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Old 19th December 2008, 20:10   #41 (permalink)
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OH God it's more than I thought possible. I love you, man.
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Old 19th December 2008, 20:16   #42 (permalink)
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a magic system similar to UO... get outta here!!!

thats great news by itself... everything else is just icing on the cake!

thanks for the update.. lemme know if you need a die-hard tester
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Old 19th December 2008, 20:21   #43 (permalink)
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*slaps himself a few times*
Am i awake? This was exactly what i was hoping for but didnt dare expecting due to its brilliance.
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Old 19th December 2008, 20:22   #44 (permalink)
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very interesting thanks for filling us in.
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Old 19th December 2008, 20:26   #45 (permalink)
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Seems like alot of those features will enable macros. The holding of the mouse button can be easily macro'ed to get the quickest swing speed possible. I hope there are things in place to combat these types of things.
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Old 19th December 2008, 20:29   #46 (permalink)
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Quote:
Originally Posted by Maglubiyet View Post
Seems like alot of those features will enable macros. The holding of the mouse button can be easily macro'ed to get the quickest swing speed possible. I hope there are things in place to combat these types of things.

"The two phases are also used when simply clicking the LMB, although they are handled as one seamless move: The attack will be charged and then immediately released when the charge is completed (minimum 1/2 sec)."

I'm assuming you are talking about the 1/2 time between clicking and letting go to swing.

If you're talking about the speed of the blade traveling through the air, that will be dependent on the skill of the character.
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Old 19th December 2008, 20:45   #47 (permalink)
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Quote:
Originally Posted by Maglubiyet View Post
Seems like alot of those features will enable macros. The holding of the mouse button can be easily macro'ed to get the quickest swing speed possible. I hope there are things in place to combat these types of things.
Yea, as scirm said, Just clicking the mouse button will already give you the fasted swing speed possible. It is usually be more of an advantage to hold your swing back as to be able to strike at the most opportune moment anyway.

and you say a lot of the features? but you only give one example. What else could be macroed? They all look pretty good to me.
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Old 19th December 2008, 20:53   #48 (permalink)
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Great!
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Old 19th December 2008, 20:53   #49 (permalink)
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Will we be able to rebind the "switch attack side" keys. I would prefer to be able to use 'q' and 'e' to switch the attack side from left to right instead of my movement keys.
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Old 19th December 2008, 20:56   #50 (permalink)
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As everyone has already mentioned everything looks extremely promising a part from the magic system which is a bit iffy at this stage.
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Old 19th December 2008, 20:58   #51 (permalink)
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Quote:
Originally Posted by Maglubiyet View Post
Seems like alot of those features will enable macros. The holding of the mouse button can be easily macro'ed to get the quickest swing speed possible. I hope there are things in place to combat these types of things.
I don't see anything that you could macro that would make it easier for you or give you an advantage. Please explain.

When it comes to "swing speed", please read it again, and let me explain in another way: If you simply click the LMB, you will automatically have the quickest "swing speed" possible, as it will charge first and then release immediately when the charge is ready. If you want to do it manually and wait for a specific time to strike, you hold the LMB instead. A macro wouldn't "help" you in either case.
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Old 19th December 2008, 21:04   #52 (permalink)
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very very insightful and interesting! thanks a lot!
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Old 19th December 2008, 21:08   #53 (permalink)
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Quote:
Originally Posted by Nevvier View Post
Will we be able to rebind the "switch attack side" keys. I would prefer to be able to use 'q' and 'e' to switch the attack side from left to right instead of my movement keys.
You will be able to rebind keys. Although I don't see how for instance moving left and charging left could be easily done with one hand in your binding-example (hold a and at the same time press q, just look at your keyboard)
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Old 19th December 2008, 21:14   #54 (permalink)
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Thanks for this update, it all looks so good. The combat sounds incredible, and I am sure we will gain more understanding of it as time goes on.

I really like the idea of incapping an oponent...Rather than killing him. brings another level to PK'ing...


Have a great Xmas guys!
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Old 19th December 2008, 21:20   #55 (permalink)
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Thanks for the Christmas gift!
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Old 19th December 2008, 21:25   #56 (permalink)
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Cool stuff!
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Old 19th December 2008, 21:25   #57 (permalink)
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I have been a long time reader here on the forums for awhile and have been truly excited about MO. Now reading the combat system it sounds great! a question that I seem to be wondering is will the combat system promote directional attacks such as (uppercut,downward,left,right would be the basics I would assume would be in, but what about diagonal swings of the such as upper-diagonal swing or a downward-diagonal swing) and will these require you to hit W+D in order to get a right diagonal.

I apologize my description may be confusing, maybe someone could help and elborate what Im trying to describe would be much appreciated ^_^
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Old 19th December 2008, 21:36   #58 (permalink)
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yes finnaly a system where rapid clicks of the mousebutton doesn't = win i cant wait to try this out
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Old 19th December 2008, 21:38   #59 (permalink)
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Will the weapons weight eventually be considered as having a longer charge timer? What I mean is - Throwing a heavy metal sword over your shoulder takes long then a much lighter dagger. The charger could also be effected by strength.
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Old 19th December 2008, 21:43   #60 (permalink)
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This made my christmas. All kinds of awesome. 10 hitboxes! Food and rest affect Stamina! Time necessary to change armor! Blood splattering spectacular finish or semi-concious bargaining! Can players be looted while in this state or do you need to finish them for that? And the screens! Those clouds, the level of detail and texture!
Merry F*****n Xmas Guys, great job!
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Old 19th December 2008, 21:48   #61 (permalink)
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Very nice info indeed.

