Compendium of things Henrik said on discord

Not from Henrik but still interesting...

[SLAV]Nyarusheute um 12:53 Uhr
I think khurites will dominate MO2 myrland
Dashogunheute um 12:54 Uhr
Oh?
[SLAV]Nyarusheute um 12:54 Uhr
sicne tindremene are gone
Valoranheute um 12:56 Uhr
What do you mean Tindremene are gone?
[SLAV]Nyarusheute um 12:57 Uhr
Tindrem burned between mo1 and mo2
Valoranheute um 12:57 Uhr
Henrik said that?
[SLAV]Nyarusheute um 12:57 Uhr
yes
at laest I think he did, was a long time ago

FarmerJoe heute um 15:30 Uhr
A lot of stuff burned
Magpie Tactics™heute um 15:30 Uhr
Tindrem was sacked?
FarmerJoeheute um 15:31 Uhr
stuff has changed fo sure
 

Najwalaylah

Exalted Member
... And with that crack in the dam, there will be a flood of speculation vs "What Henrik Said", in his actual words.

You're never going to keep comments & speculation out at this rate.

we-are-not-simply-moving-over-wealth+shit-vaith-says.JPG


Tukh statues everywhere?
 

Najwalaylah

Exalted Member
This is relevant to a recently-returned player, if not much else, from out of the "Stuff Henrik Says" Files:


https://i.imgur.com/1wgV6IY.png

and


https://i.imgur.com/kbI2OYd.png

...mainly for purposes of entertainment.
 

Attachments

Last edited:

deathshroud

Exalted Member
when was this breach?
 
i listen all is smoke, and sv dont do nothing and waste the cash in magaluf in partys and dont invite me!! so sad ;)
 

Najwalaylah

Exalted Member
when was this breach?
From https://account.mortalonline.com/breach.html:

"Data breach notification
On June 17th, 2018 we were notified that our databases might have been breached.​
At that time, we cut access to the website from the outside and started an investigation.​
We brought in an external person to look into what happened, and today we sadly must tell you that we have indeed been breached.​
An unauthorized third party gained database access to one of our servers containing the shop and forum databases.​
We immediately started working on fixing the vulnerabilities in the website to stop this from happening in the future.​
We do not store any credit card information on our servers so that information is still completely safe.​
The breach has been reported to the authorities, and collected logs have been sent to the police.​
If you used a password on the forums or in the shop that you use on other sites, then change them immediately!​
We also recommend that you change your account passwords.​
If you have further questions, send us an email at info@starvault.se"​

What "today" was is not recorded on the page quoted (which is, obviously, a copy of the text of a dated email sent out to players) but it was felt by many at the time that the breaching and messing about with things had been going on for a some little time, while any complaints made to Star Vault (about missing posts, for instance) were not, apparently, immediately addressed or were passed off as a problem with or single unauthorised access to a 'spam cleaning tool'. The exact dates on which they lost control of their servers and our info may never really be known.
 
Henrik was today really active in Discord.

Henrikheute um 14:20 Uhr
same core, but we are going over the movespeed to make sure all races are viable and not totally gimped due to speed is king, then we are adding the racial bonuses/features as well

Henrikheute um 14:20 Uhr
No same races, nothing have evolved in this field, its to little time since MO1

Henrikheute um 14:21 Uhr
We use our old armor sets/names to rebuild the new ones, but updates them to fit the high visual level, we also start with sets of 5 in everything, and make sure they have a use and purpose and value.

Henrikheute um 14:22 Uhr
well breeding will be rebuilt a bit, and make sure there are proper use for taming trading, demand, and not making OP mounts in the wrong way
also since there will be a new AI, everything tied to pets/AI mobs will go through heavy testing as it directly affect balance and these fields that changes due to the new AI

Henrikheute um 14:24 Uhr
Valoran, we try to make every armor/weapon part belivable and functional, and many based from real life, however we are making a fantasy game, which will have some of these ingrediences.

Henrikheute um 14:25 Uhr
Breeding should have its purpose, as breeding is to refine a specific animal, however we had some issues with the old system, and we want to be sure taming works well with this
bilberry yes, racial abilities includes such abilities

Henrikheute um 14:25 Uhr
so each race should have their own unique ability that should be interesting and useful

Henrikheute um 14:26 Uhr
you either get a tamed/trained animal or get it yoru self.

