An outsider’s perspective

straydog

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Hello, like most of you I am a pvp enthusiast looking for the next thrill. Also a fighting game player, chess player and fencer.

I briefly played Mortal Online 1 after hearing how unique it was and much high praise. I thought the game was brilliant but deeply flawed, and ultimately was not the game for me, but I yearned for a similar game, but with better execution, which is why I was elated to see that it was getting a sequel. I’m here to give the perspective of an outsider, but one who is probably right in the target audience of the game.

It’s my belief that this game’s combat, in its current form, is too rudimentary to succeed. I see a game whose core mechanics do not provide enough of a way to create meaningful openings, resulting in players coming up with their own way to get around the limitations imposed by the mechanics, in ways that are messy, ugly and unintuitive. This may suffice for Mortal vets, but it will likely spell doom for prospective new players.

In my opinion, the game has the following flaws:
-Attacking mechanics are weak and players must hide their attacks with movement jank
-Damage is very low, and there is no mechanical way to “press your advantage” resulting in an exceedingly high number of openings required to kill
-The above is also exacerbated by effective means of disengaging from combat and healing
-Magic that provides no visual visual feedback besides “someone is suddenly on fire”
-This is more of an aesthetic gripe, but it still contributes heavily to the experience your game provides, but attacks “feel” weak and small. Swords smacking lamely on armor and stopping, the parries just being two sticks smacking together. These do not adequately communicate the satisfaction of landing a hit or parrying a sword coming at you.

Games in which melee combat is the central focus of the game need a few things to succeed. Strong offense, fluidity and stickiness. This game appears lacking in all of those.

I realize that latency is a big issue that has really held back the implementation of a good combat system.

Here are a few ideas to consider:
-The first few frames of a block will “parry” your opponent, costing no stamina and putting them into a very brief recovery state where they can only move and block, giving you time to transition into offense
-After the first few frames of holding a block, you will enter into a “held guard” state. In this state, an attack hitting your guard will drain a sizeable amount of stamina and will not rebound, allowing your opponent to follow up with more attacks.
-Attacks cost significantly less stamina

These mechanics build the groundwork for a system that emphasizes offense. It requires a defending player to time a block well in order to shift from a defending state to an attacking state. It also means that attacks can be delayed in order to hit a weaker guard and begin building a stamina advantage.

-A quick, short range, stunning attack like a haft butt, pommel bash, shield bash or punch that can be guarded from any direction, rebounds off of guards, and do not affect opponents mid swing, but staggers and drains stamina from people who are holding an attack

This would be implemented as a quick counterattack that serves as a callout against delayed attacks, but that will lose to swings

-Once out of stamina, guarding an attack will batter your weapon arm out of the way, briefly staggering you. Getting hit will stagger you. Getting hit while moving away from your opponent will knock you down.

This serves as the basis for aggression. Land hits on your opponent’s “held guard,” enabling you to eventually batter them, stagger them or knock them down.

-Disable sprinting for 5-10 seconds after each attack or block
-A stepping lunge that covers a large distance quickly (faster than a sprint), but if parried, briefly staggers you and drains a large amount of stamina

Two mechanics that serve to make combat more sticky and prevent long chase scenes

-A 15-25% increase in damage
-Taking damage imposes increasing reductions to max stamina
-First aid can only be done while standing still
-Healing spells restore health, but not max stamina

These changes serve to buff attrition and remove “back off and heal and no harm done” as a strategy, meaning that every attack landed has a permanent effect on the outcome of a battle.

Anyway, its food for thought. There are any number of other changes that would suffice, these are just examples to get the juices flowing on what kinds of things the game is missing. It won’t be enough to just “remove spinning” or “change guard angles” without true, solid structure in the combat system to replace it. Some people will probably be like “you don’t know the game, these changes suck.” And it’s probably true, but the purpose of this thread isn’t to tell people how the game needs to change, but to tell people that it needs to change and to give examples of possible paths.

Cheers and I hope the game owns on release.
 

Jackdstripper

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These suggestions would be ok if this was a dueling simulator but in a team fight all these stuns, stagger, disabling sprint (!) , etc would be nothing but a huge pain in the ass.

