Small Feature Cuts for Next Patch

Robmo

Community Manager
Staff member
Dec 9, 2021
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Small Feature Cuts for Next Patch
Hello Mortals,

With a heavy heart we have decided to delay two minor features from next patch. We have been working hard on various fixes and new features for the next patch which has caused us to delay the patch longer than what both, we and more importantly, you, the players would have liked. We do not want to delay further. We would like to start working on the foundational and legacy bug fixes that players are requesting for us to tackle. Here is what we will be removing.

Tower Shields

This one hurts. Even though Tower Shields in this patch was not part of our set roadmap, we have been building interest and hype around it. Currently, Tower Shields are practically ready. The models and textures are finished with all the materials, legendary shield crafting works with them, small hitboxes adjustments that were needed were being made. If we released them now, we would be neglecting something important for the long term, the balance. The way our equipment system currently works does not facilitate the balance ideas we had internally. Which much debate, we felt it is better to hold off on releasing them until we can balance them in a way that is proper and makes sense. We did not want to pull our coders away from Necromancy to make the changes/additions needed to make Tower Shields work properly within the balance. This balance would have likely included the current round shields.

Due to our ambition for Project: Polish, we are unsure when we will be able to tackle this issue which may delay Tower Shields further. We are very sorry, and we hope you understand our decision.

Necromancy Furniture Pack

We were planning to release the Necromancy Patch with new furniture to be placed in your house. Some of these were vanity items and decorations. These also included permanent house (deed) Ritual Tables. The vanity items we feel that players would be more understanding of losing. The losing of Ritual Tables for your home we know will be a large blow. Currently in homes, there is no Navmesh for pets and we were not addressing this in the Necromancy patch. We felt that if we gave players the choice to have Ritual Tables in their homes, it would have been somewhat insulting if the pets are stuck inside every time. You will still be able to create pets, portable Ritual Tables can be placed inside or outside. Keep in mind if placed inside, the pets will be stuck and you’ll need to put them in the equerry. We felt that giving the players the choice to place them outside would render a better game experience in the short term. We are sorry for this removal.

Patch


We are close, and it is around the corner. We want to not delay this further, however it is important it is in a playable state that it satisfactory to the player base, changes may occur.
 

Tzone

Well-known member
May 16, 2021
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better late then never with the shield balance issue.

But the necro tables you could just put in since people already have equerries which do the same thing. Would just be a same issue as with equerries.

Im ok with this but its a bit lol.
 

Albanjo Dravae

Well-known member
Dec 20, 2021
1,082
569
113
Small Feature Cuts for Next Patch
Hello Mortals,

With a heavy heart we have decided to delay two minor features from next patch. We have been working hard on various fixes and new features for the next patch which has caused us to delay the patch longer than what both, we and more importantly, you, the players would have liked. We do not want to delay further. We would like to start working on the foundational and legacy bug fixes that players are requesting for us to tackle. Here is what we will be removing.

Tower Shields

This one hurts. Even though Tower Shields in this patch was not part of our set roadmap, we have been building interest and hype around it. Currently, Tower Shields are practically ready. The models and textures are finished with all the materials, legendary shield crafting works with them, small hitboxes adjustments that were needed were being made. If we released them now, we would be neglecting something important for the long term, the balance. The way our equipment system currently works does not facilitate the balance ideas we had internally. Which much debate, we felt it is better to hold off on releasing them until we can balance them in a way that is proper and makes sense. We did not want to pull our coders away from Necromancy to make the changes/additions needed to make Tower Shields work properly within the balance. This balance would have likely included the current round shields.

Due to our ambition for Project: Polish, we are unsure when we will be able to tackle this issue which may delay Tower Shields further. We are very sorry, and we hope you understand our decision.

Necromancy Furniture Pack

We were planning to release the Necromancy Patch with new furniture to be placed in your house. Some of these were vanity items and decorations. These also included permanent house (deed) Ritual Tables. The vanity items we feel that players would be more understanding of losing. The losing of Ritual Tables for your home we know will be a large blow. Currently in homes, there is no Navmesh for pets and we were not addressing this in the Necromancy patch. We felt that if we gave players the choice to have Ritual Tables in their homes, it would have been somewhat insulting if the pets are stuck inside every time. You will still be able to create pets, portable Ritual Tables can be placed inside or outside. Keep in mind if placed inside, the pets will be stuck and you’ll need to put them in the equerry. We felt that giving the players the choice to place them outside would render a better game experience in the short term. We are sorry for this removal.

