Patch Notes 1.87.08.00 Discussion

Teknique

Junior Member
Unfortunately, the game never even starts. 5 player minimum is too high a threshold.

The features that have kept MO on life support rather than death: full loot risk and reward, immersion, character progression, player interaction, specialization, role diversity, are all missing from MR. Getting immediately to the fight, having no economy, less specialization, no interdependence, no delayed gratification, no depth, and no meaning reveal only a clunky underwhelming laggy bug-filled game that can't compensate for the great intensity and thrill of the fight. Perhaps MO can reach that attractive dynamic soon as it abandons what keeps people invested.
I expect a small bump in pop from those thinking this will be an improvement, followed by an even greater drop off as the population realizes, with increased frustration, that what is lacking is not more skills, but more meaningful interaction and depth. We'll see.
I played enough MR to know that we both liked the game.
 
Let's see how long the celebration of free stuff lasts as the penalty for gutting depth plays out.
Godkin, more like bodkin but I bet this guy has a broad head.
Dude. What's deep about having to have a dedicated butcher? This guy mained butchering razorbacks.
 
@Godkin Veratas

How was it having 3 redundant secondary skills behind 1 primary (athletics) added more depth?

One could argue any secondary that is locked behind a primary, is inherently redundant unless it requires special items or rare vendors to obtain
Secondaries unlocked and predicated by tiered primary skill point investment are not redundant, they are additive.

Clearly, a popular idea with those that remain, let's see how it plays out.

I played enough MR to know that we both liked the game.
Absolutely. And yet it has failed. I'm sure you have your view as to why that is. I offered mine.
 

Yeonan

Trial Member
@Godkin Veratas

Are they additive in all cases? Would more secondaries be better as a rule?

Even if the secondaries require little to no investment? And are maxed in a short timeframe?

Secondaries that are aquired through difficult tasks or hard to reach/secret locations id agree are additive.

Secondaries i can get for 10s on any librarian are not, they are redundant.

If we take your logic further then clearly you are in favor of all the material lores that were switched to secondary, since they are now a positive addition.

I know you arent making that argument, im just pointing out that you wouldnt apply your own logic across the board
 
The 60th point in Endurance unlocks Passive Regen thus providing an increase in the reward for further investment in the tree. The effect is even greater when secondaries are disabled with inadequate primary investment. I'm not saying it's the only or perfect way to construct skill trees, I'm saying it's not redundant as it adds meaningful choices through combined effects at high investment.
I have no strong feeling on any of the particulars, only the trend. I see zero explanation of why these changes are helpful. "Stirring the pot" wasn't needed, changing TC and mount mechanics are needed.
 
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We really do not know what is to come. If there is going to be more skills that require points then opening them up this way is better than just adding more points to the pool.

At least this way players will be able to do some basic things that they logically could expect to be able to do on their character.
 
Hello,

yesterday i was playing without any problems.
Today, since the patch, I have an error at the launcher : "ERROR: Invalid Patch File 'C:\xxxxx\MortalOnline_1870000\mortalonline\MOPATCHMOP1870712TO1870800.mop'


Anyone knows how to fix that ? I tried to delete it and re-download that file, it doesn't change anything.
 
We really do not know what is to come. If there is going to be more skills that require points then opening them up this way is better than just adding more points to the pool.

At least this way players will be able to do some basic things that they logically could expect to be able to do on their character.
Let us remember this moment correctly; all characters could mine, chop wood, ride a mount, walk, run, skin, and sprint with zero skill point investment before this patch.
 

MolagAmur

Well-Known Member
But he's right about the depth.

The illusory quality of the depth is not *news*, but that doesn't make him wrong.

If he weren't right, I wouldn't be the (only?) one (so far) sticking up for him in his point of view. There would be others here to do so who are no longer with us.

(Sub-text: this coloring pattern is as annoying as I think it is, right? Asking for a complete stranger.)
With the current skill tree sure. But making these basic skills be secondaries allows them to add more skills in the future that can be a bit more advanced and allow players to specialize. It's basically the same thing as giving us more primary points to work with. Which I haven't heard anyone have a problem with that...
 
Unfortunately, the game never even starts. 5 player minimum is too high a threshold.