Maxstorheute um 14:26 Uhr
is there a passive and active skill for each race?

Henrikheute um 14:26 Uhr
yes maxtor
there will be a racial specific window in which allows you to further develop your character in cluding special features.

Maxstorheute um 14:27 Uhr
will Kallards get buffed?
they were pretty much only for looks(blue eyes) in mo1

Henrikheute um 14:27 Uhr
I would say, all races should be viable and you refine them how you see fit for your style

Maxstorheute um 14:28 Uhr
will races have different temp resist and bonus?

Henrikheute um 14:28 Uhr
yes each race have diff bonuses/weakness in temp resistance

Maxstorheute um 14:29 Uhr
will there be a proper eating/drinking(survival system) for MO2?

Henrikheute um 14:29 Uhr
you wont starve to death when not eating/Drinking, but your reserves depleats and makes you weaker

Henrikheute um 14:29 Uhr
well, any mo combatant vet will instantly have a good chanse in MO2 as it bases on the same core rules

Maxstorheute um 14:29 Uhr
will going 1800/1800 hunger or above a threshold give you an actual fatigue debuff or just reserves?

Henrikheute um 14:30 Uhr
the key for us here is to greatly improve the feeling, responce/feedback on it, and some more depth added to it

Henrikheute um 14:30 Uhr
weapons and hit boxes are very detailed and a weapon is supposed to be very physical in the world, not just a stick that determines a number on a player/enemy
so like in MO1, reach and speed is king pretty much
and the vets learsn to master stam management

Henrikheute um 14:31 Uhr
thats the main keys

Maxstorheute um 14:31 Uhr
so you mean angle of hit the movement of weapon, player using the weapon and player getting hit also play a role in the damage?
Henrikheute um 14:31 Uhr
so in mo2, this remains, however, you may not only go for the best reach etc like you did in mo1 because of how they work now

Valoranheute um 14:31 Uhr
Tell that to the messing sledge users Henrik haha

Henrikheute um 14:31 Uhr
momentum, reach, where it gets hit and how, also a long weapon in crowded area may be ineffective
giving more use for 1 handed swords in some cases
for instance if you stand next to your friend, he on your right way, and a bit forward and you start pull the weapon straight to his head, it wont be an effective outcome

Henrikheute um 14:33 Uhr
it will hurt his head and you may not get a proper swing forward

Henrikheute um 14:33 Uhr
so, more skills involved in reading the situation and how to combat
every action matters more

Maxstorheute um 14:32 Uhr
will there be overhead strike double strike and triple strike techniques
and more similar skills?

Henrik
we will most likely have those moves as well yes maxtor
but for now we focus heavily on the core which is the manual swings

Henrikheute um 14:34 Uhr
valoran, when it comes to ecu school, you need two hands free, if they are free you can cast a spell

Henrikheute um 14:34 Uhr
its a possibility we convert the auto overhead swing, to a overheard sving dierction like right left
we are not sure yet

Henrikheute um 14:36 Uhr
yes, weapons will be more or less effective when it comes to making bleeding cuts and or apply poison with the proper skills and tools

Valoranheute um 14:37 Uhr
Is that a confirmed bleeding system?

Henrikheute um 14:37 Uhr
crowd control and kd is sensitive, so we are careful when going in that field.
we dont have a bleeding system for now, but the plans are to have one yes, as you will have a new mercy mode system and cutting limbs. however its not easy to survive when your arm is cut off.

Henrikheute um 14:39 Uhr
we have a common compass for now, but yeah, we do not want to add autofunctions or world maps on outo keys, because navigating in the world is a core feature.

Furchtlosheute um 14:40 Uhr
yea use maps
retards couldnt find cities and they quit

Henrikheute um 14:40 Uhr
we are looking to add a safesystem for that case Furchtlos
you as a player have a home town, you can always get here when dead

Henrikheute um 14:40 Uhr
MO1 showed us we needed something like this

Henrikheute um 14:41 Uhr
we lost to many players due to this

Furchtlosheute um 14:41 Uhr
what about nearest priest ?

