[MAJ]L'extension Dawn arrive

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Citation :
Publié par Keurk
hum :S sans rentrer dans les détails j'ai un mal fou à te croire, vista étant la pire daube existante en OS , et ayant fait passer environ 15 machines de vista à 7 (des machines sorties pour la plupart 2ans avant la sortie de seven) et pour la totalité des machines elles sont comme...revenue à la vie ^^ sans rentrer dans les détails ..
+1
c'est surtout niveau compatibilite qu'il es vraiment a l'ouest .selon les machines ,tu as toujours un driver qui foire,c'est juste bien galere
dev blog :

http://www.mortalonline.com/devblog

Citation :
Hey there!
I’m John, Star Vault’s UI guy and web developer, although most of you know me as Paratus. Your new community manager, Black Opal, has been cracking the whip so we’re getting these developer blogs back on track.
While most of you probably think of me as being the “launcher coding guy”, I’ve been working with SV in other areas for a very long time. Lately most of my time has been spent in UI development, working on a bunch of new stuff for Dawn as well as what will in the near future become the total UI overhaul. In addition to UI stuff I handle the launcher, web development and some general programming work.
As I write this I’m hard at work on more user interface stuff! Most of the flash UI that is introduced into Mortal Online comes from me and is integrated by myself or one of the SV programmers. Erik and Mats take care of the graphics though, as like most programmers I have absolutely no artistic talent.

While we have a few pieces of flash UI in now, such as the library window and parts of the HUD, you haven’t seen anything even close to the cool-factor of what’s in the works. For example, books and paper where you can write notes or entire stories and trade them with other players. When you send a message via mail with a tangible item and not a magical message written in the mail interface like other games, interception of information becomes a real risk.
Books aren’t as simple as having a picture of a book or page which you can write on, though. Like most things Mortal, we want depth and detail! If you have a blank book you’ll also need inks to write in it. Ink is permanent, so you’ll need to be careful about what you’re writing as a mistake means tearing the page out of the book (don’t worry though, you’ll still have that page as a separate item) and starting anew.

You’ll see this feature with Dawn, and this is just the tip of what’s being done with the flash user interface. I can’t wait for everyone to see what we have in store!
The launcher is getting some much-needed love with Dawn, as well! You’ll be seeing a very big overhaul of the launcher including both a new user interface as well as an entirely new patching engine running behind the scenes. This means that those crazy long patch installation times will soon be no-more, file corruption will be very rare and the whole patching process will be both fast and more user-friendly!
I’ve always really enjoyed working on Mortal Online and being a part of this great community, but right now even more so than ever. This is really an exciting time for Mortal Online; things are picking up in an incredible way and there are some great things on the horizon!


/Paratus
Dawn est toujours prévu pour mi-mai et récemment re précisé sur le forum officiel par SV.

Sinon oui ils ont pas mal balancé d'info au début et depuis ils restent plus discret.


Un bon résumé sur ce site >> http://mortalinfo.com/

Après reste plus qu'a espérer
Dawn pas pour la mi mai lol :

Citation :
I can say already now that it wont be released in 4 days. We need more testing. We could choose to fully ignore the server rubberbanding issue to focus on Dawn at full, or split the team to work on the live server issue which is very important for us all. As someoen said, releasing dawn with that issue is not a good thing. We will give an update on this as soon as we are able to. We couldnt be more dissapointed on this happening right in Dawn release as you are. I think Opal will be able to show some stuff on Dawn while we continue.

Thank you all.
http://www.mortalonline.com/forums/6...ml#post1144850
Allez une bonne nouvelle,

Citation :
Originally Posted by Henrik Nystrom
We have indeed finally fixed the rubberband issue. Oh my, strange things can happen, we have worked so hard, so many hours without any rest going crazy on whats going on here. Like you all know, going from good movement to this very bad constant rubberbanding without any changes at all in hardware nor software.

We identified the issue that was increasing the movement package data which caused this issue when the package got over a certain range. Now this is solved and we can see even slightly better movement than we ever had due to much more optimized movement data. We have 1 more small optimization left to do in this area, we are not sure if it will be noticable but after that it wont get much better than that, software wise we believe. We can see that most players have excelent refresh rate on the movement and that everyones position is very accurate now which is great for pvp.

Like some people said here, we have some things left, not related to the issue we solved though. 1. Stuck on players head, we know this happens we will try to fix this for dawn as well. 2. Players dissapearing when they get loaded is a known bug that happend before as well, prediction has not been initiated and acts like this, a relog can fix this if it doesnt solves after a short moment ingame. This will most likely also be fixed in Dawn with a forced initiate movement.

