Search results

  1. Turbizzler

    Too Anti-Solo

    Gold is easy to make, that isn't the argument. The argument is majority of the meaningful content in the game is large group focused. Once you pass the initial grind and reach end-game, you'll find out quick what people are talking about.
  2. Turbizzler

    Too Anti-Solo

    SV has admittedly gone for a more group focus with PvP and PvE - Since it "Looks cool/epic in videos" with large groups doing things. SV needs to add some sort of boss difficulty scaling dependent on how many people are in the boss room. So it makes it viable for small and large groups. You can...
  3. Turbizzler

    SPinning / twisty animation pvp bad

    For the argument going on in here. Spins IRL are in medieval manuscripts...but for all the wrong reasons. 1 ) They leave your back open 2 ) Make it near impossible for you the attacker to counter or riposte as strike as you spin 3 ) You are imbalanced and exhaust yourself faster 4 ) You take...
  4. Turbizzler

    SPinning / twisty animation pvp bad

    Spins and animation abuse come with the territory of swing manipulation systems, it's one of the flaws of the genre. It's been a common complaint since Chivalry 1 and followed in to Mordhau(Though not as bad as Chiv 1). Even the top comp groups and players share the sentiment it shouldn't be a...
  5. Turbizzler

    How to alienate your PVP community

    The problem is, the game is barebones and there's no real incentive to PvP, let alone anything, aside from trolling outside of towns. 90% of the population sit in town all day RPing or AFK. There's just not enough to do. Sure you might get some PvP in dungeons, but the issue is a lot of the...
  6. Turbizzler

    Where's the "full" in this full-loot-pvp-game?

    The data still has to be stored and communicated between server and clients. The more loot on the ground the more information has to be communicated. Lets say one node has a huge battle in it, there's loot bags everywhere, people are looting and dying on repeat. Then there's people farming mobs...
  7. Turbizzler

    Where's the "full" in this full-loot-pvp-game?

    I have worked on and off in video game industry since 2008. As a QA analyst my job is to break things, replicate issues, test networking etc etc Outside of this, I have over 15 years of experience utilizing Unreal Engine, from personal projects to full fledged indie projects. Notable companies I...
  8. Turbizzler

    Where's the "full" in this full-loot-pvp-game?

    It is a technical challenge, especially when you have planned future systems that will tap into server resources, while already having server resource intensive systems. When it involves 1000s of players doing things with 1000s of mobs doing things, things like too much physical loot bags can...
  9. Turbizzler

    Where's the "full" in this full-loot-pvp-game?

    You're comparing a worm to a basilisk. Player positioning and movement Mob positioning and movement Player/Mob interaction with other players/mobs(Damage & healing) Player skill interaction(Skill leveling, xp and clades) Projectile positioning(Arrows, which will soon have ballistic properties...
  10. Turbizzler

    Where's the "full" in this full-loot-pvp-game?

    Too much information for the server to store and track on top of send it to clients. Unless SV make garbage collection super aggressive where loot bags despawn in much shorter times OR make certain items in loot bags despawn quicker than others. But at that point, loot bags would be pointless...
  11. Turbizzler

    Open world / forests are empty

    Mob spawns could be more, but they're not exactly barren. What makes things appear barren is you have to be within around 100m of a spawn for the mobs to render in. Then on top of this certain mobs are constantly farmed to the point it makes them appear like there's none - Horses, Bandit camps...
  12. Turbizzler

    Patch Notes 1.0.1.10 Discussion

    - Wardec implementation is very lackluster and not many people are going to utilize it after this recent change. - Guard attacks can no longer be parried? Only reason I can think of this being a thing is, it's a bandaid for horrible guard AI and to stop people back peddling and parrying the...
  13. Turbizzler

    Mortal Online 2 Forums Empty?

    To be fair, 50% of activity in the unofficial discord is the same 3 or 4 people calling each other slurs and shit posting about absolutely nothing. It's like watching a bunch of string beans from 4chan & reddit acting hard on the internet lol Then another 25% of activity is mixed between reeing...
  14. Turbizzler

    Weapon speed buff needs to go

    It's being reverted in the upcoming patch, when ever that is. Two delays already lel
  15. Turbizzler

    Are you paying?

    Not worth the sub yet, still need basic content to fill out the half implementations and a lot of QOL things are needed.
  16. Turbizzler

    Share your pc spec and in-game fps.

    i7 10700k OC 5.3Ghz RTX 3070 Ti Gigabyte Aorus Master 8GB Corsair LPX 3200Mhz 32GB FPS varies, really depends on where you are and how much people are around. I typically sit around 120 - 165 fps when in the wild or in a dungeon. In towns, it can sit around 60 - 120fps. Meduli and Fabernum are...
  17. Turbizzler

    Weapon speed buff needs to go

    From NZ, facing an EU player with a flake sword is an aneurysm after the change. The animations and damage don't sync correctly depending how low the persons ping is. If the invisible weapon glitch is happening at the same time, it's almost a complete guessing game.
  18. Turbizzler

    30 Second PvP Timer Rule

    Lol, No.
  19. Turbizzler

    please give us a look around button!

    It's called freelook, and yes I agree it should be added.
  20. Turbizzler

    2h swords should be heavier...

    Swords have a good swing arcs, four good attack directions and have the best head hit boxes due to length of the blade. It's the only reason they're so prominent. I still see a lot of spears(specifically triple and risar) and people using axes, quite a lot. If the combat wasn't so slow, swords...