WOOT!!! no bunny dancing.
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Old 19th December 2008, 21:50   #62 (permalink)
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Quote:
Originally Posted by Mats Persson View Post


Depending on what weapon you wield, there may be up to three different stances to switch between:[/size][/font] 1. Default. Used for slashing/sweeping/cutting. 2. Thrust. Used to precisely aim thrusts and prods. 3. Ranged. Used for throwing and shooting.[font=Arial][size=2]
so will there be a weapon that can be used in all three stances? im thinking of like a short sword or tomahawk that can also be thrown as a last resort?
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Old 19th December 2008, 21:54   #63 (permalink)
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Please be sure to make the shield hit box as perfect as can be. I hate it when I catch a blade to the face in Age of Chivalry when I'm certain I was facing the attack.
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Old 19th December 2008, 21:54   #64 (permalink)
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The targeting system seems to be like EVE, that you can have several targets on display at once, well atleast that is how i understood it.
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Old 19th December 2008, 21:58   #65 (permalink)
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Quote:
Originally Posted by Xavion View Post
Will the weapons weight eventually be considered as having a longer charge timer? What I mean is - Throwing a heavy metal sword over your shoulder takes long then a much lighter dagger. The charger could also be effected by strength.
The charge timer will be slightly affected by weapon weight, but it's already a bit slow. The main "penalty" will instead be the "recovery" time (heavy follow-through and recovery).
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Old 19th December 2008, 22:00   #66 (permalink)
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Quote:
Originally Posted by MetalNinja626 View Post
so will there be a weapon that can be used in all three stances? im thinking of like a short sword or tomahawk that can also be thrown as a last resort?
Or a spear perhaps?
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Old 19th December 2008, 22:12   #67 (permalink)
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Thank you guys very much for this update! It is totally awesome and I really love the system as described above.

Have a merry Christmas and enjoy your time off, because you guys have definitely earned it!
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Old 19th December 2008, 22:16   #68 (permalink)
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awesome update, the new playable race looks AMAZING!! what an interesting new culture and experience, i can just imagine all kinds of witchdoctor/voodoo skills/spells.
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Old 19th December 2008, 22:28   #69 (permalink)
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Quote:
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Or a spear perhaps?
ill take that as a yes
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Old 19th December 2008, 22:47   #70 (permalink)
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AWESOME!!! we all <3 you mats :P

but seriously great update have a good holiday... then develop the game ahha
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Old 19th December 2008, 22:50   #71 (permalink)
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Awesome! Screw all the other gifts for Christmas this year, these news are the best.

Thank you for the update Mats, excellent to hear that mounted combat may be in first person view. No to third person? That's a thumbs up in my book.
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Old 19th December 2008, 23:32   #72 (permalink)
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Thanks for the update! Its great to know how the combat will work.

Merry Christmas to all of you!
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Old 19th December 2008, 23:34   #73 (permalink)
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This owns, you guys own, hitboxes and starvation and incapacitating injuries own (in video games), the first spell-targeting system sounds better. Merry Christmas all!
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Old 19th December 2008, 23:36   #74 (permalink)
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Wow its sounds really cool. Im a litle confused about teh stances so i will read them again, but im happy with this! Good job guys and i cant wait to here more. Merry christmas
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Old 19th December 2008, 23:50   #75 (permalink)
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Well this is cool.
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Old 20th December 2008, 00:17   #76 (permalink)
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[quote=Necromantic;72513]So you can beat the "shit" out of annoying people without killing them and so not getting a murder count? That's pretty nice.
quote]


I too like the mercy system.... you could ravage some turd that is annoying you and just leave him to recover and not kill him. But that leaves the question of "if you leave someome to recover, and someone else comes and deals the finishing blow, does the second person get the murder count or you? or both?"

I do like the fact that you have a way to fight people and win but not get a murder count!
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Old 20th December 2008, 00:26   #77 (permalink)
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But that leaves the question of "if you leave someome to recover, and someone else comes and deals the finishing blow, does the second person get the murder count or you? or both?"
You get to place a murder count on everybody on your "internal" assault list when you die. But people don't stay on that list forever, so it all depends on how much time elapses between the first and second assault.
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Old 20th December 2008, 00:42   #78 (permalink)
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Wow, this almost sounds too good to be true! Looking forward for more updates on this
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Old 20th December 2008, 00:48   #79 (permalink)
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One question about the fatality system that I don't think has been addressed: can you loot someone if you incapacitate them or do they need to be completely dead?
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Old 20th December 2008, 01:11   #80 (permalink)
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Wow this all sounds absolutely fantastic! I can't wait to see and hear more about it all.

I'm crossing my fingers that unarmed combat will be fully fleshed out as opposed to a a last resort, but for now I'm stoked it was even mentioned, and will keep my fingers crossed.

If I may give my suggestion as far as the magic system goes - why not a mixture of the two described? You could make a lock-on system just like firing a missile in a flight sim, you have to keep the reticule on the target long enough to make a lock, then the spell takes care of the rest, or you could just "dumb" fire and try to lead the target like a traditional missile without a lock.
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