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8/23/12 7:25:31 AM#41
Yeah seen that lots of times - be strong!
SV warned over and over and over and over that there WOULD BE LOTS OF BUGS! Doesn't seem to matter how many times they said that ppl are still bitching.
They also said we'd get lots of hotfixing and patches.
Bitch about that if it doesn't happen ... =P Until then... WAIT!
"In MO, even the haters are hardcore!" - ltank |
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8/23/12 8:21:07 AM#42
First hotifx patch notes are up: http://www.mortalonline.com/forums/threads/awakening-patch-notes-23-08-2012.77446/#post-1352125
Version 1.70.00.03
1.Added a lot of new characters to the valid-chat text - Some issues still there but improved. 2.Fixed socket issues for several NPCs that were not holding weapons correctly. 3.Fixed armored axe wielding minotaur animations. 4.You can no longer spam the stable and get a messed up UI. 5.Fixed speak for town criers. 6.The Potion Ticket Vendor has been fixed. 7.Chapliains in keeps should now correctly work. Might have to be replaced in some cases, ask for gm assistance if issues arise. 8.Splitting stacks now works as intended. 9.Fixed an issue with AI line of sight. 10.Fixed issues with AI not correctly using their follow offset. 11.Minotaur now regenerate more HP. 12.Sound volume for Megnaton now reduced. 13.Fixed an issue with pets trying to stand on top of you resulting in a hilarious headspin type of behavior. Improved. 14.Fixed issues with equipping while mounted. 15.Removed equipment restrictions when mounted. 16.Fixed a weapon switching crashes. 17.Removed the gate from Fabernum (didn't work as intended) 18.Fixed several issues where you wouldn't see players in the correct mounted/unmounted state. 19.Fixed "undefined" in petinfo. 20.Fixed issues that made it so that some loot items never ended up in their lootbag. 21.Enlarged serverside collision of some animals to avoid having them run into you when fighting.Improved. 22.Fixed several issues with humanoid animations (bandit floating when attacking etc.) 23.Fixed tutor interaction strings. 24.Gathering tutors should now work again. 25.Fixed a couple of broken chat channels. 26.Fixed whispers to work as intended. 27.Possible fix for the mount crashing. Hell hath no fury like an MMORPG player scorned. |
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8/23/12 9:51:17 AM#43
I decided to do a trial. Been patching for 3 hours now and it's still updating files with no end in sight. Reminds me of the good old days (when I first played at launch the patcher took about 2 days)... |
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8/23/12 10:23:23 AM#44
Originally posted by Biskop
Computer systems and internet tech is such an odd thing. I did a fresh install of the game earlier this week to prep for Awakening. It took me less than 30 minutes to download and install (I love my SSD). Similar thing for the Awakening patch. It probably took between 20 to 25 minutes to download and install all three patch files. The patch from today took less than a minute. Some seem to be faster, and others slower. I'm not the smartest computer guy around, so I have not idea why that is. Hell hath no fury like an MMORPG player scorned. |
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8/23/12 10:24:25 AM#45
Originally posted by Biskop Its not recommended mate. Its exactly the same crappy MO we all know with no ingame support but with more mobs and roaming guards glitching their way around. I m not impressed at all from the new UI and Tindrem is impressive but still gives the cheap and empty impression thats pretty much common in every other town or village in MO: random structures with no use at all and random NPC's scattered around the world. Now about the existing dungeons being filled with life and new dungeons placed around the world its just the usual crap that comes regularly out of Henriks mouth in his usual attempts to hype things up. Old dungeons are still empty and useless and my bet is that there are a couple of new ones around the world with a couple of random mobs in them. I didnt had the patience to explore anything else rather than Tindrem since the game is still pure crap and a mix of old and new bugs. I m just wating for servers to go up cause they re still down after the latest patch (i cant hide that i m impressed from them patching and supposely solving problems in such a short time after the release of the major patch) and have a final look on AI to see if its actualy the same old laughable one or if miracles can actually happen and they did made a step forward - but i highly doubt so. Awakening was the last chance i gaved to Henrik and the kindergarden crew. My opinion is that still the game is not even close to the shape of a Beta one and that theres no salvation for it since the allready crippled team lacks not only the talent to bring the game where it deserves to be but also the knowledge, the education, the vision, the professionalism and many more virtues.
I cant believe that took 8 months to implement Awakening with more than half features missing or turned off and cant think anything else than they are lazy bastards who pretending to run a business and having their fun by deceiving people and promissing things that they cant/ dont have the will to deliver.