The entire team is now fully focusing on Dawn again, we are a bit off schedule on the release but we are hoping to be ready soon, we will keep you updated on this. We have a long test run starting tomorrow in our "release" content Dawn build depending on how that works we will know when we are ready. I also think and hope that Opal will be able to get to fraps some stuff while we do this test phase so we can share some insight of Dawn.

Thank you all for you patience and feedback in this thread that been most helpful for us.
Pour résumer, ils ont fixés les problèmes de Lag / prédiction, ils peuvent enfin retravailler sur Dawn, vont tester une version de Dawn pour voir si le déploiement fonctionne correctement et Peut être qu'il y aura une vidéo de leurs tests.
Henrik à discuter un peu avec nous sur IRC aujourd'hui et Dawn est prévu pour la fin mai et il y aurais entre autre 3 nouveaux skills importantes liées au combat ainsi qu'une légère augmentation du nombre total de point de skill primaire. Ainsi que beaucoup d'autres nouveaux skills.
Citation :
Publié par Artorius
Henrik à discuter un peu avec nous sur IRC aujourd'hui et Dawn est prévu pour la fin mai et il y aurais entre autre 3 nouveaux skills importantes liées au combat ainsi qu'une légère augmentation du nombre total de point de skill primaire. Ainsi que beaucoup d'autres nouveaux skills.
Ah, bien ça. J'en avais un peu marre d'être vraiment limite sur mes skills et pas pouvoir profiter plus pleinement de mes personnages car ils étaient gimpés d'une manière ou d'une autre =p
Oui mais pour des raisons RP autant dans EvE tu peux cumuler des skills en étant très bon pilote et producteur ou autre, autant dans un jeu heroîc fantasy pour des raisons d'équilibre tu ne peux pas être Conan Lagrossépéé avec des sorts de grands archimage.

Ceci j'apprécie énormément le système d'EvE mais je trouve que c'est un système qui ne s'adapte pas à tous les jeux pour des raisons RP et d"équilibrages.
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avec une logique comme celle ci n'y a t'il pas un problème de différence de niveau entre ancien et nouveau joueurs?

je m'explique: en gros un joueur qui arrive maintenant sur eve ne pourra jamais affronter un joueur qui jou depuis deux ans car ce n'est plus le skill pvp et donc les talents du joueur qui rentre en compte mais bien son ancienneté (?)

tandis que dans mortal online le bonheur vient justement du fait que seul les talents d'une personne devant son écran rentre en jeux (dans la limite du raisonnable)
Oui mais aucun ancien sur eve n'est skillé au max car ça prendrais 20 ans me semble t'il et un nouveau sur eve peut etre plus skillé dans un domaine qu'un car ancien à partir du moment où il ne s'éparpille pas sur le reste. Tout nouveau peut se rendre utile sur eve et personne ne se plaint car c'est très bien comme ça.
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Citation :
Publié par rackam77
La limitation sur les skills me parait un peu aberrante finalement. Le mieux étant un système à la EVE : temps d'apprentissage fonction du niveau du skill, ce qui implique de faire des choix mais ne ferme jamais la possibilité de tout pouvoir apprendre sur le très (très très très très) long terme.
Il y a Darkfall pour ca et à ce que j'entend, c'est pas très populaire comme système car au final, tout le monde fait tout et ca prend beaucoup de temp pour devenir compétitif.

Citation :
Publié par Shaak Gaszh
Pas de jours offerts aux anciens pour tester à l'horizon?
Hm, il y a 14 jours d'essais gratuit disponible pour tous.
Citation :
Publié par Artorius
Il y a Darkfall pour ca et à ce que j'entend, c'est pas très populaire comme système car au final, tout le monde fait tout et ca prend beaucoup de temp pour devenir compétitif.
.
C'est tellement pas populaire que 300.000 personnes jouent à EvE Online. Faut se spécialiser, c'est tout. ; )
Et voilà :

http://www.mortalonline.com/news/dawn-media-blowout



Citation :
I will start with a little bit of bad news, the server issues that we were experiencing, have indeed impacted the development of Dawn, and as a result we will have to push it back to the end of May, and maybe even early June. The issue consisted of a package in the Unreal Engine doing unnecessary updates, every time a player moved. This package existed since the release of Mortal Online, so once it was tracked down and removed, the performance of the net-code jumped up significantly, coupled with some optimizations we have attained a very significant performance increase and as many say "Better than ever before".
One of the first and maybe one of the most important changes is the addition of "Actions" in the skill window. This is where every single action that you learned to perform, from resting to an overhead swing will show up, this means that no longer will you have to dig through the entire skill tree to fish out something that you know how to do. This will also help new players who in the past would have gotten confused and disheartened by having to dig through the entire tree, one skill at a time.
http://www.mortalonline.com/files/images/dawnMedia/Action_Gather.jpg Gathering is used on plants and pickalbes instead of hitting "Use".
http://www.mortalonline.com/files/images/dawnMedia/Action_Sleep.jpg A player is able to sleep anywhere, however sleeping will not increase the reserves only return the player to their original stats.