Henrikheute um 14:41 Uhr
not sure about nearest priest

Henrikheute um 14:41 Uhr
The plan is to have a logout system in which you need to consider before logging out yes, so if you simply are chased and stands in the forrest and logout, your char will remain for a good time
if you have proper gear or an inn/house you can log out safely

Furchtlosheute um 14:41 Uhr
they couldnt survive anyway
:smile:
natural selection

Henrikheute um 14:42 Uhr
Furchthlos, true in most cases, however many of them loved the game when they gave it another chanse or plaid with a guild
cant rely on this, and need to let the players at least have a proper chanse

Henrikheute um 14:42 Uhr
we plan to have a huge population for MO2

Henrikheute um 14:42 Uhr
and we need to widen it and make it easier to understand and get int othe game
foxxak, well you just wait for the timmer now
in the new, you can risk to try to log out, or simply need an inn or similar
I wouldnt say its more casual due to this
quite the opposite
you need to be aware of how to log out safely

Henrikheute um 14:44 Uhr
and cant abuse logouts in random areas

Henrikheute um 14:44 Uhr
foxxak depends on how you log out
Im not sure if it can remain forever, but it will at least stay for a good amount
its about performance here
cost on server/clients
we dont want logged out players to ruin the performance of the ones being online

Vetianheute um 14:45 Uhr
should make it at least 30 minutes to an hour

Valoranheute um 14:45 Uhr
Wouldnt want to walk through a forest and find 100 sleeping new players I guess

Henrikheute um 14:45 Uhr
yeah,

Henrikheute um 14:45 Uhr
if you log out in an inn or your own house, your char will be removed instantly
which means safest logout
if you log out in the wild, your char will remain
or on the streest

Maxstorheute um 14:46 Uhr
will heavy war horses and mounts with armor and equipment do proper knockdown on players on foot? will there be a proper weight impact system in mo2?

Henrikheute um 14:46 Uhr
we will have an impact system for MO2 yes

Siperheute um 14:46 Uhr
will my mount explode upon contact with water? that is all I want to know

Henrikheute um 14:49 Uhr
Not sure if its a good time to add expploding horses on water contact like we had in the old days.

Henrikheute um 14:50 Uhr
Working with MO2 is really fulfilling, its been many years with MO but with old tech and it got more and more out of date, to do this now as a second go, with proper and modern tech with less limitations is awesome, and it really adds depth in so many fields.
we may have horse caparisons, depends on how well it works

Henrikheute um 14:52 Uhr
yeah we plan to have guild emblems to use on flags, clothes houses etc
so if we get caparisons then why not there

Valoranheute um 14:56 Uhr
I thought of another hot button topic Henrik.

Can you speak to the ratio of combat skills and crafting skills yet?

Roughly how many distinct professions could we take on as one person?
Ballpark?

Henrikheute um 14:57 Uhr
Not fully sure on that yet Valoran

Henrikheute um 18:51 Uhr
Perma death in mo? First thing you do and learn in mo is death in all the various forms :slight_smile: would drive people nuts.

Ashtavakraheute um 18:51 Uhr
Plz just make me feel pain

Henrikheute um 18:51 Uhr
Oh you will feel pain no doubt

Henrikheute um 18:55 Uhr
Yeah I see the point of it but need to consider issues that can cause death too. Internet problems lag bugs and so@much risk involved with in game value it would kill@off a lot of players

Henrikheute um 18:55 Uhr
So we focus on how we still can add risk and reward in a suitable way for mo

Henrikheute um 18:57 Uhr
Global chat has pros and cons to and for mo it gives more cons I would say

Henrikheute um 18:58 Uhr
There will be plenty of communication ways in proper ways
 
(MO2 Combat Alpha)
Henrik17.03.2020
Indeed those that went though early mo test ohases will see mo2 alpha more as a polished game no doubt there [18:06]
After all we do use network tech that’s been worked on from mo1 for 15 years
We will test longer runs in the server too
And most likely let it run for days eventually
That phase will kinda give u presets finished chara with gear and gear options and can go straight to combat ala mordhau

No magic with first sessions correct
No mounts in first sessions
only focus on ground melee then, and server/movement

