How to raise the skill ceiling

Teknique

Well-known member
Jun 15, 2020
1,721
1,329
113
Our basic principle is flawed. That is, since only combat would hold an audience to MO 1 only combat will hold an audience to MO 2.

MO 2 has a luxury that MO 1 doesn't. The base game looks good and the combat looks arguable, MO 1 had the opposite problem the combat was the only thing good about it between the broken character progression and the walls and spiritism.

Its really not comparable to MO 1 at this point and trying to draw conclusions from MO 1 is pointless.

MO 2 is going to be successful as a pet taming/wilderness exploration/porno simulator regardless of the combat.

I have spoken.
 
Last edited:

Rorry

Well-known member
May 30, 2020
1,018
531
113
44
Kansas
Our basic principle is flawed. That is, since only combat would hold an audience to MO 1 only combat will hold an audience to MO 2.

MO 2 has a luxury that MO 1 doesn't. The base game looks good and the combat looks arguable, MO 1 had the opposite problem the combat was the only thing good about it between the broken character progression and the walls and spiritism.

Its really not comparable to MO 1 at this point and trying to draw conclusions from MO 1 is pointless.

MO 2 is going to be successful as a pet taming/wilderness exploration/porno simulator regardless of the combat.

I have spoken.
That is true, but only for the first few months. The combat needs to be there and solid for when all the other stuff has the the shiny worn off.
 
  • Like
Reactions: Svaar

Teknique

Well-known member
Jun 15, 2020
1,721
1,329
113
That is true, but only for the first few months. The combat needs to be there and solid for when all the other stuff has the the shiny worn off.
I'm not so sure, its not as if the combat is completely unpallatable and to a completely naive audience that has no MO1 to compare it to?
 

Bernfred

Well-known member
Sep 12, 2020
847
398
63
the game is right when you can play naked with a sword. when you need extra mechanics to have fun like special moves or spells it will be another "lets hope for MO2" game.
 

Rhias

Well-known member
May 28, 2020
1,131
1,325
113
Did everyone mention so far that the time to kill takes ages? I guess so, but I still repeat it because it's an issue.

Yes, there are stamina penalties on the heavier armors. But that results in even less DPS and higher time to kill when both wear heavy armor...

Now you could say that they plan to add "special moves". But that's also going in the wrong direction. Eighter they are blocked in a normal way like normal attacks and are just a "skin" for normal attacks. Or they come with a completely separate system, which would make it unnecessary complicated and hard to get in for new players... Combat should be kept as much straight forward as possible.
 
Last edited:
  • Like
Reactions: ThaBadMan

Rorry

Well-known member
May 30, 2020
1,018
531
113
44
Kansas
I take 40-50 damage when wearing the best plate scale crafted armor, so I think we will have a better idea of what time to kill will be when everyone is in crafted gear. Right now most are using 0 weight tungsteel defence level armor, it is no reflection of what it will be. I don't want special moves, either, just want them to speed movement and swings up little by little and find the bast balance point. If they do that it should also shorten time to kill because it will be more difficult to parry.
 
  • Like
Reactions: ThaBadMan

Rhias

Well-known member
May 28, 2020
1,131
1,325
113
I take 40-50 damage when wearing the best plate scale crafted armor, so I think we will have a better idea of what time to kill will be when everyone is in crafted gear. Right now most are using 0 weight tungsteel defence level armor, it is no reflection of what it will be. I don't want special moves, either, just want them to speed movement and swings up little by little and find the bast balance point. If they do that it should also shorten time to kill because it will be more difficult to parry.
Plate scale is shit. Wait till they patch in pansar scale like they did in MO1.
And also taking 40-50 damage does not solve the issue when no hit goes through cause you can parry everything...
 

Eldrath

Well-known member
Jun 18, 2020
1,047
991
113
the Jungle. Meditating on things to come.
Our basic principle is flawed. That is, since only combat would hold an audience to MO 1 only combat will hold an audience to MO 2.

MO 2 has a luxury that MO 1 doesn't. The base game looks good and the combat looks arguable, MO 1 had the opposite problem the combat was the only thing good about it between the broken character progression and the walls and spiritism.

Its really not comparable to MO 1 at this point and trying to draw conclusions from MO 1 is pointless.

MO 2 is going to be successful as a pet taming/wilderness exploration/porno simulator regardless of the combat.

I have spoken.

Well, since I´m still allowed to post in my own thread about this I´ll take the oppertunity here.

I think your analysis is good and would like to expand on something I think is important.

It´s crafting, extracting and everything that goes with that. Even though the majority on this forum are PvP focused I´ve met many players that weren´t and that played MO1 for months and years simply to craft, gather and experiment.

Sadly it seems that SV is not interested in that crowd anymore. IMO there is no other explaination for the atrocity that is armor crafting.

Why is this relevant to combat? Because those crafters were the one who came up with the initial knowledge every PvP knucklehead relied on. All those guide on the old forum? Written by crafters.

SV is ignoring part of their demographic that kept them alive when all the kranesh kids quit to buy more mountain dew. They do that at their own peril.
 