Patch

We are close, and it is around the corner. We want to not delay this further, however it is important it is in a playable state that it satisfactory to the player base, changes may occur.
it better be very playable.
 

Teknique

Well-known member
Jun 15, 2020
1,719
1,329
113
Small Feature Cuts for Next Patch
Hello Mortals,

With a heavy heart we have decided to delay two minor features from next patch. We have been working hard on various fixes and new features for the next patch which has caused us to delay the patch longer than what both, we and more importantly, you, the players would have liked. We do not want to delay further. We would like to start working on the foundational and legacy bug fixes that players are requesting for us to tackle. Here is what we will be removing.

Tower Shields

This one hurts. Even though Tower Shields in this patch was not part of our set roadmap, we have been building interest and hype around it. Currently, Tower Shields are practically ready. The models and textures are finished with all the materials, legendary shield crafting works with them, small hitboxes adjustments that were needed were being made. If we released them now, we would be neglecting something important for the long term, the balance. The way our equipment system currently works does not facilitate the balance ideas we had internally. Which much debate, we felt it is better to hold off on releasing them until we can balance them in a way that is proper and makes sense. We did not want to pull our coders away from Necromancy to make the changes/additions needed to make Tower Shields work properly within the balance. This balance would have likely included the current round shields.

Due to our ambition for Project: Polish, we are unsure when we will be able to tackle this issue which may delay Tower Shields further. We are very sorry, and we hope you understand our decision.

Necromancy Furniture Pack

We were planning to release the Necromancy Patch with new furniture to be placed in your house. Some of these were vanity items and decorations. These also included permanent house (deed) Ritual Tables. The vanity items we feel that players would be more understanding of losing. The losing of Ritual Tables for your home we know will be a large blow. Currently in homes, there is no Navmesh for pets and we were not addressing this in the Necromancy patch. We felt that if we gave players the choice to have Ritual Tables in their homes, it would have been somewhat insulting if the pets are stuck inside every time. You will still be able to create pets, portable Ritual Tables can be placed inside or outside. Keep in mind if placed inside, the pets will be stuck and you’ll need to put them in the equerry. We felt that giving the players the choice to place them outside would render a better game experience in the short term. We are sorry for this removal.

Patch

We are close, and it is around the corner. We want to not delay this further, however it is important it is in a playable state that it satisfactory to the player base, changes may occur.
If you want a 2 million iq take. No one gives a flying fuck about shields.

fix the classes all being homogenized garbage. Restore their niches allow mounted combats to be the shock troopers they are supposed to be. Allow tamers to actually have some nuance other than everything over lvl 50 is untameable. Stop nerfing hybridization by adding random primary point requirements and dex for turning speed.

restore the previous int curve

buff footfighters by giving them skills that can lame mounts and slow targets on the third consecutive hit

Bring back the level of item customization that we used to have in the game when we had 10 piece sets. Bring back lictor armor so we can hybridize more shit

Restore movement speeds to pre clown levels (veelas already run at this speed and don’t desync). Reduce some of the ping normalization on swings. Ease the turn cap.

Fix the gigantic map.

require house construction and engineering to erect a whole bunch of cancer around the map.

and don’t listen to people who never played the first game.
 

