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Mortal Online (MMO w/ full PVP/looting using UE3 and with an awesome crafting system)

Stiler

[H]F Junkie
Joined
Jun 4, 2002
Messages
10,538
This is an upcoming MMO I'm really looking forward to. Its using the UE3 engine and is a completely first person mmo (no third person) that has full pvp/looting and many other things I've wanted an mmo to have since the UO days.

The best/easiest thing to do is watch this power point which gives a good overview on the game and features:
http://www.mortalonline.com/files/presentation/MortalOnlinePresentation.rar

Then watch the beta footage here:
http://www.mortalonline.com/videos

Just a few things that make me excited for it:

1. Full pvp/looting
2. Skill based but also heavily player skill based
3. full open world, NO instances
4. Mounts, non-pocketable and fully tamable mounts that can be outfitted with equipment and killed/stolen
5. Full player housing and buildings
6. No global chat/No map or radars/No big glowy name tags.
7. NPC's that behave more realistically and different, NPC's that physicaly attack you (IE pick you up, bash you around) and Legendary npc's that impact the world.
 
Sounds like Darkfall Online, which is a good thing. If I weren't in college, I'd probably give either game or both games a shot, but I know better.
 
Wanna bet on how fast Devs will remove/nerf the "loot all" option from PVP? I won't give them more then month after half of people will whine "I lost all my items because I was killed when I was AFK".

I've seen it few times. Like in Potbs when devs changed the game into welfare state, with free insurance money given after ship is sunk and so on.

But maybe I'm wrong, maybe devs will stick to their vision and ignore the forum mob.
 
Does anyone know any details about the stealth in this game, I gave up trying to find out what they had planned when they refused to give us the slightest details about it.
 
Wanna bet on how fast Devs will remove/nerf the "loot all" option from PVP? I won't give them more then month after half of people will whine "I lost all my items because I was killed when I was AFK".

I've seen it few times. Like in Potbs when devs changed the game into welfare state, with free insurance money given after ship is sunk and so on.

But maybe I'm wrong, maybe devs will stick to their vision and ignore the forum mob.

I think you will be wrong... Darkfall is full loot and the devs havent changed that, it has been 5 months now... so Mortal Online is going for a niche market in the MMO scene and they will get it, many will stay away because of the full loot aspect but others wont.
 
only thing i'm interested in is the no instances, everything else is meh...

killable mounts? haha thats cool

thats a big rar file btw
 
"no instances" sounds great. Some of the other stuff is enough of a turn-off to nullify it, in my mind, though.
 
Star Wars: Galaxies, back when people played it, had the best crafting system imho, but I cant seem to find too much about this to make a judgement.
 
I was excited about this until I read the no region chat/no map line. the graphics shown so far look pretty horrible too, much less than what I was epecting for ue3 game. losing conveniences like a map and chat sounds retarded, might as well not even have a quest log at that point. players should need to write down quest objectives on a slate with some chalk, then they can be really hardcore.

I was hoping mortal online would be more like old school ultima online or a mix of darkfall and user friendly mmos like wow and lotro. now it looks like its going to be fps darkfall with a terrible combat system.

time to keep waiting for guilds wars 2 I suppose...
Posted via [H] Mobile Device
 
I like most of the ideas these guys have, it should make for an interesting game, I'm glad pickpocketing is in, if they impliment some kind of stealth on top of this I'll definately sign up for an assassin character.

It is a niche for sure which is a pretty fundamental problem with MMOs, but I am fed up of the grinding quests in other MMOs and I think I'm ready for a bigger sandbox with a proper economy and some risk vs reward. I'd probably sub UO if it wasn't so out dated now.
 
I was excited about this until I read the no region chat/no map line. the graphics shown so far look pretty horrible too, much less than what I was epecting for ue3 game. losing conveniences like a map and chat sounds retarded, might as well not even have a quest log at that point. players should need to write down quest objectives on a slate with some chalk, then they can be really hardcore.

I was hoping mortal online would be more like old school ultima online or a mix of darkfall and user friendly mmos like wow and lotro. now it looks like its going to be fps darkfall with a terrible combat system.

time to keep waiting for guilds wars 2 I suppose...
Posted via [H] Mobile Device

Umm...maybe they added it later on but UO had no global chat and it had a Cartogpher skill as well for map making and things.

Having no global chat actually can be a plus, at least imo, because of the things I remember from UO:

1. No global chat makes the world feel a lot more larger and unexplored then having a constant stream of chat and people to talk to all the time.

