Heskey
15-01-10, 11:28
Hey guys,
You may or may not be interested but the least I can do is give you a heads up.
A number of people invested in the T&T community, like me, play or have played Massively Multiplayer Online Role-Playing Games (MMORPGs); epic games of grand proportions that generally charge a monthly fee (usually similar for every MMO for competition-sake, around £9 a month) in order to support their large servers that can hold upwards of 3000 unique individuals from all around the world on one seamless universe with no separate servers requiring loading screens from zone to zone.
MMOs these days, no matter what their story line are background tend to be a grind; you start at level 1 with the class type you've chosen, and commence an endless journey of quest completing and XP grinding, every few levels running through a dungeon with a bunch of morons to kill hard 'bosses' who reappear as soon as you turn your back.
Ladies and gents I present to you Mortal Online; a retro-nextgen MMO that has been in development for quite some years now, under about half of the original development team that started the MMO genre off with that timeless classic (now ruined by EA), Ultima Online.
So what's going to make Mortal Online (and made UO (in its day)) so different to the other run-of-the-mill MMOs out there?
Mortal Online is a sandbox MMO; there are no levels, quests, respawning mobs, classes, 3rd person camera, respawning monsters.
Just as UO used to be back in its golden age, you will create a character and join a world where the only place you're moderately safe is in towns where town guards operate (thieves could still steal from you though). You won't start next to someone saying "thank god you're here, kill these boars for XP"; no, you'll join the world and what you do from then on is up to you. You can go out and start killing what you find out in the wild to raise your combat skills for instance.
Outside of the town is no-mans land, and apart from charitable players, there is nothing stopping another player from mugging or murdering you; or you doing it to them. There is no name above a players head magically telling you who they are, and there's no 3rd person camera so you can't pan around on the move to see if you're being followed.
Another big thing is that combat is on a user-input basis, manually moving your arms to attack and block - No more sequential button bashing!
I mentioned no respawning mobs; there will be hard monsters in the game (and I don't mean hard as in WoW raid bosses), I mean, it will take a seriously co-ordinated effort of a hell of a lot of players to take these mobs down, and once they're dead, they're dead forever, and their remains will become a static part of the game landscape forever more.
As an avid roleplayer as many of you know from UO, it's very likely that if Mortal Online holds up to be what it says it will be, I will unlikely play another MMO again, and live out my nerdiness on Mortal Online along with my bro and our friends.
Speaking of which, stop listening to me and read through this long image of promotional stills my brother send to me:
http://img13.imageshack.us/img13/8981/29272089.jpg
This game is currently available on pre-order and is in beta; my bro has an account and it really is beta. Not like other betas these days that are like free-trials; proper beta where the AI ain't really implemented yet, there's very few NPCs in town, and up until yesterday there weren't really any animals out in the wild! To most of you this is probably just a load of crap but to me it's smacks of the good old days, and I'm letting y'all know about it on the off chance that you're interested, in which case I'd be more than happy to play with you =D
Drew's older brother, Alex was going off on one last night whilst we were all playing LOTRO saying he wants to revive an RP guild from Ultima they all used to be a part of called 'The Crimson Rogues'; I guess I don't really need to go into detail about what they did.
I personally used to be part of the peasant's Guardsmen Militia, and I might recreate my own kind of 'wilds militia' in this to protect people out of town from brigands =P Just an idea though.
Like I say it's completely sandbox so you can make guilds how you want them, good or bad.
Other features are things like no horses-in-your-pocket; if you have a horse, it's a bloody horse and if you get off it it's still there and can be attacked - Just like any NPCs in town also, you won't be told "You cannot attack this"; you could try, and then try to outrun the guards ;)
Also, loot and dying will work like it did in UO - You don't click a corpse and auto-loot, you gotta grab what you want physically, and if you die your body will remain where it was free for people to loot you like vultures, take your arms and armour; unless you've got a friend nearby who'll do it for you first! (Not sure how death will work in Mortal, but in UO for instance you re-spawned at your point of death as a ghost unable to be seen by, or interact with the world and you had to run around woodlands to find 'Wandering Healers' or visit healers in towns to resurrect you; revived with only your white death shrowed and very low health, you had to run back to your corpse and manually loot your items back whilst trying not to get killed again by the nearby monsters that killed you in the first place; this used to get very frustrating but it's a far preferable system to 'oh no i've died; now i've gotta run back to where I was, but at least I've still got everything on me!'.
There aren't many towns, and the wilderness can be quite open rolling plains, because player housing isn't tidied away into a corner somewhere, player housing like UO is in THE world; groups of players can get together and place houses in such a way as to create player towns.
For instance, in this picture (http://img32.imageshack.us/img32/252/ravenstonekeep.jpg) you can see about 3 buildings of a total of 7 in a small clearing in Ultima Online that made the 'player town' of Stonekeep; the Guardsmen Militia' garrison. In terms of gameplay mechanics these were just 7 separate houses, but their function was that of barracks, HQ, tavern, shop, armoury, church, storage etc...