The features that have kept MO on life support rather than death: full loot risk and reward, immersion, character progression, player interaction, specialization, role diversity, are all missing from MR. Getting immediately to the fight, having no economy, less specialization, no interdependence, no delayed gratification, no depth, and no meaning reveal only a clunky underwhelming laggy bug-filled game that can't compensate for the great intensity and thrill of the fight. Perhaps MO can reach that attractive dynamic soon as it abandons what keeps people invested.
I expect a small bump in pop from those thinking this will be an improvement, followed by an even greater drop off as the population realizes, with increased frustration, that what is lacking is not more skills, but more meaningful interaction and depth. We'll see.
I think they tried to bring too much from MO into MR. An RPG-UI (that feels tedious and clunky by itself) is not suited for the fast menuing tasks that you face in a BR-game. Their dynamic item system with weird icons does not help either. In a fast paced game, people want to see an item, understand what they got and either equip it, or leave it. (Like, hey that's an M4, hey it's tier 4, since the icons is blueish, it is better than my Uzi tier 2, I will take it!) The exact same concept can be applied even in a fantasy setting. But there was no in-depth planning invested into MR, just a switch of game mode without a switch of interaction tools (UI and controls). All they could do is bind the TAB button to open both inventory and paperdoll and think that they freaking nailed it.

MOs combat is definitely more thrilling, as you had to watch extraction timers for few hours to get your gear and losing it is painful. But I do not think MR failed because it has a lack of depth. Its a fking BR game, it still has too much "depth". And by depth I mean an uninformative UI that you need to learn to even read (which doesn't have to be a bad thing in an RPG).
 

Najwalaylah

Exalted Member
But there was no in-depth planning invested into MR, just a switch of game mode without a switch of interaction tools (UI and controls). All they could do is bind the TAB button to open both inventory and paperdoll and think that they freaking nailed it.

MOs combat is definitely more thrilling, as you had to watch extraction timers for few hours to get your gear and losing it is painful. But I do not think MR failed because it has a lack of depth. Its a fking BR game, it still has too much "depth". And by depth I mean an uninformative UI that you need to learn to even read (which doesn't have to be a bad thing in an RPG).
IF I recall correctly, though, "they" who planned MR decided to use as little as possible of MO's regular dev team's time, shifting the work to a separate staff. This entailed not changing various things in depth, and, yes, (as much as possible) "just a switch game mode without a switch" or new set of interaction tools. Given those constraints, and the presence of strenuous objections to using MO-dedicated human resources on MR, I don't see what else could have been expected.
 
I think this will make life easier and a bit more interesting for all non-combat toons than before the patch.

My butcher can now go and cut his own wood and maybe even hunt some of the weaker mobs without needing Tibers to do it for him.

My armourcrafter can now have more variety of materials to choose from to craft his goods, and maybe even re-train previously flagged down skills.

My resource gatherer can now attempt to go after the rarer ores and try to go beyond steel as his top-tier material. Maybe even go into engineering or construction.

This patch has been about giving all characters the means to do the basics. It doesn’t destroy specialisation or depth, in my opinion. There will be room for those who want to go down that path; my character Tibers is a specialised hybrid, with the means to do what those who only go into the basic skills cannot do effectively.

For those who haven’t logged in and played since this patch, it might give you a deeper insight as to what it actually brings. It is literally giving all four of my characters (well, maybe not so much Tibers) a new lease on life.
 
Theres no depth in having your high dext veela crafter move like a slug because he apparently didnt learn how to run (cuz hes out of primaries and hes apparently not very talented even tho he used to be a pro thief and is now a master craftsman).

Depth is good when it doesnt just screw the players for no reason. Footspeed and breathing tech should be removed altogether and dext should be only speed factor. Like technically the 2 skills kinda make sense but saying they are tied into dext also fits fine and also has better gameplay (nubs and f2p suck less). And f2p moving full speed wouldnt make f2p op or kill subs. They still do garbage damage, trash armor, trash crafting, etc. It just might be bearable to play.
 
OMGGGGGGGGGGGGGGGGGGGGGGGGGGG...
THAAAAAAAAAAAAAAAAAAANKS...
I love Star Vault
 

Xunila

Cronite Supporter
This patch really helps playing some characters more than just 10 minutes per week. I already read from other players that the patch will help to reduce the number of subscribed accounts (bad for StarVault, btw).
My metal extractor will be able to mine the needed rocks, my bow crafter will be able to chop the needed wood, my armor crafter will probably be able to butcher the most important materials (I did not fully calculate this but it should work in a way). Means, I don't need the two miner/woodcutter/tamer characters any longer, who are located at two different positions.
 

Aesorn

New Member
This patch took two of my alts out of crafter hell. They can actually craft and gather what I want them to do now, Thank you SV
 
My only concern, is what does this mean for crafting? Are we just going to see everyone have their own crafter? What's going to encourage socialising and cooperation?
Now people can actually play the game instead of hiding inside waitin for their guildies to do things for them , people will still trade and people will still be lazy and want someone else to craft for them .

I think it’s a good change but something needs to Be done about mounted combatants they are now far too overpowered and meta .
 
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