2. It lends to having people forming real "meeting" point sin teh game where people will lhang out and do things like talk/sale their goods, etc.

In UO this is why the banks were always so populated with people hanging out. With no global chat you would generally go to the town bank (Britiana was the most crowded us usually) and would meet people, ask people for help/directions and sale things you had found or such.

Since UO there hasn't realy been any MMO that has not had a global or region based chat so many people who never played a game without such features don't see some things about it.

I like most of the ideas these guys have, it should make for an interesting game, I'm glad pickpocketing is in, if they impliment some kind of stealth on top of this I'll definately sign up for an assassin character.

It is a niche for sure which is a pretty fundamental problem with MMOs, but I am fed up of the grinding quests in other MMOs and I think I'm ready for a bigger sandbox with a proper economy and some risk vs reward. I'd probably sub UO if it wasn't so out dated now.

To my knowledge stealth works more realistic then your usual "pop invis" type of stealth. Mainly since darkness will be dark (IE you'll need a light source when it's pitch black at night or if you plan to explore a cave/dungeon area).
 
To my knowledge stealth works more realistic then your usual "pop invis" type of stealth. Mainly since darkness will be dark (IE you'll need a light source when it's pitch black at night or if you plan to explore a cave/dungeon area).

Well there has been little to no real confirmation from the developers on stealth which is why their forums is beating a dead horse over this since no one is setting anyone straight.

Anyway so we're talking forced dynamic lighting...that is going to play merry hell with the average joes video card, if they allow you to turn that off then stealth is basically not going to work, either way it seems like a bad solution - and this is coming from someone with a very capable system.
 
Wanna bet on how fast Devs will remove/nerf the "loot all" option from PVP? I won't give them more then month after half of people will whine "I lost all my items because I was killed when I was AFK".

I've seen it few times. Like in Potbs when devs changed the game into welfare state, with free insurance money given after ship is sunk and so on.

But maybe I'm wrong, maybe devs will stick to their vision and ignore the forum mob.

The whole game was designed around full loot. That will never change.
 
the no map thing never bothers me, infact i hate games that give you map options upfront, it makes exploring boring and doesn't force you to remember how to get anywhere, not to mention accidentally running into a cool looking area is always fun, ahhh that takes me back to EQ1/kunark days...
 
I don't see how tiny mmos like this hope to be profitable.
What kind of player base can you build?
 
Sounds way too hardcore for me :eek:.

I'd quit the game over losing all of my gear in a PVP match. I don't see how that's fun. I've never been in a game like that before, but I would imagine it makes PVP pretty weak in that no one will go out in a 1v1 and will always gang-bang you.
 
The main thing about gear and full loot pvp is that you have to understand, gear is not "epic" or "uber" a la WoW and more PVE centric games.

The game isn't built around you going on raids/going after that uber item to get so you can kill even bigger things to rinse and repeat.

The skills you have and the skills you have as a player will matter more then simply what gear you are wearing, t he gear does not "make" your character like in most mmo's.

You won't have to "grind" for hours to get some piece of armour and then lose it and have to re-grind hours again.

You will be able to b uy armour from crafters and players among other ways.

Just speaking from my UO experience with full loot/open pvp. I ALWAYS had back-up gear stored away in my bank vault and in my house. If I lost my gear it was just a quick stop to the bank/house to get more and even without the gear a quick weapon from a friend or such and you were capable of still fighting and having fun.

Games like this aren't about an endless item chase doing the same thing over and over and over. It is a sandbox game designed around letting you, the player, make the choice of what you wish to do in the world. PVP, crafting, setting up your shop, joiningi a guild or not, going on a pk spree, hunting pkers ( reds) among any other thing you mighti wish to do.

There are no lv's and things, it's best to leave the things you may have known from WoW and similr mmo's behind.
 
The main thing about gear and full loot pvp is that you have to understand, gear is not "epic" or "uber" a la WoW and more PVE centric games.

The game isn't built around you going on raids/going after that uber item to get so you can kill even bigger things to rinse and repeat.

The skills you have and the skills you have as a player will matter more then simply what gear you are wearing, t he gear does not "make" your character like in most mmo's.

You won't have to "grind" for hours to get some piece of armour and then lose it and have to re-grind hours again.

You will be able to b uy armour from crafters and players among other ways.