You may or may not be interested but the least I can do is give you a heads up.
A number of people invested in the T&T community, like me, play or have played Massively Multiplayer Online Role-Playing Games (MMORPGs); epic games of grand proportions that generally charge a monthly fee (usually similar for every MMO for competition-sake, around £9 a month) in order to support their large servers that can hold upwards of 3000 unique individuals from all around the world on one seamless universe with no separate servers requiring loading screens from zone to zone.
MMOs these days, no matter what their story line are background tend to be a grind; you start at level 1 with the class type you've chosen, and commence an endless journey of quest completing and XP grinding, every few levels running through a dungeon with a bunch of morons to kill hard 'bosses' who reappear as soon as you turn your back.
Ladies and gents I present to you Mortal Online; a retro-nextgen MMO that has been in development for quite some years now, under about half of the original development team that started the MMO genre off with that timeless classic (now ruined by EA), Ultima Online.
So what's going to make Mortal Online (and made UO (in its day)) so different to the other run-of-the-mill MMOs out there?
Mortal Online is a sandbox MMO; there are no levels, quests, respawning mobs, classes, 3rd person camera, respawning monsters.
Just as UO used to be back in its golden age, you will create a character and join a world where the only place you're moderately safe is in towns where town guards operate (thieves could still steal from you though). You won't start next to someone saying "thank god you're here, kill these boars for XP"; no, you'll join the world and what you do from then on is up to you. You can go out and start killing what you find out in the wild to raise your combat skills for instance.
Outside of the town is no-mans land, and apart from charitable players, there is nothing stopping another player from mugging or murdering you; or you doing it to them. There is no name above a players head magically telling you who they are, and there's no 3rd person camera so you can't pan around on the move to see if you're being followed.
Another big thing is that combat is on a user-input basis, manually moving your arms to attack and block - No more sequential button bashing!
I mentioned no respawning mobs; there will be hard monsters in the game (and I don't mean hard as in WoW raid bosses), I mean, it will take a seriously co-ordinated effort of a hell of a lot of players to take these mobs down, and once they're dead, they're dead forever, and their remains will become a static part of the game landscape forever more.
As an avid roleplayer as many of you know from UO, it's very likely that if Mortal Online holds up to be what it says it will be, I will unlikely play another MMO again, and live out my nerdiness on Mortal Online along with my bro and our friends.
Speaking of which, stop listening to me and read through this long image of promotional stills my brother send to me:
http://img13.imageshack.us/img13/8981/29272089.jpg
This game is currently available on pre-order and is in beta; my bro has an account and it really is beta. Not like other betas these days that are like free-trials; proper beta where the AI ain't really implemented yet, there's very few NPCs in town, and up until yesterday there weren't really any animals out in the wild! To most of you this is probably just a load of crap but to me it's smacks of the good old days, and I'm letting y'all know about it on the off chance that you're interested, in which case I'd be more than happy to play with you =D
Drew's older brother, Alex was going off on one last night whilst we were all playing LOTRO saying he wants to revive an RP guild from Ultima they all used to be a part of called 'The Crimson Rogues'; I guess I don't really need to go into detail about what they did.
I personally used to be part of the peasant's Guardsmen Militia, and I might recreate my own kind of 'wilds militia' in this to protect people out of town from brigands =P Just an idea though.
Like I say it's completely sandbox so you can make guilds how you want them, good or bad.
Other features are things like no horses-in-your-pocket; if you have a horse, it's a bloody horse and if you get off it it's still there and can be attacked - Just like any NPCs in town also, you won't be told "You cannot attack this"; you could try, and then try to outrun the guards ;)
Also, loot and dying will work like it did in UO - You don't click a corpse and auto-loot, you gotta grab what you want physically, and if you die your body will remain where it was free for people to loot you like vultures, take your arms and armour; unless you've got a friend nearby who'll do it for you first! (Not sure how death will work in Mortal, but in UO for instance you re-spawned at your point of death as a ghost unable to be seen by, or interact with the world and you had to run around woodlands to find 'Wandering Healers' or visit healers in towns to resurrect you; revived with only your white death shrowed and very low health, you had to run back to your corpse and manually loot your items back whilst trying not to get killed again by the nearby monsters that killed you in the first place; this used to get very frustrating but it's a far preferable system to 'oh no i've died; now i've gotta run back to where I was, but at least I've still got everything on me!'.
There aren't many towns, and the wilderness can be quite open rolling plains, because player housing isn't tidied away into a corner somewhere, player housing like UO is in THE world; groups of players can get together and place houses in such a way as to create player towns.
For instance, in this picture (http://img32.imageshack.us/img32/252/ravenstonekeep.jpg) you can see about 3 buildings of a total of 7 in a small clearing in Ultima Online that made the 'player town' of Stonekeep; the Guardsmen Militia' garrison. In terms of gameplay mechanics these were just 7 separate houses, but their function was that of barracks, HQ, tavern, shop, armoury, church, storage etc...