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  1. Turbizzler

    Real time combat

    High ping players had an advantage, especially if you knew how the prediction system worked. As someone who had 260 - 280 ping to MO1 server, I could force block damage instead of parry on my opponent. I could flurry attacks utilizing footwork and fast weapons to bypass a turtle defensive...
  2. Turbizzler

    Real time combat

    Mordhau did set a bar, but it also has a lot of issue when it comes to mechanics and server performance, which is a product of it's complexities. Red parries - Aka the server seeing your parry input as too late, so you take damage even though on your screen you timed it and aimed your parry...
  3. Turbizzler

    Make PvP consensual

    Lol No. Thread can be locked now.
  4. Turbizzler

    What Kind of Walls For Non-Keep Guilds?

    You could farm gold in MO1 when the world was empty and SV made things like MA too good for ez farming. Persistent release, everything is going to be contested. Mob spawns, herb spawns, dungeons, towns, land. From what I've seen, there's going to be a lot of people jumping into MO2 for...
  5. Turbizzler

    What Kind of Walls For Non-Keep Guilds?

    You have to remember, MO1 was plagued with duped materials and gold. Farming gold was also made extremely easy and this aided in the super aids that was Myrlands landscape of walls. It's how everyone could afford their bob the builder projects. Far stricter limitations, higher investment...
  6. Turbizzler

    What Kind of Walls For Non-Keep Guilds?

    Walls aided in killing MO1. It was implemented horribly. Everyone and their aunt had walls. 85% of the walls being used weren't even for player built towns or cities, but for farming outposts and drop off points. So people didn't need to transport as much, and could just process what ever they...
  7. Turbizzler

    Make Bodies Not Desintegrate, too magicky and lame.

    It's something that annoyed me also, how quick the bodies just disappear. One cool thing about MO1 was how bodies stuck around for a brief period, heads rolled, and arms and legs would flop onto the ground. It added to the grittiness and feel of the game, and gave a sense of a brutal fight...
  8. Turbizzler

    Potential siege weapons!

    Ballista would be cool! Wouldn't mind seeing rock throwing and boiling oil too, for defense. Give players options, instead of relying on AI Guards. Need more options for attackers too, like a siege camp which could act like an Inn and minor storage for boulders etc Siege towers, manganons with...
  9. Turbizzler

    Guilds That Own NPC Towns Should Be Able to Set Taxes

    You could control every city/town aside from Tindrem in MO1. You were able to turn off guards, I believe this function broke after TC update. IIRC It was re-added partially again for some period. You can also blacklist people from towns as the controlling guild. It worked alright, but was very...
  10. Turbizzler

    Why we don´t need a flagging system

    City guards and things like the flagging system need to exist, as player driven justice requires players to be present...or players willing to do so. MO1 is a perfect example of an unintuitive flagging system and horrible guard AI - But also a perfect example of player behavior and motives. We...
  11. Turbizzler

    Why we don´t need a flagging system

    I've played both sides of the spectrum. Played with GUTS for years, and we had our own form of player derived justice to keep Fabernum ours and safe for friends and allies...though our methods of player derived justice was murder, griefing and ultimatums(aka we'll blow your shit up and priest...
  12. Turbizzler

    Why we don´t need a flagging system

    I don't know why it took me long to click on to this...but just realized this is some weird roleplay fantasy the ZEAL guys want Mo to be. To be able to freely live their weird cleansing roleplay from MO1, in MO2 without hassle.
  13. Turbizzler

    FYI: Persistent Release (Early Access) Delayed Until March 2021

    Awesome! Good to see SV not rushing it and listening to feedback.
  14. Turbizzler

    Why we don´t need a flagging system

    I think a flagging system is needed, not only for the lore based cities(Tindrem) and other major cities - But for guilds to have some form of control over their lands too(when TC finally comes in MO2). It's also apart of the games roots, dating back to when MO was a concept based on Henriks...
  15. Turbizzler

    No 3rd person confirmed

    Yeh, no. Third person camera jiggle peaking will never be apart of MO. First person only has been a core feature since the first game, and is something the developers have stated they'll never change.
  16. Turbizzler

    Combat is boring, a note to Henrik.

    My thoughts on combat are; MO1 has more fluid combat, it feels more responsive in terms of input - Chaining directional attacks together and utilizing footwork feels better and smoother, compared to MO2. MO2 has better animation work, but the pacing of fighting feels off. It's a little slow...
  17. Turbizzler

    The Game isn't Ready [Poll]

    Played the first time today, game is far from ready, even if its for an early access persistent release. The combat is playable, but is a little clunky and needs a lot of work. The map is bigger than MO1 and is also a lot emptier, there needs to be more mobs, materials/items, and dungeons to...
  18. Turbizzler

    Allow for shadows to be turned off

    UE4 has a lot of shadow customization that can open up varying shadow options developers can implement. From contact shadows, distant shadows, shadow resolution etc I would prefer SV messed around with this and provided sliders for players to tweak for performance - Rather than allowing players...
  19. Turbizzler

    Skill VS Zerg

    " Experience true real-time combat where you decide every move your character makes and where your personal skill really matters. " Hopefully this time around, this isn't a joke.