Rorry

Well-known member
May 30, 2020
1,018
531
113
44
Kansas
Plate scale is shit. Wait till they patch in pansar scale like they did in MO1.
And also taking 40-50 damage does not solve the issue when no hit goes through cause you can parry everything...
I get that. My point is only that we aren't playing in a realistic game setting yet. Not only that, but I can hit just about everyone now, not every time, but sometimes. Problem is it is only for 10-25. When I make a mistake and miss a parry, It is a whole different story. This starter armor is much better protection than Pansar scale was in MO1 and gives no stam drain. I 'm hoping that it goes away today.
 

Teknique

Well-known member
Jun 15, 2020
1,721
1,329
113
Well, since I´m still allowed to post in my own thread about this I´ll take the oppertunity here.

I think your analysis is good and would like to expand on something I think is important.

It´s crafting, extracting and everything that goes with that. Even though the majority on this forum are PvP focused I´ve met many players that weren´t and that played MO1 for months and years simply to craft, gather and experiment.

Sadly it seems that SV is not interested in that crowd anymore. IMO there is no other explaination for the atrocity that is armor crafting.

Why is this relevant to combat? Because those crafters were the one who came up with the initial knowledge every PvP knucklehead relied on. All those guide on the old forum? Written by crafters.

SV is ignoring part of their demographic that kept them alive when all the kranesh kids quit to buy more mountain dew. They do that at their own peril.
I don't have a tonne to add about crafting but somehow I think reducing it to a few preset combinations isn't a great idea.
 

Eldrath

Well-known member
Jun 18, 2020
1,047
991
113
the Jungle. Meditating on things to come.
I don't have a tonne to add about crafting but somehow I think reducing it to a few preset combinations isn't a great idea.

Well as to the theme of the thread: The skill ceiling in crafting has dropped by a lot compared to Mortal Online 1. My suggestions in other threads are aimed at increasing it once again. The beauty with crafting is that you can increase the complexity without disturbing those not interested, since they can copy or simply buy. I guess the same could happen in PvP with mercenaries, but somehow players always prefered to lobby for NPCs rather than players.
 

Rhias

Well-known member
May 28, 2020
1,131
1,325
113
Well as to the theme of the thread: The skill ceiling in crafting has dropped by a lot compared to Mortal Online 1. My suggestions in other threads are aimed at increasing it once again. The beauty with crafting is that you can increase the complexity without disturbing those not interested, since they can copy or simply buy. I guess the same could happen in PvP with mercenaries, but somehow players always prefered to lobby for NPCs rather than players.
Originally Henrik promised that armor crafting will have 3 different material slots to compensate the lower amount of pieces...
But now it's only 2 slots, right?
 

Eldrath

Well-known member
Jun 18, 2020
1,047
991
113
the Jungle. Meditating on things to come.
Originally Henrik promised that armor crafting will have 3 different material slots to compensate the lower amount of pieces...
But now it's only 2 slots, right?

Yes, that is an interesting promise. I did not know about it but came up with the same idea in my thread. I think they should also change the penalties for armor weight to introduce more variety.

Armor crafting in it´s current state is sadly uninteresting to the extreme.
 

Teknique

Well-known member
Jun 15, 2020
1,721
1,329
113
Well as to the theme of the thread: The skill ceiling in crafting has dropped by a lot compared to Mortal Online 1. My suggestions in other threads are aimed at increasing it once again. The beauty with crafting is that you can increase the complexity without disturbing those not interested, since they can copy or simply buy. I guess the same could happen in PvP with mercenaries, but somehow players always prefered to lobby for NPCs rather than players.
Its because they asked for something ridiculous like 100 gold per head. Its like yeah i'm gonna pay 3000 gold per battle that makes sense.
 

ElPerro

Well-known member
Jun 9, 2020
659
769
93
I think we need some kind of morphing of attacks like in Mordhau. Since they took away most ways to hide your swings with animations, there should be something in its place. And if you have highish ping this would not go straight thru your parrys if you have good enough reaction time.

The recovery time after missing swings was a nice addition, but it requires the parry whore to attack. If he just parry walls, theres little you can do, especially if you dont have your stam bar full.

I dont really like these special unblockable moves and dodging mechanic thats supposed to be the fix, it seems they want to make mortal into Dark Souls or some shit. Its a completely different system from the directional blocking/attacking core combat.
 

ThaBadMan

Well-known member
May 28, 2020
1,159
915
113
33
Norway
I think we need some kind of morphing of attacks like in Mordhau. Since they took away most ways to hide your swings with animations, there should be something in its place. And if you have highish ping this would not go straight thru your parrys if you have good enough reaction time.

The recovery time after missing swings was a nice addition, but it requires the parry whore to attack. If he just parry walls, theres little you can do, especially if you dont have your stam bar full.

I dont really like these special unblockable moves and dodging mechanic thats supposed to be the fix, it seems they want to make mortal into Dark Souls or some shit. Its a completely different system from the directional blocking/attacking core combat.
Yes I would rather see swing morphs/combos more than a new special move system.
I would also like to see a good dodge like a doubble tap on steroids so its actually good. Use as much stam as a jump.
 
  • Like
Reactions: Rhias

Jatix

Well-known member
Sep 30, 2020
882
767
93
Making initial swing speed the same speed as re swings after landing a hit would help. Parrying an initial swing is max ez if they arent using a really fast weapon.