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  1. barcode

    one character per account .....

    one character per account is horribly limiting.... and while i dont see SV relenting on this ideal, maybe we can boil it down to 'why' and come up with more flexible solutions. so... why one character per account player reputation - people get to know your character name over time and know...
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    Consolidate crafting stations

    Why are there so many crafting stations? weapon, armor, bows, shields, and now pets. fletching is supposedly coming, maybe we can hope for a first aid station too so we can craft bandaids or a thievery station to make thieving tools when thats implemented. glassblowing station? pottery station...
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    Queue - how it should work

    This thread is intended for suggestions on how we expect the logon queue to work. I understand right now its broken and since they're fixing it, we may as well make some suggestions on how to make it better. user connects to the logon server. authenticate to steam to validate the account if no...
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    Material Storage

    With the large quantity of materials in MO, storing any significant quantity of them (by this i mean the large number of different materials, not necessarily the amount of any single material) is a real problem. Back in MO1, we could send a lot of these materials to the various crafter...
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    Band-aids

    as requested by seb, a discussion on how bandages should work personally I really liked how bandaids worked in WoW. a powerful heal that was channelled and had a long-ish cooldown. so with max anatomy and the best bandaids, they would heal for half to maybe 2/3 of your max hp over 10...
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    Dual wield

    as requested by seb, some discussion on dual wielding and how it can work in MO2 since it was garbage in MO1 in most games (and D&D even as well) dual wield offers more total damage at a cost of a greater miss chance. MO doesnt really have the concept of a miss chance; if you miss or not is...
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    Crafting systems

    old MO crafting systems seemed deep and incredible. After a time, however, it became apparent that only a handful of recipes were very useful. Lets update this for MO2 yes? materials: leathers were almost completely useless in MO1. sure newbies could craft some horrible robes out of them but...
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    Not so disposable mounts

    most horses are quite fragile. if you dismount or get knocked off your horse (or just sit around a while in town) theres a good chance your horse will be targeted and killed with little time for you to react and little ability to realistically defend the horse. if you dont have mounted combat...
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    Normalize reaction time

    Right now those with high pings have less time to react to any given attack vs those with low pings. This idea would be to implement a change to normalize ping to a given threshhold so everyone has equal time to react. first set a duration to normalize to, in this example lets say a ping of...
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    One character per account

    as per henrik, MO2 will be only one character per account. while this may some some issues with constant relogs to move materials around and craft stuff, it causes other problems as there is then no way to have a vastly different character available to play. If you've skilled your character up...
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    itemization

    I had suggested this previously but please drastically change the itemization from MO1 remove all the vendors and replace anything that you'd currently find only on a vendor with some way to get or craft the same product in-game (arrows, bandaids, etc). maybe some exceptions from this like...
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    WCCFTech interview discussion

    seb mentioned some interview with henrik here: https://mortalonline2.com/forums/threads/wccftech-com-interview-with-henrik.109/ it may be a bit old but i guess i missed it at the time. I didnt see any threads discussing this so i started this one. if i missed the discussion thread maybe a mod...
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    broker system

    the broker system should be split into two: a materials market and an items market materials market for all things that are identical and stack like ores or wood, animal materials, etc all the raw ingredients in MO, they would be considered for the materials market where it should work more or...
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    rework item/material lifecycle (drop/repair/salvage)

    it was a constant problem in MO that items could not be reworked. sure you loot a decent sword but maybe you've got axe skill so its of no use to you. some way to recover the raw materials in the item so it could be reforged into something you'd use would make all items valuable. it could be at...