Hi,
i'm an old mo1 player, played from beta until right before spiritism magic / housing remake.
i would like to know:
1) what are the main differences with mo1 (except engine / size map), because it seems to be a standard port of mo1 for now.
2) how many slots per account
3) what is the big roadmap of the game, i.e what are the long term big stuff they did pledge to put in mo2, supposed to have arrived in mo1 or not?
Are they planning to port all content from mo1 before starting completing all the unfinished stuff of mo1?
ex) creatures stats & breeding were supposed to be adapted to all creatures in mo1, not only to mounts ... was it mentioned? because this made combat pet pretty much useless in mo1 ... can't count the number of players who wanted to try bow+pet (etc) and just got so much disappointed ...
4) any major lessons learnt about the failures of palissades economy, town buildings uselessness, zero npc economy & co?
5) do they have plans to better the bad combat system?
- weapon switching being horrible (not counting item vanishing on nodelines)
- they actually never fixed 1h/dualwield animations that makes it unplayable.
- incredibly useless fist combat (if you can call it combat)
- not enough active skills, and the one we had were shitty and unbalanced.
- no feint / dodge skill ... no dodge + slash in one skill .. etc
- no interrupt skills like shield bash, shoulder bash, kick, headbutt, pummel strike, punch while holding a weapon.
- no way of punishing people running around you like idiots ... like opportunity strikes.
- no weapon clash
- no real difference of weight interaction. ex: a heavy fighter swinging at a twig fighter.
twigs shouldn't be able to block without getting knock-back and being unbalanced. heavy hits provoking knock-back/interrupts when the one parrying doesn't have enough strength.
- no spacing skill in general so you can get your enemy out of your handle hit range.
- no using of centrifuge force to make combos with heavy weapons.
- throwing spears/knives into leg wounds so you could prevent endless BS chases over miles and miles ...
- no 1h magic school, why can't you just make it ~half as effective?
5) what about banking space (i will never do an alchemist again)
/ can't store pvp ready bags of stuff ?
i'm an old mo1 player, played from beta until right before spiritism magic / housing remake.
i would like to know:
1) what are the main differences with mo1 (except engine / size map), because it seems to be a standard port of mo1 for now.
2) how many slots per account
3) what is the big roadmap of the game, i.e what are the long term big stuff they did pledge to put in mo2, supposed to have arrived in mo1 or not?
Are they planning to port all content from mo1 before starting completing all the unfinished stuff of mo1?
ex) creatures stats & breeding were supposed to be adapted to all creatures in mo1, not only to mounts ... was it mentioned? because this made combat pet pretty much useless in mo1 ... can't count the number of players who wanted to try bow+pet (etc) and just got so much disappointed ...
4) any major lessons learnt about the failures of palissades economy, town buildings uselessness, zero npc economy & co?
5) do they have plans to better the bad combat system?
- weapon switching being horrible (not counting item vanishing on nodelines)
- they actually never fixed 1h/dualwield animations that makes it unplayable.
- incredibly useless fist combat (if you can call it combat)
- not enough active skills, and the one we had were shitty and unbalanced.
- no feint / dodge skill ... no dodge + slash in one skill .. etc
- no interrupt skills like shield bash, shoulder bash, kick, headbutt, pummel strike, punch while holding a weapon.
- no way of punishing people running around you like idiots ... like opportunity strikes.
- no weapon clash
- no real difference of weight interaction. ex: a heavy fighter swinging at a twig fighter.
twigs shouldn't be able to block without getting knock-back and being unbalanced. heavy hits provoking knock-back/interrupts when the one parrying doesn't have enough strength.
- no spacing skill in general so you can get your enemy out of your handle hit range.
- no using of centrifuge force to make combos with heavy weapons.
- throwing spears/knives into leg wounds so you could prevent endless BS chases over miles and miles ...
- no 1h magic school, why can't you just make it ~half as effective?
5) what about banking space (i will never do an alchemist again)
/ can't store pvp ready bags of stuff ?