I always wanted to review MO :P

Status
Not open for further replies.
Thread starter #1

realnaste

Honored Member
MORTAL ONLINE (MO)

Disclaimer:

Before you start reading- Yes I have been playing and enjoying the game a lot. I guess some would call me one of the games "fanboys". I can't promise the following will be objective, but then again can it ever be? Aren't reviews just subjective opinions of reviewers? With that out of the way- Let's begin.

A few words of background story:

Mortal Online is a a fantasy massively multiplayer online role-playing game that tries to go away from the main-stream approach a bit, placing it self in the niche of so called sandbox games. What that means is they will rather introduce systems allowing for maximum amount of freedom, as opposed to just few possible roads of advancement typical to most titles around these days. This does not come without it's price though. It seems game mechanics like that are extremely hard to implement, ending in a serious sacrifice of polish and an army of often game breaking bugs. This seems true especially to an indie company with very limited resources. Speaking of the company...

Star Vault (SV) is a Swedish company that is behind creating the title. They are new to the industry and so MO is their first release. SV is currently 3 people strong.
Although many might disagree, in my opinion anyone judging the game should quickly compare this to any workforce of a typical company involved in creating an mmorpg. If this does not make you think, I do not know what would.
As for me- I must admit that it's hard to be angry at them for all the (oh-so-many)mistakes and mishaps, when I think about the scope of the challenge that stands before that group.
That being said this was not always the case, and there was a time when the amount of people working on MO, although still nothing comparable to the industry standards, was a lot larger.

The game it self was released in 2010, with it's creators opting for a subscription model at first. Only recently did they change the business model introducing a (still somewhat restricted) free to play option. What you get in that package is the ability to play with skills limited to 60% of their maximum level, and an item restriction based on their value. You will also lack access to the housing system and thievery.

That is not how the game is meant to be played however. It gives a very good way to have a taste, but to truly dive in, you have to go for the subscription.
And how does it taste like? I'd say bitter-sweet is a perfect way to describe it and it might start with...

Instalation:

Yes. This is a strange thing to mention in a review, but in MOs case I feel It should get a place in this text. The problem is it seems to be very picky as to what software/hardware configuration it will work on. That combined with no easy way to find information on basic system requirements such as the disk space needed can lead to a serious headache. If you try this game- do not be surprised if even the patcher refuses to cooperate.
Anything from ridiculously low download rates to errors concerning downloaded files can happen. Truthfully most are easy to resolve, but for that you will spend some serious time browsing the official forums.


Character creation:

If you manage to get it working- job well done. Time to start the fun! Here any MMO vet can already feel a little breathe of fresh air. The creation of your avatar is approached in an interesting way, letting you influence it's characteristics by choosing his/hers ancestors, age and height all of which influence the statistics and how it performs one way or another. Again the problem here is it is all barely explained, and so your first go will be based on total guesswork. Example? Sure! If you think you can roll an archer just by getting your dexterity up think again. MO had to do it differently and base the best bows on strength just so you can pull the arrow back. I love the realism of that, but for any new player the lack of info will just lead to a re-roll and some frustration.
What could also be a serious let down is the customisation options. It seems it is specially putting the female audience away, since creating an actually attractive character in MO is borderline impossible. Thankfully the game is first person view (FPV) only, so you won't have to look at your self that much later on.
Now after going through all that we just pick our name, the starting location and can jump into...

Gameplay:

As I mentioned the game is FPV exclusive. What that means is that the first thing you will see is the world from the characters eyes, instead of his back.This is a major let down for many, but I personally feel one game that does it like this is very much welcome.
It does give that extra immersion that you can't find in any other similar title. It also allows for true ambushes, sneaking up without some silly mechanic that makes stealth a magical invisibility, battle awareness a true player skill and many more.
For a large group of MO players it is now the only way a game like this should be made.

