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#82 (permalink) |
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Newbie
Join Date: Jun 2008
Posts: 11
Rep Power: 1
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A lot of questions and answers here , pretty nice at this point ; I'm more curious on how free will the combat be , Age of Conan for example has in a way , a dynamic and free combat system , but at the same time it's quite restricted , so how will Mortal Online bypass this skill/combo restriction ? any game that you can relate the combat system to?
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#83 (permalink) | |
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Member
Join Date: Apr 2008
Location: The Deep Dark.
Posts: 100
Rep Power: 1
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Tell me whats most precious to you, so I can have the pleasure of taking it away from you. |
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#84 (permalink) |
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Newbie
Join Date: Jun 2008
Posts: 4
Rep Power: 0
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Hi everyone,
QUESTIONS : Will there be different type of damage dealed to different parts of the body (head make more damage...etc...) If the answer is yes, can a player be injured on the specific part of the character's body that has been touched ? So the character walks hardly if he is touched on his legs ? Thanks and sorry for bad english, I'm currently learning. |
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#85 (permalink) |
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Newbie
Join Date: Jun 2008
Posts: 4
Rep Power: 0
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Sry I don't know how to edit, so I douple post.
I have other questions : Will there be game mechanic that allow players to handle their guild/clan/citie ? If yes, how will it be ? >>> Can player vote to elect mayor/officer of something like that ? Will there be prerecorded message/sound to give orders during combat liek in Mount & Blade ? I invite you to implement this sort of thing. That can gather people easily without using TeamSpeak. Will there be A LOT of different tactics in massive fights ? Are there game mechanics to do those strategy a bit like in sport games ? Are there game mechanics to shows the tactics to other players before so those players can save it and follow it on the battleground ? Is there a minimap that help to give orders ? (shows things to do...etc...) I invite you to implement this into your game if it is not in. ..... I have thousand of proposition.... and question but I just can tell it in ENGLISH..... If you allow me telling it in a perfect French language (so you can translate it), I will propose you hundred of thing very interesting, for me. |
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#86 (permalink) |
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Newbie
Join Date: Jun 2008
Posts: 7
Rep Power: 0
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I suppose this is where we can ask questions?
1. First of all, you say that there'll be unique monsters that are truly unique. Now, you also speak of instancing the game. So a truly unique monster could be in some version of a zone, meaning that on the same server it is to be found in "Wuupsland #2" but not in "Wuupsland #1 or #4"? Do I understand this the right way? I really like the idea about truly unique monsters, but I think it requires that there's only "one world" like in "that game" (assuming I'm right about what game that is... wow, am I?) 2. Will it be possible to not have the FPS-wiev? Can you look at your character from behind and freely move the camera around it? 3. I fully agree with you that in the mordern MMORPGs there's way to much focus on classes when you create your character. I've been missing a game in which everyone was put in the world totally alike, and where they became different only by learning different things and seeking different goals. Is that what you're offering? 4. Will you be hiring people for controlling bosses? Wow, that would be a dream job for quite a few ppl :P 5. If you ask me, the reason that "that game" has not yet been kicked from the throne by some other game is that almost each and every new mmorpg was: a) released to early (bugged, lacking content) b) instanced c) overambitious graphical- and gameplaywise (which made the basics not good enough and scared people away). Are you going to make sure you don't make these mistakes? 6. Are you going to aim to please the casual player or the player only focussing on PvP? Personally I'd like a game in which it makes a difference if you put in an effort, even if I've got a fulltime job and others will get stronger characters than me. I'm sick of the tendency to make things to easy and gear to fast to obtain in modern mmorpgs. I think it should require work and some skill to shine in PvP and PvE - and that you should have to work in both areas to be strong in them. The game should be one, no special PvP gear or something like that. Is that what you're on about? Or can a player visit some PvP arena 12 hours a day and still build a char that is overpowered in PvP? 7. This Deva thing? Will it be stronger and more beneficial if you have more characters? And will the attributes/skills of each character matter? If so, this is beneficial for the players with a lot of time on their hands that can roll many chars and gear/learn them up? Thanks. Looks really interesting, this game. Good luck, and I hope I'll play it |
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#87 (permalink) | |||||
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Developer
Join Date: Apr 2008
Posts: 172
Rep Power: 8
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No. Here
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1. A better player will always be a better player, regardless of character skills. 2. A player putting a lot of time in MO will have some skill advantages, to make up for not being elite in twitch-based gaming. S/he will still be pwnd by any player that are really good at this though. 3. Putting time and effort into MO will make you learn the game and combat mechanics. This way, a player spending 12 hours a day in PvP matches will naturally be a better player than the one logging in once a week. But that's due to actually learning the game, not because of any level or skill. Quote:
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#88 (permalink) | |
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#89 (permalink) | ||
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Member
Join Date: Jun 2008
Location: In a basement near you (at least in germany)
Posts: 394
Rep Power: 2
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Most games tend to just get way too easy because the devs what to make it fit for everyone. In those games in the end nothing really counts, whether you play a lot or you are "skilled" in what you do only to get everyone the same chances even those who don't to anything to get better.
__________________
Assume the end is always the goal. The path to this goal is the way you go. Now think about it, life is the way you go and death is were it ends. So what's wrong with this little devotion to the dead, when it's all humans goal to reach? Aegis Imperium - For I stay to my principles (Explorer 100, Killer 100, Achiever 100, Socializer 100) |
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#90 (permalink) |
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Developer
Join Date: Apr 2008
Posts: 300
Rep Power: 8
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This thread is now locked. If you have any further questions, please use our sub-forum below.
http://www.mortalonline.com/forums/s...uestions-here/
__________________
MortalOnline developer, Animator EKSA: Explorer 80.00%, Killer 53.33%, Socializer 40.00%, Achiever 26.67% EKSA players might be descibed as living by slogan: see the world, meet interesting people...and kill them. Immersion within the world is important to these players, because they love finding new things to explore--but they also enjoy the thrill of the hunt and finding other players within the world to fight. |
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