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8/21/12 5:14:31 AM#21
Originally posted by FastSlothOriginally posted by BitshiftWhere's the thievery fix again? And breeding? Ghost-scout fix? Does the arena work? Just to name a few..
I don't think that any of the mentioned problems are > AI, Terrain Fix, GUI or things like that. But yeah, a Ghost Scout fix should have been implemented, but would only serve the PvP community (again). It's time to provide some features for the Non-PvP gamers, if that game will exist in the future. The changes seems to perfectly fit in that approach.
One reason I rage-quitted was because of the non-working Pathfinding of tamed animals and the general stuck problematics. If they will / have addressed that (and they need to, cause of enhanced taming), that's one step in the right direction.
Why bother about Ghost scouting, when I'm not able to even play the game because of broken core mechanics? |
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8/21/12 9:06:17 AM#22
"as we moved test over to the live database, we ran into a conversion issue."
LOL fail computer ingeneering ! can't even deal with such a simple thing as DB conversion. fail code, fail DB structure. |
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8/21/12 10:14:29 AM#23
Originally posted by Bitshift I do.
Anyway, I'm reaaaally curious about the AI. Not even kidding. I wanna see that on youtube. |
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Kost
Newshound
Joined: 1/15/10
In omnibus requiem quaesivi, et nusquam inveni nisi in angulo cum libro. |
8/21/12 10:17:50 AM#24
Originally posted by Rohn How many more years are you willing to wait just to see "the kinks get ironed out"? Serious question. |
Originally posted by raff01 sigh.. Starvault, Starvault never changes.. there are 2 types of mmo, imitators and innovaters. |
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8/21/12 11:17:00 AM#26
Originally posted by Kost
I enjoyed playing the game as it was. I expect problems with major expansions for any game as well. Gameplay to me is the reason to play a game. If you want to play a certain style of game, then you have to play the game that offers it. Pretty simple. More-of-the-same themepark gameplay is a dime a dozen. Some of it can be fun for a while, but it's meaningless to the gameworld. I prefer a different style of gameplay, more of a virtual world, which has become all too rare in the MMO space. Hell hath no fury like an MMORPG player scorned. |
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8/21/12 11:19:35 AM#27
Originally posted by Bitshift
Uhm... one of the main arguements against ghost scouting is that PVPers can use ghost scouts to camp resource spawns and PVE spawns. When you go to a rock -> my ghost sees you -> red logs in and kills you. That particular fix would serve the PVE and crafter community as much as the PVP community. Back on topic: SNAFU, did we expect anything less? |
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8/21/12 11:34:32 AM#28
Originally posted by Bitshift Thats the main reason i rage quited MO more than 1 times and i hate to be the bad news messanger but i do remember Theia and Discord on the community server Teamspeak announcing that the pathfinding issues and the general stuck problems are cause of the Unreal engine and people should only expect for minor improvements on that aspect instead of a major solution to the problem. In my book that means : the pathfinding issues are caused of bad coding and unless we start redoing MO from scratch theres no way to be iron out. Theres no way for me to search for the thread in official MO forums but feel free to do so (and also link it here). I do remember though that there was a player who did spend some time and started the thread by noting down the sound matterial from the community discussion several months back (it was around TC patch- maybe a couple of months later). |
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8/21/12 12:25:14 PM#29
They have given something of an update: http://www.mortalonline.com/forums/threads/the-real-awakening-mega-thread.77046/page-25#post-1349330 "The problem is not that simple I'm afraid. Here's whats happening: If nothing else, I'd recommend the video, it's pretty funny. Hell hath no fury like an MMORPG player scorned. |
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8/21/12 12:36:51 PM#30
Originally posted by argirop
Well, that's just sad. I don't see why this should be a problem of the Unreal Engine, this sounds very wrong for me. Anyway, one of the problems regarding path finding clearly occurs because they seem to have build the world without even thinking of using proper measures and bounding boxes / invisible collision boxes.
The only thing I can say: Use a pet along with the stairway in Morin Khur, it's impossible. Looks nice, but is annoying as shit. |
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8/21/12 12:45:27 PM#31
Originally posted by Rohn How could they have not forseen this issue? I mean, this was SUPPOSED to launch in April, giving them over 4 months of extra time. So, Awakening was patched LIVE over 12 hours ago and nobody can even get INTO the game? Hmmmmm, wonder what other "unforseen issues" we will see once someone actually logs in.
