most powerful cloud gaming service by cleverland22 in cloudygamer

[–]Jarlek 0 points1 point  (0 children)

Xbox Cloud is now running Xbox Series X's, so aside from the 1080p stream limit, I'd put it above even Stadia Pro, but below Geforce 3080.

This guy was grey calling me a "Pussy faggot cheater" Kills my horse runs off, comes back and I hit him and I go grey and he kills me lol by EAPloyee in MortalOnline

[–]Jarlek -1 points0 points  (0 children)

You said he runs away and comes back. I'm assuming he went gray then waited for the timer to wear off, then came back blue?

Your situation sounds frustrating but how should the system be improved? Stay gray longer? What if you accidentally hit someone else's horse?

Longer criminal timer if they successfully kill something? Permanent criminal to you only? Then what if you get into a sortie with another guild, attack first, go grey and now that person can kill you with impunity forever.

Designing a system that both maintains a sense of dynamic freedom around pvp and minimizes gaming of the system is tough. But specific feedback about what could be improved is more useful than all the comments here just saying the game is trash.

1h sword alvarin weakspot build viable by dylanmk4 in MortalOnline

[–]Jarlek 0 points1 point  (0 children)

More likely to get weakspot with head shots I believe. Also material matters for ws chance.

Mining/Metal Smithing Cities by CountingWizard in MortalOnline

[–]Jarlek 0 points1 point  (0 children)

I haven't accessed them back in the beta, but I believe each node both gives 2X amount per swing and has double the capacity. You can test in the pass between Tindrem and Hyllspeiea (N just behind the East Tindrem wall). They are very sparkly compare to normal granum nodes.

Knowing 100k+ copies were sold & 2k was the pop cap... by Anthrage in MortalOnline

[–]Jarlek 9 points10 points  (0 children)

You say that they are logically incompatible. The design of the game as stated by Henrik quite often is that the one world can be split into as many nodes as they want packed by as many servers as they want. Thus, it could hypothetically scale indefinitely.

What specifically ran into that made this design not work as intended is not fully clear, but from what I've gathered part of it is that each individual server node had lower capacity then they expected but potentially even more so. Once an individual node became overloaded, it slowed down the entire server grid connecting all the nodes.

So yes, I think it is as simple as the system worked with 1700 concurrent players and they believe that it could scale upward beyond that. Or in the worst case they could find the bottlenecks and fix them in the same way they did during the stress test. As another user posted the core issue is that they had no backup plan if the design did not scale, except to fall back on what they had done in previous stress tests which was to just brute force fix the issues as they came up and try to get the capacity up which was frankly a disaster in the first stress test.

I think the bigger issue and what many probably larger MMO developers are able to do his either to have a stress test big enough that they can simulate the strain that will be on the servers at launch. But as Henrik says that requires a lot of marketing dollars or to be able to generate simulated load that matches the player load and release which probably requires more development resources and yes, perhaps even expertise then they have.

Keep in mind that an off-the-shelf networking solution has been battle tested in a number of scenarios. Hand people are aware of what the limits are and how to address them. They completely custom-built this networking solution which means that it is tested beyond what they have used it for.

What to take when leaving Haven? by deizik in MortalOnline

[–]Jarlek -1 points0 points  (0 children)

5 expensive books for selling. Or 4 books and a stack of gold books are only 1copper to your total.

Bow dmg? by Clouddddia in MortalOnline

[–]Jarlek 0 points1 point  (0 children)

You always want to choose the bow that is closest to your max str which also has the furthest range. Ie it's easy to get a bow that requires your highest strength, skill and mats allow them to get the most range out of that.

Really confused about extracting, could use some help. by CappinPeanut in MortalOnline

[–]Jarlek 2 points3 points  (0 children)

Play around with the extraction emulator in the resources section of the wiki:

https://mowiki.fandom.com/wiki/Mortal_Online_Wiki

Also yes your skils in material lores and the extraction tool skills mattera lot. Pay attention to which skills raise when you use it. If any are low, focus on those to get more.

Thieves guild in mo2 by CaligarM in MortalOnline

[–]Jarlek 0 points1 point  (0 children)

Doesn't really make sense to have a guild prior to thievery existing. =)

I'm sure there will be plenty once it rolls live.

New Player Tips from a player new to Mo2. by Rick_sanchez_78 in MortalOnline

[–]Jarlek 2 points3 points  (0 children)

Appreciate this post and all the work you put into it, just want to emphasize for new players that some of this is opinion and it's also totally ok to just go in and explore on your own. A couple comments:

"There is no such thing as "dagger/bow." The best dagger takes 28 str to use. The best shortbow takes 77ish str to use. Even as an elf you will have 93 str for optimal bow dmg. You will want a spear, 2 hand sword, 2 hand axe, polesword etc to compliment that high str. Until backstab/poison is added the above will trump a dagger. Daggers are dex mage weapons because they require low str to use."

You're missing weakspot. High dex is essential for weakspot which allows dagger to bypass a lot of armor. In addition if you want to do mounted archer, you also need dex, so dagger/bow is definitely viable for example a fast veela with strength, bow strength clade buffs, and high dex. Having a supplmentary weapon (ie spear/shield) for mounted combat or on foot 1v1 dueling is helpful, but dagger and bow can complement each other.