First thing you will notice after logging in will be the way the world looks. This is really hard to judge for me. On one side, being seriously bored by all the cartoony and childish designs all over the market, I just loved the gritty feel of MO, with it's blood, no over saturated colours, and in overall a low-fantasy design (Yes! Finally no armour-lingerie/bikinis!). The quality of many parts, such as models, animations and textures leave a lot to wish for though. The mobs will look weird even standing at one place, strangely twisting their heads or not having any textures. Some parts of the world have their textures stretched looking really amateurish, and some buildings don't even touch the ground.
MO is also a game of very uneven level of polish in this department, with some areas providing spectacular vistas, and other completely flat, forgotten and devoid of anything.
Overall I would split the rating here into two subcategories- design, which gets an 8/10 from me, and the quality of finish which would sadly get only 4 out of 10.

After having a quick look around using your mouse, let's go for a quick try of the basics. You control in this game mostly by using the typical FPS controls. And so we have our classic WASD to move, space for jump, next we have left click for attack, right for block. The RPG elements require few more buttons naturally, so I for inventory, Z for mouse look/cursor mode, how do I attack? Oh! X made my fists pop up so I'm in a fighting stance now how to equip something...
After a moment of browsing through all the windows you might get a bit lost. MO is definitely not newbie friendly. It also doesn't do a great job in explaining anything even with the newly introduced tutorial, so best advice for anyone is to find someone that knows the ropes. Find a guild! Do it! Now!

After tackling the controls you should be able to equip your sword and try to combat something that is actually meant to be fought against (finally!). Let's start with easy pray and go for PvE.
You approach you swing and you miss!...again, and again and finally...a hit!
Some stuff appears in the chat, you gained some skills, something about a handle hit...
This is yet again an area that is in need of some work. For instance some mobs lack attack animations, other can often be irritating by running away few meters every time you try to approach them to land a blow. The fact that a new char is quite slow and runs out of breath like he's suffering from serious asthma issues does not help here. The biggest of the problems is SV again failed to explain anything to the new player. He can't know that there is a system in place that allows for a thing called perfect block and counter. After a time he might notice he can't regenerate fully, but naturally he can't know there is bacon just 20 meters from him waiting to be killed, cut, cooked and eaten...
The options are there, the mechanics are awesome, but somehow SV seems to be afraid of letting the people on this little secret.

Another thing that is not explained in any way and is a cause of much grief is the flagging system. Since the game does not restrict the play styles in any major way, many will seek to abuse the lack of knowledge of the newcomers. Jumping in front of a charged swing or taming an animal and leaving it as a bait for an unsuspecting newbie are just some of the trick used to get people flagged as criminals and slaughtered as a result. Be wary- You are entering a world that is dangerous from the very get go, and everything that you have with you might be easily lost at any moment. No reviewer should ever try to tell you if that is good or bad, instead I will leave the question that any gamer should answer by him self: Are you willing to pay the price of freedom?

MO is a full loot ffa pvp game, leading to a situation where you can be killed anywhere at any time and striped off all your possessions. That also means that it is largely policed by the community playing, making them the ones that decide what is acceptable and what is not. Naturally this creates a world that a douche bag can thrive in, but it also allows for the truly interesting politics to take place. I personally love that fact that I am in constant danger, but can always retreat to relative safety of terrains governed by a friendly group. Why play a game that I know I will win anyway, because any loss is impossible? Not everyone expects a challenge from a game though, so before trying, think about what you really want from a game. There is a reason this game is considered niche.

So we somehow managed to mention PvP finally. Without a doubt it is something that drives many MO players forward. A highly competitive crowd finally got a game where you manually aim your swings, block choosing directions, manage stamina etc.
This is the part where MO can shine. There are a lot issues here as well though. Not many weapons, armours and races are viable restricting play styles and there is this prediction issue that makes the clients a bit desynchronised. It is still one of the best fighting systems in a modern mmo, and if you actually learn how to use it, you will feel an adrenaline rush that no other title can provide. Combine that with a territory control system and you have serious months of fun on your hands.