Darranletzten Mittwoch um 16:55 Uhr
Will it be ready in 30 days
Henrikletzten Mittwoch um 17:00 Uhr
The combat alpha will

we may have to do a lot of tweaks and reboots and fixes early on, which cant promise a full uptime, but eventually we want to test long term stability as well

We will implement more and more content and features after the first session, so other than more weapons/armors etc, we add ranged and magic and mounted after that

Yeah traces and hits are very much improved

Skills won’t transfer from@first game to second
Your character in mo dies then you continue in mo2
A few hundreds year passed
Your ancestors in mo1

Jatixletzten Donnerstag um 18:30 Uhr
is the combat similar speed to mo?
Henrikletzten Donnerstag um 18:31 Uhr
We are pretty close to mo1 which is a bit faster than mordhau and I think it feels really good now but it’s part of testing if it can be that fast over higher latency world wide

We plan and take for granted that mo2 surpasses mo1 in all areas which means also in population and we plan to have and support a much larger audience

Which means the world needs to be big cause we don’t intatqnce or have diff servers

Sub will be like our current one 14.25

Many of those systems with depth we have no reason to change and we will transfer them to mo2
...we stay true to our strength when it comes to crafting etc
That’s always been one thing we stand out from the crowd and does it well

One char won’t be as limited as a char in old mo

TerroraXletzten Donnerstag um 19:52 Uhr
is overhead going to be a new attack direction?
Henrikletzten Donnerstag um 19:54 Uhr
Over head right now we have as a third direction and it feels pretty good so far

When you have the conflux pack you just wait for they key in your mail

Question: Something about the Twitter screenshots and being prerendered
Henrik: nothing is pre rendered it’s all real on what we have in game currently
Yes it’s that beautiful.

Henrikheute um 16:04 Uhr
We are building a new system for armor and weapon materials but yes the result@will be similar to current armor in mo. You will see what they are@made of
We are not sure yet regarding the ai stamina but yes we aim on expanding it to@follow similar logic and rules as the players

Yes myrland is the same but you won’t recognize it’s content it’s 1000 more realistic and more content as you can see in our ss. A Forrest is now a forest. And it is larger so it feels like real land and transportation will become more important
So as a vet you will know what directions cities are in but everything in between is new
We will have more dungeons yes

As the new ai will add a lot what we missed in mo1

Same materials and resources
We have no plans to add new materials at this point

Jatixheute um 16:14 Uhr
u can hold swings and stuff right
Henrikheute um 16:14 Uhr
It’s mo1 system yes

We are adding 5 types of each handle and head type for all weapon groups so we have even amount
Well all weapons and hit boxes and traces are more accurate so every weapon handle combination will feel different due to this
There are 5 poles words 5 hammers 5 halbeards, spears daggers 2h 1h blades axes to start with
Now length reach is not only king anymore due to hit boxes on everything
Short weapons may be more effective and fast and may beat long ones in situations
Was rarely the case in mo1
So now every weapon should have more use
We will wait with fist weapons and if and when we add them they will follow the weapon system at full

HornyFurryheute um 16:22 Uhr
will there be fletchery in mo2 xd?
Henrikheute um 16:22 Uhr
Yes

Yeah we know speed is pretty much king in mo, so we will adjust the curve a bit to make all races doable and the terrain change will make a straight sprint more skill based so hopefully it will change for the better a bit
But you should still be able to focus on speed builds but should be more balanced
We have analyzed the speed players uses in mo to make sure they are all@viable
But terrain change will add more player skills@to move around
Movement system is improved and further optimized in mo2 so things should be better there for sure
I think that since terrain navigation will play a bigger role the speed issue and chasings will change a bit
Now it’s easier to make mistake when running
It demands more@from the players when running kiting fleeing

Every armor should be a player made armor for npcs and players

Yeah we made it realistic in mo, but now the anatomy is extremely realistic which means every item needs to follow this level

HornyFurryheute um 16:42 Uhr
will all the current weapons/armor be rebalanced in mo2?
Henrikheute um 16:42 Uhr
We have a ton of stats from mo1 that been tweaked and balanced over the years. We would be stupid. Or to make use of this
Cause we do want to avoid going back and forth in balance as it only upsets players and their builds
We saw more and more armor builds and wepona over the years which only means one thing, better balance compared to old days when we saw few options
yeah we may buff the ones not being used as much even to similar lvl so it’s visual options in some cases better than ever used

