. I tried hitting him but then the game crashed and I could not log in again despite trying even lower settings. I gave up after about 10 minutes of tweaking.
Short version: looks pretty good but the gamebreaking stuff are still there, at least for me.
I really wish SV would do the smart PR move of offering old accounts some free playtime soon though, since I'd like to test some of the new stuff with one of my maxed chars. It still really sucks to play a new char in MO.
Comments
Uhm... one of the main arguements against ghost scouting is that PVPers can use ghost scouts to camp resource spawns and PVE spawns. When you go to a rock -> my ghost sees you -> red logs in and kills you.
That particular fix would serve the PVE and crafter community as much as the PVP community.
Back on topic: SNAFU, did we expect anything less?
Thats the main reason i rage quited MO more than 1 times and i hate to be the bad news messanger but i do remember Theia and Discord on the community server Teamspeak announcing that the pathfinding issues and the general stuck problems are cause of the Unreal engine and people should only expect for minor improvements on that aspect instead of a major solution to the problem. In my book that means : the pathfinding issues are caused of bad coding and unless we start redoing MO from scratch theres no way to be iron out.
Theres no way for me to search for the thread in official MO forums but feel free to do so (and also link it here). I do remember though that there was a player who did spend some time and started the thread by noting down the sound matterial from the community discussion several months back (it was around TC patch- maybe a couple of months later).
They have given something of an update:
http://www.mortalonline.com/forums/threads/the-real-awakening-mega-thread.77046/page-25#post-1349330
"The problem is not that simple I'm afraid. Here's whats happening:
Every player in the entire world have a pet, those pets need to be removed when they login and replaced with a new pet using the new system. The new pet is a brand new object with it's own set of params so we can't simply create a new object using the old data.
No, we need to look at the old pet, figure out what it was crossmatch that with at list of new pets, create the new pet send packages to the server to save it correctly and connect the two, then remove the old pet from the player.
This can NOT be done on a offline database because the data that is "what pet did you have" is compressed on in the database meaning there's no easy sql we could do to just solve it. We need the server to solve it when they login.
And if that's not enough people have receipts for pets, those need to be turned into a stable guy and converted correctly. Those are stored as items and is also compressed in the database meaning that the players will have to do it themselves, going to stable, talking to the guy etc.
We have those systems in but the test people are reporting that they are not getting their pets correctly. Some did, some didn't.
During the night when I worked on this we got reports on parts of the UI that had to be changed to make it safer, so then the UI folks got on that and I got the final build from em 3 hours ago. Building a new patch as we speak, it's going on test first and if it checks out it goes to you.
There's not much more I can do at this point so I hope this cat singing the Game of Thrones theme will be a good peace-offering."
If nothing else, I'd recommend the video, it's pretty funny.
Hell hath no fury like an MMORPG player scorned.
Well, that's just sad. I don't see why this should be a problem of the Unreal Engine, this sounds very wrong for me. Anyway, one of the problems regarding path finding clearly occurs because they seem to have build the world without even thinking of using proper measures and bounding boxes / invisible collision boxes.
The only thing I can say: Use a pet along with the stairway in Morin Khur, it's impossible. Looks nice, but is annoying as shit.
How could they have not forseen this issue? I mean, this was SUPPOSED to launch in April, giving them over 4 months of extra time. So, Awakening was patched LIVE over 12 hours ago and nobody can even get INTO the game? Hmmmmm, wonder what other "unforseen issues" we will see once someone actually logs in.
Oh and in before someone calls "failed bug returns" =P
Why do problems make it from any game's test server to live? Who knows, but it happens all the time, even though most or all of them should have been "forseen".
The point is that they found a problem, and decided to fix it before going live with it. I don't know any rational person that would say they should have launched it anyway.
Hell hath no fury like an MMORPG player scorned.
there are 2 types of mmo, imitators and innovaters.
Discord Lead GameMaster
Tbh these excuses are getting so boring, if I didn't follow MO explicitely for the drama only instead of actually playing the game, I wouldn't even bother reading them anymore.
Nobody cares what's wrong or why. It may be interesting internally, within StarVault, but why do the customers need to know which line of code is wrong? What is that good for? Am I supposed to say "woahhh SV I see, that is pretty complicated. Sounds like rocket science. If you can fix that you're my absolute heroes!"?
Or are they posting the details of their problems because they want input from someone who actually knows what to do? Well fine, I haven't programmed in a few years but, use standard values when creating new objects, copy the live db before you mess with it, see if it works, then use the copy, and if there is "no easy sql we could do to just solve it", find someone who can do more than just the easy tasks. What does "This can NOT be done on a offline database because the data that is "what pet did you have" is compressed" mean anyway? Does anyone know? Does SV know? Are they saying that they can't read the content of their own db? That's pathetic. Like over 9000/10 pathetic.
Reading this was painful. Very painful.
How does SV manage to actually get more amateurish instead of less by time?
