Yep, persistence will be a blood bath and the political landscape is going to be a scrambled mess of alliances, guilds playing both sides and back stabbings. You'll have the Veterans of MO trying to restate their land claims from the original game, and new players trying to prove themselves in a...
In the world and history of MO, these new guilds and players are randoms. They're unknown nomads coming into a world full of rich history and trying to place their hats/helmets where others have already placed theirs many moons before.
A lot of these towns and cities in the world of Myrland...
The political landscape will be very different to Alpha/Beta. Most people aren't taking the test environment seriously. Most people are just having fun and testing things out, for the most part. Aside from the few alliances and roleplay entities that have risen in alpha/beta.
People making...
I don't expect people test like madmen/madwoman non stop, just don't see the point in playing the alpha/beta like it's in a live persistent state. Sure, practice for things like PvP will help. But the political landscape is going to be much more severe, most of the major political...
What I don't get is, why are there spy groups, political plays, and alliances in a test environment? No point try harding when it's all wiping away start of next year. Everything that occurs means nothing. All the tears, backstabbing and brain power usage, means zilch.
Though I will say a fresh...
I am not one bit surprised, this was something that progressively got worse over a long time in MO1 and maximized when breeding was added. It sort of makes sense that they want to cut travel times, and to do this they need to adjust mount speed.
An easier solution would of been to not make the...
Yeh, it sucks. I was really hoping to get a feel of 2010 - 2013ish MO1 combat mechanics in MO2. With some of the technical improvements of mid - late MO1, just with more polish & stability. But what we have is an even more extreme jump in combat design, compared to what we experienced from early...
Yeh you could get a somewhat decent item or two in a day from thieving, and little bits of gold over a day that add up. But the time investment for the profit was low compared lockpicking. Only thing pilfering was worth, was combat thievery stealing enemy potions and bandages. Unless you went...
Any competent PvPer won't fall for anything the game currently offers in combat mechanics, it just results in parry trades until someone eventually fuck ups, or someone starts pulling out the spins and looking up animation tricks.
I'm not wrong, I understand the combat mechanics in MO2 quite...
As an Oceanic player, I became very salty when I first played MO2 and realized my playstyle from MO1 had been neutered and forced me into turtle gameplay, which I'm not a fan of. If I want to master broken animations, cheese mechanics and play some jedi mind tricks, I'll play Mordhau.
MO2 lacks...
Put gold into silver, and expensive items all into bag and thieves rarely achieve stealing off you. Thief chars are found out quickly by everyone, and all you have to do is push them every time you see them, since most thieves spend their time either hidden criminal - or waiting for crim flag to...
Ok, this sounds & looks like a corner cut to rush the mechanic out. I never scribed in MO1, but appreciated that there was a mini game to it.
What next, lockpicking wont have a mini game and instead have a dice roll if lockpicks break or unlock?
A lot of old players are about or have checked in on MO2. I've seen players from AQ, SS, QUAD, GUTS, EC/7L/ENVY, KOTO, ES, WSX, OMNI and a bunch of others.
Whether they'll be playing during full release, unknown until that day comes I guess.
While the cesspool of MO1(Tindrem) was like its own little mini map inside Myrland - With murder, thievery, trolling, traders spamming yell macros etc etc creating this living breathing pile of aids, that was fun.
In saying that, Tindrem was also implemented in a terrible way in MO1 - Took a...
If you want to talk historically.
Historically heavy cavalry were used in a shock capacity, they were essentially used as a burst of weight to penetrate and try break the enemy line. The weight of both the rider and horse armor really tired horses out quick, even specifically bred war horses...
" You could move quickly on the battlefield, you could do high end damage, and you were very tanky"
"Heavy Cavalry are an absolute necessity on the battlefield. They serve their purpose just like foot fighters."
Hate to break it to you champ, but that is not how heavy cavalry works, or should...
This has been proposed 100s of times since MO1. Looting restrictions like this(What we call 'soul bound') are not in the spirit of Mortal Online, the only exceptions being spells books and worn short swords.
You mess with what can and can't be looted, you affect the crafting and player driven...
I've transitioned away from the name I was known for in MO1...Since it was a name I for whatever reason named my first character after hiatus, while extremely intoxicated lol I was known as Turban, before that I played as Sisco. I've had many names during beta, I've gone for themed names...