IMAGE Clan to Host a BF3 Server

Article by battlefieldrants.com. IMAGE recently announced it will be hosting a BF3 64-slot hardcore… [more]

IMAGE Clan to Host a BF3 Server IMAGE Clan to Host a BF3 Server

Battlefield 3

Listen up, ladies. IMAGE clan is gearing up for the release of Battlefield 3. We've been playing plenty… [more]

Battlefield 3 Battlefield 3

IMG Ultima Online In Por Ylem

Welcome Home IMAGE!

IMG Ultima Online In Por Ylem IMG Ultima Online In Por Ylem

BFBC2 Server incoming

We will have a server up and running within the day. Information to follow with ip and such.… [more]

BFBC2 Server incoming BFBC2 Server incoming

IMAGE Capture the Flag

Capture the Flag!

IMAGE Capture the Flag IMAGE Capture the Flag

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?

Mats posted some information on the spell casting in MO back in December and how they want it to reflect a game of chess. Click this text to read.

Since there isn’t any video, I thought I would just pull out some information that the developers have on the forums.

Click Away

Ranged Weapons and Crafting

How do arrows track

Signal Arrows?

Archery vs Plate

Mats Persson Updates us again:

1. All patches/expansions will be included in the game price and monthly fee. Exactly like in EVE.
2.
Question: “running in and killing everyone in a cluster of houses or even a “city” is not a siege because the city isn’t yours once you kill everyone.”
Response: No, that’s not what I would call a proper “siege” either.

Question: “As long as they keep in sieging in mind while they are designing player housing/guild city’s it’ll be fine.”
Response: This is key. MO has been developed with sieging in mind (or different approaches to sieges) from start. We won’t suddenly go “oh, sieging would be a cool feature to have, let’s throw it in”.

The same goes for a lot of features. For instance we have been playing with mounts for more than a year, getting an estimate on how they will impact combat – if we decide not to release mounts, it’s probably because of some annoying issue with stabling, or AI behavior when you leave them by themselves. This means that when mounts get in, they will change a lot, but nothing that wasn’t tried out, or at least thought of from the beginning.

Mats Person the Mortal Online creative director shed some light on information regarding sieging and the launch of Mortal Online.