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#42 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 30
Rep Power: 1
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Fast travel is an immersion killer. Travel time and location should be important tactical factors, otherwise every battle will escalate into a serverwide brawl by more and more people showing up because they can get to any location quickly.
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#43 (permalink) |
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Junior Member
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True, Valroth. However, there has to be a balance with what is fun. I am against teleportations back to home base, but with a series of portals that are in set locations, a satisfactory balance could be reached. Maybe it would make the max time it would take to get somewhere be about 30 minutes, but there would still be interesting tactical implications. For example, someone who is sieging a castle could spare some forces to the 3(or whatever) nearby portals to pick off reinforcements. The reinforcements may have to rally for a push through that, or maybe they will decide to go to a slightly more distant portal.
Sounds engaging and fun to me!
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#44 (permalink) | |
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Junior Member
Join Date: Apr 2008
Posts: 30
Rep Power: 1
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Quote:
Making game mechanics that cater to the whim is shortsighted. The other problem with being able to bypass terrain obstacles and large areas of the world easily is that the practical size of the world is severely reduced. It creates clutter as people will only be at points of interests (cities, portals, popular dungeons, etc) and very scarce in between (as seen in many other games). |
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#45 (permalink) |
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Member
Join Date: Apr 2008
Posts: 189
Rep Power: 1
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Game mechanics that cater to the lowest common denominator is shortsighted as well. I don't think most gamers want a terribly long and drawn out transportation system. As Arcane mentioned, a balanced approach is the best.
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#46 (permalink) |
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Junior Member
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Plus, they need not necessarily be instant transportation. Have you read Wheel of Time? I think something like the Ways in that would be interesting. Perhaps even with similar dangers.
Yes, it will have a proportionally huge population around the focal areas of any instant (or fast) transportation systems, but it goes a long way to making the game more accessible to a larger player base, which in the long run could potentially make up for the lost density in the wilderness.
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#47 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 30
Rep Power: 1
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Well, I'd like to think that most important parts of the game are fairly well spaced so that you don't have to travel far to get/do basic things. Like if theres only one iron mine on the map in some whacked out remote location then I can understand a need for fast transportation to it. Wanting to get to the other side of the map just because you feel like it isn't a reason to implement fast travel.
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#51 (permalink) | |
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Member
Join Date: Apr 2008
Posts: 189
Rep Power: 1
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Quote:
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#52 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 31
Rep Power: 1
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If the game has a Realistic Combat system, how are you planning to balance classes and skills and more importantly make them diverse?
Will the game also include mounted combat/siege warfare etc. mechanics ? How will the player's actions affect the world? Will we have a static enviroment like your typical MMORPG or will we have a dynamic living and evolving enviroment? What are your plans for a PvP system? Will it be based on small skirmishes or massive battles? What are your plans for a crafting system? And will you make crafting class specific? When can we expect a CLOSED BETA phase to begin? |
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#53 (permalink) |
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Newbie
Join Date: Apr 2008
Posts: 5
Rep Power: 0
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As my first post here, let me say this: It is very refreshing to see developers take such an active role in interacting with a (albeit small at the moment) community. I appreciate that you guys are taking time out to respond to our heckling. I hope it is a trend you guys continue throughout your development cycle. Congrats on your first showing and I hope to hear great things from you guys in the future!
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#59 (permalink) | |
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Newbie
Join Date: Apr 2008
Posts: 2
Rep Power: 0
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#62 (permalink) | |
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Junior Member
Join Date: Apr 2008
Posts: 20
Rep Power: 1
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Quote:
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a voice of reason |
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#67 (permalink) |
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Newbie
Join Date: Apr 2008
Posts: 7
Rep Power: 0
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This MMORPG defientley is looking promising, and without a shadow of a doubt I will be purchasing it. I however have a few curious questions that I'd like to ask:
1) Can we be expecting an morale alignment system in this game? 2) If so, will this possibly affect classes? 3) Will there be factions and oppurunities to raise our standings in those factions? 4) Can you tell us anything about the death system and the penalties (if any) associated with them? 5) Will the U.K and American servers be different? Thanks. |
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#69 (permalink) |
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Junior Member
Join Date: Apr 2008
Location: Middlesbrough
Posts: 22
Rep Power: 1
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I think my main questions are....
Is Mortal Online going to be alot like Ultima Online...But differant? Becuase I seriously hope it is...Ultima Online was probably THE first game to get me into PC gaming and if you guys do the same but with a beefy'er gfx engine and combat system and generally add your own personal touches of class... Then you have yourself a WoW beater... I hope I havent offended anyone at....? What is the game of the comany making Mortal? |
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#72 (permalink) |
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Developer
Join Date: Apr 2008
Posts: 303
Rep Power: 8
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If you have any more questions, please go to the forum section below. Thread locked.
http://www.mortalonline.com/forums/s...uestions-here/ |
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