Pole axes will be effective in some ways but very ineffective in some ways
So more weapon groups should have more use in mo2
Due to the improved combat system

Bambalheute um 16:45 Uhr
i guess coz of new colision too, wont be able to use in small places
Henrikheute um 16:46 Uhr
Correct
You will hit your friends easily too

Yes where you hit determines outcome
Also momentum where in swing
This means short weapons may become more useful and safe to use
While you benefit from reach still on long ones but harder to control
Yeah it collides easier with environment and other players hitting with a long pole. Also if enemy is up close in front of the head and using a short sword he do optimal dmg while you hit him with the pole handle
If you are to thrust with the pole he still needs to be in front of the head so you can’t start thrust when he is closer than your head

You can now overhead using the directional swings instead having a hot key for a command
So oh is integrated into the basic swings
We may still add a skill to it so those separate swings are more or less effective depending on. Your skills


HornyFurryheute um 16:57 Uhr
how many parry directions are there?

3-4?

blocking"
Henrikheute um 16:57 Uhr
We may still add a skill to it so those separate swings are more or less effective depending on. Your skills
4 parrys we are experimenting with. It’s a bit unclear how we separate up and down in terms of a oh or thrust
If it becomes a mess we may have center block@for both

But could rely on up for the oh

That’s what we going to test

In alpha

HornyFurryheute um 17:00 Uhr
yeah just don't make the cancerous mount and blade tournament dancing in the game
people will laugh at your game lol
Henrikheute um 17:00 Uhr
We will try to avoid that
HornyFurryheute um 17:00 Uhr
you've seen the mount and blade tournament?
Henrikheute um 17:00 Uhr
We don’t want to lock the players either so you don’t feel you are in control at all@times
So it’s tricky
I’ve seen it before

Underwater may have some tweaks yes
Proper use of weight in water and proper tech to fight underwater


It’s supposed to be time consuming to produce ogh which means it should be rare, but this is diff to determines due to a player can devote tons of time and produce it while a casual player won’t touch it due to its to consuming
Over time we seen how it progressed in mo that gives us good view in where it needs to be

Some areas of the world will be alone in having specific resources and yeah it’s up to the players to handle that

Rhiasheute um 17:06 Uhr
Will the ore to metal process be the same? Like same recipes as in MO1?
Henrikheute um 17:06 Uhr
Yes rhias
Well we will have the same resources as we have but new ones may come over time
Along with the other continents
Sarducaa won’t be ready for mo2 launch but depending on population we may need to expand land much faster
We won’t start a new server when population is high which means only way to expand is by a new continent


War timers etc is tricky as hell we are still not sure how to handle this

Sliders on items tricky too as we want hidden player knowledge to be a factor too and player rumors and mouth to mouth to be able to play any factor like in real life
One char per account so reputation is even more important
Same time new players needs to know easily is this better or not or so I need to hit someone in the head to find out?

We want pet gear to be player made yes

Yeah but one of the core which this touches is something many loved mo for why it’s unique they have to do trial and error their own way everything isn’t presented in a number
 
Not Henrik but Sebastion... Stil some nice information about the weapon tracing.

@ FarmerJoe How does the new hit detection system work? Does the weapon have an actual (3D) head or is it still a stick where the front area of it counts as head?
@ Rhias It has been changed and now uses a series of points on the weapon and head to trave from. It also now traces from the point to the last place that point was in instead of tracing from the handle to the tip. This increases accuracy of the trace and gives us the option to customize the trace for complex weapon heads like hammers or large axes. Its more traces per frame but computers have evolved since we built the old system and the more robust collision system in ue4 makes it almost cheaper than the old system.
 
Henrikheute um 14:20 Uhr
same core, but we are going over the movespeed to make sure all races are viable and not totally gimped due to speed is king, then we are adding the racial bonuses/features as well
This will be very interesting how it plays out.

The movespeed problem is deep i think.
I'd like to explain this with a little example: Imagine a 2on1 in the wild and all 3 players are same everything.