What drives MO apart from other titles is also the fact that fighting is not the only viable playstyle. Here is where it really is starting to show the diamond in the rough. The mentioned earlier list of skills (this game has no typical levels and classes. You can mix and match skills with relative freedom and get better in them by using them) feature stuff like taming with it's creature control, herding, animal care and others, alchemy with hundreds of ingredients ranging from plants to minerals, and of course crafting of various equipment. What is worth mentioning, is that these skills often do not work like in most other games.
Let's take taming- usually one would think "Ok! I'll have a static pet that will tank and deal DPS for me. So WOW did it as well". Well actually not quite. Most tamers in MO will earn their coin by going in the wild and taming something to sell for others on the market. The only way to get a mount is to find one that was tamed in the wild by a player, so as you see a tamer is not just another fighting class, but also plays an important role in the economy of MO. And yes- the economy is almost entirely player driven. All truly good weapons will be player crafted, and let me tell you- some crafting system that is. No longer will you have a static recipe that tells you 3 wood 5 steel and half of a rats eye. The system lets you combine all the reasonable materials and shape them in one of the possible ways, the resulting outcome being the sum of properties. You want to use wood for a sword? Sure thing! Just don't expect it to pierce armour! Gold? Why not? Just good luck finding anyone that can swing that.

I mentioned the player driven economy not long ago. I would not have a clear conscience if I would not mention a dark shadow hanging over it. The dupe.
Sadly in the past there have been so many items acquired by cheating and exploiting injected into the system, it is very hard to go back to a proper balance now.
Last issue worth mentioning is the game is quite demanding on the PC spec side, so if you have an older rig, consider a serious upgrade before even trying.

Conclusion:

Alright. I feel this text is getting far too long now. Time to quickly summarise my feelings about Mortal Online.
The game is great, but only for people with a competitive mind set that look for challenges, and something new and are willing to look past a few issues here and there. I feel the casual crowd that lately seems to be the majority of the gaming population will find the games learning curve and obvious lack of polish something repealing. If you have that in mind and still think you have what it takes- See you on the battlefield.
 

Zeeraha

Well-Known Member
Really fine and objective review. Key aspects have been mentioned, and what I like is that reviewer stating that steep learning curve and noob unpreparness is main setback of MO. Bugs are not main issue for player retention.
 

davor242

Gold Supporter
Fine review. But what I would really like to see is a comprehensive side-by-side comparison with Angry Birds.
 

Sebastian Persson

Developer
Staff member
Pft! Installation info is false since the desura installation is now superfast both in DL and in installation since it doesn't install any patches. ^_^

Other then that will read it through today conclusion sounds fair thou.
Post it on desura, there's a couple of "reivews" up there from (mostly) strangely enough brand new desura users. They are even being upvoted by (mostly) strangely brand new desura users.

I'm all for the desura review system, individual reviews from users are great, but when one of our toprated "reviews" is a list of youtube videos to old hax followed by a "1" I feel that I need address this.
Because it makes me sad (ya like for real) to see people spend that much time just trying to hurt us.
And the only way that review system will work is if people on desura that have played the game give their upvote/downvote.

LINK!
http://www.desura.com/games/mortalonline/reviews
 
Thread starter #5

realnaste

Honored Member
Pft! Installation info is false since the desura installation is now superfast both in DL and in installation since it doesn't install any patches. ^_^

Other then that will read it through today conclusion sounds fair thou.
Post it on desura, there's a couple of "reivews" up there from (mostly) strangely enough brand new desura users. They are even being upvoted by (mostly) strangely brand new desura users.

I'm all for the desura review system, individual reviews from users are great, but when one of our toprated "reviews" is a list of youtube videos to old hax followed by a "1" I feel that I need address this.
Because it makes me sad (ya like for real) to see people spend that much time just trying to hurt us.
And the only way that review system will work is if people on desura that have played the game give their upvote/downvote.