Just speaking from my UO experience with full loot/open pvp. I ALWAYS had back-up gear stored away in my bank vault and in my house. If I lost my gear it was just a quick stop to the bank/house to get more and even without the gear a quick weapon from a friend or such and you were capable of still fighting and having fun.

Games like this aren't about an endless item chase doing the same thing over and over and over. It is a sandbox game designed around letting you, the player, make the choice of what you wish to do in the world. PVP, crafting, setting up your shop, joiningi a guild or not, going on a pk spree, hunting pkers ( reds) among any other thing you mighti wish to do.

There are no lv's and things, it's best to leave the things you may have known from WoW and similr mmo's behind.

i support this explanation


it must be hard for some to have no clear direction... go this way, follow the yellow brick road, you almost have that carrot now and once you do get it, another carrot will be waiting for you seems to be the only way to make a game these days.. *cough hollywood
 
the no map thing never bothers me, infact i hate games that give you map options upfront, it makes exploring boring and doesn't force you to remember how to get anywhere, not to mention accidentally running into a cool looking area is always fun, ahhh that takes me back to EQ1/kunark days...

i think there will be professions to make maps in game, should reward exploration, it allows for a deeper level of professions, basically you could be a cartographer in the game and produce maps based on your own exploration, with a lot of exploration people would be willing to buy your maps, in this respect its a lot more sandbox like UO was (im not sure if cartography is in for sure but i've read rumours)

I don't see how tiny mmos like this hope to be profitable.
What kind of player base can you build?

Well it's a good point, I think the problem with shooting for mainstream like for example WAR did by mimicing WoW to a large degree, it means you have to compete with the other big boys and you can easily lose a lot of your players to other similar mainstream MMO's or whenever Blizzard release an expansion.

However a niche game, while is has a smaller playercount, will tend to have a more hardcore fanbase of loyal players whol will be more regular spenders and probably play for longer. Part of making an MMO successful isn't just making a lot of money, but making a predicatble amount of money.

Sounds way too hardcore for me :eek:.

I'd quit the game over losing all of my gear in a PVP match. I don't see how that's fun. I've never been in a game like that before, but I would imagine it makes PVP pretty weak in that no one will go out in a 1v1 and will always gang-bang you.

Well losing your stuff doesn't have the same meaning as it does with MMOs like WoW, gear barely even matters, it's personal skill in battle that outranks gear, so you can stop by a shop and pick up a pretty badly crafted blade and some badly crafted armour for pennies and you're good to go. With such an extensive economy where the players make a great deal of the armour/weapons its going to mean cheap prices and a wide range of quality wares.

With Banking and houses it should also make getting more gear easy, you can just buy a handful of average blades and you're sorted for the next bunch of spawns.

it's way more risk vs reward like Eve is, only it's not boring :)
 
This looks amazing. I REALLY hope it has a good launch and succeeds. I've missed the UO style ruleset ever since I quit it a bit after AOS came out and tried the newer generation of MMOs. Seconding comments about no global chat, this is really what made UO after the ruleset. There were communities in every town, and you could actually find people hanging out in common areas, such as blacksmiths talking about their craft at the anvil, "tamers" discussing pets around the stable, etc.

FFA PVP with full looting is very, VERY fun and exciting. It feeds to group, team based PVP very well. If it's anything like most games, it will feature healing of some sort, and this is where cross-healing and teamwork come into play. I remember in UO, a few skilled, coordinated people could easy take on twice their numbers.

Hoping this comes through, even if it won't have a giant playerbase like WoW. UO was still very alive and populated long after WoW had released and was dominating.
 
I got my start in MMOs with Everquest. EQ was not a user friendly game at the start. When you started, the starting town had a few NPCs that "taught" you how to get quests from other NPCs. After the starting town you had to drag quests out of NPCs in order to get them... now some may say that's retarded but it forced you to read the dialogue and in turn you learned the lore of the area and in turn the lore of EQ in general.
EQ also did not have a map. All it had was a location system and a compass. I can't tell you how many times I got lost and died, and searching for my corpse for hours. Sounds stupid, and it could get annoying sometimes... but belive me, you were always on your guard when in new areas. Not to mention if you chose a race that didn't have night vision, playing at night was very difficult!

MO will not have questing. If they do it will be some sort of adventure quest, but not the type of questing system in play in todays MMOs. It's a sandbox game so you may see a lot of player created quests. There will be unique monsters though... meaning that once they are dead you will never see them again. They haven't elaborated on the rewards of besting one of these beasts though.