I am not for further complicating the melee system. It should be more fluid and responsive yes, but not complex and certainly not full of stuns and disables.
 
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Valoran

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As mentioned already, most if not all of these changes are not suitable for this game due to it being an MMORPG and not a duelling game.

I appreciate you taking the time to make these suggestions, and I agree the spinning nonsense needs to go, but unfortunately we can be quite confident these suggestions won't ever happen as they would severely negatively affect many aspects of the game.

Also I don't know how much you know about the game, but the damage increase you suggested is strange because your damage dealt depends on so many different factors with the potential to do massive damage to people under the right circumstances.
 

Teknique

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The game originally in mortal 1 and early mortal 2 alpha especially, really rewarded offense.

it’s been changed to meet the demands of defensive players. They’ve essentially asked to immobilize all opponents and this is where we are at today.
 
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straydog

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This is a difference in preference, but in my opinion, in a team fight people shouldn’t really be sprinting around in and out of engagements. They should be engaged with the opponent and fighting.

When I mention staggering, I am not suggesting a stun or disable, but a brief state in which movement is still possible but attacking and guarding are not, but not long enough to guarantee a hit in a duel scenario (though it would open you up to hits from others in a team fight.) It would serve mainly as a way to redirect the initiative. In a team fight, it would increase reliance on teammates fighting at your side to bail you out of situations where you’ve been caught out be enemies, and being able to move during staggers should help prevent people from feeling stun locked or helpless.

Even if your game is not a dueling simulator, 1v1s still need to function, because they will happen, and it can’t just be two people bonking each other’s sticks and running around healing, or contorting around flicking their swords around to get damage. I think team fights would largely not engage with the dueling applications of these mechanics. The “spinning nonsense” exists as a player-invented means of overcoming the fact that the game’s offense is too weak. This speaks to a need for a stronger way to overcome blocking, preferably a solid, well designed a comprehensible mechanical solution and not “play a blainn because they’re short and their attacks are harder to see.”

But again, I’m not a player, I’m an outsider, and I’m not knowledgeable about all the game’s needs and quirks. I mainly offered suggestions as examples of solutions to the most visible problems, and they certainly aren’t the only solutions, or best solutions, and I can never know if their implementation would work with the rest of the game or with the netplay framework. I just find it’s always better to at propose something rather than just saying “game sucks, fix it devs.”

I also think the game has so many redeeming features that even if combat is dysfunctional, it will probably still be a good experience.
 
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Tzone

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I think there are some good ideas in OPs post but a issue is currently you can hold your attack for very long which means you have to reup your block a lot to get the parry.

As a NA player with higher ping I cant not always rely on reacting to a swing and have to react to the charge animation instead.

I think a good change that could be added is to lower the amount of time you can hold a charge and then you can lower the amount of time you can hold your block. This might cause issue other places in the game play though, but I cant think of a issue at the moment.

If you disable sprinting after attacking or blocking then you will have issue sticking down fleeing enemies I feel like.

ONE MAJOR CURRENT GAME ISSUE is that fulmination or corrupt has not effect visible on players like it did in mo1. They should add effects on players that have these on them.

Combat that is based on solid 1v1 is usually good over all. The only issue is that damage needs to be lower in this situation to facilitate group fights not being a mess. Outside of oghs defensive gifts I dont think the damage in the game is really all too low.
 

ThaBadMan

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These suggestions would be ok if this was a dueling simulator but in a team fight all these stuns, stagger, disabling sprint (!) , etc would be nothing but a huge pain in the ass.

I am not for further complicating the melee system. It should be more fluid and responsive yes, but not complex and certainly not full of stuns and disables.
Its only good to punish bad play. Run out of stam and you should get severe punishment.
 

Tzone

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Its only good to punish bad play. Run out of stam and you should get severe punishment.
With the current stam drain in game I would consider stam system broken. You are limited in your feints now which was used to get around blocks. If the stam drain was reverted then maybe but currently stamina just limits good play.
 
