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  1. finegamingconnoisseur

    To developers

    An Elder Scrolls IV Oblivion or Kingdom Come Deliverance level of NPC daily life AI, combined with SV's invasion spawn AI, would be pretty awesome. On top of that, add a system where all activities by the NPCs would affect the markets and economy in the same way that player activities do. If SV...
  2. finegamingconnoisseur

    To developers

    As long as SV keeps improving and working to build their vision then MO2 should be in good hands. At the very minimum, I would want to see a world that responds to player actions and the npc inhabitants have plans of their own that doesn't require player input to trigger it like pretty much 98%...
  3. finegamingconnoisseur

    To developers

    I saw a tweet years ago where Seb left the AI spawn system running overnight on one of their office PCs. Next morning when he showed up the AI had spawned an entire city of tents and giant structures with maybe a thousand or so risars walking around. It actually looked pretty impressive. That...
  4. finegamingconnoisseur

    Closed Combat Alpha Dates? Beta Dates?

    Closed Combat Alpha is already up and running, has been for the past 6 months or so. It will run until beta stress test begins towards end of 2020 (not sure exact date). Once you have an alpha key you're good to go all the way to release day. The only thing you need to pay for at that point is...
  5. finegamingconnoisseur

    Patch Notes 0.0.0.40 Discussion

    Source: https://mortalonline2.com/forums/threads/patch-notes-0-0-0-40.466/ Added: Added new out of world bounds to save players falling out of the map. Added three different dagger types. (Can be found in containers in cities, and in the wilderness) Added mountain region to the landscape...
  6. finegamingconnoisseur

    Patch Notes 0.0.0.31 Discussion

    Source: https://mortalonline2.com/forums/threads/patch-notes-0-0-0-31.416/ Added: Three new shields added. (Can be found in containers outside of the cities.) Three spear types added. Added Thursar race and one hairstyle. Added New armor. (Risar Soldier armor can be found in containers outside...
  7. finegamingconnoisseur

    Amaruuk nuur

    A massive world was one of MO2's selling points, and if I remember part of Henrik's vision. In practical terms, a massive world increases immersion as the towns no longer feel like nextdoor neighbours. Travelling becomes an expedition that requires careful planning and thought. Escort...
  8. finegamingconnoisseur

    What settlement are you gonna base in (if any?)

    Meduli all the way for me. The wide open spaces, the beach front, and the rugged terrain and buildings makes it the town of choice for me.
  9. finegamingconnoisseur

    Patch Notes 0.0.0.23 Discussion

    I use Bandicam, however due to an unforeseen issue with Nvidia RTX Voice settings and Razer Core X and laptop being started up simultaneously the video had no game audio and the commentary was filled with popping and stuttering. Managed to fix it by changing the sound settings and powering up...
  10. finegamingconnoisseur

    The new Fabernum tower dungeon definitely nailed the creepy and scary atmosphere. I think SV can...

    The new Fabernum tower dungeon definitely nailed the creepy and scary atmosphere. I think SV can capitalise on the horror aspect of MO2 in addition to its open world pvp and full looting side.
  11. finegamingconnoisseur

    Off-hand torches

    I know for sure it was changed, I took a trip down to the Tindrem dungeon and made it out alive, with a torch and sword. The torch never swung. :)
  12. finegamingconnoisseur

    Patch Notes 0.0.0.23 Discussion

    I went earlier today and met @Crewe in the lower levels of the catacombs, recorded a video but the audio was glitched bad so going to have to redo the whole thing.
  13. finegamingconnoisseur

    Off-hand torches

    Maybe SV could make it so that depending on the material it is made out of it will deal more or less blunt damage, or fire damage even. But I'm joining in the consensus that torches should never swing or be treated as a weapon in the first place, unless held in the main hand.
  14. finegamingconnoisseur

    Off-hand torches

    Yeah it is dual wield, however when equipped in the offhand in MO1 it will never swing when you have a weapon in the main hand. It was changed that way quite a few years ago if I remember correctly.
  15. finegamingconnoisseur

    Off-hand torches

    Agreed. At one stage in MO1 the torch was treated just like another weapon by the game mechanics which was a pain. Then it got changed so that it would never swing if held in the offhand while the main hand held a weapon, which was great. I hope MO2 follows what MO1 had with respect to torches...
  16. finegamingconnoisseur

    Patch Notes 0.0.0.23 Discussion

    Source: https://mortalonline2.com/forums/threads/patch-notes-0-0-0-23.362/ Added: Added support for torches. Added the Fabernum Tower Dungeon. Added Torches to chests in cities. Added Priests at Pig Farm, Meduli Ruins, Tindrem Gates and Fabernum Dungeon. Changes: Optimized rotation and...
  17. finegamingconnoisseur

    OFFICIAL AUCTION OF RUBENS, THE CURRENCY OF THE ROYAL BANK OF TINDREM (read carefully details)

    This almost feels like some sort of Wall Street Stock Market. Ruben should bang the gavel every morning when it opens for trading in MO2 public release. :)
  18. finegamingconnoisseur

    S1, Ep9. Shields Have Arrived, With Combat Refinements

    Glad to see a number of players I recognise from the forums in this video. :)
  19. finegamingconnoisseur

    Erstes deutsches Preview - The first german preview

    Am I correct in saying that Germans are a little crazy when it comes to humour? :) Like some here, I couldn't understand what was said but it made me laugh hard. Thumbs up for the video. Going to share it around.