MO seems like it's going to be a gem. It's a skill based system (I'm unfamiliar with this type of system) and a lot of people cry about macroing. MO has made the main skills very easy to max out, about two weeks. They did this in order to combat the macroing. Maxing your skills gives you only a very slight advantage over a "newb." The secondary skills are the skills you have to use in order to get up, and I'm sure there will be people macroing them.

The Devs stated that they didn't expect an overly large fanbase based on the fact that it is a niche game. But as active as the Devs are, and the way they actually care about their game, the MO experience should be top notch. I for one, am really looking forward to trying this game. I will probably get my arse smacked around in the beginning too because I have no experience with a skill based sand box game. But I can bet I'm going to have fun learning the ropes!
 
A skill based system, unlike lv based games, means that your gain skills by using that skill. Instead of simply killing things to "lv up" and then putting points into whatever skill you wish, you intiead merely play the game and use whatever skills you want and by doing so your skills will raise throuh the use of them.

IE you ues a sword, so it raises your swordsmanship skill aong with some secondary skills attached to it.
 
tbh it sounds very much like eve (with almost disposable ships) and that has by no means killed pvp there


sounds like this game with skills etc could almost be a ground version of eve which i really aproove of, if they can deliver on thier promises i will be in for sure
 
All right, the MMO fan that I am, they've sold me on at least a beta a month's subscription or two. As much as I love WoW and WAR, I also like to keep other game styles open. GlobalAgenda and Mortal are high on my list.

Is anyone else not able to open any of the store content? It wasn't clear if it was being delayed two weeks ago back in June, or two weeks from July 7th. I'd like to purchase, preferably the loot bag (but not the lifetime subscription.)
 
It was two weeks from late june, it is supposed to be open July 13th.
 
Sounds almost like SWG pre-CU, which is a good thing :D.

Nothing about Galaxies was good. If you can see a resemblence between this and Star Wars Galaxies, then I'll stay away from this one.
 
yes because the end all of all things of earning a profit hasn't ruined the gaming industry one bit

Sarcasm duly noted, however, what exactly is your argument?
Folks should work for free and subsidize running their dream MMO out of their own pockets?

Creating an MMO and sustaining an MMO costs money.
Putting in time and effort costs money (unless you are an open source advocate who does it for e-peenery, but how many open source MMOs are out there, hmmm?).
 
Nothing about Galaxies was good. If you can see a resemblence between this and Star Wars Galaxies, then I'll stay away from this one.

I actually enjoyed Galaxies pre-NGE/CU. The sandbox style MMO was well incorporated into the game and was a nice refresher from all the grind fests and theme park style MMO's like WoW/LoTR, etc etc. The abundance of classes made it really fun to find what kind of playstyle you enjoyed (i think 20-30+?) The one really cool thing was the interaction you had with the community though. You had to completely rely on armorsmiths/weaponsmiths for new weapons, docs to buy their stims/antidotes, chefs for their food buffs, architects for houses, tailors for new clothes, etc etc. The player driven economy was really something, especially for back then.

The combat was pretty fun too, pre-CU and pre-Jedi. Mob encounters were actually life threatening fighting deathsisters, rancors and krayt dragons, and of course the PvP was a blast raiding actual enemy cities and player cities.

Based on the list, I'd say that the only things related:

2. Skill based but also heavily player skill based
3. full open world, NO instances
4. Mounts, pocketable and fully tamable mounts that can be outfitted with equipment and killed/stolen
5. Full player housing and buildings

Eh, whatever floats your cup of tea, I'll keep my eye on it if you enjoy a sandbox style MMO. The execution is going to be key... lots of sandbox mmo's have failed pretty hard since then.
 
Sounds like this could be pretty cool and may be the MMO push I need again.

It made me think of my one friends story in ultima online (pretty sure it was UO, may have been EQ?). he and his father both played heavily at one point. My friend made a character who excelled in making potions and such. I guess for a while he was making cookies that gave HP back / initiated healing. He'd fire up that character...make a bunch of these cookies...drop them....reload his other "main" character and get the items, and usually trade them away to his dad for free.

This went on for a while...one day he instead made cookies with poison in them. He gave them to his dad, who ended up dying from it...he took all of his loot and ditched him haha. It was a tense house hold for a few days, from what I heard. haha

Again, not firsthand experience but it was a story that made me laugh...might be 100% false or impossible for all I know...but regardless, I'd love to see an MMO that gives that kind of freedom and experimentation, with some realistic penalties and consequences again...
 