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ThaBadMan

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With the current stam drain in game I would consider stam system broken. You are limited in your feints now which was used to get around blocks. If the stam drain was reverted then maybe but currently stamina just limits good play.
I agree, but I have a weird view on stamina compared to normal Joes.
 

straydog

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With the current stam drain in game I would consider stam system broken. You are limited in your feints now which was used to get around blocks. If the stam drain was reverted then maybe but currently stamina just limits good play.
Yeah, one of my main suggestions was shifting stamina usage out of attacking and into defending. In my opinion, stamina should not exist to limit aggression, it should exist to limit defense.
 
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Najwalaylah

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My dear mama always says not to feed @straydog s, but...
When I mention staggering, I am not suggesting a stun or disable, but a brief state in which movement is still possible but attacking and guarding are not,
"(A) brief state in which movement is still possible but attacking and guarding are not" sounds precisely like a 'disable' to me.

I am not for further complicating the melee system. It should be more fluid and responsive yes, but not complex and certainly not full of stuns and disables.
Well,
"...Putting them into a very brief recovery state where they can only move and block, giving you time to transition into offense"​
sounds kind of like a disable to me-- and saying it's not a disable just sounds like a word-game.

And
"A quick, short range, stunning attack like a haft butt, pommel bash, shield bash or punch that can be guarded from any direction, rebounds off of guards, and do not affect opponents mid swing, but staggers and drains stamina from people who are holding an attack"​
sounds exactly like a stun.

To me there's a certain amount of disingenuity in calling the OP an outsider perspective.

But I have @Kavu on Twitter asking Mortal Online (and, in a way I assume was incidental & rhetorical), me):
"Neat and all- but did they ever add anything to mêlée combat past parry and return?"​
And that's a good question I don't understand quite enough about Mortal (Online) combat to answer. Is there not much more than that? And what could be added without wrecking it?
 

straydog

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I take that doubling of "visual" as a typo, rather than as something I do not understand.

I wonder what, in your opinion, would be the more useful visual feedback for-- magically, in a fantastic setting-- putting someone on fire.
Being on fire only shows an effect, it does not show a cause. It would be akin to removing sword swing animations and just playing an “UGH” sound to indicate that you got hit. To give players more visual input, you could make casting animations more flourishing, you could actually show fire traveling through the air, or a burst of flames around the caster. Really, someone with a bit of imagination should be able to easily think of at least one possibility.

My dear mama always says not to feed @straydog s, but..."(A) brief state in which movement is still possible but attacking and guarding are not" sounds precisely like a 'disable' to me.


Well,
"...Putting them into a very brief recovery state where they can only move and block, giving you time to transition into offense"​
sounds kind of like a disable to me-- and saying it's not a disable just sounds like a word-game.

And
"A quick, short range, stunning attack like a haft butt, pommel bash, shield bash or punch that can be guarded from any direction, rebounds off of guards, and do not affect opponents mid swing, but staggers and drains stamina from people who are holding an attack"​
sounds exactly like a stun.

To me there's a certain amount of disingenuity in calling the OP an outsider perspective.

But I have @Kavu on Twitter asking Mortal Online (and, in a way I assume was incidental & rhetorical), me):
"Neat and all- but did they ever add anything to mêlée combat past parry and return?"​
And that's a good question I don't understand quite enough about Mortal (Online) combat to answer. Is there not much more than that? And what could be added without wrecking it?

It’s not really a word-game. Many games make use of recovery frames when attacks miss, or are parried, or even a few frames after connecting with an attack during while a character is not actionable, in order to prevent animations from canceling into each other and to make motions more realistic.

There are also frames during which your character is in a state where they cannot attack already in the game. You cannot, for example, launch another attack while your character is mid swing. You must wait until your character completes their swing. I’ll go ahead and wait until you reply by suggesting that players are hitting themselves with a disable every time they swing.

As for stuns, typically in games, stun refers to a status effect that makes a character completely unactionable. You will notice that I did not suggest that. I’m sorry that my usage of the word “stunning” confused you, but I imagine that most things do. It was meant to distinguish it from a damaging attack.
 
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