Dawn will bring a lot of new pickable and gatherable items, such as plants, flowers and herbs, with each region on the map containing a unique set of flora. The plants have a use in cooking, and in the future in alchemy, because of their strong effects on the reserves, it's also not out of the question to assume that many of these plants will have some negative effects. Making the sight of players eating herbs with strong restorative properties and then puking all too common, at the very least until the nuances of the cooking system are analyzed and discovered.
http://www.mortalonline.com/files/images/dawnMedia/pickables.jpg
The cooking system itself can be considered a core mechanic, from which everything else will be built upon; It's not strictly about cooking, but essentially anything you eat. Once the cooking system implemented in Dawn, future contnet will force players will have to be very careful about what they eat, they cannot simply scarf some roadkill down and expect their reserves to go up. If you eat a full meal, but your reserves are still low, or have barley moved, that means you have ate an ineffective meal. This makes eating the right food for fighters paramount, because being fat will start to impact the stats of a player, impacting combat performance. Fat players on the other hand are necessary to receive bonuses from interacting with NPC's and even learning special skills, or joining NPC factions. This is done through giving sophistication to fat characters, which can also be obtained by eating the correct foods. Also after Dawn eating a certain herb, will allow a player to change their stat-caps, so that any single race can be customized to fit a certain archetype through some effort.
http://www.mortalonline.com/files/images/dawnMedia/food_bars.jpg
If a player has the right skills, then he is able to determine the properties of the object. The higher the skill the more precisely a player is able to determine how effective something is. This is represented by a blue bar, the wider it is, the more uncertain you are about the actual properties of the item, and the more effective it is the farther to the right it will appear. In the example shown, I have a very high cooking skill, so that all of the cooking related parameters are very exact and precise, however since I don't have a high alchemical skill, the "Poison" effect has an uncertainty range associated with it. This also extends into potions which have gotten a very large overhaul for Dawn. Alchemy is based off the cooking system, and is centered around taking the effects found in different dishes and ingredients, and increasing their potency.
http://www.mortalonline.com/files/images/dawnMedia/status_bars.jpg
Potions are governed by a thirst system, of where the player can only drink a certain unit of liquid at a certain time. All players start out with 20 Units of liquid that they can drink after which they will no longer be able to drink anymore. The player will slowly start getting thirsty and will stop once they have 20 Units that they are able to drink, there are skills however that will allow a player to go past this limit and be able to drink more. After Dawn this system opens up room for having players run around with large kegs and only drink a little bit a time from this huge keg, or have very small and concentrated potions. However since the cooking system formed a precursor to all of this, a player drinking a concentrated potion will potentially run the risk of being debilitated by some negative side effect.
http://www.mortalonline.com/files/images/dawnMedia/potion_bars.jpg
In this example, a minor healing potion now has three stats that a player has to watch: the weight, units of liquid contained, and the alchemical healing effect. Since I don't have a high alchemy skill, I am unable to see the exact power of the potion, but instead get this general range. The minor healing potion contains 5 Units of liquid, and every player starts with 20. This means that 4 small potions can be "Chugged" while still obeying the current cool down, however after that, you will not be able to drink any more. This forces not only a more tactical use of potions, but open up the room to allow those that make alchemy their profession to be highly valued and sought after. Players would have to go out and explore every region to find the best ingredients for their potions, and meals.
The reserve system is going to make a rather large, but subtle impact on the way combat, and even battles are fought in Mortal Online. In short term fights, like duels, or even small skirmishes the reserves are not even considered, however they will suddenly take center stage after several deaths, or during long marches. As an example, a single reserve of stamina will allow you to run from Meduli to Toxai and back, sprinting the entire time. The stamina pools are drained whenever any of the stats are regained, whether be it HP, Stamina, or Mana, and they take a large dip after a single death. During the longer sieges or even drawn out marches, the reserves will start becoming an issue to the deployed force, and they must either carry with themselves some extra supplies, or be forced to retreat should they have nothing.
This could very well become a tactic that is exploited during drawn out fights, to slowly widdle away the stamina and reserves of the opposing force, or to catch a deployment that is worn out and recovering. The pools themselves don't take a long time to recover, a single effective meal will rocket all of the reserves back to full, alternatively you can rest however that takes significantly longer to recover the reserves.
Another feature that will make a subtle but a significant change is the long awaited assault list. Players that have contributed to your demise will be listed on the assault list, and you can choose either to forgive, or punish the players by giving them a murder count.
Players can create or accept tasks, which are (similar to EvE Online's contracts), in order to transport goods, or create orders for something, in this particular case the task is a transport job, with it's own reward and security deposit. If you do not have enough gold to make the security deposit, then you will not be able to accept that task. Transport tasks allow people to transport items across the continent without any financial risk to themselves; however, those who do choose to take the risk on their behalf will receive a reward set by the task creator, should they succeed.
When creating a task, a player can set the reward, and the security deposit required, as well as a monetary cost to actually make the task. The longer you set the deadline for a task, the higher the listing fee will be. Upon completion the security depost is returned. While strictly speaking the task system doesn't provide any new functionality, the fact that transaction of any sort can occur while a player is offline, greatly relieves the stress of existing infrastructures. At the same time a degree of automation has always been required so that the economy would become more dynamic. All listings in the Task Board are local, therefore in order to accept a certain task, a player has to be physically in that town, and the tasks of two different towns are different as a result.
Two new house types are being added in Dawn, the first is the Tindrem style house, which starts out as a hovel, even smaller than the current T1 houses, but gradually can be upgraded to a three story Villa. The second is a storage house, which can be thought of as a bunker, having a lot of starting HP with upgrades that can increase it's health even further, as well as allow the entire guild to use the bank as storage, the upkeep for which will be calculated depending on the size of the guild. It is designed with guilds and sieges in mind, providing extra storage with good protection, without building another keep. Another addition is that houses in Dawn have their own friends lists, and people who are not on this friend list will be considered intruders and if they do not have the key or have not been let in by the owner and will be teleported out of the house. If a player was let in and then proceeded to logout within the house, upon loging in he will be teleproted out of the house, unless he has been made a friend.
Citation :
Publié par rackam77
C'est tellement pas populaire que 300.000 personnes jouent à EvE Online. Faut se spécialiser, c'est tout. ; )
Pour EvE on dit pas, mais DFO c'est vrai que le fait d'avoir pas de skill cap a rendu tout le monde hybride mago-archer-combattant au final, ce qui fait que t'as pas vraiment de variété entre les joueurs (ce qui est normal, faut rester compétitif quoi).