Super Monday Night Combat, not even an MMO here, has the same pathfinding and AI issues with bots in game. They have always and continue to lay the blame at the feet of the UE engine. Reportedly the Uber team is upgrading to a new version of UE that's supposed to help with those kind of things. They sound a little like SV to me atm kinda funny.
Anyway, on topic point being, SV may have shot themselves in the foot using UE to make an MMO with their specific set of features.
Steam: Neph
They've compiled a list of known issues for post-launch attention, perhaps the client update is getting closer to release:
http://www.mortalonline.com/forums/threads/awakening-launch-issues.77129/
Hell hath no fury like an MMORPG player scorned.
Hell hath no fury like an MMORPG player scorned.
http://www.mortalonline.com/forums/threads/the-real-awakening-mega-thread.77046/page-50
This thread is quickly filling up with hilarity.
Tindrem is empty and dead, the new AI doesn't exist, flag system bugged. Ka-ching, Henrik! I'm sure!
Everytime I get quoted on this forum a little part of me dies somewhere deep inside.
Yeah seen that lots of times - be strong!
SV warned over and over and over and over that there WOULD BE LOTS OF BUGS!
Doesn't seem to matter how many times they said that ppl are still bitching.
They also said we'd get lots of hotfixing and patches.
Bitch about that if it doesn't happen ... =P Until then... WAIT!
"In MO, even the haters are hardcore!" - ltank
First hotifx patch notes are up:
http://www.mortalonline.com/forums/threads/awakening-patch-notes-23-08-2012.77446/#post-1352125
Version 1.70.00.03
1.Added a lot of new characters to the valid-chat text - Some issues still there but improved.
2.Fixed socket issues for several NPCs that were not holding weapons correctly.
3.Fixed armored axe wielding minotaur animations.
4.You can no longer spam the stable and get a messed up UI.
5.Fixed speak for town criers.
6.The Potion Ticket Vendor has been fixed.
7.Chapliains in keeps should now correctly work. Might have to be replaced in some cases, ask for gm assistance if issues arise.
8.Splitting stacks now works as intended.
9.Fixed an issue with AI line of sight.
10.Fixed issues with AI not correctly using their follow offset.
11.Minotaur now regenerate more HP.
12.Sound volume for Megnaton now reduced.
13.Fixed an issue with pets trying to stand on top of you resulting in a hilarious headspin type of behavior. Improved.
14.Fixed issues with equipping while mounted.
15.Removed equipment restrictions when mounted.
16.Fixed a weapon switching crashes.
17.Removed the gate from Fabernum (didn't work as intended)
18.Fixed several issues where you wouldn't see players in the correct mounted/unmounted state.
19.Fixed "undefined" in petinfo.
20.Fixed issues that made it so that some loot items never ended up in their lootbag.
21.Enlarged serverside collision of some animals to avoid having them run into you when fighting.Improved.
22.Fixed several issues with humanoid animations (bandit floating when attacking etc.)
23.Fixed tutor interaction strings.
24.Gathering tutors should now work again.
25.Fixed a couple of broken chat channels.
26.Fixed whispers to work as intended.
27.Possible fix for the mount crashing.
Hell hath no fury like an MMORPG player scorned.
I decided to do a trial.
Been patching for 3 hours now and it's still updating files with no end in sight. Reminds me of the good old days (when I first played at launch the patcher took about 2 days)...
Computer systems and internet tech is such an odd thing.
I did a fresh install of the game earlier this week to prep for Awakening. It took me less than 30 minutes to download and install (I love my SSD).
Similar thing for the Awakening patch. It probably took between 20 to 25 minutes to download and install all three patch files. The patch from today took less than a minute.
Some seem to be faster, and others slower. I'm not the smartest computer guy around, so I have not idea why that is.
Hell hath no fury like an MMORPG player scorned.
Its not recommended mate. Its exactly the same crappy MO we all know with no ingame support but with more mobs and roaming guards glitching their way around. I m not impressed at all from the new UI and Tindrem is impressive but still gives the cheap and empty impression thats pretty much common in every other town or village in MO: random structures with no use at all and random NPC's scattered around the world. Now about the existing dungeons being filled with life and new dungeons placed around the world its just the usual crap that comes regularly out of Henriks mouth in his usual attempts to hype things up. Old dungeons are still empty and useless and my bet is that there are a couple of new ones around the world with a couple of random mobs in them. I didnt had the patience to explore anything else rather than Tindrem since the game is still pure crap and a mix of old and new bugs.
I m just wating for servers to go up cause they re still down after the latest patch (i cant hide that i m impressed from them patching and supposely solving problems in such a short time after the release of the major patch) and have a final look on AI to see if its actualy the same old laughable one or if miracles can actually happen and they did made a step forward - but i highly doubt so. Awakening was the last chance i gaved to Henrik and the kindergarden crew. My opinion is that still the game is not even close to the shape of a Beta one and that theres no salvation for it since the allready crippled team lacks not only the talent to bring the game where it deserves to be but also the knowledge, the education, the vision, the professionalism and many more virtues.