Gulith

Active member
Apr 5, 2021
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If you want a 2 million iq take. No one gives a flying fuck about shields.
Because the parry/block/attributes battles sucks right now.
So fixing it is not a bad idea : especially when most of your complaints are about "not enough options".
They need to make blocking the current parry, with right str difference checks.
Parry should be a risk to cast, like missing a swing is.
Shields weight shoud have proper integration in any of its logic : no free shield for mage.
Equipment hits should be a weaker blocks, that could even trigger knockdown & so, since you are not prepared for it.
Str would be buffed yes, but something would need to be done for agile & mage characters.
1) If you can't block a 120str char, then dodge it. Mo1 had it, but it was terribly balanced : therefore unused. Make it uncancellable, so a feint would counter it. Make it cost way more with higher armor weight, like way more, but should be very light for light characters.
2) mages should have battlemage spells already ... ex: a spell that deflects a swing, the more STR you face, the more mana is used : could even be used to deflect the swing on another target, if you have skills. (no precast sadness: battlemage would probably put that on their right mouse button)

Restore their niches allow mounted combats to be the shock troopers they are supposed to be.
Yes, and with the right dismount mechanics.

restore the previous int curve.
No, that would bring back homogenized garbage (either 100 int mage or fatmage)

buff footfighters by giving them skills that can lame mounts and slow targets on the third consecutive hit
not a bad idea, but on consecutive CHARGED hits, so it's not BS.

Reduce some of the ping normalization on swings
So you want EUR to be even better? or did you mean AUGMENT ping normalization on swings?

Ease the turn cap.
only if you get dizzy/stun&puke for turning too much
 

Teknique

Well-known member
Jun 15, 2020
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Because the parry/block/attributes battles sucks right now.
So fixing it is not a bad idea : especially when most of your complaints are about "not enough options".
They need to make blocking the current parry, with right str difference checks.
Parry should be a risk to cast, like missing a swing is.
Shields weight shoud have proper integration in any of its logic : no free shield for mage.
Equipment hits should be a weaker blocks, that could even trigger knockdown & so, since you are not prepared for it.
Str would be buffed yes, but something would need to be done for agile & mage characters.
1) If you can't block a 120str char, then dodge it. Mo1 had it, but it was terribly balanced : therefore unused. Make it uncancellable, so a feint would counter it. Make it cost way more with higher armor weight, like way more, but should be very light for light characters.
2) mages should have battlemage spells already ... ex: a spell that deflects a swing, the more STR you face, the more mana is used : could even be used to deflect the swing on another target, if you have skills. (no precast sadness: battlemage would probably put that on their right mouse button)


Yes, and with the right dismount mechanics.


No, that would bring back homogenized garbage (either 100 int mage or fatmage)


not a bad idea, but on consecutive CHARGED hits, so it's not BS.


So you want EUR to be even better? or did you mean AUGMENT ping normalization on swings?


only if you get dizzy/stun&puke for turning too much
The int curve gutted all builds except for fastest dex mage.

most people who like the int change are probably playing a dex mage and are finding that they are now fast af with high damage and therefore like it. That’s not balanced though

some cool ideas in your opener but I’m trying to go back to the roots of the game. The reason no one likes this shit game whether they realize it or not like hodor. Is that this game is in no way a sequel to the first. So you have a situation where it’s a game for no one as the silent majority of mo 1 players can not stand this clunky mess and new players leave just as easily as ever.
 
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Hodo

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Mar 7, 2022
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If you want a 2 million iq take. No one gives a flying fuck about shields.

fix the classes all being homogenized garbage. Restore their niches allow mounted combats to be the shock troopers they are supposed to be. Allow tamers to actually have some nuance other than everything over lvl 50 is untameable. Stop nerfing hybridization by adding random primary point requirements and dex for turning speed.

restore the previous int curve

buff footfighters by giving them skills that can lame mounts and slow targets on the third consecutive hit

Bring back the level of item customization that we used to have in the game when we had 10 piece sets. Bring back lictor armor so we can hybridize more shit

Restore movement speeds to pre clown levels (veelas already run at this speed and don’t desync). Reduce some of the ping normalization on swings. Ease the turn cap.

Fix the gigantic map.

require house construction and engineering to erect a whole bunch of cancer around the map.

and don’t listen to people who never played the first game.


Or perhaps... just perhaps give mounts a charge knockdown mechanic on fools on foot.

As for the rest of it. no.
 
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Tashka

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Dec 4, 2021
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most people who like the int change are probably playing a dex mage and are finding that they are now fast af with high damage and therefore like it
Who cares. Nobody wants to play a fat old slowass gremlin anyway. It's much more fun with a dex mage so i'm ok with it.
 

