Search results

  1. Turbizzler

    Nerf Bone Tissue

    Have to remember it's super easy to get right now, because carcass rates are intentionally made super high. Pigs dropping 10k - 20k isn't going to happen on release. I doubt butchery is going to be as potent as it is right now either. Game is in testing phases, of course shit is going to be...
  2. Turbizzler

    Nerf Bone Tissue

    MO1 had a huge problem of majority of materials being useless, and worth nothing more than a little vendor coin. It's good that SV is closing the gap between material effectiveness, this is one change I support. More readily available options, means more people will be out PvPing, means more...
  3. Turbizzler

    We need dark grim atmosphere in game

    That's one thing about MO1 I really liked in the early days, the grim and gritty look and feel. I wasn't a huge fan of the lighting, armor and character model overhaul, made things seems a little too generic fantasy with the vibrance. I was a little disappointed seeing MO2 take a more cleaner...
  4. Turbizzler

    Make a new mining system, reformulate everything

    The problems are basic ores take way too long to process, and then the material you get from extraction of these ores are additional timers to process. This coupled with travel times and actual resource gathering time makes it one long period of essentially afk gameplay. It's unneeded tedium...
  5. Turbizzler

    Quad vs Wigs

    Your wig got splid, accept it and move on.
  6. Turbizzler

    Salvia WHERE?!?!?!?!? Any tips on locations for the purple herb? DM ME IF YOU KNOW a possible location

    Salvia is in-game, so is sea dew. HP pots are a thing, just most people are testing old recipes to see how they transfer over to MO2, and then adapting recipes to the tweaks SV has made in alchemy.
  7. Turbizzler

    Crevices

    They need to turn these crevices into mountain paths/trails or little canyons. Currently 90% of mountains in this game feel like Mt Everest. You're basically forced to take the long ways around. Map looks pretty, but there's some level design issues in a lot of areas.
  8. Turbizzler

    Need Crusher and Furnace in the South

    Forcing people to spend hours mining to get a large haul to make transporting worth it, then forcing people to spend 1+ hours transporting across a large world, THEN forcing people to extract the materials for 1 - 3 hours...is bad game design. People can say "iTs hArdCoRe gAmE" all they want...
  9. Turbizzler

    Do all mounts die this quick?

    Steppe horses aren't the beefiest type of horses in the Mortal world. We are unable to see their attributes currently so can't select what horse we want based on it's stats. As mentioned above, horse armor hasn't been added yet either. For now all you can do is try level your horse(if it...
  10. Turbizzler

    ~1k out of a possible 40k players are playing....

    The numbers only account for players on at current time(concurrent) and looking at the chart is hasn't gone past 1300 players - So my guess is that is server limit for now(possibly due to crashes over the past 24 hours, SV must of set a tighter limit). The Steam API doesn't publicly provide...
  11. Turbizzler

    Give fast travel a try

    Might as well add ATM machines and bank transfers at that point. Only type of fast travel I could see viable and suit MO2, is potentially a statue like in Haven where you can select any Major NPC cities from, and teleport there. No red towns, no places like Cave camp or Jungle camp. Only items...
  12. Turbizzler

    Mages are trash or what the hell is going on?

    Ecumenical is a basic magic school, with beginner/novice spells - Mainly for support in group fights and solo survivability. Other schools are more advanced and offer much more offensive means than ecumenical. You'll just have to wait for the other schools to eventually make it into MO2 to even...
  13. Turbizzler

    Lengthy feedback from salty vet

    I've played Alvarin for well over half a decade in MO1 and for majority of my playtime in MO2. I've fought Draculina many times. 1v1's mean very little. Alvarins right now are glorified butchers/miners/woodcutters. Only really PvP viable in urban settings.
  14. Turbizzler

    Lengthy feedback from salty vet

    I'm not going to repeat myself, you can read through the thread in which I quoted myself. A lot of good points made by multiple people. The clades are nice, but very niche and situational in use. Alvarin are still very imbalanced.
  15. Turbizzler

    Wipe

    No one knows yet, but my guess is months away. There's still a lot to improve and add before it's persistent release ready. I would estimate late Q3.
  16. Turbizzler

    Lengthy feedback from salty vet

    Aside from the normal feedback of combat being too slow &being too zerg friendly, on top of AI improvements being needed - Here's my gripes outside of those. Extraction timers 500 seconds from grinder and 300 second for crusher is absurd. People generally extract ore in bulk. That's 8 minutes...
  17. Turbizzler

    The speed gap.

    Put your horse in the stable and there's no horse for a naked veela to hit your horse for 30s. OR If a person is hitting your horse, they're grey..kill them. Don't stand around a town AFK with books in your inventory. Not a hard thing to do. In MO1, a Thursar player could catch an Alvarin with...
  18. Turbizzler

    Non Full Loot PvP Server for Filthy Casuals please

    The game revolves around player decisions + interaction, and the risk vs reward aspect that comes with it. Splitting the playerbase into a PvP and PvE server would break that, and would go against what Mortal Online is. Everything you suggest is against the opposite of what MO is designed for...
  19. Turbizzler

    The speed gap.

    Bows need balancing, being able to spam a high strength long bow, while being able to tail the highest speed characters should not be doable. Bow needs to be viable, but currently, draw speeds and stam usage is a little too forgiving.
  20. Turbizzler

    The speed gap.

    Positioning always mattered, being able to kite was repositioning yourself to put you in an advantage and fight on your terms. It's what made small groups and 1vX in places other than rooftops and mountains viable. For example, currently - The speed gap is so close, that max size Thursars can...