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#1 (permalink) |
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Community Moderator
Join Date: Mar 2008
Posts: 61
Rep Power: 8
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The members of the developing team are MMORPG players themselves and know that their fellow players have many good ideas to help the game evolve. Is there anything you'd like to see in Mortal Online? Share your ideas here and the developers might pick it up and make it reality. |
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#2 (permalink) |
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Newbie
Join Date: Apr 2008
Posts: 1
Rep Power: 0
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One thing that buggs me with alot of the mmos is the constant "you cant do that since you are in combat" or "you are entering a no fly zone you will be dismounted".
IMO it would be better to use an exponential curve on manaregen if i need mana, ie. i rest 1 sec and get 2 mana, 2 sec 4 mana, 3 sec 8 m and so forth, but if i do it while a mob is angry its hate towards me rises the same way, thus preventing me from resting in a fight. And about the flying mounts (i dont know if you will have any) if im not supposed to go/fly somewhere put up alot of patrolling mobs (flying or walking) that will keep me away |
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#3 (permalink) |
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Newbie
Join Date: Apr 2008
Posts: 2
Rep Power: 0
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I and probably many more with me believe that MMO is a "rising star" on the E-sport scene. But to become an e-sport game you need alot of focus on the actual gameplay and physics in the game rather than graphics in my opinion. Dont get me wrong here, nice graphics are awesome and for PvE players this is probably one of the most important aspects of the game. But since you guys (correct me if im wrong
Many developers miss this and focus on wrong aspects of the game, please don't do the same thing. So what I wan't to see in MO is a MMO that supports E-sport in this way and if i understand your sneakpeak video correct this is exactly where you guys are heading. Therefore I would like some more information about the gameplay and physics of the game rather than the lore etc. Although of course these are very important aspects aswell because it's what seperates MMO's from FPS games. I have alot more to say in this matter but I don't want to make the thread all to long and booring to read I look forward to more insights in the game. /Frisell Last edited by Denny Lindberg : 9th April 2008 at 17:17. |
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#4 (permalink) |
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Newbie
Join Date: Apr 2008
Posts: 1
Rep Power: 0
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I want this game to be the opposite of what Frisell described. I think you should focus the most on the lore and make a free world where the players make the story and society. If you want a E-sport game you should make a game where it is easy to organize a battle, which I don’t think would fit in to a game with an open world mmo.
Anyway nice features on the game, hope you will make a great game. It really sounds like you are on the right track. |
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#5 (permalink) |
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Newbie
Join Date: Apr 2008
Posts: 1
Rep Power: 0
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Being a veteran MMORPG player, all I will say is this;
-Just make the game fun, without any lack of enjoyable moment from the start you login till you exit the game. So far all MMORPGs I've played wasn't good enough to let me enjoy them nonstop and they lacked such features; *Once exploration is completed, I should be able to travel anywhere I need to go in a very fast way. Even if the other place is at the other side of the world it shouldn't take more than 10minutes to travel there. *Using LFG-LFM tools must be encouraged so that casual gamers will be able to group up quickly without losing any real time. *High end dungeons shouldn't require more than 10 people or specific classes. *Healing: Just don't create any healer or buffer classes, all classes should be able to heal themselves at combat or shouldn't heal at all. *Only very very few encounters should require combined effords of more than 50 people. *Don't create any uber-items (Stat based). *There shouldn't be any grinding at all. *If you are going to create a crafting system, use the SWG pre-cu system(Sure it had some flaws but it was pretty much the best crafting system to date). |
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#6 (permalink) |
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Newbie
Join Date: Apr 2008
Posts: 11
Rep Power: 1
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This game has everything I want in a game and what many of you other have said.
The only thing I'm not so happy with is the first person view. I know that many thinks it's good, but I don't like it because you only see your weapon and not your character, I can't really express how I feel about it, but I don't think it fits in into a MMORPG. |
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#7 (permalink) |
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Newbie
Join Date: Apr 2008
Posts: 5
Rep Power: 0
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Yeah I prefer to have a third person view as well BUT if they added the ablitity to go back and forth I would love that. Like in Oblivion..I roam around in third person but engage in battle in first person. But either way I am liking the features listed so far. It is compelling to look forward to a Sandbox MMO. The sense of exploration has been removed from alot of MMO's on the market. The developers must seem to realize that as well. Freedom is what I am looking forward to the most.
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#9 (permalink) |
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Junior Member
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A crafting system that takes actual player skill. A la minigames, or something similar. Think of all the flash games on the internet that could be adapted to be a crafting game! (That isn't a suggestion to copy them) However, optimally they wouldn't be twitch so that those who were good at normal combat wouldn't immediately be good at the crafting minigames as well. Degree of minigame success affecting final item quality would also help differentiate the crafting field.
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#14 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 40
Rep Power: 1
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So i know that you can own your own house outside, but what I have always not liked about other games, was that they had these beautiful cities and majestic buildings with nothing in them...
