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Old 8th June 2008, 15:13   #81 (permalink)
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Can I ask aboout travelling?will there be some teleports or some kind of middleage taxi?(hope no)
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Old 14th June 2008, 22:21   #82 (permalink)
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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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Old 15th June 2008, 10:17   #83 (permalink)
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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?
They shall bypass it with tuna....
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Old 15th June 2008, 20:50   #84 (permalink)
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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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Old 15th June 2008, 21:00   #85 (permalink)
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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.

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Old 20th June 2008, 14:21   #86 (permalink)
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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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Old 21st June 2008, 00:37   #87 (permalink)
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I suppose this is where we can ask questions?
No. Here

Quote:
Originally Posted by Quite View Post
1. First of all, you say that there'll be unique monsters that are truly unique. Now, you also speak of instancing the game.
Where do we say there will be instances? And what type of instance are you speaking of?

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Originally Posted by Quite View Post
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?
Yes and no. You will have some alternatives to choose from (like Race) meaning you will be somewhat different from other players. Skills on the other hand can be trained and untrained, so in that regard you will be restricted only by what type of skills you decide to be good at.

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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?
I'm sure we will have a lot of bugs and fixes in the beginning, as I don't believe a MMO world can be truly tested and fixed until the "real" players arrive. Sad to say, I'm also sure we won't kick any game from the "throne". We're far too hardcore to appeal to all casual gamers out there, in both a positive and negative sense.

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Originally Posted by Quite View Post
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?
I don't quite follow you here. On one hand you say that putting time and effort in the game should pay off. On the other, you say that you would like to be just as good as other players although you put 1/10 of the time they do. Our solution to this is to throw away levels and virtual restrictions, but to keep some character skills that affects PvP in this way:
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.

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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?
Yes and no. The Deva will keep track of certain skills regardless of how many characters you have. You can train these skills with one or several characters, but multiple characters will not make your Deva stronger by just being there.
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Old 21st June 2008, 05:39   #88 (permalink)
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We're far too hardcore to appeal to all casual gamers out there, in both a positive and negative sense.
Thanks for the info Mats.. I liked everything except for that statement right there, lol. I'm still trying to decide on if I've learned anything from that post or not, hehe
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Old 22nd June 2008, 05:10   #89 (permalink)
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Quote:
Originally Posted by Quite View Post
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.
"that game", how you referenced it, really biased the word "instance".

Quote:
Originally Posted by Mats Persson View Post
Sad to say, I'm also sure we won't kick any game from the "throne". We're far too hardcore to appeal to all casual gamers out there, in both a positive and negative sense.
Me likes you! ^^

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.
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Old 23rd June 2008, 07:41   #90 (permalink)
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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/
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