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| General Discussion Discussions about Mortal Online |
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#1 (permalink) |
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Member
Join Date: Apr 2009
Posts: 416
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I found this. This has not been updated for a long while. Curious what the devs are working on this week. We have been getting awesome weekly updates. However when is the content coming in? Or the major ai and bug fixes that stop us from raiding the dungeons. High res textures and related memory leak fixes for example?
Is this stuff days away, weeks, months? Any guesstimate on the completion of these items? Personally i would love to know more about what is coming just on the next patch. Coming features/content: • High res textures • Complete overhaul of current GUI/UI. Adding flash support • Crafting system finalized (weapon, armor and bow) • Item system finalized • Magic system in spell book system, 2 complete schools • Player vendors • Finalizing dungeons and different locations in Myrland • AI finalizing for common mobs/NPCs • Guild/player identification, banners etc. • Mount inventory, weight • Destructible spawners, doors, chests • Finalizing FFA structures, destructible • Skinning/butchery • Further tweaks in melee combat and introduction of special moves Other information that would be nice is what changes to the crafting system are planed? What magic is going to be added. Will we get to customize our banners? doors chests? What kind of special moves for combat are we talking about, hopefully not just counter attacks.
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-- Ninja Turtle Assassins -- -Add Armor lore for "reptile carapace", poisoned daggers -Add more blunt dmg to 2h and 1h handles irw st etc.. -Add the weapon head that is in the back of Vadda. -Nun chucks and flail weapons. Cat o Nine !!!! |
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#2 (permalink) | |
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Newbie
Join Date: Jun 2010
Location: In Outer Space
Age: 29
Posts: 40
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As of right now I won't go into a town and spam WTS, it won't work for me I'm not the chatty type but like the crafting and for the first time ever I'm playing one as my main. I just want you to buy my shit and go lol So plz plz SV get this in!
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Mankind differs from the animals only by a little and most people throw that away. Confucius BC 551-479, Chinese Ethical Teacher, Philosopher |
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#5 (permalink) |
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Member
Join Date: Apr 2009
Posts: 416
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I understand the locality of things but i have always liked auction houses. Player vendors where i have to endlessly search for some dudes house to find that he is out of stock doesn't really appeal to me.
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-- Ninja Turtle Assassins -- -Add Armor lore for "reptile carapace", poisoned daggers -Add more blunt dmg to 2h and 1h handles irw st etc.. -Add the weapon head that is in the back of Vadda. -Nun chucks and flail weapons. Cat o Nine !!!! |
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#6 (permalink) |
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Member
Join Date: Nov 2008
Posts: 338
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thats why they need to have a set of stalls in each city available for slotting player vendors. have a fairly high upkeep and fast decay so they're only used by active sellers. have this be in addition to player vendors at your house. that way you can go into town and check out the town player vendors in addition to finding a player vendor at someone's house.
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#7 (permalink) | |
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Programmer Guy
Join Date: Mar 2009
Location: Ottawa, Canada
Posts: 1,822
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#8 (permalink) |
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Member
Join Date: Jun 2009
Location: Kansas City, Missouri
Age: 26
Posts: 499
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We all want everything! And now!
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#9 (permalink) | |
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Newbie
Join Date: Apr 2009
Posts: 38
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Quote:
Perhaps something inbetween. Vendors placed in these city stalls have to pay a sellers tax to be there, basically they take a cut of the selling price. Vendors placed in houses are free. This gives incentive for those that want to sell that high end drop for a lot of dough to sell it out of a house. It also allows new crafters to set up shop in cities and sell items without having to front the cost of doing so. |
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#10 (permalink) | |
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Join Date: Feb 2010
Posts: 461
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I suppose though just allowing a couple of basic vendors (very low quality weapons for example) would just defeat the purpose of that anyway. |
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#16 (permalink) |
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Member
Join Date: Nov 2008
Posts: 338
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I disagree -- the benefit of player vendors, making buying/selling easier and more frequent will be enhanced if they're available in towns. Having to go search out someone's house, if that was the only place they occur, would just be a pain. Having both, i.e. in town and in player houses would be a nice solution imo.
