Mortal Online - Novo MMO Sandbox (parece bom)

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Valiant
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Mortal Online - Novo MMO Sandbox (parece bom)

Mensagem por Valiant »

Como me atraiu bastante aquela idéia do Darkfall, de um mmo "sandbox" (livre pra fazer o que quiser, poucas regras, sem lvl, etc), comecei a sondar outros, e achei esse Mortal Online.

Jogo em fase beta, com promessa de sair ainda este ano. Well, seguem informações abaixo (em inglês):

Site do jogo: http://www.mortalonline.com/

Fonte do texto abaixo: http://www.mmobrasil.com/index.php?opti ... ic=42371.0


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Features

Free-for-all PvP - There are no areas in Mortal Online where you cannot freely attack anyone you please. However, within city limits players will be protected by NPC guards, so although you may certainly attack others within cities, doing so would not be wise. Approximately 90% of the world will be completely lawless.

Real-time combat that relies on your skills as a player combined with the skills of your character. Attacks must be aimed, which means they can also be blocked, dodged, or parried.

Skill based progression system, rather than a level and class based system. A vast library of skills will allow players to create their characters to fit their playstyle. In addition, skills can be changed at any point in time. More information on skills below.

No levels means that end-game content starts from day one, so you will never be restricted from attempting anything you want because you haven't attained the required level. There will be relatively no grind as character skills will progress relatively quickly, meaning you can join the action without spending months reaching the highest level.

No classes in the traditional sense. Players will be able to choose which skills to train instead of choosing a class at the beginning of the game. However, players will be allowed to join NPC guilds (some of which are reserved for veteran players), provided they meet certain attribute and/or skill prerequisites. Joining one of these guilds will reward players with a class bonus, and because skills can be changed at any time, players can change or leave NPC guilds at any time, but doing so will remove the associated class bonus for that guild.

Full loot - Upon death, your corpse will be fully lootable. In order to retrieve your items, you must return to your corpse after resurrecting and loot your own corpse, provided no one else has done so already. However, looting innocent players will temporarily flag you as a criminal.

First-person perspective for both ranged and melee combat.

Next-generation graphics that relies on Grome, Speedtree, and the Unreal Engine 3 by Epic Games.

Non-instanced gameworld where you will always be able to follow any player everywhere as long as there are no natural obstacles (locked door, a cave-in etc).

Mounted combat, both ranged and melee, where your speed influences the damage your attacks inflict, and the faster your riding, the more difficult it becomes to change direction. Mounts can be bought or tamed, and they won't jump out of your pocket or disappear into thin air. All mounts must be stabled to keep them safe, otherwise they can be stolen, killed, and eaten. In addition, mounts may take damage or be killed while riding them. Finally, mounts will not be race specific, although some mounts may have a weigh limit which might restrict larger races from using them.

Siege warfare where cities can be conquered and buildings can be destroyed.

Realistic creature loot where a dragon will never drop a sword or a rabbit will never drop money. However, powerful items can be crafted using items that are removed from these creatures (ex: dragon scales may be used to craft superior quality armor).

Epic quests and creatures with truly unique rewards, that will require a large group of adventurers to defeat. Unlike in most MMOs, however, once these epic creatures are killed, they don't come back.

No floating names above characters' heads, combined with first-person view gameplay means that players can use their surrounding environment or camouflaged clothing to prevent being detected, which creates realistic stealth that will be an important part of gameplay.

Player housing system that allows you to build or purchase your very own house.


Attributes

Your character will have different types of attributes. Here are the three most important ones:

Basic Attributes: Contains your Name, the Name of your Deva, Race, Sex, etc. Most of these attributes are permanent or at least won’t change very often.

Primary Attributes: Attributes such as Strength, Dexterity, Intelligence, etc. These are the attributes that define the core of your character and gives you the possibility to train certain skills, and limits to what extent you can train others. You start the game with a certain amount of points that you distribute on the different attributes, and when playing the game you will slowly improve the attributes by using skills. Also, improving an attribute will give every skill based on that attribute a small boost. However, the Primary Attributes have a "cap", meaning once you have reached a certain number of points in all your attributes, you cannot increase them anymore, at least not in the usual way. To increase your Strength for example, you’ll have to obtain those points by decreasing another attribute of your choice. This means that you can never max out on all Primary Attributes, rather you’ll have to choose what will be the strengths and weaknesses of your character.

To sum it up:
1. A Primary Attribute increase when using a Skill connected to the particular attribute
2. Primary Attributes have a common cap
Secondary Attributes: Attributes that are calculated from other attributes, like Health, Mana, Stamina, Movement, etc. Skills may also affect these attributes.


Skills

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Overview of skills and attributes in Mortal Online

Character skills are very important in Mortal Online, as it is your skills and not any "character level" that define what you can and cannot do in the game. The skill system itself is very dynamic, meaning attributes and skills are dependent on each other, and that training one of them also improves the other. It also gives you the opportunity to fully customize your character.

There are two main types of skills in Mortal Online: Primary and Secondary Skills.

Primary Skills
The Primary Skills are the most basic skills in the game and also the foundation for the rest of the skill tree. All characters have these skills from start, but it’s up to you which of them to train. The different Primary Skills “unlock” different Secondary Skills in the skill tree; for instance you will need to train the Primary Skill “Acrobatics” to a certain value to be able to learn the Secondary Skill “Climbing”. Like the Primary Attributes the Primary Skills have a common cap, meaning you can never fully train each and every Primary Skill. It’s up to you to find the perfect balance for your character, as you can train and untrain these skills how many times you like.