EDIT: server is up and the AI is awful as always. Appart from the fact that mobs dont get inside you as they used to untill now they re crappy as they where and double tap backwards still resets them. BB Starvault. |
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8/23/12 10:39:26 AM#46
Originally posted by argirop
To guard against deceiving people, of the features promised for Awakening, can you list the "more than half" that you know for a fact are missing or turned off? Not just experiencing some temporary buginess, but actually missing or turned off? As a basic reference, here's the link to the Awakening announcement page, which lists the features it was supposed to have: Hell hath no fury like an MMORPG player scorned. |
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8/23/12 11:03:03 AM#47
Originally posted by argirop Ouch! :P Well I know that like me you've been following MO a long time, so I trust your opinion. A lot of people seem to be experiencing the usual disastrous launch issues,extreme amounts of bugs, vital things missing, etc. I'm not surprised at all. As a matter of fact I would be really surprised if SV managed to launch something as big as this in a smooth manner, since every major patch they put together in the past have turned out like shit. Still I want to check it out for myself. I can't believe they managed to fuck up concerning something as crucial as the new AI - it should be among the top priorities since it's one of core pillars of a working game (and, in MO's case, also supposed to revolutionize gaming, remember?). I guess they spent time working on a crapping animation for horses instead, or some useless skillset like glassblowing... Anyway, I can't wait to try it out. Sadly it's still patching like there's no tomorrow. I'm sure my internet connection is to blame... not. |
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http://www.youtube.com/watch?v=wIC5Ie7TOyA&feature=player_detailpage
new revolutionary ai
http://www.youtube.com/watch?v=OXw7SywvU_0&feature=player_embedded tindrem
http://www.youtube.com/watch?v=HhmywBYThPk
first look at awakening shows some new creatures there are 2 types of mmo, imitators and innovaters. |
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8/23/12 12:25:26 PM#49
Originally posted by deathshroud I guess he is left handed.
That is a little disapointing to say the least. I know the bugs can be worked out but I was hoping to try the game out again soon and depending on the rate of fixes it might be awhile again. Thanks for posting actual footage. Wa min God! Se æx on min heafod is! |
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8/23/12 1:18:59 PM#50
I was finally able to log in, after about 5+ hours of patching. A short review: I made a new char using the same old fugly models and customzation options. Those should really be scrapped by now; they were horrible to begin with and haven't aged well, to say the least. Then I tried to enter the game and had to spend about 15 minutes tweaking the settings to keep it from crashing - so much for better optimization... Even though my rig isn't exactly top notch I'm usually able to run modern games on medium settings. Now I had to set everything at the lowest and run the damn thing in a window, and it STILL kept crashing. When I finally got in, I was dead. Yeah, my fresh, never-before-played char had apparently been killed even before spawning, because I was in the etherworld and had to find a priest first thing. Not good. After ressurecting I was pretty impressed by the smooth movement and controls though; that part has certainly improved. Also, even though I spawned in Vadda and there were like 10-15 people around me, there was no visible glitching or graphic anomalies. Good job SV! The UI is a lot better now, but I was severely disappointed by the lack of an UO-style inventory. In a game featuring thievery, one would think that the inventory would be designed in such a way that thievery involves skill, both for the thief and the victim. Alas, MO still has the slot model in spite of SV promising to implement the old school UO inventory where you can move items around freely and stack them on top of each other. Come on, how hard can it be? Darkfall has it and that game doesn't even feature thievery. Anyway, chatting, menus, paperdoll, etc are MUCH better now, the game looks like an actual MMO and not like some 90's hobby coding project. Should have been there two years ago, but still. So I left Vadda and started trotting along at my ridiculously slow pace - SV still seem to believe that it's good game design to make 25 year old characters walk like disabled 90 year olds. Newsflash: it's fucking horrible game design. No one enjoys walking at ant speed the first hours in game, and it's not even remotely "realistic" anyway (as if that mattered, fuck realism, long live fun!). This "feature" should have been removed ages ago. I walked out of town, got roflstomped by a zombie after a short fight that actually felt pretty good and responsive. No glitching or rubberbanding, no invisible mob attacks. I could hardly belive my eyes. I ressurected at a nearby priest and found an AFK dude who I killed just to test the combat controls some more. Still pretty good. Well done SV! Kept walking, saw several mobs raining down from the sky. Good ol' classic MO feature, why remove that, right? :P Found a tower which I climbed, the guard was shadow boxing and didn't mind me too much. I tried hitting him but then the game crashed and I could not log in again despite trying even lower settings. I gave up after about 10 minutes of tweaking. Short version: looks pretty good but the gamebreaking stuff are still there, at least for me. I really wish SV would do the smart PR move of offering old accounts some free playtime soon though, since I'd like to test some of the new stuff with one of my maxed chars. It still really sucks to play a new char in MO. |
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8/23/12 1:25:55 PM#51
So watched the newest videos, and seen the bugs STILL in game after how many years? -Flying pigs. -NPCs falling out of the sky on render. -node line lag loading. -random frame rate freezes
Still not worth the subscription. So much crap, so little quality. |
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8/23/12 3:16:23 PM#52
So even more completely broken AI, and still tons of pigs flying and other creatures falling from the sky...
