| 181 posts found | |
|---|---|
|
1/13/09 12:27:31 PM#121
Originally posted by Kieth75
Link above for anyone who reads Kieth75's uneducated statement and thinks he/she may even be remotely right. "Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..." |
|
|
1/13/09 1:07:49 PM#122
Yeah, that's the right way to go: talking sh*t about unicorns, when actually never seen any. -- Remember, your advantage lies in your opponent's weakness (J) |
|
|
1/13/09 5:21:27 PM#123
It seems different than Darkfall in a lot of ways but has some great ideas. I welcome any new game into the genre especially when it's a sandbox title. The Deva system has me intrigued. To people skeptical about it's seemingly short development you have to look at the project timelines. They started designing this in 2002 and working heavily on it in 2005. Darkfall rewrote their engine in 2006, and aren't these guys at Mortal Online using some 3rd party tools whereas Aventurine developed their own from scratch? I think the timelines workout pretty well and I believe they have a lot more work done than what the average person might imagine for when it came onto the scene. Only time will tell though. I hope they have a smooth beta phase. |
|
|
1/16/09 6:15:31 AM#124
Well this game certainly does seem like darkfall but from what i have briefly seen of it I would say it is indeed looking more proffessional and promissing. The way the skill system is described seems alot more thought out and seems to have more depth to it then Darkfalls. Also Mortal Online seems to have better looks which is probably no doubt due to the engine they are using which also seems a far wiser choice then what was chosen with darkfall.
I wouldnt be suprised if alot more start looking at Mortal online now that Darkfall has delayed again. However i doubt Mortal will be out this year I hope im wrong. |
|
|
1/24/09 1:10:58 AM#125
This game looks amazing. |
|
|
1/24/09 7:55:37 AM#126
Originally posted by Sandyar Not that many similarities. DF will have a huge non instanced game world without any zones, MO will have a small and partly instanced world with zones. DF gear have less importance player skill high importance, MO gear have more importance player skill less importance. DF is a pure skill system, MO is a mix class and skill system. DF have WYSIWYG loot system MO will likely not have. Some of the USP I find most interesting in DF and not seen MO. Seems that MO developers more eager to earn money on a concept rather than a released game like DF. Selling t-shirt with a few screenshots and video precent more or less a 2d view... wtf?
You are so wrong about MO.
Mortal Online will have an open world like DF, There is no such thing as instanced zones in MO.
Played: UO,DAOC,EQ,AC,AC2,Lineage 2, FFXI,AOC,WoW. Playing: Age of Conan. |
|
|
1/24/09 1:28:04 PM#127
Originally posted by Delekhan
You are so wrong about MO.
Mortal Online will have an open world like DF, There is no such thing as instanced zones in MO.
dev quote? And I think mo and DF will be remarkably similar to most people. They may have significant differences, but they WILL be competing against eachother and WILL affect eachother, to think they won't and live in their own niche's is retarded. The full loot fantasy ffa pvp mmo with real time combat genre isn't developed enough to create niche's within this niche... EDIT: for example, if the first mmo's that came out were UO and Runescape, sure we now know there are plenty differences between them, enough for each to have its own niche audience, but for people of that time, they were like "sure they are different but they HAVE to compete with eachother because they both have a HUGE thing in common, they are both MMO'S!!", you can't create a niche within a niche, when the niche you are going into is brand new (or in this case, ressurected after a long absence) When I'm energetic I'm: When I'm at default I'm:
|
|
|
2/02/09 4:14:35 PM#128
MO has my vote until they fail dates... if they do fail them that is. |
|
|
2/02/09 4:16:09 PM#129
my MMO faith is in the hands of Mortal and/or Earthrise |
|
|
2/02/09 5:42:29 PM#130
I hope both MO and DFO succeed, of course. I've preferred skill-based advancement systems over levels since I started playing MUDs ages ago, and unfortunately very few MMOS have adopted the idea. Anyway, I don't really care if MO or DFO turns out to be the better game, but at the moment DFO seems more attractive to me. Graphics are irrelevant as long as they are good enough to help immersion, and reward exploration. UO and AC are not up to par in that regard, but MO and DFO both have good enough graphics that the quality of the game world design matters more than quality of textures. And that's where DFO pulls ahead. The world design just seems more ambitious. DFO will have a much bigger game world than MO at launch. This might change with expansions, and patches, but right now, the explorer in me is more drawn towards DFO. MO developers say they are designing the game around small scale pvp so they don't have to be able to support a lot of players on screen at the same time. That's fine, but how are they going to enforce this? If 100+ players show up in the same area, what do you do? Let the servers or clients that can't handle the load crash? Not really a valid concern until impressions from beta start ticking in, but I'd hate to see them have to resort to instancing or crowd control mechanics because of technical limitations. Anyway, it doesn't matter much. I'll (probably) get a chance to play Darkfall for a few months before Mortal Online releases, and at that point more information should be available. Two games with similar concepts means twice the chance of one actually being worth playing, and if both fail, Earthrise might be closing in on release. 2009 should be a good year for sandbox fans. :p |
