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  • Damage Bonus


    • Henrik Nystrom
      17th of October 2017
      There is no hard cap on damage bonus.
       
  • Waiting for answer by GM


    • Herius
      16th of October 2017
      Try it... try not taking damage on a nodeline, and try dying without dropping loot :)
       
  • Waiting for answer by GM


    • Herius
      16th of October 2017
      No one noticed that these two were fixed many months ago? :)
       
  • Make dynamic mob spawn points ASAP


    • Sebastian Persson
      16th of October 2017
      Okay yes, I understand that the spawner would move outside of the house, but if we only move just the spawner and ignore the spawn radius we might as well not move it at all.
      I assume UO allowed a spawner to have it's spawnradius intersect with a house.

      There are no lyks because the spawner shrinks just like you said until it's too small to spawn anything at all.
       
  • Make dynamic mob spawn points ASAP


    • Sebastian Persson
      16th of October 2017
      This is incorrect if you build on top of a 100 radius spawner, in the middle of it, the spawer would have to move 100m to avoid having the house in it's spawn radius.

      This already happens.
       
  • Halloween event


    • Sebastian Persson
      16th of October 2017
      There are plans yes, more on it later.
       
  • Halloween event


    • Herius
      14th of October 2017
      Why robot dressed humans?
       
  • Make dynamic mob spawn points ASAP


    • Sebastian Persson
      13th of October 2017
      There are versions between these solutions to.
      We could maybe move the spawner but only once and if it's still blocked it's blocked.
       
  • Make dynamic mob spawn points ASAP


    • Sebastian Persson
      13th of October 2017
      OK about the nudge:
      If a spawner has a spawnradius of say 100m radius, it's a large spawn.
      A player builds at the center of that spawner, worst case scenario, the spawner would have to move 100m closer to the sea. NOW if that spot has a house or building in it, it would have to move 100 more meters.

      Spawners are NOT tiny circles like the mob itself they are large areas.
       
  • Make dynamic mob spawn points ASAP


    • Sebastian Persson
      13th of October 2017
      The problem is not moving them it's that when you move them they will hit a second spot that is taken and need to move again. The are "pushed" several times not just nudged once.
       
  • Make dynamic mob spawn points ASAP


    • Sebastian Persson
      13th of October 2017
      Spawners would move because their radius is inside something built.
      Where should they move? Well they would move AWAY from the center of the map meaning close to the edges and the sea, so they do.
      Now another house is placed close to their second place, now they move closer to the sea again and so it goes meaning every spawner would be forced into the sea by houses at some point.
       
  • Make dynamic mob spawn points ASAP


    • Sebastian Persson
      13th of October 2017
      Oh also invasions are pretty much spawners we have a lot of points that are considered "good" positions for them to spawn and then they dynamically move from that spot by building more spawners themselves.
      It's chaotic but we have some control over it as we decide the inital spawn.

      It works OK but I have seen so many screenshots of it not going well at all but that's OK since it's just for a day or even hours then it resets. Dynamic spawns that get forced to move will be like that until someone builds in their new spawn location.
       
  • Make dynamic mob spawn points ASAP


    • Sebastian Persson
      13th of October 2017
      ok..
      So, say we "moved" spawns instead of shrinking them, this would result in spawns moving to the outer sides of the map. Spawn that switch nodes we would have to remove entirely since we need to balance the load on nodes to avoid them being overcrowded.
      Spawns would be forced into the same spot, you would have tons of spawn in places where players aren't able to build so close to water, like the sea.

      This would entirely re-balance the map as you could get a tons of mobs just outside of tindrem for example or inside of the garden.
      Spawns would have to "guess" where to spawn now, large spawns are placed on very flat places right now to avoid them spawning in the spot ( like in a cave under it's spawn point etc ). You would find spawed AI stuck on navmesh with no connection unable to do anything.

      We have thought about these things, we have talked about them.
       
  • Cooking Heads


    • Herius
      12th of October 2017
      I will look into it, seems to be an issue since we added them as decoration for poles.
       
  • Make dynamic mob spawn points ASAP


    • Sebastian Persson
      12th of October 2017
      It's a tricky situation for sure.
       
  • Make dynamic mob spawn points ASAP


    • Sebastian Persson
      12th of October 2017
      This is something we thought about.
      Instead we did decide to go the "build anywhere" way as it's the more sandboxy way to go and.."you can't build here" is a really annoying message.
       
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