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  • New continent planned?


    • Henrik Nystrom
      10th of April 2018
      Of course we can save all kind of data, and send a flood of data to every player making it pausing your client and interrupt with important data such as loading characters on screen as fast as possible. Or remember this one, add loot lag when you are about to loot in the heat of action.
      See we need to have a balance on what we spend our "resources" on data in a mmo.
      This is what we mean by we need to keep some numbers down to be sure important data is always handled the right way. Our game is already a bit more demanding in data than most other mmos out there currently due to our detailed systems that requires the data for the server/clients.
       
  • New continent planned?


    • Henrik Nystrom
      5th of April 2018
      We do not have indestructibles in MO gear, we plan to have repair however but it will not be able to fully repair it to its origin max durability.
      Indestructible gear in MO would be a very high durability range but it still has a durability.
      To save more stats in these weapons as you describe means more data stores in weapons in which we already maxed out due to we wish to keep performance at a good level. Its an interesting idea though.
       
  • New continent planned?


    • Henrik Nystrom
      5th of April 2018
      We cant store all materials used in weapons, hence we cant melt to get those materials.
      We are however looking into a repair kit, that repairs the weapon but lowers the max dur.
      It may also be suitable to lower the weapon dmg dur effect a bit more.
      Investigating.
       
  • You dont buy tickets to get in, its a lottery to go to the island Agui..


    • Henrik Nystrom
      3rd of April 2018
      We have not fully decided which continent would be the next one.
      As you mentioned, we have a lot of focus on the newbie experience island and the update of the TC/guild system to do first.
      We have preparations for Nordvelt the cold continent or Herabalter the dark continent. We would love to start working on our ship system as well, which would mean the sunken kingdom to promote such feature.
      Would ofcourse be lovely to hear which continent you would like to see next on the list when we are about to start that area again that is. We know that some do not want us to add more continents until we have more players online which is understandable. We would also like to make some updates on our old continent Myrland, which have over 10 year old content that could need an update as well.
       
  • New continent planned?


    • Henrik Nystrom
      3rd of April 2018
      We have not fully decided which continent would be the next one.
      As you mentioned, we have a lot of focus on the newbie experience island and the update of the TC/guild system to do first.
      We have preparations for Nordvelt the cold continent or Herabalter the dark continent. We would love to start working on our ship system as well, which would mean the sunken kingdom to promote such feature.
      Would ofcourse be lovely to hear which continent you would like to see next on the list when we are about to start that area again that is. We know that some do not want us to add more continents until we have more players online which is understandable. We would also like to make some updates on our old continent Myrland, which have over 10 year old content that could need an update as well.
       
  • What’s Next? Development Update Discussion


    • Henrik Nystrom
      21st of March 2018
      Just to point out a few things to consider with factions.
      Faction system will not be in the game very soon, there are quite a lot to work on to have this ready, but we wanted to mention some of its basics we are planning on. Things may change and we will implement some parts in various patches.
      It may sound like factions are a short mini event and afterwards you enter the queue for your rewards.
      The thought is that you will slowly gain a reputation and some kind of currency within the faction you support. This currency is what you can spend on various faction items and abilities possible to further support that faction. Each faction has its own agenda, style and mission just like the different races/empires in the game.
      Factions was planned for since day one, but we simply haven't got to them yet. They were meant to be options for the players to join support or create bound within Nave and all of its citizens.
      Over the years we evaluate whats needed and if its time to implement some of our features mentioned over the years. Factions were also meant to add meaningful conflicts for players interested in such field, but its not forced upon anyone. It will not give rewards that instantly buff your fighting skills.

      We haven't mentioned the details of our work with all of the TC we are going through as we want to be sure before we write to much of it. We are going through keeps and what it means to own a keep today as we are well aware of the current situation of owning a keep and what it means and its fun factor.

      We also wanted to slightly touch the topics so we can be open on the systems as they progress and its a good thing to hear feedback or if there is other options that some of the systems would benefit from for instance in the alliance system etc.
       
  • Elementalism Spells


    • Henrik Nystrom
      15th of March 2018
      We are eagerly awaiting your elemental skills to be shown here.
       
  • Elementalism Spells


    • Henrik Nystrom
      12th of March 2018
      Actually the Carebear is in my garage currently, a constant reminder of our wonderful community that gave us this bear :)
       
  • Trapped inside Turtle Keep


    • Henrik Nystrom
      9th of March 2018
      After all good survival skills in the end there.
      It clearly shows some issues with AI and TC structures/LOS/Collision as well which I hope we can polish on shortly as well.
       
  • Can we talk about MO Marketing? (Mortal online active players dropping..


    • Henrik Nystrom
      29th of January 2018
      I thought I made it clear that we are focusing on TC and new player experience. We need to be sure all design and functions are covered before Seb can start code it. While we trying to iron this out, Seb is finalizing Elementalism in split up phases, just how we will handle the next content as well that is focused on TC and New player experience. Maybe we can post this on a more clear section so everyone can spot it I agree.
       
