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| General Discussion Discussions about Mortal Online |
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#1 (permalink) |
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Senior Member
Join Date: Feb 2009
Location: Italy, Naples
Age: 24
Posts: 2,856
Rep Power: 4
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http://www.mortalonline.com/content/under-development
Please keep in mind that these are NOT the complete patchnotes. 2nd of August: • Thievery balances and fixes • Combat balances and fixes • Emotes (including "sit") • Player crafting recipes • Upkeep for buildings (re-)enabled • Guild tags, toggleable identification • Change to war decleration system 9th of August: • Deployable extracting • Deployable camping sites • Mount equipment (bags and armor) • Combat special moves • Player vendors • Banners & Guild Tabards • Destructible spawners 16th of August: • Territory control • Rare boss spawn (not an epic creature) Coming features/content: • New UE build (visual improvements, possibility of Speedtree 5.2, improved AI) • 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 • Finalizing dungeons and different locations in Myrland • AI finalizing for common mobs/NPCs • Destructible doors, chests • Finalizing FFA structures, destructible • Skinning/butchery
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22/july/09
first log in cool memories <3 |
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#5 (permalink) |
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Senior Member
Join Date: Feb 2009
Location: Italy, Naples
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any words about "Player crafting recipes" and "Destructible spawners" ? o_o
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22/july/09
first log in cool memories <3 Last edited by Kuroi : 28th July 2010 at 19:26. |
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#9 (permalink) |
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Newbie
Join Date: Jun 2010
Location: In Outer Space
Age: 29
Posts: 40
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Very good job SV
The dates are really nice btw, it lets ppl look forward to stuff and creates hype for the game. OMG player vendors woot!
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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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#11 (permalink) |
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Member
Join Date: Mar 2009
Posts: 450
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OK here are my thoughts and opinions.
2nd of August: • Thievery balances and fixes - PvP (of a sort) not a priority • Combat balances and fixes - PvP, not a priority just re-enforces the MO is a PVP game as long as it is getting attention over other content. This is bad IMO • Emotes (including "sit") - Excellent, would also like to see the emote system revamped a bit, should be able to add own text like in Lotros emote system. • Player crafting recipes - Depends on what recipes we are talking about, more stuff to be used to PvP is pointless and a waste, non-pvp stuff would be great • Upkeep for buildings (re-)enabled - ok, Although houses are already unobtainable enough for small groups and solo players, this would seem to make the situation even worse. Would seem to be other larger issues with housing that should take priority over introducing another need to grind gold or resources. • Guild tags, toggleable identification - PvP guild stuff, not a priority for me but ok (Re-enforces MO is a PvP game IMO) • Change to war decleration system - PvP guild stuff, not a priority for me but ok (Re-enforces MO is a PvP game IMO) 9th of August: • Deployable extracting - Potentially nice not sure if really a priority though. • Deployable camping sites - Could be a very nice addition for RP, not sure what other purpose they will serve. • Mount equipment (bags and armor) - Bags GREAT, armour PvP :P • Combat special moves - PvP (Re-enforces MO is a PvP game IMO) • Player vendors - Great! • Banners & Guild Tabards - Guild PvP stuff • Destructible spawners - ? Not sure exactly what this is? Chests? 16th of August: • Territory control - *Sigh* Yet more PvP, guild stuff • Rare boss spawn (not an epic creature) - Hazzar, finally some purely PvE stuff although no doubt will require a group to take down so not content for the soloers. Still looking very PvP focued with a few notable exceptions although only in the last patch is genuine PvE content mentioned, some nice or possibly nice RP and crafting/trading stuff but overall this is not what I was looking for. |
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#14 (permalink) |
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Member
Join Date: Apr 2009
Location: Somewhere in Nave.
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People that not feels satisfied with an empty box of sand should cry or ask for that they want. Then you can find people like you that are fucking blind and finds funny kicking a crappy stone.
I/We know the potential MO has and we want to see how it evolve... i hope not in pvp direction. Greetings. Tizio put away your fucking blindfold or you gonna hit your head agains a wall, it hurst trust me... |
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#15 (permalink) |
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Junior Member
Join Date: Feb 2010
Posts: 247
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It's about time we had a clearer view of the near future plans for MO
I'm not particularly fussed if SV don't stick to the EXACT dates on the plan. There's always the possibility that things don't go as smoothly as you want them to, but at least it gives us a pretty good idea of what to expect in the next 2 months or so. What I'd really like to know is when Skinning/Butchery will arrive ingame |
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#16 (permalink) | |
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Senior Member
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Quote:
oh, and never kicked a stone from release. |
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#18 (permalink) |
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Member
Join Date: May 2009
Posts: 894
Rep Power: 3
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To be honest, I'd rather have a crouching position before prone, but both would be good. I'd hope you could move in both.
