Search results

  1. Y

    Mortal Online 1 - Does it really need to shut down?

    I'd imagine keeping MO1 servers up during initial development was far more detrimental to MO2 then it would be post launch. Even then I'm not understanding this pervasive assumption that MO1 in maintenance mode takes anything away from MO2.
  2. Y

    Mortal Online 1 - Does it really need to shut down?

    If MO2 actually releases in January, that'll be almost 3 years since it was announced. So for 3 years they've been paying to keep the servers up for MO1 even though they effectively killed it by stating MO1 gets shut down when MO2 goes live. Any costs they've incurred would've been mitigated by...
  3. Y

    Mining / Gathering

    It might be a good compromise to add an optional mini-game to mining/chopping. One that won't increase overall yield for the node, but simply speeds up the process. So for instance if it normally takes 4 mins to deplete a node, maybe it could take 3 mins to deplete if you hit a "sweet spot" for...
  4. Y

    Spider Queen web.

    If I'm understanding the mechanics, once a group engages the queen the room is blocked off. That is effectively an instance if no other group can enter the room or interfere. Keep gates is a terrible analogy, nothing alike.
  5. Y

    Spider Queen web.

    Baffling to see people defend this kind of mechanic. It effectively creates a PvE instance
  6. Y

    Delay Release

    Unfortunately SV is probably going to maintain that it's not a "release" even though it effectively is. They backed themselves into a corner here having to placate investors while overestimating how much they could get done in a short time frame. 2.5 years since announced, how close to MO1...
  7. Y

    New Logout System Unacceptable

    There were better ways to accomplish what they were hoping to. Other games have done it, logout timer kicks in if you've been hit in the last x amount of time... 5 min universal timer outside of towns... It feels like they traded the easily exploitable system from mo1 for an overly punishing...
  8. Y

    Beta Patch Notes 0.1.0.93 Discussion

    Are people not in favor of linear scaling in general? Or only this specific case (int)? Because I'm pretty sure every other system from crafting to running speed is linear... Maybe a higher floor would be in order?
  9. Y

    Hunter, Butcher, Armor Crafter, Tamer in one char guide Mortal Online 2

    Does that 70 skill apply to lores and butchery? Or just the main crafts like armor/weapon?
  10. Y

    Make skilling take longer

    Could always add trainers or allow players to train each other. I can't think of an MMO I've played that was ever able to stamp out macros/automation. I'd much rather see a system that makes macroing less desirable and suboptimal, instead of devs chasing their tails on unsolvable problems.
  11. Y

    Was one character per account a mistake?

    My biggest concern is it doesn't allow for players to play a dedicated crafter. I get they were trying to open things up, but it severely watered it down in the process. We went from needing to dedicate your character to crafting, to everyone gets free crafting points. Now, even if you don't...
  12. Y

    Lack of offline protection will cost the game

    At some point this comes down to how much of a sandbox we really want. One of MO's best features was how heavily oriented towards being a real sandbox it was, ninja sieges and all. The timer on house loot was one of the rare exceptions where it was worth the trade-off of a sandbox, I don't see...
  13. Y

    Lack of offline protection will cost the game

    That's a different point than I was responding to.... That's from the attacking perspective, yes?
  14. Y

    Lack of offline protection will cost the game

    You have that option regardless of how offline defense is handled
  15. Y

    Lack of offline protection will cost the game

    I view that as a feature, not a bug.
  16. Y

    Lack of offline protection will cost the game

    There are different layers of trust, its not binary. Letting someone visit a town you control is different than letting them hang around your keep. I'm not advocating impassable walls, I'm saying there has to be a better solution than no walls at all.
  17. Y

    Lack of offline protection will cost the game

    I understand your perspective and I don't disagree entirely; walls do have downsides. But much like a siege windows, removing sand from the box also has costs. No walls serves to devalue politics. Maybe that's fine for some people, that's fair enough. But from my point of view it takes away...
  18. Y

    Lack of offline protection will cost the game

    I'd really prefer they didnt have arbitrary things like this that take sand out of the box. That strikes me as the lazy route, instead of adding ways to get over walls they are just saying "nope, keeps only"
  19. Y

    Lack of offline protection will cost the game

    Offline protections would eliminate a large part of politics, which would not be good for the game. You should have options in protecting your keep or territory: Armies Wealth Politics I have no opinions on guards, never used them.
  20. Y

    More control over pets

    I recall SV mentioned in the past pets being simplistic was intentional. I think they want to stay away from high manipulation of their every action, and I tend to agree. I enjoyed using pets but I would prefer they stay basic with some polish instead of a button smashing exercise, some...