I want to start off by saying, conceptually Mortal Online is one of the greatest games ever, though that concept gets torn apart by poor implication of "content" and mechanics. Not sure about Starvaults goals with this game, do they want it to have competitive PVP? MO1 started out with lower TTK(Time to Kill) and faster movement making it more skilled than the current MO1 where the TTK is almost triple and requires whole stamina bars to kill someone. SV continues to make changes that impeded player skill and enabled less competent players who need to rely on gimmicks and odds. Handle hits used to do 0 and 1 damage, you didn't lose stamina for blocking, lighter armor was the meta, mounts got dice rolled from any damage, all of these things pushed for players to be good on foot and allowed fighting outnumbered solely based on group cohesion and player skill. Something that is lacking in current MO1 where the PVP consists of fighting out of player-made guard zones with broken and gimmicky pets. The TTK is enormous now making it very forgiving and allowing easy resets with heals and counter pressure. I understand this is not MO1 and it is a new game but I already see a trend of low skill PVP forming with SLOW combat that makes it feel like a turn-based game, not a combat MMO. I hope that SV can realize what is important in their game, which is the core gameplay and mechanics all the fluff comes after. It is confusing to me that we are in a combat alpha and there are posts about female physics instead of actual gameplay improvements on the core mechanics of the game. The functionality and use of these mechanics in PVP should be the only thing that matters. As it stands MO2 feels awful anyone who says differently is clouded by fanboy delusions or play the game to look at all the grass and foliage textures. I think anyone who was a relevant PVPer in MO can agree on these points and would hope for a game where player skill matters and zerg mechanics along with gimmicks are limited if at all.
1. Blocking is 360 degrees adds to my later point of combat being slow.
2. Movement slow and clunky feels floaty like life is feudal.
3. Swings getting canceled by people and objects, you try to sticky someone and your swings cancel because you are too close to the person.
4. Combat meta is blocked infinitely no need to play aggressively because you can't bypass blocks
5. No sprint break
6. Swing arcs of weapons need a lot of work, seems easiest hit people who are not on your screen
7. Latency handicap gives an advantage to EU players in an already slow game (Give us NA server and one EU server)
8. Overall PVP feels clunkier then pre-alpha MO1 and this seems to be a step back
9. Armor and textures are bulky and clearly not intended for first-person I concluded from the models clipping into camera
1. Blocking is 360 degrees adds to my later point of combat being slow.
2. Movement slow and clunky feels floaty like life is feudal.
3. Swings getting canceled by people and objects, you try to sticky someone and your swings cancel because you are too close to the person.
4. Combat meta is blocked infinitely no need to play aggressively because you can't bypass blocks
5. No sprint break
6. Swing arcs of weapons need a lot of work, seems easiest hit people who are not on your screen
7. Latency handicap gives an advantage to EU players in an already slow game (Give us NA server and one EU server)
8. Overall PVP feels clunkier then pre-alpha MO1 and this seems to be a step back
9. Armor and textures are bulky and clearly not intended for first-person I concluded from the models clipping into camera