Albanjo Dravae

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Dec 20, 2021
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The int curve gutted all builds except for fastest dex mage.

most people who like the int change are probably playing a dex mage and are finding that they are now fast af with high damage and therefore like it. That’s not balanced though

some cool ideas in your opener but I’m trying to go back to the roots of the game. The reason no one likes this shit game whether they realize it or not like hodor. Is that this game is in no way a sequel to the first. So you have a situation where it’s a game for no one as the silent majority of mo 1 players can not stand this clunky mess and new players leave just as easily as ever.
Some of the problematics have changed, in MO1 meta builds were much more rewarding but more restrictive in spectrum and versatility of builds and this Is what happens when you introduce variables, it requires balance.

Problem Is the stat system was a placeholder system, there were just a handfull of meta combat builds and some really broken, people complained magery stuff was too cheap in gear so the made it for magic schools to be the gold sinkage for mages which Is what in their mind managed to give magery a more central place but then again poorly delivered.

Now in MO2 they wanted more of the "crafting-RP" builds to be combat viable and they achieved it to a certain point, it requires balance and reworks yes.

Magery in general Is in poor shape ecumenical Is just really shite, mounted magery Is a joke, theres no mounted combat and the linear INT-dmg Is unrewarding by magic design, armor balance, stats, casting times.
For example full int fat oghmir Is not rewarded enough for its lack of dex and int values making meta movement-versatyle builds more viable.

I remember how much dedicated foot warriors hated mounted fat mages in MO1 because they could 2-3 shot anyone, now with a longbow no wheelchair mage Is getting near and telling the story.
People complained a lot about fat mages but they did bring a very interesting playfield to all sorts of fights.

SV had to make strong design choices for developing MO2 some of the promises failed to deliver and theres this bitterness that anyone that played MO1 can notice inherited gamebreaking bugs in the seccond version, which more than a colorfull and nostalgia elements really says a lot about how they choose to manage their proyect.
Shortcuts, bandaids and placeholder content Is no way to build a game and MO1 was the greatest example of a broken production model under the promise of a competitive full loot MMORPG sandbox.

Part of the problem Is what they considered the starting point and the importance they gave to clusters or packages of content that should indeed have been more round from start. And they are not gonna fix elemental problematics with minor changes they need to overhaul many of the already introduced mechanics.
 

Teknique

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Jun 15, 2020
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Who cares. Nobody wants to play a fat old slowass gremlin anyway. It's much more fun with a dex mage so i'm ok with it.
Who cares people only want to play 1 build in an mmorpg. Bad take. The old builds ran at standard speed instead of being fast. Those builds are pointless now
 

Teknique

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Jun 15, 2020
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Some of the problematics have changed, in MO1 meta builds were much more rewarding but more restrictive in spectrum and versatility of builds and this Is what happens when you introduce variables, it requires balance.

Problem Is the stat system was a placeholder system, there were just a handfull of meta combat builds and some really broken, people complained magery stuff was too cheap in gear so the made it for magic schools to be the gold sinkage for mages which Is what in their mind managed to give magery a more central place but then again poorly delivered.

Now in MO2 they wanted more of the "crafting-RP" builds to be combat viable and they achieved it to a certain point, it requires balance and reworks yes.

Magery in general Is in poor shape ecumenical Is just really shite, mounted magery Is a joke, theres no mounted combat and the linear INT-dmg Is unrewarding by magic design, armor balance, stats, casting times.
For example full int fat oghmir Is not rewarded enough for its lack of dex and int values making meta movement-versatyle builds more viable.

I remember how much dedicated foot warriors hated mounted fat mages in MO1 because they could 2-3 shot anyone, now with a longbow no wheelchair mage Is getting near and telling the story.
People complained a lot about fat mages but they did bring a very interesting playfield to all sorts of fights.

SV had to make strong design choices for developing MO2 some of the promises failed to deliver and theres this bitterness that anyone that played MO1 can notice inherited gamebreaking bugs in the seccond version, which more than a colorfull and nostalgia elements really says a lot about how they choose to manage their proyect.
Shortcuts, bandaids and placeholder content Is no way to build a game and MO1 was the greatest example of a broken production model under the promise of a competitive full loot MMORPG sandbox.