LINK!
http://www.desura.com/games/mortalonline/reviews
Total disk space required: ~10GB <- taken from the download page. Are you sure I can install based on that official info?

As for download speed- I could not take into account changes that have yet to prove they are reliable. It's just too soon, and so I based it on mine and others experience lately.

As for Desura reviews- Koto or mmorpg.com crowd? :p
 

davor242

Gold Supporter
Realnaste, how dare you make Ze Developer sad?
 
Thread starter #8

realnaste

Honored Member
After the rain there is always sunshine, but we must face our shortcomings in order to overcome them, not hide away scared of what we might face in the mirror!
 

Mauzi

Status King
No...got me there sir. :(
We should really look at the website again, so much old stuff.
While at it, please review the other system requirements aswell: What's listed there will hardly suffice to download and install MO, but not more really. (You surely read the many recent performance threads from new F2P players along with the answers!)

To be honest, such proper information handling should come before anything else. Please try to adjust SV's priorities in this direction. Thank you !
 
Thread starter #10

realnaste

Honored Member
While at it, please review the other system requirements aswell: What's listed there will hardly suffice to download and install MO, but not more really. (You surely read the many recent performance threads from new F2P players along with the answers!)

To be honest, such proper information handling should come before anything else. Please try to adjust SV's priorities in this direction. Thank you !
This is exactly why I wasted so much space instead of jumping straight to the game it self.
It did hurt, because although this is my very first review I've ever written, even I can see it is far too long to keep the attention of today's youth.
 

Mauzi

Status King
I guess this one is good enough to get linked into my newbie guide. It contains a few good hints on what to expect (technical and gameplay wise).

You might want to check some spelling and formatting though. :p
 
Thread starter #12

realnaste

Honored Member
Please no :oops:
Unless you have someone with editing and proper English skills to fix it XD


naaah. joking, although I am far from happy with many sentences. I bet the same message could be delivered in a much better form.

By the way- I've written it after the Merc review was posted on steam. Should I put it up there?
 

Resin

Well-Known Member
Very nice. And I agree with what you have said.
 

Mauzi

Status King
Please no :oops:
Unless you have someone with editing and proper English skills to fix it XD

naaah. joking, although I am far from happy with many sentences. I bet the same message could be delivered in a much better form.

By the way- I've written it after the Merc review was posted on steam. Should I put it up there?
In my opinion yes... but as said, if you really go public with it I suggest a bit of revising your text first. Maybe a mod is liking to help out ?
 
Thread starter #15

realnaste

Honored Member
If anyone can do the editors work for me I will gladly post this in other places :)
 
First part, first edit.