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#17 (permalink) | |
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Member
Join Date: Apr 2009
Posts: 1,191
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player vendors should only be in player houses
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#18 (permalink) |
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Veteran Member
Join Date: Apr 2008
Location: Quebec
Posts: 5,146
Rep Power: 4
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I want my awesome tabard and guild name displayed when you target someone!
Make tabards registerable so no one else can craft it, it could be stolen or traded of course but only crafted by the guild that own it. |
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#19 (permalink) | |
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Senior Member
Join Date: Jun 2009
Location: P(r)oland
Posts: 4,494
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^This. If we are going to encourage players to leaving NPC cities what is the better way then to make them search for player cities that sell good gears?
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And it would be pain to find only for the first time-just like finding new NPC town with the book that you are looking for. Want to trade in towns? Do it like now-by yourself. |
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#20 (permalink) | |
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Veteran Member
Join Date: Apr 2008
Location: Quebec
Posts: 5,146
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Quote:
and in rare rentable spots in NPC towns. Obviously, these spots should be more expansive than the vendor module for houses since there will be a lot more trafic and of course, the amount would be limited but it could be very interesting. If there are proper names for every items so we know what we're buying that is. |
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#24 (permalink) | |
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Senior Member
Join Date: Jun 2009
Posts: 2,244
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However, I wouldn't want either. People need to leave town to buy stuff. They shouldn't make it easier to never leave town with coin. |
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#26 (permalink) | |
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Member
Join Date: Nov 2008
Posts: 746
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In UO there were places that welcomed PK's and blues alike for their shopping needs as long as nobody started trouble. |
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#27 (permalink) |
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Veteran Member
Join Date: Aug 2009
Location: UK
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but with a population of 300 at peak times it would be fairly hard to atempt to police anything in MO, also theres no way to stop an npc vendor selling to a particular person or guild and crafters who arent in guilds but own hosues wont see any business
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#28 (permalink) |
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Member
Join Date: Nov 2008
Posts: 338
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The players should have the option of being able to buy crafted stuff in NPC towns I think. Having a few stalls or a broker would be a good alternative. I don't think there's anything bad about someone doing business in town. You could always have it be more expensive or something or maybe charge a town tax on all transactions so that there are downsides to using the town player vendors. But I still think they should be there as an option.
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#29 (permalink) | |
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Senior Member
Join Date: Feb 2010
Posts: 2,260
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#30 (permalink) |
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CEO
Join Date: Apr 2008
Posts: 896
Rep Power: 15
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Updating under development section today,
Check back there in a few to see whats going on at the office and when to expect what. Some good ones most people been waiting for some time.. Ah didnt see Maerlyn's post before me..
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#32 (permalink) |
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Senior Member
Join Date: Mar 2009
Posts: 1,943
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Update is posted! Link
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~ In omnibus requiem quasivi et nusquam inveni nisi in angulo cum libro ~
Last edited by Maerlyn : 28th July 2010 at 19:23. Reason: fixed linked - why does my forum hate me? |
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#35 (permalink) |
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Junior Member
Join Date: Nov 2009
Posts: 178
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Half the features on that list aren't really self-explanatory! Deployable extracting
& Deployable camping site? Player crafting recipes? Destructible spawners? What does any of this mean? I could guess, of course, but I'd like to know for certain what this stuff is all about! |
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#36 (permalink) |
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Senior Member
Join Date: Jun 2008
Location: Sweden
Posts: 3,549
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9th of august seams to become a very interesting day.
• Deployable extracting • Deployable camping sites • Mount equipment (bags and armor) • Combat special moves • Player vendors • Banners & Guild Tabards • Destructible spawners lots of goodies. |
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#39 (permalink) |
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Member
Join Date: Apr 2009
Posts: 1,923
Rep Power: 3
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Please fix the game breaking bugs you currently have before adding more content that you will then need to fix the game breaking bugs for...
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The problem with building an online sandbox is that if no one is waiting in the box the sand will never come. |
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#40 (permalink) |
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Senior Member
Join Date: Mar 2009
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I guess I could've wrote in in 64pt letters.. it would still be misread:
Here goes again:Please keep in mind that these are NOT the complete patchnotes.
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