*Sigh*...I guess MO hardcore fans just never learn...As long as SV will be developping this game, it will have flying pigs, broken AI and endless bugs... |
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8/23/12 5:29:01 PM#53
Actually, I think the most interesting thing about the launch is Henrick's statement that he now believes the game is in a condition that he can get it on "the major gaming platforms". By which, I assume he means Steam. That is really their only shot at this point IMHO.
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator Starvault's reponse to criticism related to having a handful of players as the official "test" team for a supposed MMO: "We've just have another 10ish folk kind enough to voulenteer added tot the test team" (SIC) This explains much about the state of the game :-) |
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8/23/12 6:16:23 PM#54
Originally posted by Hodo
1. Falling from sky on render. 2. Ultra speed creatures that warp ahead, or bounce up and down. 3. Mobs that walk across the bottom of water and hit surface swimmers. 4. Mobs attack through player housing . 5. Dungeon mobs ignore elevation differences. 6. Mobs warp through walls and other mobs. 7. Horses that spin in circles and warp through a player when dismounted. 8. Movement lag in mob vs. mob combat, warping. (i.e. bandit vs. guard) 9. Double tap mob reset is still in, but the mobs will re-aggro if you stand around for a few seconds. 10. Players that launch into the air or sink beneath the terrain (riding or on foot).
So what I'm seeing is all the old problems with new mob AI. After the patch today we still have massive crashing issues, mounted archery is still broken, player storage vendors are still missing, mobs still aren't dropping carcass properly.
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8/23/12 6:45:19 PM#55
Originally posted by Hodo Cut him slack on the flying pigs, players told Henrick they'd pay a monthly fee for this pile of dung when pigs fly. He just misunderstood what they meant. |
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8/23/12 6:54:07 PM#56
Originally posted by GrayGhost79 lol All of my posts are either intelligent, thought provoking, funny, satirical, sarcastic or intentionally disrespectful. Take your pick. |
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it quickly became obvious that this new ai was just the old ai with abit of patching applied to fix some of the issues and improve pathing. But in turn they re introduced all the issues they previously had 2 years ago with mobs falling from the sky and mobs flying. Old problems that have never been fixed include mobs warping through terrain and or firing through terrain. Mobs getting stuck in an idle animation loop. The only improvements i have really noticed are... mobs path much better now especially pets, mobs seem to keep a better distance when attacking the palyer and mobs use a variety of different attacks. I wouldnt call it a total failure unless they fail to fix all the reintroduced bugs within the week. as it is now the game is unplayable and i honsetly cant bleeive they didnt fix the doubel tap its the main issue with the ai imo.
there are 2 types of mmo, imitators and innovaters. |
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8/24/12 1:05:12 AM#58
Originally posted by Slapshot1188 If they magically manage to remove all the technical issues, the game could theoretically be considered to be in launch state - this is how it should have looked and felt two years ago. If the game was polished and playable, it would be pretty awesome by now, given all the implemented features. But as always with MO, the good things are buried beneath mountains of bugs, horrible coding, weird design choices, and unprofessional behaviour. I doubt SV will manage to get it in a playable state before the last players leave. If they do, they HAVE to get it on steam or something similar so that more people find it. Also, they have to do a marketing push to draw the vets back in. |
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http://www.youtube.com/watch?v=vcbC4OgxIBs&feature=player_embedded latest build pve video, has improved but it still needs more patching.
there are 2 types of mmo, imitators and innovaters. |
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8/24/12 1:32:00 AM#60
Originally posted by Slapshot1188 Steam will probably allow them on. They've got some pretty bad titles in their listings. Much worse than Mortal Online. Hell they probably could of last year honestly. Steam has got some horrific titles that they've allowed to be sold through their system which should of never been allowed.
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