realnaste

Members
  • Content Count

    3
  • Joined

  • Last visited

Everything posted by realnaste

  1. AI is still around on forums as individuals with the guild signature, but to see the guild tag in game? That is a rather rare occurrence. As for a minigame- well hopefully one day. They just started really integrating the thing with flash, so who knows? From my understanding earlier flash was in conflict with the UE GUI, so any time you made flash windows active, you would automatically disable the original game GUI. Since in Awakening we are getting the new UI entirely flash based, things like player made books, and possibly minigames should be easier to implement. Right now the crafting is based on player knowledge, more then manual skills, which is not that bad I guess. It has a LOT of room for experiments and crafting secrets, so It's better than a typical theme-park system where you have a set list of resource items required for a set item you wish to create
  2. Maybe, but in a combat-focused game these issues gain weight. Wurm has a lot to offer for those that love to create, so you can forgive a lot in many areas. MO has basically only combat, and that what revolves around it, so it doesn't help the game has problems like that. MO is still a really good game, considering it's an indie. I'll just focus on the green part here. Well MO is MO, and you can't expect it to become a different game, so expect to die...a lot. Apart from that though, you have to admit, that the desynchronisation issue is fixed, mobs, although far from perfect act better than they used to, we have a yellow status for new players making them immune to hostile actions for some time, alchemy, butchery, cooking and hunger, more house models to choose from, some new weapons, a totally revamped horse system with equipment, territory control with freely placeable and upgradeable control towers and more. Movement feels clunky...can't really coment. It's ok for me, but I wouldn't be surprised if that was the case only because I got so used to it Char customisation actually got dumbed down from the earliest version because it was really putting too much preasure on the systems, they might go back to the nice version since we are getting 64 bit support with Awakening. That being said, it was never manga-pretty, like it is in most modern MMOs [media=]http://www.youtube.com/watch?v=_mhLOs9BKkI As for crafting being only "just 'push button receive bacon" ... Could you please tell me how to make a dagger that crit-hits with 50% chance? Or a size altering recipe...That I could use! Should be easy with that simple crafting system MO has
  3. Hello there. To answer you'r "question"- yes. It has improved a lot since then. I am actually impresed you managed to play for few days when it released, since it was almost unplayable back then. Anyway there are still many issues, just non of them are gamebreaking. Some horse animation bugs, players and mobs get stuck ocasionally, and the prediction is definnately not perfec-those are amongst the most obvious and iritating bugs. Compared to wurm there are way less sandboxy options, since MO is way more combat oriented. I guess it boils down to playstyle, and what you are searching for in a sandbox. All in all I do suggest trying it out soon. Awakening (an expansion introducing a totally new AI, GUI, trade tools and many more goodies) is hitting any day now, so If you really would like to check out Mortal again wait for that, then wait a week or two for the most critical bugs to get fixed, and hop in. Cheers.