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Mortal Online

General discussion about MMORPGs, Neocron, SXR, or anything else you feel like blabbing about.

Re: Mortal Online

Postby mace on Mon May 11, 2009 9:12 pm

i like the gardening and sewing. but especially like the dirt rock pvp. its great :biggrin:
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Re: Mortal Online

Postby FN on Fri Nov 27, 2009 8:44 pm

The NDA has been dropped:

http://www.mortalonline.com/news/nda

OpenBeta is in the "near" future. This game has completely open PvP and is supposed to be very "sandbox". Might be worth the pre-download, just in case:

http://www.mortalonline.com/downloadbeta

However, their forums (both Public and the now-public Beta forums) have a LOT of negative posts... but don't all games anymore :roll:
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Re: Mortal Online

Postby FN on Thu Jan 21, 2010 1:44 am

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.
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Re: Mortal Online

Postby a4nic8er on Thu Jan 21, 2010 2:28 am

Not twitch though eh?

Sticky targeting, stances, charge/release combat. I hate it already. Will give this one a miss, thanks.
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Re: Mortal Online

Postby FN on Mon Feb 01, 2010 6:11 pm

Open Beta has started...

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Re: Mortal Online

Postby Vaeyn on Mon Feb 01, 2010 7:24 pm

lol, ya beat me to it. I was just swingin' by to post this info. :P

Anyway giving it a whirl (not like there are not other good games right now)?

Is it really sticky targeting? They make it sound more free form.

It's a pretty small download (like 3.5Mb iirc) so I may download it and fire it up some night, maybe, if I am really bored unless some folks know they will be on.
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Re: Mortal Online

Postby a4nic8er on Mon Feb 01, 2010 8:33 pm

The way I read it, you have to add targets to your target list, tab, tab, tab to select target, hold down fire button to build up attack power, release button to attack selected target. Too early and you won't do much damage, too late and I dunno, you're already dead?. The quote was "Timing is crucial". Sounds pathetically fucktarded to me. I would much rather PvP relying upon aiming and reflexes than an ability to count fractions of a second.

Mortal Online Alpha Combat Sysytem

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 target”).
- 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.


Stopped reading when I got to "Magic" :nade: :50cal:

Anyway that alpha link is the only info I could find, guess they can't be arsed updating it for the beta (or maybe they still haven't decided wtf they are doing with combat).

*more edits*
MMOsite combat review LOL @ player comments.

MMORPG General Discussion
Last edited by a4nic8er on Mon Feb 01, 2010 9:10 pm, edited 6 times in total.
Reason: link + quote
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Re: Mortal Online

Postby SEAL7 on Sun Feb 07, 2010 2:25 pm

Only thing i have to say is :

Definition of a MMO?
Well that question cannot be answered in a straightforward answer. The reasons are that as more games are released, the definition of a MMORPG keeps changing. For example, there is a stereotypical belief that MMORPG's are "hack and slash grinding fests," which is to say, that such games seem to have been made just to keep people on their computers repeating simply actions in the hopes of advancing their characters to such a high level that the character can then go on to do something else… which tends to be of more grinding. However, there are those games out there that are not designed in such a manner, but tend to lack the "Role-Playing", being more of a MMOG (Massive Multiplayer Online Game).



Not sure if that makes sense or not. right now all of the games i have played start out fun but then become boring real quick....so hell, i dont even know what im looking for excactly.


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