I actually enjoyed Galaxies pre-NGE/CU. The sandbox style MMO was well incorporated into the game and was a nice refresher from all the grind fests and theme park style MMO's like WoW/LoTR, etc etc. The abundance of classes made it really fun to find what kind of playstyle you enjoyed (i think 20-30+?) The one really cool thing was the interaction you had with the community though. You had to completely rely on armorsmiths/weaponsmiths for new weapons, docs to buy their stims/antidotes, chefs for their food buffs, architects for houses, tailors for new clothes, etc etc. The player driven economy was really something, especially for back then.

The combat was pretty fun too, pre-CU and pre-Jedi. Mob encounters were actually life threatening fighting deathsisters, rancors and krayt dragons, and of course the PvP was a blast raiding actual enemy cities and player cities.

Based on the list, I'd say that the only things related:

2. Skill based but also heavily player skill based
3. full open world, NO instances
4. Mounts, pocketable and fully tamable mounts that can be outfitted with equipment and killed/stolen
5. Full player housing and buildings

Eh, whatever floats your cup of tea, I'll keep my eye on it if you enjoy a sandbox style MMO. The execution is going to be key... lots of sandbox mmo's have failed pretty hard since then.

Were we playing the same game? Galaxies was a GRIND fest.
 
Were we playing the same game? Galaxies was a GRIND fest.

I guess I didn't particularly care about maxxing my skill trees asap.

The typical "quest" system we see in most games nowadays though, was nonexistent back then. You basically get missions from terminals that spawn creeps to basically go kill, so I'll admit that; pretty boring grind fest if you just rinsed/repeat over and over again.

I played at release and it probably took me 4-6 months(?) to max both Master Rifleman/Master Doctor and I felt like I was one of the first couple ones on my server. Thing was, I didn't feel like it was a chore since I was busy doing other shit and the community interaction really grabbed me in. /shrug, guess we had completely different game experiences. I guess the leveling came naturally since I basically was leveing/questing 40-50% of the time and PvP/raiding bases/gathering resources during the other 50%.

If it released today, i'm pretty sure it'd fail without any changes to its questing system. The other mechanics they had though, were pretty awesome IMO.
 
Dan, I never saw it, but I heard there was a time when SWG was a TOTALLY different game than it is now. Years ago, it was skill based, and jedi were not even a character class. You had to do some epic quest just to unlock a force sensitive character slot if I recall. Then they totally ruined everything.
 
Dan, I never saw it, but I heard there was a time when SWG was a TOTALLY different game than it is now. Years ago, it was skill based, and jedi were not even a character class. You had to do some epic quest just to unlock a force sensitive character slot if I recall. Then they totally ruined everything.

Yeah, you had to basically figure out some random combination of classes that was uniquely assigned to your char to "unlock" force sensitivity. Pretty stupid giving a "god" class to players though. Bounty Hunters couldn't keep up with killing them lol.

Quick summary of pretty cool game mechanics: player cities, player economy, plethora of classes, skill based so you could be masters of a few or jack of all trades, diversity of classes from entertainers to fighiting or to pure crafters, which gave unique combinations, harvesting resources to use for your weapons/armor/crafting, player cities, animal/vehicle mounts, animal/robot pets (imperials get AT-STs? bullshit!! :p), player housing & complete customization of your home, player stores, full galactic PvP between both sides (which was optional if you go neutral), player war bases, and of course the lore of seeing all the famous SW landmarks and interacting with them.

Eh, I'm not sucking SOE's dick since I despise them for ruining MMO's after MMO's but the beginning execution of the game was just right.
 
Dan, I never saw it, but I heard there was a time when SWG was a TOTALLY different game than it is now. Years ago, it was skill based, and jedi were not even a character class. You had to do some epic quest just to unlock a force sensitive character slot if I recall. Then they totally ruined everything.

I played it before the Jedi were a character class. I didn't play it after they made all the changes. Galaxies sucked balls. It is without a doubt the worst Star Wars game of all time. They managed to create a world using Storm Troopers, X-Wing pilots, droids, and bounty hunters that didn't remotely feel like Star Wars. The fact that you had to wait in lines to get a buff to do anything was retarded. Crafting was too complex for my tastes. Combat required no more skill than any other MMO requires. Where it really failed was with the lack of space combat, and the ability to own and operate ships of your own. The game was complete shit. Plain and simple.
 
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