Crafting recipes. I wonder what that'll be like. And, player vendors in the near future, hopefully. Nice! |
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#19 (permalink) | |
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Senior Member
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Quote:
So, you will say me that you can't make for now nothing else than pvp? Yes, we don't have a lot of sand now, but with a little of patence we will have it. it's only 1,5month release, wich game give you features in 1,5month release? |
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#20 (permalink) | |
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Member
Join Date: May 2009
Posts: 894
Rep Power: 3
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Quote:
By the way, thieving is a different playstyle, contrary to your analysis. It's a "priority" for those that like that playstyle. Go back and total up the items, and then your analysis of where each falls. I think you'll surprise yourself at the percentage of non-PvP things being worked on, though your conclusion is an overreaction that would seem to indicate that you believe the items in development are 95% PvP. |
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#21 (permalink) |
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Programmer Guy
Join Date: Mar 2009
Location: Ottawa, Canada
Posts: 1,822
Rep Power: 15
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Aside from the player vendors, which I'm going to love, I'm actually really excited about something so simple as being able to sit around a campfire in the wilderness at night. Am I just that lame, er?
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#25 (permalink) |
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Senior Member
Join Date: Oct 2008
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I think territory control is the thing that will really chnage the game from the current CS-like random pvp to something with a more meaning and consequances.
The ppl who think it is only a PVP feature should think again.
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-Can a man still be brave when he's afraid? -That's the only time a man can be brave... |
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#27 (permalink) |
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Member
Join Date: Apr 2009
Location: Somewhere in Nave.
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Well knowing how SV works I won't be excited till the named features are working without broking other things....
Sorry about that I would belive in you guys but you broke more than fix, instead of believing in you I will put my hopes in the comunity to lead the game to the correct direction. Greetings. PS: About the content; it's Ok but is something that should be already in the game. |
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#31 (permalink) |
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Senior Member
Join Date: Mar 2009
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To expand a little on the "crafting recipes":
Think blueprints. You can basically "save" a certain recipe on how to craft an item and give/sell it.
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~ In omnibus requiem quasivi et nusquam inveni nisi in angulo cum libro ~
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#33 (permalink) | |
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Member
Join Date: Jun 2010
Location: Kansas City
Posts: 1,118
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Quote:
Do we get descriptions for what the armor items actually are in this patch? It can be a bit of a pain when all they say is 'head', etc in your storage. Cheers, C.
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Disclaimer: These opinions are my own. I reserve the right to sprinkle the odd fact in amongst my opinions to confuse the reader. |
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#34 (permalink) | |
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Junior Member
Join Date: Feb 2010
Posts: 247
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Quote:
Hmmm... So if I figure out a really clever way to making high-resist but fairly light armour, I can make a "recipe" and sell it to other players ? Who will immediately know exactly what mix of ingredients I used, totally destroying any advantage I had gained through hours of experimentation ? Why on earth would anyone want to make and sell recipes for crafting items ? Perhaps I'm missing something here ? Last edited by RedGekko : 28th July 2010 at 21:11. |
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#35 (permalink) | |
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Programmer Guy
Join Date: Mar 2009
Location: Ottawa, Canada
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Quote:
One of the purposes that first come to mind would be a guild having a great formula, and wanting their crafters to make the items without giving out the formula to people they don't fully trust yet. |
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#36 (permalink) | |
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Member
Join Date: Feb 2009
Location: USA
Posts: 417
Rep Power: 3
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Quote:
sweet they made paper so people can write SPW/ SPW/ Metal and sell it.
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___________________ +1 Last edited by chickenkicker : 28th July 2010 at 21:25. |
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#37 (permalink) | |
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MMC'09 - 3rd place
Join Date: Feb 2009
Age: 27
Posts: 1,493
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Quote:
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God has mercy.
I don't |
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#40 (permalink) | |
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Member
Join Date: Sep 2009
Location: In a house
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Quote:
How would you not know how to make it if you have the paper? I assume you still need the mats to create the item, so you could figure out what goes where.
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