Pre Steam Release Thoughts

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Finnley

Senior Member
Dear Star Vault​
before steam release please take these suggestions to heart​
  • The Overspecialisation of Mortal Online <- Click link for more info
    Almost all of the non combatant proffesions do not only cost all of your primary points.. NO you even need to specialize and can only acces a certain very limited amount of stuff.
    Combat toons are too stupid to do anything than fighting and simply do not have the primary points to utilize more than a maximum of two wepon types without mayor disatvantages.
  • TC Balance Ideas <- Cooming Soon
  • Salvaging <- Click link for more info
    Currently low durability weapon and armor are useless and end up getting destroyed.

    Add a new skill "disassembling" or "salvaging" to the game
    It should be a secoundary located under ressource handling like refining.
    My idea would be that you could get a percentage of the used material back based on the left
    durabillity percentage of the item.
  • Increase Storing Capacity <- Click link for more info
    The limitations on storing items in MO are truely harsh, a new player with only one account wont only have a hard time just to simply trade items between his toons, but he can also only store a very limited amount of items.
    • Stackable Enhancements <- Click link for more info
      MO has so many unique items that can not be stacked, we need more space and more items need to be stackable.
  • Implement Rebirth <- Click link for more info
    Have you ever experiemented with your build, rerolled because of new balance patches or just wanted to try a new playstyle but did not want to loose all your stats?
  • Increase character draw distance <- Click link for more info
    With the Implementation of Sarducca the player draw distance gets alot more noticeable due to the wide open space, in Myrland it was also noticeable but hardly an issue since there are natural player hotspots due to its geographic layout.
  • Skill Description <- Click link for more info
    I think the skill description needs not only to be uptated but also its effects should be displayed in accurate numeric values.
Sorted by personal priority
Donation Goal Suggestions (Low Priority)
/discuss
 

Super_ted

Junior Member
Realistically I would be happy with bug fixes before steam release but I'm pretty sure this thread will be spammed with we need balance.
 
Thread starter #3

Finnley

Senior Member
Bump
 

Henrik Nystrom

CEO
Staff member
Increase character draw distance, over and over and over. It used to be a lot further a long time ago, I enjoyed it so much, and have always missed it.
Not correct, we have never had further draw distance on character loads, what we have is a variation on many factors that let you load a char further away or close to your char.
It depends on node line how close you are, internet latency, and speed of char/mount towards each others.
When loaded a char, you can see that he can move very far away before he goes invis which is our draw distance, which is further that any mmo Ive plaid. However when it loads it goes through those factors above that may give a very short draw distance.

Of course we want an even greater draw distance but it comes with a cost on both gaming experience and overloading your client that leads to warping players or invis players for awhile before they are loaded, which leads to very bad scenarios in this kind of game.
We have made a huge optimization on char data if you remember when we did that to make great wars possible which was a good success, that may potential give us the option to increase the draw distance a little more. But we have not had the time to go through that as its nothing we should rush into changing as it can lead to bad gaming experience. We also have one more step to do on char data optimization which will give us much more head room before we get close to client data issues again. So maybe we can look on increasing it a bit now, or simply have to wait till we do the last step on data optimization to give more headroom for a safer increase.

With that said, many have good points in here, and we always try to pinpoint those major ones that effect everyone including the new players in their first gaming experience which is indeed a big focus of ours.
We have went through a lot of polish and fixed bad things that is right in your face, which us vets may have got used to, but makes a new player question things. Thanks for pointing out the things you find bad overall in which lets us focus on that. We dont ignore pvp balance but as you can see in the pvp feedback threads its nothing to be taken lightly or rushed into or changed in big steps. Herius is monitoring that field to gather as much info as possible, as Ive said before, of course its our job to see if a feature or style we implemented never gets used or is simply bad in a way that its never used its our job to try to find a suitable change to that to give options to the play styles. In most suggested pvp feedback we gone through in depth its very far from an agreed change when hearing pvp vets out on those matter, which of course makes it hard to make a decision since one side will never be happy about it. So its important we stick to our vision that we described from day one and dont go back and forth on changes. So we are really looking on our org design to see where it fits, works or doesnt work to make the proper improvements, with a lot of help of feedback and data taken from the game on what players use and not. There is no such thing as "fix the balance, fix the pvp" Its not that simple and it will never be a "fixed" "perfect" balance in this kind of game. Its not designed to be a perfect pvp balance action game, even though its a huge and important part of the game. But I dont think it will ever be called a perfect balanced pvp. But hopefully we will see lots of variation and options with a decent overall pvp balance that caters for many different play styles. That means we will stick to our original vision when it comes to this apartment when we read feedback and looking into this field. With that said, its perfectly fine to point out a very bad mechanic or something that doesnt work, for instance that spread stance that have an important role, but due to how it works, its not practical to use it that way. Something we will get fixed eventually, Jonas already started to go through that one a bit along with some others.

We now have a solid patch on the way with a lot of good fixes that I think will be a good step forward overall.

Thanks.
 

Pantero

Well-Known Member
With that said, its perfectly fine to point out a very bad mechanic or something that doesnt work, for instance that spread stance that have an important role, but due to how it works, its not practical to use it that way.

Spread stance. For those times when you know you're screwed! ;D

Nice informative post there! Here is a thought, would it be possible to introduce a telescope so a player could optionally sacrifice performance to see further into the distance like a scout for their friends?
 
Dear Star Vault​
before steam release please take these suggestions to heart​
  • The Overspecialisation of Mortal Online <- Click link for more info
    Almost all of the non combatant proffesions do not only cost all of your primary points.. NO you even need to specialize and can only acces a certain very limited amount of stuff.
    Combat toons are too stupid to do anything than fighting and simply do not have the primary points to utilize more than a maximum of two wepon types without mayor disatvantages.
  • TC Balance Ideas <- Cooming Soon
  • Salvaging <- Click link for more info
    Currently low durability weapon and armor are useless and end up getting destroyed.
    Add a new skill "disassembling" or "salvaging" to the game
    It should be a secoundary located under ressource handling like refining.
    My idea would be that you could get a percentage of the used material back based on the left
    durabillity percentage of the item.
  • Increase Storing Capacity <- Click link for more info
    The limitations on storing items in MO are truely harsh, a new player with only one account wont only have a hard time just to simply trade items between his toons, but he can also only store a very limited amount of items.
    • Stackable Enhancements <- Click link for more info
      MO has so many unique items that can not be stacked, we need more space and more items need to be stackable.
  • Implement Rebirth <- Click link for more info
    Have you ever experiemented with your build, rerolled because of new balance patches or just wanted to try a new playstyle but did not want to loose all your stats?
  • Increase character draw distance <- Click link for more info
    With the Implementation of Sarducca the player draw distance gets alot more noticeable due to the wide open space, in Myrland it was also noticeable but hardly an issue since there are natural player hotspots due to its geographic layout.
  • Skill Description <- Click link for more info
    I think the skill description needs not only to be uptated but also its effects should be displayed in accurate numeric values.
Sorted by personal priority
Donation Goal Suggestions (Low Priority)
/discuss
Yes, a lot of this makes sense and would definitely affect the game in a positive manner. It can bring back some long missed vets as well as further intrigue the newer players/potential newbies.
 

Sarkhan

Well-Known Member
So its important we stick to our vision that we described from day one and dont go back and forth on changes.
This. This right here is another thing that keeps me around!

Thanks for the wall o' text Henrik. I'm more than pleased to know that there is still room for optimization on that front.
 
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