Search results

  1. lord_yoshi

    Disable Murdercount on Use of Home Priest or in the World At Large

    The easiest thing to do would be to make anyone in a dungeon area local allowed (Light grey) to everyone, but that would just incentivize groups stalking dungeons just to murder people without consequence.
  2. lord_yoshi

    Disable Murdercount on Use of Home Priest or in the World At Large

    That other team was just looking to team up for some fun cooperation and your group decided to pull a "well placed ambush" to murder them all, clearly the system is working correctly.
  3. lord_yoshi

    Replace Random Weakspots With Fixed Armor Penetration Value

    Right now weakspots are heavily dependent on RNG to activate. RNG has no place in a "skill-based" game, so I would like to see the hidden weakspot values replaced with a fixed armor penetration percentage. This armor penetration value would simply be the percentage of damage that ignores...
  4. lord_yoshi

    Auto Ghost walk

    Why are people ghosting to random cities instead of teleporting to your home priest and riding to the city with cargo? Sounds like you're blaming the devs for not planning ahead yourself. Instantly teleporting to any city would benefit alliances too much.
  5. lord_yoshi

    Spiritism Feedback for the Devs

    The real issue with Spiritism is the whole gameplay loop is just a shallow, tedious grind. Currently, you: Grab some empty spirit boxes with at least 4 souls to farm spirits. Use 3 souls to cast Ether Portal on yourself because unlike in MO1, you can't use priests to die while keeping your...
  6. lord_yoshi

    Henrik, please hire someone else to work on magic schools

    I see a lot of whining, and not a lot of actual suggestions.
  7. lord_yoshi

    Indicate If A Spell Would Have Hit But Was Out Of Range

    Right now, if you cast a spell that does not hit anything, you get a general message stating "Spell missed or was out of range." I suggest that when you cast a spell, a second ray trace with a significantly longer range is used to determine if you would have hit a target. This way, you can...
  8. lord_yoshi

    Extraction Poll

    Based on Henrik's discord responses on the matter, it seems that mining/extracting is intentionally designed to be a mindless time waster to distinguish it from hunting/butchery, or in other words, if you don't like it, make money some other way.
  9. lord_yoshi

    Extraction Poll

    You said the rock gathering rates don't make sense, I told you what the logic was, you keep insisting that gathering rates should be based around your arbitrary rock tiers according to what resources the rock can produce. I can guarantee your made up resource tiers make far less sense than "Soft...
  10. lord_yoshi

    Extraction Poll

    Any game mechanic that involves long periods of not actually playing the game is bad game design, but reducing the time to generate materials lessens the impact of losing those materials. I would like to see some kind of minigame to greatly reduce the material extraction timers so players still...
  11. lord_yoshi

    New Logout System Unacceptable

    People need to learn what issues the camping system is trying to solve: An enemy group sieges down your palisade wall and logs out five to ten fighters inside in less than a minute. Well after you have repaired your wall, some of them log in, kill and loot your crafters/AFK players, then log...
  12. lord_yoshi

    Nourishment/Cooking System Flaws and Improvement Suggestions

    This thread is to talk about the nourishment and cooking system shortcomings and how those issues should be addressed. Player Hunger Value Is Not Intuitive Player hunger is a number that normally reads from 0 to 1800, but each .01 kg unit of food eaten reduces hunger by 5. I would suggest that...
  13. lord_yoshi

    What do you play Mortal Online 2 for?

    It isn't essential, but it does make it easier. The same method to find smaller values was used in MO1 .
  14. lord_yoshi

    What do you play Mortal Online 2 for?

    It's pretty obvious you have no idea what you're talking about. Simplistic compared to what? Where is the mined data? What have you even tested?
  15. lord_yoshi

    What do you play Mortal Online 2 for?

    As far as alchemy systems go, MO/MO2's system is by far the most advanced. What were you expecting, a bunch of flashy effects?
  16. lord_yoshi

    NPC Bidding Auctions to Counter Inevitable Gold Inflation

    Adding small upkeep costs to everything just pisses off players, and the costs themselves are insignificant compared to how much gold a player can make in a day.
  17. lord_yoshi

    NPC Bidding Auctions to Counter Inevitable Gold Inflation

    A huge MO1 problem was the lack of real gold sinks, AKA ways to remove gold coins from the world economy. Trading gold between players just shuffles the coins around while more coins continue to collect. One potential solution is to have the server generate Auction House item listings for...
  18. lord_yoshi

    About alchemy and others.

    -Renaming vials was a feature in MO1, should eventually get added. -Dye system was a feature in MO1, should eventually get added. -Naming bags should be a thing. -Get a shorter mount. -[3.00DH] pots are nothing compared to what is coming in the future. -Pickable spawns could always use some...
  19. lord_yoshi

    Extraction Timers

    Everyone can agree that six minutes per stack of rock material is completely excessive, and anyone that defends it is delusional or has some way of bypassing the wait.
  20. lord_yoshi

    Updated Intelligence "Curve"

    If you wanted to change the magic system as a whole, you shouldn't have whined solely about changing the overall int damage curve. Now hybrids have to lower their psy to maintain the same magic damage. Hybrids being dead because of the change is a pretty big exaggeration.