I cant believe that took 8 months to implement Awakening with more than half features missing or turned off and cant think anything else than they are lazy bastards who pretending to run a business and having their fun by deceiving people and promissing things that they cant/ dont have the will to deliver.
EDIT: server is up and the AI is awful as always. Appart from the fact that mobs dont get inside you as they used to untill now they re crappy as they where and double tap backwards still resets them. BB Starvault.
To guard against deceiving people, of the features promised for Awakening, can you list the "more than half" that you know for a fact are missing or turned off? Not just experiencing some temporary buginess, but actually missing or turned off?
As a basic reference, here's the link to the Awakening announcement page, which lists the features it was supposed to have:
http://www.mortalonline.com/news/the-awakening
Hell hath no fury like an MMORPG player scorned.
Ouch! :P
Well I know that like me you've been following MO a long time, so I trust your opinion. A lot of people seem to be experiencing the usual disastrous launch issues,extreme amounts of bugs, vital things missing, etc. I'm not surprised at all. As a matter of fact I would be really surprised if SV managed to launch something as big as this in a smooth manner, since every major patch they put together in the past have turned out like shit.
Still I want to check it out for myself. I can't believe they managed to fuck up concerning something as crucial as the new AI - it should be among the top priorities since it's one of core pillars of a working game (and, in MO's case, also supposed to revolutionize gaming, remember?). I guess they spent time working on a crapping animation for horses instead, or some useless skillset like glassblowing...
Anyway, I can't wait to try it out. Sadly it's still patching like there's no tomorrow. I'm sure my internet connection is to blame... not.
new revolutionary ai
tindrem
first look at awakening shows some new creatures
there are 2 types of mmo, imitators and innovaters.
I guess he is left handed.
That is a little disapointing to say the least. I know the bugs can be worked out but I was hoping to try the game out again soon and depending on the rate of fixes it might be awhile again. Thanks for posting actual footage.
Wa min God! Se æx on min heafod is!
I was finally able to log in, after about 5+ hours of patching. A short review:
I made a new char using the same old fugly models and customzation options. Those should really be scrapped by now; they were horrible to begin with and haven't aged well, to say the least.
Then I tried to enter the game and had to spend about 15 minutes tweaking the settings to keep it from crashing - so much for better optimization... Even though my rig isn't exactly top notch I'm usually able to run modern games on medium settings. Now I had to set everything at the lowest and run the damn thing in a window, and it STILL kept crashing.
When I finally got in, I was dead. Yeah, my fresh, never-before-played char had apparently been killed even before spawning, because I was in the etherworld and had to find a priest first thing. Not good.
After ressurecting I was pretty impressed by the smooth movement and controls though; that part has certainly improved. Also, even though I spawned in Vadda and there were like 10-15 people around me, there was no visible glitching or graphic anomalies. Good job SV!
The UI is a lot better now, but I was severely disappointed by the lack of an UO-style inventory. In a game featuring thievery, one would think that the inventory would be designed in such a way that thievery involves skill, both for the thief and the victim. Alas, MO still has the slot model in spite of SV promising to implement the old school UO inventory where you can move items around freely and stack them on top of each other. Come on, how hard can it be? Darkfall has it and that game doesn't even feature thievery.
Anyway, chatting, menus, paperdoll, etc are MUCH better now, the game looks like an actual MMO and not like some 90's hobby coding project. Should have been there two years ago, but still.
So I left Vadda and started trotting along at my ridiculously slow pace - SV still seem to believe that it's good game design to make 25 year old characters walk like disabled 90 year olds. Newsflash: it's fucking horrible game design. No one enjoys walking at ant speed the first hours in game, and it's not even remotely "realistic" anyway (as if that mattered, fuck realism, long live fun!). This "feature" should have been removed ages ago.
I walked out of town, got roflstomped by a zombie after a short fight that actually felt pretty good and responsive. No glitching or rubberbanding, no invisible mob attacks. I could hardly belive my eyes. I ressurected at a nearby priest and found an AFK dude who I killed just to test the combat controls some more. Still pretty good. Well done SV!
Kept walking, saw several mobs raining down from the sky. Good ol' classic MO feature, why remove that, right? :P Found a tower which I climbed, the guard was shadow boxing and didn't mind me too much. I tried hitting him but then the game crashed and I could not log in again despite trying even lower settings. I gave up after about 10 minutes of tweaking.
Short version: looks pretty good but the gamebreaking stuff are still there, at least for me.
I really wish SV would do the smart PR move of offering old accounts some free playtime soon though, since I'd like to test some of the new stuff with one of my maxed chars. It still really sucks to play a new char in MO.
So watched the newest videos, and seen the bugs STILL in game after how many years?
-Flying pigs.
-NPCs falling out of the sky on render.
-node line lag loading.
-random frame rate freezes
Still not worth the subscription.
So much crap, so little quality.