Oh and in before someone calls "failed bug returns" =P |
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8/21/12 12:58:02 PM#32
Originally posted by SaintPhilip
Why do problems make it from any game's test server to live? Who knows, but it happens all the time, even though most or all of them should have been "forseen". The point is that they found a problem, and decided to fix it before going live with it. I don't know any rational person that would say they should have launched it anyway. Hell hath no fury like an MMORPG player scorned. |
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should of just deleted all pets make people tame new ones save 2 days of server down time.
there are 2 types of mmo, imitators and innovaters. |
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8/21/12 1:48:28 PM#34
Discord Lead GameMaster |
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8/21/12 3:33:25 PM#35
Originally posted by Rohn Tbh these excuses are getting so boring, if I didn't follow MO explicitely for the drama only instead of actually playing the game, I wouldn't even bother reading them anymore.
Nobody cares what's wrong or why. It may be interesting internally, within StarVault, but why do the customers need to know which line of code is wrong? What is that good for? Am I supposed to say "woahhh SV I see, that is pretty complicated. Sounds like rocket science. If you can fix that you're my absolute heroes!"? Or are they posting the details of their problems because they want input from someone who actually knows what to do? Well fine, I haven't programmed in a few years but, use standard values when creating new objects, copy the live db before you mess with it, see if it works, then use the copy, and if there is "no easy sql we could do to just solve it", find someone who can do more than just the easy tasks. What does "This can NOT be done on a offline database because the data that is "what pet did you have" is compressed" mean anyway? Does anyone know? Does SV know? Are they saying that they can't read the content of their own db? That's pathetic. Like over 9000/10 pathetic.
Reading this was painful. Very painful.
How does SV manage to actually get more amateurish instead of less by time? |
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8/21/12 4:00:21 PM#36
Originally posted by Bitshift Super Monday Night Combat, not even an MMO here, has the same pathfinding and AI issues with bots in game. They have always and continue to lay the blame at the feet of the UE engine. Reportedly the Uber team is upgrading to a new version of UE that's supposed to help with those kind of things. They sound a little like SV to me atm kinda funny. Anyway, on topic point being, SV may have shot themselves in the foot using UE to make an MMO with their specific set of features. Twitter: @Nephaerius |
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8/21/12 5:21:02 PM#37
They've compiled a list of known issues for post-launch attention, perhaps the client update is getting closer to release: http://www.mortalonline.com/forums/threads/awakening-launch-issues.77129/ Hell hath no fury like an MMORPG player scorned. |
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8/21/12 9:50:38 PM#38
The update now appears to be available, and is patching. Finally.
Hell hath no fury like an MMORPG player scorned. |
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8/22/12 1:44:33 PM#39
New AI? There is none! :D Hm, maybe I should give it some more time.... but we just had a walk in the jungle, saw flying bears, tiny terrorbirds fleeing from us... in a vertical direction-straight up into the trees. When we fought some mobs we noticed that they just chase you in the pre-awakening way, and walk right into you so you cannot attack without handlehits and see the thing from the inside. The only difference to pre-Awakening pve is the amount of hp and dmg which has been boosted alot. I got knocked down by a Satyr once and that insect thing almost killed us, but still no sign of AI behaviour , just chase chase chase hit hit hit. Maybe I'm expecting too much but some sort of trying to get away on low hp or something and proper pathfinding was something I did expect to get with this expansion which had a focus on AI.
http://www.mortalonline.com/forums/threads/the-real-awakening-mega-thread.77046/page-50
I killed the mobs, and even the undead don't seem to give a shit about me Pigs don't react on your presence >_> What about these guys? Should they be passive as well? haha a flying Bandit, man hes going to be OP to kill LOL LOL LOL LOL LOL I'm disappointed so far. Mobs mostly with no visible reaction to my presence, I got thunder-lashed by a guard chasing someone running in a totally different direction, killed 4 pigs, and only one (the smallest one) had loot.
This thread is quickly filling up with hilarity.
Tindrem is empty and dead, the new AI doesn't exist, flag system bugged. Ka-ching, Henrik! I'm sure! |
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8/22/12 4:05:56 PM#40
Originally posted by FastSloth Everytime I get quoted on this forum a little part of me dies somewhere deep inside. |
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