Je vois pas trop d'aberration dans le système de skill de MO, mais le soucis c'est que y'a trop de skills et pas assez de points par moment. J'ai pas envie de devenir un couteau suisse mais c'est vrai que j'aimerai bien que mon personnage puisse être chose que juste un bourrin de service ^^ surtout que MO n'a pas une grande population, ce qui fait que certains métiers manquent, parfois.
Citation :
Publié par rackam77
C'est tellement pas populaire que 300.000 personnes jouent à EvE Online. Faut se spécialiser, c'est tout. ; )
Bien je doute que la clientèle de EVE sois la même que MO et quand je dit que c'est pas populaire, c'est parce que c'est l'impression qui ce dégage des conversations sur le forum officiel de MO lorsque les gens discute du skill cap et les jeux qui en ont pas comme Darkfall.
J'ai joué à Darkfall à la release et peu après, le fait que tout le monde puisse monter ce qu'il veut fait qu'on tout le monde joue un super héros et tout le monde joue le même perso. C'est tout d'abord inintéressant mais en plus de ça ce n'est pas RP, ça a lassé pas mal de joueur et moi le premier.
Le système est simple,plus tu utilise une compétence plus tu deviens fort avec, tu te retrouves comme à la release avec un monde plein de grind-bot afk pour maxer les skills.
Au moins à EvE il y a un véritable intérêt à se spécialiser parce qu'il y aura toujours quelqu'un qui aura besoin de toi ou tu auras toujours intérêt à le faire si tu veux avancer. J"ai justement acheté MO lors du buzz de la bêta@fulllootbag, c'est tout d'abord ce qui m'a attiré la limit cap sur ce jeu parce qu'on peut vraiment se spécialiser et avoir des intéractions sociales grâce à ce système. La suite c'est que j'ai vite déchanté avec l'accumulation des problèmes de MO et son manque de sand dans la box....mais ça c'est un autre sujet.
J'ai donc reposé mes valises sur EvE une nouvelle fois et je pense qu'à l'heure actuelle on ne fait pas mieux en terme de sandbox bien léché.
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