Disclaimer:​
Before you start reading- Yes I have played a long time and enjoy it a lot. I guess some would call me a "fanboy". I can't promise the following will be objective, but then again, can it ever be? Aren't reviews just subjective opinions of the reviewer? With that out of the way- Lets begin.​
A Short Background of the Game:​
Mortal Online is a a fantasy MMORPG that tries to go away from the main-stream approach, placing itself in the niche of so called sandbox games. This means they will rather introduce systems allowing for maximum amount of freedom, as opposed to just few possible roads of advancement typical to most titles coming out these days. This does not come without its price though. It seems game mechanics like that are extremely hard to implement, ending in a serious sacrifice of polish and an army of often game breaking bugs. This seems true especially to an indie company with very limited resources. Speaking of the company...​
Star Vault (SV) is a Swedish company that is developing the title. They are new to the industry and so Mortal Online is their first release. SV is currently three people strong.​
Although many might disagree, in my opinion anyone judging the game should quickly compare this to any workforce of a typical company involved in creating an mmorpg. If this does not make you think, I do not know what would.​
As for me- I must admit that it's hard to be angry at them for all the (oh-so-many)mistakes and mishaps. When I think about the scope of the challenge that stands before that group.​
That being said this was not always the case, and there was a time when the amount of people working on the game, although still nothing comparable to the industry standards, was a lot larger.​
The game it self was released in 2010, with its creators opting for a subscription model at first. Only recently did they change the business model introducing a (still somewhat restricted) free to play option. What you get in that package is the ability to play with skills limited to 60% of their maximum level, and an item restriction based on their value. You will also lack access to the housing system and thievery.​
That is not how the game is meant to be played however. It gives a very good taste of the game, but to truly dive in you have to go for the subscription. And how does it taste? I'd say bitter-sweet is a perfect way to describe it and it might start with...​
Installation:​
Yes. This is a strange thing to mention in a review, but in the case of Mortal Online I feel It should get a place in this review. The problem is that the game seems to be very picky as to what software/hardware configuration it will work on. That combined with no easy way to find information on basic system requirements, such as the required disk space, can lead to a serious headache. If you try this game- do not be surprised if the patcher refuses to cooperate. Anything from ridiculously low download rates to errors concerning downloaded files can happen. Truthfully most are easy to resolve, but for that you will spend some time browsing the official forums.​
Character Creation:​
If you manage to get it working- job well done. Time to start the fun! Here any MMO vet can already feel a breathe of fresh air. The creation of your avatar is approached in an interesting way, letting you influence it's characteristics by choosing his/hers ancestors, age and height all of which influence the statistics and how it performs one way or another. The problem here is it is all barely explained, and so your first go will be based on total guesswork. Example? Sure! If you think you can roll an archer just by getting your dexterity up think again. MO had to do it differently and the best bows are based on strength. I love the realism of that, but for any new player the lack of information will lead to a re-roll and some frustration.​
What could also be a serious let down is the customization options. It seems that some players are pushed away because creating an attractive character in Mortal Online is borderline impossible. Thankfully the game is first person view (FPV) only, so you won't have to look at your self that much later on.Now after going through all that we just pick our name, the starting location and can jump into...​
 
Thread starter #17

realnaste

Honored Member
"When I think about the scope of the challenge that stands before that group."
Should this really be a separate sentence? :p
It really sounds strange to me when I read it like that.
 
"When I think about the scope of the challenge that stands before that group."
Should this really be a separate sentence? :p
It really sounds strange to me when I read it like that.
First edit :) I 'll go back and change it after I do the first edit for the second part. I just wanted to let you know I was working on it.
 
Unfortunately, this is all I can do. I have to get going. Hopefully someone else can pick it up and do a better job.

Edit: No idea what's up with the odd spacing/indenting. Sorry about that.

Mortal Online Review
by Realnaste, Seasoned Player
Mortal Online is a a fantasy MMORPG that tries to go away from the main-stream approach, placing itself in the niche of so called sandbox games. This means they will rather introduce systems allowing for maximum amount of freedom, as opposed to just few possible roads of advancement typical to most titles coming out these days. This does not come without its price though. It seems game mechanics like that are extremely hard to implement, ending in a serious sacrifice of polish and an army of often game breaking bugs. This seems true especially to an indie company with very limited resources. Speaking of the company...​
Star Vault (SV) is a Swedish company that is developing the title. They are new to the industry and so Mortal Online is their first release. SV is currently three people strong.​
Although many might disagree, in my opinion anyone judging the game should quickly compare this to any workforce of a typical company involved in creating an mmorpg. If this does not make you think, I do not know what would.​
As for me- I must admit that it's hard to be angry at them for all the (oh-so-many)mistakes and mishaps, considering the scope of the challenge that stands before that group.​
That being said this was not always the case, and there was a time when the amount of people working on the game, although still nothing comparable to the industry standards, was a lot larger.​
The game it self was released in 2010, with its creators opting for a subscription model at first. Only recently did they change the business model introducing a (still somewhat restricted) free to play option. What you get in that package is the ability to play with skills limited to 60% of their maximum level, and an item restriction based on their value. You will also lack access to the housing system and thievery.​
That is not how the game is meant to be played however. It gives a very good taste of the game, but to truly dive in you have to go for the subscription. And how does it taste? I'd say bitter-sweet is a perfect way to describe it and it might start with...​


