IMAGE Capture the Flag

Capture the Flag!

IMAGE Capture the Flag IMAGE Capture the Flag

IMAGE Manhunt – Results

After 5 days of having this event announced - and dozens of people saying they would be there and what… [more]

IMAGE Manhunt – Results IMAGE Manhunt – Results

IMAGE FabernRUN – Results!!!

The first IMAGE FaburnRUN was a mild success - A total of 24 runners (Only 7 of them IMAGE members) left… [more]

IMAGE FabernRUN – Results!!! IMAGE FabernRUN – Results!!!

The First IMAGE Manhunt!

If the FaburnRUN isn't your thing - Our next event is this SATURDAY! http://www.mortalonline.com/forums/46874-manhunt-ingame-event-run-image-saturday-6-east.html… [more]

The First IMAGE Manhunt! The First IMAGE Manhunt!

The IMAGE FaburnRUN!

The first IMAGE Faburnrun is set to take place this Friday, June 25 - at 9pm EST (GMT -4). Full Set of… [more]

The IMAGE FaburnRUN! The IMAGE FaburnRUN!

Brief Change Log

- New movement system dubbed “Toe2Toe” seeks to eliminate hit and run combat and bring the action in close
- Heavy animation alignment and scripting rewrites that speed up the pace of combat and reduce waiting times in-between actions to smoothen transitions and combat actions
- Added enhanced pushback to weapon attacks, promotes use of reach
- Improved parry and shieldblocking detection code
- Enhanced bonus for successful parry or block
- Standardized all parry animations to 1 second, 0.85 seconds will be active, meaning there is a window to strike an opponent who is parry spamming
- 3 new maps:
- aoc_galadan – Snowy campaign map that is the prelude to aoc_siege
- aoc_meleefields – Simple team deathmatch map
- aoc_fightpub – Team deathmatch with a twist, fists only in the pub!
- “Injured effect” – Briefly slowed to 50% movement speed after being struck (includes “stopping power” for projectiles)
- Added Impact effects – Camera will jerk and screen will smear in blood when struck
- New first person death cam – Experience death like never before, slam into the ground or be battered and thrashed all the way down a hill
- Added unique hand models for each class
- Full HDR support on most maps (excludes battleground and galadan)
- Massive amounts of readjustments to previous maps, introduced many new objectives and improved gameflow, reduced movement distances
- Points for completing and/or defending objectives
- Added “Objective Indicators” that toggle on and off with default “b” and display the location, distance and task required to complete an objective
- Over 300 new statistics being tracked and incoming (a few days) support for them to be displayed via steam community
- 25 new Achievements
- New records system, lets you track your best rounds, similar to TF2
- Introduced aoc_options menu that allows you to customize performance and gameplay options (ex. “multi-core”, “cheap water”, “disable minimap” etc…)
- Improved headsmashes to only occur when a blunt weapon deals more than 30 damage OVER what is required to kill a player, to the head.
- Headsmashes now spawn bloody chunks including eyeballs and ears
- All projectiles including thrown weapons, arrows and catapults now “hiss” by your ear on near misses
- Added information on playerclass menu about weapon stats
- Streamlined code, reduced polycounts in models, created more LODs for models, optimized maps, improved performance
- Fixed instances of “mega-lag” that occurred on theshore and after breaking the statue on sorrow etc…
- Added much stronger code support for parries, deflections, attacks and the animation transitions to address issues of animations not displaying
- Increased oilpot damage to an actually useful amount
- Weapon damage, speed, and range adjustments for balance.
- Improved map ambiance
- Fixed players floating while lit on fire
- Fixed pushable objectives sometimes “ghost moving” on their own
- Fixed flags sometimes bugging out and raising themselves
- Numerous other bugfixes, adjustments and tweaks.

Lots of answers lots of information.

Caravans, thieving, magic, all in. Click the link for more info and to download.

And here’s the Streaming audio for those who don’t want to download.

MO Radio 6-27

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MO Radio 6-28

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For a short audio version of this post click the play button below.

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http://www.mortalonline.com/forums/14552-important-update-27-06-09-a.html#post329458

On the 25th of June we brought you some good stuff, but today we have to bring you bad news. We have been working very hard to get the shop up and running and for it to accept different methods of payment, however it’s now obvious we have been too optimistic this time as we have encountered several last-minute problems.

Instead of taking the chance that the issues we are facing will all be solved on Monday (29th), and run the risk that one or several of them will remain unsolved, we have decided to delay the opening of the shop for another two weeks. Apart from giving us more time to really work out these issues, it will of course give us time to further prepare for the Beta launch.