|
|
2/03/09 5:39:08 AM#131
2 things zyone: When it goes about large scale battles, this stick has 2 endings. Every graphic whore yells for high lvl of gfx, like in single player games. They will get it, but on the other hand I'm against detailed graphics in mmo games, as those are meaning to be massive, not just a multiplayer. And wiser players know how the game work at the end, when there's too much itemization and detail. -- Remember, your advantage lies in your opponent's weakness (J) |
|
|
2/03/09 6:45:05 AM#132
Originally posted by joshe Nah, I'd say a decent dual core (3GHz+) 4 GB of ram and a 512mb GPU will be able to handle it. Download this presentation of the new features of the U3 engine: www.unrealtechnology.com/Downloads/Videos/GDC2008_UnrealDemos_hi.wmv (click "save as" - 30mb download) At about the 3 minute mark they demonstrate the "High Density Crowds" feature. |
|
|
2/03/09 12:36:05 PM#133
Originally posted by L1ghtsabeR Nah, I'd say a decent dual core (3GHz+) 4 GB of ram and a 512mb GPU will be able to handle it. Download this presentation of the new features of the U3 engine: www.unrealtechnology.com/Downloads/Videos/GDC2008_UnrealDemos_hi.wmv (click "save as" - 30mb download) At about the 3 minute mark they demonstrate the "High Density Crowds" feature.
That's an impressive demonstration... but, even AoC can handle having hundreds of NPCs on screen at the same time. It's just not the same with players. It's certainly an advantage for Star Vault that Epic Games will want to show the world how great the Unreal Engine is as a backbone for an MMO, though. And, as for world size, it's a manner of preference. I know a lot of people prefer a compact world so they can have pvp action 24/7. If that was important to me, I'd rather play Counterstrike or Call of Duty, though. In an MMO, I like to be able to get off the grid in relative safety once in a while, but that's just me. Yes, I know I could go play a single-player game for that. :p |
|
|
2/03/09 3:51:49 PM#134
I just went through and read this whole thread and have finally decided to say something I have noticed over the last month or so, not just from this forum, but that of several, eg MO, DF.
You (some) people are publicly stating 'facts' from creditable sources like, 'YouTube' and 'Wikipedia'. /sarcasm. You (most) were all even to busy to notice that what seemed to be MO devs joined this thread and tried to get involved, and everyone just ignored them and tried to force their own concepts of the game onto each other. You want to know about the game, stop speculating, ask the devs, listen and demand answers. Developers are only going to publisise facts about their game for a few reasons I can think of. Basically advertising, and getting fans involved, and interested. To calm the mob, aka fans. Give them information, keep them quiet, let word of mouth spread
|
|
|
2/03/09 5:35:35 PM#135
Originally posted by Zyonne
And, as for world size, it's a manner of preference. I know a lot of people prefer a compact world so they can have pvp action 24/7. If that was important to me, I'd rather play Counterstrike or Call of Duty, though. In an MMO, I like to be able to get off the grid in relative safety once in a while, but that's just me. Yes, I know I could go play a single-player game for that. :p Well, AoC isn't using the U3 engine. As for the world size, the devs would like it to be bigger, but they simply don't have the man power and time to increase its size and keep the quality that they wish to have. The size of the world planned for launch is 1/6th of the total land mass they have planned. |
|
|
2/03/09 5:37:55 PM#136
Isnt mortal online made by koreans or ncsoft or somthing? If so...than no, it won't be better. |
|
|
2/03/09 5:39:15 PM#137
Originally posted by 1-8-7
it's made by swedish guys. |
|
|
2/03/09 5:43:30 PM#138
Originally posted by shrapnel20
it's made by swedish guys.
|
|
|
2/03/09 5:43:35 PM#139
Originally posted by L1ghtsabeR Well, AoC isn't using the U3 engine. As for the world size, the devs would like it to be bigger, but they simply don't have the man power and time to increase its size and keep the quality that they wish to have. The size of the world planned for launch is 1/6th of the total land mass they have planned.
Which makes me hope for a really smooth launch. This way that team can move on to getting the next part (2/6) of the world ready. I have no shame in admitting I like big, open worlds. When I played AC I spent countless hours running around in the wide open wilderness exploring (EKAS). Note, I'm not questioning them (SV) on the world size or asking for a change from current plan. I happy with their direction at this moment. I just look forward to the day all 6/6 of the world are in. "Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..." |
|
|
2/03/09 5:44:53 PM#140
Originally posted by 1-8-7
There's a thread in this forum stickied at the top that answers questions like these. There's even a link in my sig. "Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..." |
|