Part of the problem Is what they considered the starting point and the importance they gave to clusters or packages of content that should indeed have been more round from start. And they are not gonna fix elemental problematics with minor changes they need to overhaul many of the already introduced mechanics.
Exactly things got “fixed” Henrique style. Which is basically just breaking everything either too strong or too shit. The community however did ask for a majority of this crap.
The crafting shit is a bit overtuned
 
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Emdash

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Sep 22, 2021
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and don’t listen to people who never played the first game.

It's so strange because the product (MO1) was something that certain people saw potential in. The fact that you would shit on that part of your community by not really listening to at least the larger bullet points, the main ideas of the consistent posting. The closest we got was the "we nvr gona wipe thoe.'

Basically I feel like there's tons of shit that people who play the game a lot (myself included, and I didn't play THAT much) know how to do that most of the devs probably don't even know... that's a problem. But yeah, the people who hung on and tried to finance your project, why shit on them. Well, they are getting their pockets lined by carebears.

Trust me dudes I would prol not take 8 hours of loot off you. I'd prol mai lit back or something, but you gotta get over it haha. The game is just like that. Dudes make you want to be mess w/ their heads. If people could just play the game... I mean in MO1 I was super high strung and was doing crazy shit lol. But I mean I was acutely aware of everything and getting around thru back passages (seems like either there are fewer or I know fewer back passes in MO2.) Now I'm just like whatever. The times I die are when I get caught by a zerg and then it's just like lol w/e
 
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Gulith

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Apr 5, 2021
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The int curve gutted all builds except for fastest dex mage.
What?
the int curve didn't touch dex mage & fatmage damage, it added damage to non dex non fat mages.
reverting the curve won't change anything about dex mages, it will just force you to go dex mage even more, since going 110-130int wouldn't be worth.
 

Teknique

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Jun 15, 2020
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What?
the int curve didn't touch dex mage & fatmage damage, it added damage to non dex non fat mages.
reverting the curve won't change anything about dex mages, it will just force you to go dex mage even more, since going 110-130int wouldn't be worth.
It brought up the average damage for mages, 100 int current>60 int before. It didn't add anything that can be considered meaningful. Going 110-130 int in MO 1 is extremely worth it. 115 int deals near max damage on all spells except flamestrike in mo 1. MO 2 int curve change brought this damage DOWN.

try it in mo1. Go 116 int and notice that your tlashes hit for 50 most of the time. Less heals do about 30. Death hand hits for 60 with more regularity than it does now. Also even if it were completely unaltered. Your releative damage on a 115 int build is much lower because everyone else’s is much higher.

Any extent that 115 int does more damage than 100 int in mo2 is outweighed by how much slower you are. Hence why it killed all builds other than 100 int dex mage
 
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Kaemik

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Nov 28, 2020
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It brought up the average damage for mages

No it didn't. It nerfed hybrids, which nobody asked for or felt was needed. It did almost nothing for mages. I mean a tiny buff at the high end but not really.


Screen Shot 2022-07-14 at 9.46.52 PM.png
 

Falcon

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May 28, 2020
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No it didn't. It nerfed hybrids, which nobody asked for or felt was needed. It did almost nothing for mages. I mean a tiny buff at the high end but not really.


View attachment 4618
idk, looks like the red is higher to me. and yes, it basically killed hybrids. (you know, the fan favorite class to play that helped make the whole skill sytem unique and the whole 'play your way' style)
 
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Teknique

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No it didn't. It nerfed hybrids, which nobody asked for or felt was needed. It did almost nothing for mages. I mean a tiny buff at the high end but not really.


View attachment 4618
Your graph actually demonstrates my point. The meta int is 100 currently and a fuckload of dex to get to damage levels around the previous 110-115 int mark which previously required massive penalties to your dex to achieve.

There's no point to taking those dex penalties for the slightly higher damage now.

Which under a totality of circumstances and a balance of probabilities indicates with a 99% confidence interval that game is shit.
 
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