More information and a new schedule will be announced on the Mortal Online Game Store soon.

We are obviously very sorry for this delay. We have failed to keep our schedule which we do take very seriously, and we apologize for any inconveniences this may have caused you.

Thank you for your understanding,
The Star Vault Dev team

Oh well.

From Shinzon:

I think the amount of lag you are going to experience is going to be directly related to your computer, I have a more or less mid range machine, and I didn’t experience noticeable slow downs. The tests in this phase were relatively small scale, so we never got more than 30 characters on screen. I am guessing that Starvault is going to “Stress Test” their game in the open beta phase, that’s when the real performance issues are going to be found, if anywhere.

His computer:

Video Card: nVidia GeForce 8600 GTS
Proccessor: Intel Core 2 4400 2.0 GhZ
Memory: Dual Channel 4 Gigs DDR2

Testing the new streaming audio, plus this song rocks

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Download Still Alive

If anyone would like to get other music up here be it your own or otherwise – email me the zip file

Also – this new tech could be cool to use if we record meetings and just save as .mp3

Lachrymose posted his system today, look on the first page (link below) for 2 images (cpu, ram) and below that one the GPU. I put some GPU comparison charts on the next page in the thread. We don’t know too much more about this but I thought it might be interesting for people near enough to his system to know they’ll be alright.

Brief rundown of his specs:

  • Quad processor, 2.6 (probably meaning a dual 2.6 will handle it). 
  • 4 gigs RAM
  • Radeon 4850 512kb

Link and in-depth info:

http://www.mortalonline.com/forums/14427-after-reading-combat-beta-reviews-all-i-can-say.html

Click me Bitch

“The closest comparison would be the Half-Life 2 MOD Age of Chivalry, as they share a lot of features and dynamics. Attacking and Blocking cost stamina, and stamina regenerates relatively quickly, but not fast enough to make you forget about it. During fights it’s important to balance sprint, block and attack otherwise you will run out of stamina in the middle of a battle and will be a sitting duck. You can press and hold the attack button in order to “Charge” an attack and release it at the right moment, but it continuously drains stamina making it unwise to hold down attack forever. In a similar fashion you can hold a block for as long as you want, but it also drains stamina, so precisely timed blocks are advised less you want to drain all of the stamina.”

“A good weapon can take out a naked character with 3-4 swings depending on the health, since body size determines the amount of health, while a fully armored character can take anywhere between 4-6 direct swings depending on health, and armor used. A usually battle can have 4-20 swings in it, because both players will be actively dodging, blocking and sometimes hitting each other’s swords or shields causing reduced damage. It’s also a fact that two experienced fighters will battle much longer than inexperienced ones due to this.”

Looks like this is really going to happen. Read the announcement here.

Hadn’t caught this before, but I ran across the chat interface thread in the answered questions section (by Mats Persson):

-There will be no global chat or channel.
-There will be guild-chat channels, once you have the appropriate “collective conscious”-upgrade for your guild-stone. It doesn’t matter if you like it or not, as every other third-party communication-program will give you the same.
-There will be messaging (like sending a message to your friend to arrange a meeting) by sending a pigeon, but the pigeon will have a delay, making it worthless in battle or when quick communication is needed.
-There will be /whisper/tell to people nearby. But /whispers/tells may be overheard by people with good hearing skill or lip-reading skill.

He goes on to say that the pigeons are not actually in-game as this could be taken advantage of by sending messages to enemies or etc.

Also in the same thread, a bit about MO and appealing to the niche market by requiring a bit of intelligence on the part of the player:

I’m afraid you’ve got this wrong. MO has never been intended for the casual market. We’re targeting a niche area in the MMORPG genre that we feel is empty. Not because it hasn’t been successful, but because it simply hasn’t been explored or exploited since early UO. It’s a hardcore area, but not necessarily because it’s violent or promotes full loot – it’s hardcore because it demands something from you as a player. Some like the idea of a hardcore game because it would allow for more roleplay. Some like it because its.. more difficult, and therefore more rewarding. Some like it because they feel it’s more immersive. Other think it’s more mature, or that it will attract more mature players. I personally hope for all of the above.

If this leaves little room for the casual players, I couldn’t care less. There are a hundred other games for them. But you’re right, if we counted on even 1/10th of the number of WoW’s player base, of course we wouldn’t “make it”. But we don’t. We don’t even count on 1/100th of it. We make a game we feel is missing on the market, and I’m very happy to see that this forum proves we’re not alone in thinking so. And who knows, maybe the increasing number of carbon-copy casual MMO games out there have actually helped, by nurturing a small but increasing number of players that want something else?