Example 1.)
All 3 players need 10 hits to die. Whats the problem with that? It reduces a "real" fight where "everything" could happen to a simple number game where the outcome is very predictable. Even if there could happen alot in this example its still kinda more numbers = 100% better. How can the 1 guy hit one of the 2 guys 10 times? If he somehow manages to hit one of them 8 times the guy just starts to run away and "kite". And than this whole "movement" thing starts to kick in.

Example 2.)
All 3 players need 1 hit to die. Now we suddendly have a totally different situation. Its very simplified in this example but you can instantly feel how such a fight would naturally play out totally different and "player skill" comes much more foreward. Things like movement speed go a bit to the background.

I hope i explained it somewhat ok.

The problem is not just movement speed. Its the whole dynamic of fights in MO where many many things are a factor and many of these factors play together with movment. Things like healing are totally connected to the movement because you need to run away to bandage yourself.

I hope MO2 gets A LOT more brutal when it comes to fights (attack, block, parry, counterattack is king). Less 1999 UO bandage mechanics and running 20 km while "having a fight" and more Mount and Blade we fight to the death. Doesnt has to be 1 hit death but something in the core needs a little bit change in my eyes.
 
This will be very interesting how it plays out.

The movespeed problem is deep i think.
I'd like to explain this with a little example: Imagine a 2on1 in the wild and all 3 players are same everything.

Example 1.)
All 3 players need 10 hits to die. Whats the problem with that? It reduces a "real" fight where "everything" could happen to a simple number game where the outcome is very predictable. Even if there could happen alot in this example its still kinda more numbers = 100% better. How can the 1 guy hit one of the 2 guys 10 times? If he somehow manages to hit one of them 8 times the guy just starts to run away and "kite". And than this whole "movement" thing starts to kick in.

Example 2.)
All 3 players need 1 hit to die. Now we suddendly have a totally different situation. Its very simplified in this example but you can instantly feel how such a fight would naturally play out totally different and "player skill" comes much more foreward. Things like movement speed go a bit to the background.

I hope i explained it somewhat ok.

The problem is not just movement speed. Its the whole dynamic of fights in MO where many many things are a factor and many of these factors play together with movment. Things like healing are totally connected to the movement because you need to run away to bandage yourself.

I hope MO2 gets A LOT more brutal when it comes to fights (attack, block, parry, counterattack is king). Less 1999 UO bandage mechanics and running 20 km while "having a fight" and more Mount and Blade we fight to the death. Doesnt has to be 1 hit death but something in the core needs a little bit change in my eyes.
I love the long kiting and stuff. About your example 1: People who watch my videos know that I sometimes fight 1 vs 2. And the outcome is not that predictable. The parry system plays a big role here. Parry player 1 and use the counter attack on player 2. Player 2 does not expect a counter attack and it's more likely that he does not block it. Due to this it's sometimes easier to kill the first guy than to do an 1 vs 1. Also in 1 vs 2 people tend to play more aggressive, which makes them more vulnerable to counter attacks.

However, what's usually more hard is to fight against 1 fighter + mage. In that case you're most likely fucked.
 

ThaBadMan

Exalted Member
I love the long kiting and stuff. About your example 1: People who watch my videos know that I sometimes fight 1 vs 2. And the outcome is not that predictable. The parry system plays a big role here. Parry player 1 and use the counter attack on player 2. Player 2 does not expect a counter attack and it's more likely that he does not block it. Due to this it's sometimes easier to kill the first guy than to do an 1 vs 1. Also in 1 vs 2 people tend to play more aggressive, which makes them more vulnerable to counter attacks.

However, what's usually more hard is to fight against 1 fighter + mage. In that case you're most likely fucked.
I am kinda opposite there as I hate prolonged fights where players get chance after chance after chance to get the edge, a reason why I hate in fight healing.

Now I played back when the game was hard, in fight healing was severly limited and movement speed was alot higher. If I was better than my opponent I could easily dismantle 4 average players in a min or two and this without parries or a good blocking system. Simply by outmanouvering and staying on 1 target at a time I could take them out one by one while moving in and out and not being hit.

When kiting became a thing after bandages got buffed insanely, magic healing became 10 times as good, gear got more important and movement speed got nerfed to the ground, fights changed from 2-10 min of intense non stop fighting to drawn out marathons of 10-30+ min.

My biggest reason for hating drawn out fights is how less player skill actually matters, when you have 1 shot to succeed most people wont manage it but give them 10 shots they might get lucky and succeed.