Character Creation
If you manage to get it working- job well done. Time to start the fun! Here any MMO vet can already feel a breathe of fresh air. The creation of your avatar is approached in an interesting way, letting you influence it's characteristics by choosing his/hers ancestors, age and height all of which influence the statistics and how it performs one way or another. The problem here is it is all barely explained, and so your first go will be based on total guesswork. Example? Sure! If you think you can roll an archer just by getting your dexterity up think again. MO had to do it differently and the best bows are based on strength. I love the realism of that, but for any new player the lack of information will lead to a re-roll and some frustration.
What could also be a serious let down is the customization options. It seems that some players are pushed away because creating an attractive character in Mortal Online is borderline impossible. Thankfully the game is first person view (FPV) only, so you won't have to look at your self that much later on.Now after going through all that we just pick our name, the starting location and can jump into...​


Controls
After having a quick look around using your mouse, let's go for a quick try of the basics. The controls in this game are typical of an FPS. The classic WASD to move, space for jump, next we have left click for attack, right for block. The RPG elements require few more buttons naturally. I for inventory, Z for mouse look/cursor mode, how do I attack? Oh! X made my fists pop up so I'm in a fighting stance now how to equip something...​
After a moment of browsing through all the windows you might get a bit lost. Mortal Online is definitely not a newbie friendly game. It doesn't do a great job in explaining anything even with the newly introduced tutorial. The best advice I can give is to find someone that knows the ropes. Find a guild! Do it! Now!​


Graphics
As I mentioned the game is exclusively in the FPV perspective. This means that you will see the world from the characters eyes. This is a major let down for many, but I personally feel this is very much welcome feature.
It gives extra immersion that you cannot find in any other similar title. It also allows for true ambushes. Sneaking up without some silly mechanic that makes you magically invisible. Battle awareness is a true player skill, not dependent on some number. Most Mortal Online players will agree that this is now the only way a game like this should be made.​
The first thing you will notice after logging in will be the way the world looks. This is really hard to judge for me. On one hand, being seriously bored by all the cartoony and childish designs all over the market, I just loved the gritty feel of MO. With its blood, no over saturated colours, and an overall a low-fantasy design (Yes! Finally no armour-lingerie/bikinis!). On the other hand, however, the quality of many parts, such as models, animations and textures leave a lot to be desired.​
The mobs will look weird even standing in one place, strangely twisting their heads or not having any textures. Some parts of the world have their textures stretched looking really amateurish, and some buildings don't even touch the ground. It is a bit confusing, with some areas providing spectacular vistas and other completely flat, forgotten and devoid of anything.​
Overall I would split the rating here into two subcategories- design, which gets an 8/10 from me, and the quality of finish which would sadly get only 4 out of 10.​

