Some feedback on the patch today...
"Mining nodes inside cities now have a lower yield. " I expected this to nerf mining yields inside Morin Khur and Toxai but instead what happened was that you completely removed them. All nodes are now worthless Granum, there is no longer any Saburra inside Morin Khur, in the entrance valley to Morin Khur, in the Morin-Khur-Toxai Valley, or in Toxai. Saburra was historically here in Mortal Online 1 so I am not sure why it was removed. I could understand removing it from inside the city, given that the goal is to make cities safer from griefing than they were in MO1 but the removal of the Saburra from the MK-Toxai valley was a really awful change.
This valley no longer has any resources worth farming. I'm sorry but gherkins, garlic, and apples are worthless resources. Nobody cares about zombies, that's what Haven is for. Bandits are not anything interesting. Toxai now has even LESS resources when it needed some resources worth going there to begin with. But more to the point, this has two major impacts to the game:
1. The entire southern half of the map is more or less forced to live with bone and flakestone for materials worth making anything out of. This means that all of the valuable materials are even more condensed to just Meduli and Gaul'Kor (and to a lesser extent, Fabernum). All of the khurite towns are now starved for resources if the game were to release at the end of September. A previous complaint in the Alpha was that the majority of the valuable resources are isolated to the north half of the map, an issue that is now even worse.
2. There is nothing worth farming in the MK-Toxai valley or entrance. What this means is that there are no real PvP opportunities in this area. Nobody is going to ever really be there except to grab a horse and leave. There are better places to farm Ironbone and Guard Fur. As a result, this area is now as boring as Moh Ki and Bakti.
My suggestion to improve this issue is to either return Saburra to the MK-Toxai valley OR put Calx in the river flowing all the way to Toxai Waterfall so there is a reason to even be in the valley at all.
- Changes to clades seem ok-ish. Not a fan of the human Action Skill nerf, since lots of skills is what Human is about, but it could have been worse I suppose. Giving Alvarin some bonus to Mining while worsening their botanical oils yields is an awful trade, botanical oils have an abysmal yield rate that makes gathering them not fun or enjoyable in any way for any clade really.
- New pet UI looks a little better but has several pet level bugs between the tabs I've already encountered and reporting.
- Taur Dogs seem to make a nice disposable pet but are too isolated in distribution.
- Clothos spider introduced are pointless. They have no resources worth killing them for. Nobody really cares about vendor trophies.
- Sator dungeon looks a little better and there seem to be slightly less stuck spots, but there are still numerous places you have to jump over invisible bumps and walls you get stuck in.
- Sators with spears are neat enemies and the new green ones look very pretty. Their attacks cannot be parried however and hit very hard. It doesn't make sense that you can not parry them. The spears are neat but half durability is kind of a let down.
- Sator spears seem to have something wonky with the hitbox causing an abnormal amount of handle hits.
- Attack speed change feels slightly better for chasing/stickying but otherwise in team fights is irrelevant.
- Sators are still stuck in the walls/ceiling in the Sator Dungeon in large numbers.
- Fresh tamed pets that are abandoned and then tamed by another have numerous issues.
- The skill optimize button is a very nice feature for newer players/convenience but does not always function properly.
- Clade gift tooltips and icons look nice. Seeing what is a Buff is a good change.
- Removal of ghost scouting is a very positive change.
"Mining nodes inside cities now have a lower yield. " I expected this to nerf mining yields inside Morin Khur and Toxai but instead what happened was that you completely removed them. All nodes are now worthless Granum, there is no longer any Saburra inside Morin Khur, in the entrance valley to Morin Khur, in the Morin-Khur-Toxai Valley, or in Toxai. Saburra was historically here in Mortal Online 1 so I am not sure why it was removed. I could understand removing it from inside the city, given that the goal is to make cities safer from griefing than they were in MO1 but the removal of the Saburra from the MK-Toxai valley was a really awful change.
This valley no longer has any resources worth farming. I'm sorry but gherkins, garlic, and apples are worthless resources. Nobody cares about zombies, that's what Haven is for. Bandits are not anything interesting. Toxai now has even LESS resources when it needed some resources worth going there to begin with. But more to the point, this has two major impacts to the game:
1. The entire southern half of the map is more or less forced to live with bone and flakestone for materials worth making anything out of. This means that all of the valuable materials are even more condensed to just Meduli and Gaul'Kor (and to a lesser extent, Fabernum). All of the khurite towns are now starved for resources if the game were to release at the end of September. A previous complaint in the Alpha was that the majority of the valuable resources are isolated to the north half of the map, an issue that is now even worse.
2. There is nothing worth farming in the MK-Toxai valley or entrance. What this means is that there are no real PvP opportunities in this area. Nobody is going to ever really be there except to grab a horse and leave. There are better places to farm Ironbone and Guard Fur. As a result, this area is now as boring as Moh Ki and Bakti.
My suggestion to improve this issue is to either return Saburra to the MK-Toxai valley OR put Calx in the river flowing all the way to Toxai Waterfall so there is a reason to even be in the valley at all.
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