Its not fun nearly winning a fight 10+ times just for your opponent to gain aid or get lucky enough to change the fight around in the last sec of the fight.

Prolonged fights is one of the dooms of player skill. Like gear, longer reaction times, pets, healing, etc.
 
I am kinda opposite there as I hate prolonged fights where players get chance after chance after chance to get the edge, a reason why I hate in fight healing.

Now I played back when the game was hard, in fight healing was severly limited and movement speed was alot higher. If I was better than my opponent I could easily dismantle 4 average players in a min or two and this without parries or a good blocking system. Simply by outmanouvering and staying on 1 target at a time I could take them out one by one while moving in and out and not being hit.

When kiting became a thing after bandages got buffed insanely, magic healing became 10 times as good, gear got more important and movement speed got nerfed to the ground, fights changed from 2-10 min of intense non stop fighting to drawn out marathons of 10-30+ min.

My biggest reason for hating drawn out fights is how less player skill actually matters, when you have 1 shot to succeed most people wont manage it but give them 10 shots they might get lucky and succeed.

Its not fun nearly winning a fight 10+ times just for your opponent to gain aid or get lucky enough to change the fight around in the last sec of the fight.

Prolonged fights is one of the dooms of player skill. Like gear, longer reaction times, pets, healing, etc.
Remembers me of this:
I was a big noob in 2013 and I sucked hard at that time. So I can't really compare both systems.

I like fights in low gear (e.g. steel sword vs hybrid armor). There is some significiant damage.
But fights with steel gear and higher are quite annoying -> you take way to many hits (and stamina) to kill 1 player and in the end you will die in a spam feast cause you will stam out.

Same goes for current group fights. It's like 1 player is completely stammed out, 5 people bashing him at once and he puts weapon away and eats a potion...
 

ThaBadMan

Exalted Member
Remembers me of this:
I was a big noob in 2013 and I sucked hard at that time. So I can't really compare both systems.

I like fights in low gear (e.g. steel sword vs hybrid armor). There is some significiant damage.
But fights with steel gear and higher are quite annoying -> you take way to many hits (and stamina) to kill 1 player and in the end you will die in a spam feast cause you will stam out.

Same goes for current group fights. It's like 1 player is completely stammed out, 5 people bashing him at once and he puts weapon away and eats a potion...
Its a good example but not completely on spot.

Smasher being one of the top PvPers with a OP weapon vs a group of new players at the time. He was 100% going to win the entire fight easily imo.

Now I have 2 examples of old old videos before the game got dumbed down to the state it is in that video.

Heres Myrm (top guild) vs TT leading guild of TOP alliance who managed to hold CC for ages during release, considered above average fighters on the server.

And equal numbers between Myrm and AQ both being in the top guilds at the time.

Both videos features both sides in cronite gear with big pots as main healing. 40 HP alittle slower than bandages. These kind of one sided fights between equal enough sides in all aspects. It took 5-8 good hits to down a cronite user with cronite or TU weapon, healing was between 10-20 from bandages and big pots at 40 hp and magical healing worse than present.

2 more of low gear where you see how big of a difference it was between players at the time.
 
Last edited:
mortal online pre this or post that doesn’t matter , wether you agree with rhias or bad man fact of the matter is combat in MO needs to be more dangerous , fast paced , and with more choice in weapon .

The latter we already achieved much more of , as I can see in both of your videos that oddly specific metas are being applied like everyone using thrust spears and shields (kind of reminds me of recently in mortal).

So to be honest , it seems as though all the old players will always deem their golden era as the “best time for largest skill ceiling” but in a perspective that comes from higher skill ceiling games like mordhau or tarkov i generally feel as though we can improve the skill cieling by avoiding overpowering the point and click mechanics (magic , pet systems , necromancy) and going towards a mordhau system but of course keeping the weighty , hard to master system of mortal online moving mechanics .

Kiting and encounters needs to be shorter like another person said , I agree with this because we don’t need damage sponge player characters we need intense encounters that can end in just a seconds notice - but not simply because of an overpowered fist weapon ; rather because you aimed for the small fleshy spot around their neck In between their armor and sliced their head clean off ... but lastly I don’t think we need to go back to the days of everyone being a hybrid And using weapons on horseback (specialization is what made this game so appealing besides the pvp) because , although this provides the highest skill ceiling it’s only due to having to manage so many things as a hybrid and because everyone could ride horses properly.