Gameplay
After tackling the controls you should be able to equip your sword and try to fight something(finally!). Lets start with easy pray and go for PvE. You approach you swing and you miss!...again, and again and finally...a hit!
Some stuff appears in the chat, you gained some skills, something about a handle hit...​
This is yet again an area that is in need of some work. For instance, some mobs lack attack animations, others can often be irritating to fight by running away few meters every time you try to approach them to land a blow. The fact that a new character is quite slow and runs out of breath like he's suffering from serious asthma issues does not help here.​
The biggest problem is SV has again failed to explain anything to the new player. He cannot know that there is a system in place that allows for a thing called perfect blocking and counter attacks. After a time he might notice he isn't able regenerate fully, but naturally he cannt know there is bacon just twenty meters from him waiting to be killed, cut, cooked and eaten to fix that.​
The options are there, the mechanics are awesome, but somehow SV seems to be afraid of letting people in on this little secret.​
Another thing that is not explained in any way and is a cause of much grief is the flagging system. Since the game does not restrict play styles in any major way, many will seek to abuse the lack of knowledge of the newcomers. Jumping in front of a charged swing or taming an animal and leaving it as a bait for an unsuspecting newbie are just some of the trick used to get people flagged as criminals and slaughtered as a result. Be wary- you are entering a world that is dangerous from the very start and everything that you have with you might be easily lost at any moment. No reviewer should ever try to tell you if that is good or bad, instead I will leave finding the answer to you. Are you willing to pay the price of freedom?​
Mortal Online is a full loot free-for-all PVP game, leading to a situation where you can be killed anywhere at any time and striped off all your possessions. That also means that it is largely policed by the community, making them the ones that decide what is acceptable and what is not. Naturally this creates a world that a douche bag can thrive in, but it also allows for the truly interesting politics to take place. I personally love that fact that I am in constant danger, but can always retreat to relative safety of a territory governed by a friendly group. Why play a game that I know I will win because any loss is impossible? Not everyone expects a challenge from a game though, so before trying, think about what you really want from a game. There is a reason this game is considered niche.​
So we somehow managed to mention PvP finally. Without a doubt it is something that drives many MO players forward. A highly competitive crowd finally got a game where you manually aim your swings, block choosing directions, manage stamina, etc.​
This is the part where MO can shine. There are a lot issues here as well, though. Not many weapons, armours and races are viable. This restricts play styles. There is also the prediction issue that makes the clients a bit de-synchronised. It is still one of the best fighting systems that can be found in modern MMOs, and if you actually learn how to use it you will feel an adrenaline rush that no other title can provide. Combine that with a territory control system and you have serious months of fun on your hands.​
What drives Mortal Online apart from other titles is the fact that fighting is not the only viable play style. Here is where it is revealed to be a diamond in the rough. Rather than using levels and classes, SV have gone with a skill-base system. This means you can mix and match skills however you like. Skills are raised by using them, or reading skill books. Skills like taming with creature control, herding, animal care and others. Alchemy with hundreds of ingredients ranging from plants to minerals and of course crafting of various equipment. It is worth mentioning that these skills often do not work like they would in other games.​
Let's take taming- usually one would think "Ok! I'll have a static pet that will tank and deal DPS for me. Like WOW did it." Well not quite. Most tamers in Mortal Online will earn their coin by going into the wild and taming something to sell to other players. The only way to get a mount is to find one that was tamed in the wild by a player. So as you see a tamer is not just another fighting class, but also plays an important role in the economy. And yes- the economy is almost entirely player driven. All good weapons are player crafted.​
The crafting system in Mortal Online is amazing. No longer will you have a static recipe that tells you three wood with five steel and half of a rats eye makes an enchanted sword. The system lets you combine all the reasonable materials and shape them in many possible ways, the resulting outcome being the sum of the materials used. You want to use wood for a sword? Sure thing! Just don't expect it to pierce armour! Gold? Why not? Just good luck finding anyone that can swing that.​
I mentioned the player driven economy. I would not have a clear conscience if I did not mention a dark shadow hanging over it. The dupe.​
Sadly in the past there have been so many items acquired by cheating and exploiting and then injected into the system, it is very hard to go back to a proper balance now. The last issue worth mentioning is the game is quite demanding on the PC spec side. So if you have an older rig, consider an upgrade before even trying.​

Conclusion
Alright. I feel this review is getting far too long now. Time to quickly summaries my feelings about Mortal Online. The game is great, but only for people with a competitive mind set that look for challenges. I feel the casual crowd that lately seems to be the majority of the gaming population will find the learning curve and obvious lack of polish something repealing. This game is something new and you wont find anything quite like it. If you have that in mind and still think you have what it takes- See you on the battlefield.​
 
Status
Not open for further replies.
Top