So my idea was to put in these buildings say, apartment style living where you can rent or even buy these rooms out that would be almost like a hotel, and it would make it so that you could have a huge population right in your city. Also along with owning a room in this building, the bottom floor can be for vendors or setup some sort of stand where you can sell your goods. This would increase a lot of housing space for players as well as populate some of these large cities. the only issue is would having all these people living this close together have any severe server performance issues. |
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#15 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 39
Rep Power: 1
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More than anything else, I want to play a game that has no limitations. If you can do it in RL, you can do it in the game. Bored of games saying "You can't attack this person here". Or "you can't walk over the edge of this cliff" or "you can't pick up this sword... it's not for your class"
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#16 (permalink) | |
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Newbie
Join Date: Apr 2008
Posts: 3
Rep Power: 0
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Quote:
I agree with the list for the most part, but I don't agree with the "ten minutes to travel anywhere". I think, even after exploration, no part of the landscape should be the same. It's a PvP game, yes, but it's also a dynamic world, which is important. Player interaction at hotspots is fine, but meeting a stranger as you're making an epic journey to some far off land, and other random encounters like that are what would make a game so much fun. If travel was nearly instant, you're already moving towards "themepark" style gaming, where people only go specific places and don't even have to work to get there. On that same line of thought, I hope that there isn't too much teleportation magic, and also no instances. Also, Indah's idea is pretty cool. I think one thing that's difficult is creating all of those spaces, especially if you don't know whether or not they're going to be used to their full potential. I've read the site so far, and there hasn't been a clear statement on player cities beyond "being a hermit with a house somewhere" or something like that. What sort of construction is going to be taking place? I like the idea of sieges and such, but I fear it could take away from the mortal combat aspect of the game. The name Mortal Online sort of gives me this face to face feel of people locked in combat, and I want a gameplay style that emulates this well. To expand on this, I think whenever I lose a fight, I should be thinking "That guy is talented, I never thought of using that skill that way," or "I really messed that up, should pay more attention next time." I never want to lose a fight to a "class" or to "random damage rolls". I want to lose to a player, one whose choices I can see being performed in front of me, distinguishable from the animations of his character. The description of the combat system is pretty vague so far, but I'd like a slightly fast FPS style combat. It should be slow enough to be tactical and not fully twitch-based, but on-the-run choices in combat should definitely be the focus. I'm hoping for manual blocking, momentum/velocity-based damage, and maybe hit-boxes, though I don't know how this would work technically when you're working with latency and everything. Another thing I think would be awesome is if classes felt extremely different when you played them. Now, magic and melee is pretty obviously different, but I mean using a lance vs. using a shortsword. Or using a great sword vs. using daggers. One game that really varied the controls and styles of your character was Monster Hunter. The combat was kind of slow since it was only PvE, but I think that system did well in varying the different modes of combat your character could engage. I'm not sure if I want a bunch of focus on territorial/guild warfare or not. It really depends on the lore of the world and the sort of gameplay you guys want to bring to the table. From the teaser trailer at the very beginning there's a definite "kingdom" vibe going on, which is cool. Making room for guilds and large-scale warfare is awesome, but I think the game should also work to detail the natural benefits of smaller groups, nomads, treasure hunters--stuff like that. I don't want the game to be entirely guild/territory based, but I think there's room for both elements of gameplay, and finding ways to make those elements overlap seems challenging but exciting. I could keep writing forever but I've already reached the tl;dr mark four paragraphs ago. |
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#25 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 84
Rep Power: 1
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Full Loot
Character customization - Let me look how I want to look. Let me wear clothes that look like newb clothes if I want and not be gimped by it. One world would be nice. That way I don't have friends who play on a different server. No mandatory last name (seems like it might be determined by your whatchamacallit shared spirit thingy though). When in doubt, plz just make it like old UO. thx.
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"Great war, or greatest war?" |
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#26 (permalink) |
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Junior Member
Join Date: Apr 2008
Location: Eskilstuna, Sweden.
Posts: 77
Rep Power: 0
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Ah. A few wishes from me then..
UO was great in its own way.. I would love to see a completed lootsystem. If you are safe in town, dont have the 1200 gold with you when you walk from one city to another. A wheight-system based on Strength how much you could carry. If you are strong like a 10 year old, then expect the body to move with a full platearmor. Be carefull with "owerpowered weapons" and encourage the players to grow the market of own smithed swords, shields, armor and whatnot. CHEATDETECTION nuff said. Just put a unique-id on all items created to discover duping. As for the skillsystem i would rather see a points-earned-when-practicing than a level based system that you spend points each level. And as for the combat.. (again with carefully powered weapons) As earlier spoken. Not too much random rolls for damage in fights. Make it more skilled based, (Ah how did i do that, da*n i was to slow blocking that stab and so on) Thats just a few of my thoughts. /Tobias. |
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#27 (permalink) |
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Member
Join Date: Apr 2008
Posts: 115
Rep Power: 1
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Now that the forums are online.. they're gonna get totally spammed by the Forumfall crew.. there's NO way they're gonna catch up the 1000000 new polls / thread every hour.
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- FAQ: This is the rules of Mortal Online's official forums. English is the only language prohibited.
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#28 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 80
Rep Power: 1
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Man this game seems too awesome to be real. I got the exact same feeling when I first heard of Darkfall. Learning about this game really made my day and I can't wait to see what the Devs have in store for us. Best of luck you guys!
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#29 (permalink) |
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Junior Member
Join Date: Apr 2008
Location: Wherever they put me. ;p
Posts: 66
Rep Power: 1
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I have one suggestion that I would really like to be implemented.
POKER! Throw some texas hold'em games in at taverns for people to play just for fun and to win some coin. Or atleast make poker tables craftable so I can open my own bar/casino!
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Break the pickle... tickle tickle |
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