  • Patch Notes 1.87.00.00 Discussion


    • Henrik Nystrom
      17th of January 2018
      Every school is different from each others and you learn and master them differently. We hint how to discover them more or less depending on what school it is when released. A few schools are meant to be close to impossible to fully master or even obtain. While many of them will be easy to more challenging in different forms. If a school isnt learnt the way we intended difficulty wise we have the means to adjust this to make sure it follow design.
       
  • Patch Notes 1.87.00.00 Discussion


    • Henrik Nystrom
      17th of January 2018
      We have seen a lot of scrolls being gathered as loot since we launched them years ago as the first component in learning a new spell. This part we need to make sure it follows the todays drop rate and how easy or difficult it is to obtain these new spells. We are ofc making sure they follow this seal wise and if needed we will update the scroll as well. We are monitoring them to see how many there are in the world etc. We are working on PvE and loot every now and then to make sure it is up to date on where it needs to be.

      Elementalism is rather easy to learn compared to a few other schools. Some may req combat skills or even groups, while some are not related to combat.
      We may need to adjust the scrolls in Elementalism not only the seals, Herius is tracking this as well so we can be sure that it follows our intention in how difficult it is to obtain them.
       
  • Patch Notes 1.87.00.00 Discussion


    • Henrik Nystrom
      17th of January 2018
      That is correct, like we explained many times, we need to utilize our schedule and people the most efficient way we can, not having some people on standby.
      We are outlining the main issues and core rules of TC and trying to make a proper change and additions to the system to give it more reasons to use and invest in. This is far from easy as we all know most veterans want to invest in it, but far from everyone agrees in how we should make it work the best way. We know there are no real interest in owning a keep today and that many see it as work and nothing specific to gain by investing in it therefore not really caring in getting one or protecting one. We know there lack tools to defend and siege properly. We want to add as much fun factor in these areas as possible, but not just making it much easier and faster to destroy that will make it more difficult for people to build and own.

      While polish and some progress in magic schools advances we also work hard on trying to establish the core for a better TC system that the majority can enjoy and invest in. We are also focusing on the new player experience as it is just as vital to get a steady flow of newcomers that finds the game on a daily basis but really dont give it a chance due to the out of date new player experience without a proper fun start to get to know the surface of the game that leads them to explore more.

      Both are important, as one promotes end game ala vets interest that is important for us of course, but also to let new players have a chance to find and enjoy the game.
      We have gone through tons of scenarios and situations and feedback on what the majority doesnt like or think work well enough in TC and we are trying out best to deliver something suitable for MO and something that is worth investing in for all players.

      While we understand this current patch after xmas and holidays which is mostly the start of the next school that was planned for isn't exciting for everyone ,specially those that are looking into the TC changes. But we need to continue to deliver as plans and this doesnt mean we postpone or ignore TC work, trust me we are discussing it nonstop on what we need and what will work in MO. We simply need proper time to get it right so it is indeed a good improvement.
       
  • Magic Development Update 11


    • Henrik Nystrom
      4th of December 2017
      We absolutely do not see this profession as a side character used for large scale pvp or sieges only.
      Ir could be used for either purpose, defending attacking, some spells may be effective to either hurt or spread a large concentrated group, npcs or players. It is unique in its own way as it ties to the elements and weather when it comes to a few spells and usage. It uses its full body to cast a spell therefore needs to stand firm on the ground to focus such spell.

      We are happy to see your interest and your feedback on this profession, we will do our best to make sure it gives enough versatility in a wider gaming area and that it is not OP on release. I want to remind everyone however on the balancing factor that is very difficult in this kind of game that is far from finished and many profession and items will be added to the game over time that directly effect balance. As you know, some specific areas may be more effective in pvp and some in pve that is simply the nature of being more effective rather than we want every single way to be equal effective in different scenarios. We also stated that some schools may be much harder to master and achieve that may be more powerful in some ways. Elementalism is not one of the rare schools so starting to explore this profession will not be difficult.
       
  • Magic Development Update 11


    • Henrik Nystrom
      1st of December 2017
      Anyone can start out as a basic elementalism, however to really master it, it requires some effort.
      The spells are projectile based, making it aim based and plan based on where you release the spell effects.
      Reflection may make it bounce back in the opposite direction. As described, some spells are based on the environment in which you need access to certain elements to cast specific spells.
       
  • Patch notes 1.86.01.28 Discussion


    • Henrik Nystrom
      28th of November 2017
      Multiple people working at Star Vault, they all must work.
      Their work field prevent them from working on other things that some way want to see instead of new stuff.
      As stated before, it still needs to happen guys, get used to it.

      As mentioned before, we are still working on and planning on the big TC updates in the back ground. We are also working on a new magic school.
      But we still have to push small patches every now and then which improves the game and sometime adds something new to the game.
       
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