Secondary Skills
The Secondary Skills are the bulk of the skill tree. They are of a vast number of skills that are connected to each other in a very complex network. Secondary Skills have to be discovered and learned in the game by books, tutoring and/or to a lesser extent by other means like magic or achievements. The prerequisite of a Secondary Skill may be another Secondary Skill, a Primary Skill, any Attribute or any combination thereof. For example, learning the Secondary Skill “Advanced Poison Making” may require you to have the Secondary Skills “Beast Lore” which in turn is based on “Zoology”, as well as “Poison Making” that is based on “Basic Herbalism” that is based on “Botany” and so on.

The major difference from the Primary Skills is that Secondary skills don’t have a common cap. You can learn any number of Secondary Skills you like, but the skills you can learn are restricted by your Attributes and Primary Skills. The restrictions also mean that if you “untrain” a Primary Skill or Attribute that is a prerequisite for one of your Secondary Skills, you won’t be able to use that Secondary Skill any more. However, should the prerequisites once again be met it can be used as before (so you don’t have to train it over again). In short, you can explore any area of the skill tree without the fear of getting stuck, as you can always “leave” and “come back to” your Secondary Skills that are already trained with the help of a little time.

Skill Categories
Every skill in Mortal Online is either an Action Skill or a Learning Skill. Some of the Secondary Skills are also tagged as Deva Skills (or “Account/World Skills”).

Action Skills: An Action Skill is trained by using it in the game. By using your Arming Sword you train the skill “Arming Sword” (and also, to a lesser extent, the skills and attributes that have a connection to it like “1H Swords”, “Light Weapons”, “Strength” and “Dexterity”).

Learning Skills: A Learning Skill is passively trained by “reading a book” or “studying it mentally”. This takes time, and the more difficult the skill, the more time it takes. You can only train one Learning Skill at a time, but during that time you can of course train any number of Action Skills as their training is dependent on your actions in the game. Although most Learning Skills are passively trained, some of them will also benefit from certain “actions” in the game, i.e. the Learning Skill “Zoology” might increase each time you discover a new creature. (In this case, the skill don’t have to be the one “currently studied” to increase.)

Deva Skills: Some of the Secondary Skills are tagged as Deva Skills. (The Deva is your “shared soul” that connects all your characters on your account.) When a Deva Skill is trained, all your characters will benefit from that training. As all Secondary Skills have prerequisites it does not necessarily mean they can use the skill, but it means it will be there, trained to the same level as for the other characters, and once the prerequisites are met the skill will be active and ready to use (see Secondary Skills).


Flagging System

The balance of Mortal Online’s open-PvP relies heavily on its flagging system. Each player and NPC (Non-Player Characters, Creatures etc) in the game has a flag (color) that is visible to you when you highlight or target them. The color will tell you some basic facts about that player, for instance if it’s “ok” to attack him/her or not, although you will never be forbidden to do so by the system. You too have a flag of course, visible to yourself at all times.

Neutral/Blue players are innocent (well, as innocent as they get) and it’s not ok for you to damage them. You may not steal from them, or cast suspicious spells on them either. Nor poison them. If you do so, you become Allowed/Grey. Kill enough of them and you will eventually be flagged as a Murderer/Red.

Allowed/Gray players have behaved badly in some way against you or someone else in the last few minutes, meaning you can attack them without becoming Grey for everybody else. But remember, if you attack them first, they have the right to attack you back! (Meaning they see you as Grey.)

Murderers/Red players have committed several murders, and you better look out for them. You can attack them without turning Grey for everybody else, but if you attack first, they have the right to attack you back! (Meaning they see you as Grey.)

Loot from other players and specific objects in the world share this system as well and will be colored accordingly. That means it’s ok to loot or interact with all Red and Grey stuff you see, but if you mess with Blue stuff you will become Grey yourself. If you decide to join a Player Guild that is at war with another Player Guild, special rules apply. You will still see their flag/color, but they will be treated by the system as Grey – and so will you for them!
As the system itself will always allow you to attack, steal, enchant, poison or kill any color/flag you like whenever you want, you might ask what the colors/flags are for except decoration. The main reasons are:

Cities and villages may have guard zones, where it’s possible to call for the guards to capture or kill any Grey or Red player, if they’re not already doing so.

Certain merchants may choose not to trade with Grey or Red players.

Players of every color may take the opportunity to attack Grey or Red players, as they can do so without getting “Grey for all” themselves.

Red players may lose stats if they resurrect too soon after being killed. Also, most healers will simply refuse to resurrect murderers.

see the full description of the alpha stage flagging system


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Atherion
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Re: Mortal Online - Novo MMO Sandbox (parece bom)

Mensagem por Atherion »

é..eu tinha visto a algum tempo atras esse jogo...ta usando a enginee do UT3 e tudo mais, não sabia que ele era "sand box"(lol gostava mais da epoca quando o povo chamava de UO like...agora parece q a gente volto pro jardim de infancia :P).

Valiant, vc se inscreveu pro beta?
http://animebalde.blogspot.com: Onde o balde é furado e o anime vaza desu~
http://www.animeblade.com.br: Trazaneo sempre o melhor do anime e manga
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Valiant
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Re: Mortal Online - Novo MMO Sandbox (parece bom)

Mensagem por Valiant »

Atherion escreveu:Valiant, você se inscreveu pro beta?
Nope, não gosto de jogo em fase beta, é tudo zoado e você acaba tendo uma impressão ruim dele. Prefiro esperar mesmo.
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Atherion
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Re: Mortal Online - Novo MMO Sandbox (parece bom)

Mensagem por Atherion »

eu ate gosto do beta pra ir acompanhando as melhorias que esta acontecendo...bom me inscrevi, se eu for chamado eu falo :P
http://animebalde.blogspot.com: Onde o balde é furado e o anime vaza desu~
http://www.animeblade.com.br: Trazaneo sempre o melhor do anime e manga
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