We deserve a system that makes use of the current technology , has skill involved but also has a dangerous realistic element of unpredictable chaos.. imagine aiming your arrows or swords for little slits in between armor hit boxes that are meshed perfectly and separate from their body ? Imagine being able to crush plate armor with a blunt weapon because the engine no longer relies on antiquated static data sheets to provide its damage models ... and imagine a MO that still has magic but it’s mostly not used as a pvp annoyance but is more effective against AIs that would have their intelligence and pathing greatly increased ?

TL;DR : with better technology should come a realistic update of the weapon , hit boxes , player character and mechanics - we shouldn’t be whacking away at silly static Hp bars anymore , this isn’t a 90s RPG; we should be realistically using our accuracy and knowledge of weapons and armor to dismantle an opponent , and i believe a deadly one hit kill system akin to mordhau can be implemented if every weapon has the capability to kill fleshy opponents when hit in vital un-armored areas (and blunt force should be made so you can knock opponents unconscious or the very least destroy their armor) . Realistic medieval battles would ensue , SV just needs to make the hitboxes and weapon attributes work properly and realistically and remove the idea of a static Hp bar .
 

oykd

Senior Member
Remembers me of this:
I was a big noob in 2013 and I sucked hard at that time. So I can't really compare both systems.

I like fights in low gear (e.g. steel sword vs hybrid armor). There is some significiant damage.
But fights with steel gear and higher are quite annoying -> you take way to many hits (and stamina) to kill 1 player and in the end you will die in a spam feast cause you will stam out.

Same goes for current group fights. It's like 1 player is completely stammed out, 5 people bashing him at once and he puts weapon away and eats a potion...
well :D what can i say get a pot :D
 

Malathion

Oghmium Supporter
Its a good example but not completely on spot.

Smasher being one of the top PvPers with a OP weapon vs a group of new players at the time. He was 100% going to win the entire fight easily imo.

Now I have 2 examples of old old videos before the game got dumbed down to the state it is in that video.

Heres Myrm (top guild) vs TT leading guild of TOP alliance who managed to hold CC for ages during release, considered above average fighters on the server.

And equal numbers between Myrm and AQ both being in the top guilds at the time.

Both videos features both sides in cronite gear with big pots as main healing. 40 HP alittle slower than bandages. These kind of one sided fights between equal enough sides in all aspects. It took 5-8 good hits to down a cronite user with cronite or TU weapon, healing was between 10-20 from bandages and big pots at 40 hp and magical healing worse than present.

2 more of low gear where you see how big of a difference it was between players at the time.
Are his vids sped up slightly?
 

ThaBadMan

Exalted Member
Are his vids sped up slightly?
We Myrms almost never sped up any videos because we always got accused of speed hacks and other cheating.
Players never believed what we achieved severly outnumbered unless we did so to them, but then it was trying to lie it off rather than admit they got crushed by a few guys while having 5x+ our numbers.

As I have said for over 10 years now, the game got so slow over time its disgusting and a giant reason the game lost its player skill importance.

Movement speed on foot basically had exactly the opposite change than mounts got, from super fast to super slow while mounts went super slow to super duper fast. Which still to me was a retarded change since the reason for slowing down foot movement was due to prediction issues...

Heres a comparison of just a few months. Notice the foot speed and mount speed differences. And thats not even the final change of slowing down foot speed and both videos is before mount speed was increased. These 2 are 100% unedited.

And another one:

What could be a reason it looks insanely fast is that most played on low rez due to MOs early instability. Reason I only have some old videos is due to me being incapable to fraps with too many players on screen with my computer back then.
 
Last edited:
This time just a single quote but maybe interesting for everyone who wants to play MO Alpha but does not play MO1 and therefore the conflux package is too expensive.
Question:
"Will we more than 1 chance to support Development? I'd like to support but don't plan on playing MO1 again, so the lifetime sub is useless. Thanks guys "
Henrik:
"there will most likely be mo2 exclusive packages when we start go into alpha tests "
 
Top