Mortal Online Stress Test Invitation
Dear fans, followers and supporters,
you are getting this information because you signed up for the Mortal Online Beta.
Those of you who have not been lucky enough to get picked, now have a chance to take a first glimpse at Mortal Online and also be a part of the development.
In order to test our cluster server again we are setting up a second public stress test tomorrow, Thursday Jan 21st at 9pm GMT+1.
Everybody with a registered game account will be able to log in.
Be sure to check out the announcement on the forums for detailed information. This is also the thread we will use to keep you updated with about the test.
You are also invited to join us in our IRC channel, as always, developers will be present.
Please note that this is NOT open beta, nor is this strictly a "fun event".
The prime goal of this test is to crash the cluster server as often as possible.
Targeting
You never have to target someone to attack them. Targeting is used for keeping track of enemies and/or friends, letting you see their names and status (although very limited). It is also used for certain skills and spells.
- Hold target button and hover the target-crosshair over character(s) to see their names.
- Release or tap target button to add target to target list (and make that target the “active targetâ€).
- Target list shows each targets healthbar but without numbers.
- Target list shows each targets flag/color.
- Target list may contain several targets
Combat Stance
In Combat Stance you are preparing yourself for incoming blows as well as for dashing them out yourself. You will automatically draw your pre-selected weapons (if any, unarmed fighting is also possible). In Combat Stance you move much slower by default, and sprinting costs more stamina. Your defense is higher and you have a small chance to auto-block incoming blows.
Depending on what weapon you wield, there may be up to three different stances to switch between: 1. Default. Used for slashing/sweeping/cutting. 2. Thrust. Used to precisely aim thrusts and prods. 3. Ranged. Used for throwing and shooting
Attacking
An attack consists of two "phases": charge and release.
By holding the left mouse button (LMB) you charge your attack (for a minimum of 1/2 sec but for as long as you want). As long as you charge you are open for attacks, blocking as well as auto-blocking is disabled, although you may move around freely. When you release LMB, the attack comes instantly, followed by a "recovery" that leaves you vulnerable as you cannot strike or block/parry during that time either. Charging currently does not affect amount of damage (it probably will affect it slightly later on) but enables you to fully control the attack, as you’ll strike instantly upon release.
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).
Running and attacking will result in a “power strike†that is different depending on the weapon you wield, but it drains a lot of stamina.
The first thing you’ll learn in MO’s combat is that timing is crucial, and simply spamming the LMB won’t help you in any way. The slight time it takes to charge an attack (whether you hold or click the LMB) makes the combat feel a bit non-instantaneous at first (compared to average shooters where bullets are fired directly when clicking), but opens up for much more tactical and “realistic†combat, as well as manual blocking.
Shooting
Shooting is of course aim-based. Unfortunately it’s too early to tell if we will be able to have simulated trajectories and arcs, but if it’s in any way doable we will.
Armor and Hitboxes
We are excited to announce that we’ve managed to have as much as 10 individual hitboxes(!) per character in the Alpha. This means very accurate hit-detection, and also that the armor of each body part is used when calculating damage. Additional effects for striking different parts may be added later (such as greater chance for knockback when hit on legs or feet, critical hits on head, chance of being disarmed when hit on hands etc.), but so far only damage is in. On a side note, equipping and un-equipping armor pieces take time, and although it isn’t as slow as in real life it’s definitely not recommended to do during combat.
Return to Public General Forum
Registered users: No registered users