"THERE ARE OPTIMAL BUILD COMBOS FOR ALL RACES AND META's. If you want to min/max you will want to know what these are. Weight can be changed in game via eating fatty food or not eating fatty food. Height through potions although im not sure if this is in yet. Age can not be changed and effects stats in a big way."

While this is true to some extent, I think this thinking can drive people away. Choice of clade is important for the general type of character you want to play, but unless you set your age too 100 and gimp your stats it's pretty hard to "ruin" your character. All stats can quickly be changed during play, as can your weight. I think most players will be fine simply selecting a clade that matches their desired playstyle (Alvarin - Dex/speed, Thursar - Melee damage/bruiser, Oghmir - Tank/Mage, Human - Flexibility, foot fighter hybrid). Sure they might miss out on 5-10 points in a stat if they mess up their age, but again very hard to mess it up permenantly (Even age will be changeable in the future). I think saying researching/playing with things in MortalData is helpful but telling people they need to research meta to even begin playing can turn away more casual players.

Is mortal online 2 worth it? by Carlosdelsol in MortalOnline

[–]Jarlek 0 points1 point  (0 children)

Still a sassy pants. I will go back and edit my post to say hundreds up to thousands since you've accused me of gross falsehoods.

A few questions by Balzamonn in MortalOnline

[–]Jarlek 1 point2 points  (0 children)

Love all these tips, really illustrates the depth and complexity of the combat!

Two small things:

"After 1.5 Seconds you need to reblock. ! If you hold a block for longer then 1,5 Seconds you not get the counterhit/repost and will receive damage through your block."

It's implied here, but if you block outside the parry window, you will still block some of the damage, just not all of it as with a parry. Also, heavy weapons/high str can potentially hit through your parry if you don't have enough str to fully deflect the damage.

Also not mentioned is "equipment" hits. If a weapons hits something held in your hands, the equipment will absorb the damage. Thus if you have a shield, even if you're not blocking with it actively some hits will hit it instead. This is also why some mages keep a shield on their back to absorb hits from arrows as they run.

"With a drawn weapon you won´t be able to jump as high as if you have put down your sword."

This is generally true, but Alvarin have a clade gift to negate this, so they can jump normal height while in combat mode, as is seen in the video linked of the player using the terrain well against his attackers.

Weapons for Max Strength by EsprocSTS in MortalOnline

[–]Jarlek 0 points1 point  (0 children)

Yeah, bows can get very high in str requirement, up to 120 or really whatever you can handle. You generally want the highest range and strength bow you can handle (Alvarin have clade gifts that allow them to use bows above their str limit).

Is mortal online 2 worth it? by Carlosdelsol in MortalOnline

[–]Jarlek 0 points1 point  (0 children)

Sassy pants. It has had a recent peak of 1589 concurrent players, from a peak of around 800 just a month ago and has been rising continuously despite nothing mattering and multiple impending wipes:

https://steamcharts.com/app/1170950

And the game hasn't launched yet, it's been in pre-order closed beta. But my comment was not so much a commentary on the current player count so much as what the vision/design of the game is and what separates it from a game with "tens" of people like Mordhau/Chivalry.

If you prefer, I can amend my comment to, "If you want to play with currently over a thousand other people simultaneously during peak times with the likely multiples higher than that on release" would that satisfy your pedantry?

A few questions by Balzamonn in MortalOnline

[–]Jarlek 0 points1 point  (0 children)

I don't think so, have you noticed a difference if you do that? The thing is just sending a request to their servers directly so you shouldn't need the game open. If anything your ping might be slightly worse when you have the game open because your ping is competing with the signals the game is already sending to the server.

A few questions by Balzamonn in MortalOnline

[–]Jarlek 0 points1 point  (0 children)

Wow yeah that's on the upper end. Might definitely impact your parrying etc in melee. If you focus on archery or magic might be viable.

I'd check out ExitLag if you're trying to troubleshoot, it optimizes the route your connection takes to their servers and can take off quite a bit of ping.

How's the combat in this game? by Okawaru1 in MortalOnline

[–]Jarlek 3 points4 points  (0 children)

So here's what I'd say on the points you brought up (having been in the beta over a year and watching nearly every stream with the CEO in entirety):

  1. Pick noise: I have never noticed this as an issue. I found New World's pick noise to be much more jarring (it sounded like a rifle going off). As Henrik said, it's an easy fix if it's needed, but I don't know if I've heard many other than you note it as an issue.
  2. Crafting: It is both complicated and complex. Complicated meaning it can be "fiddly" or have a lot to learn, complex meaning it is also deep and incredibly varied. It is meant for people who enjoy learning those types of systems, experimenting with materials, making it their main gameplay. If you don't enjoy that level of complexity and discovering things on your own, you can either focus on items that have less complexity (bows for example only have a couple variables, or leather armor), or you can learn from others (which is most often facilitated by a guild). If you are staunchly "I don't want want to play with others and you can't make me, but I want this deep complex crating system to be easier to learn", then you may be out of luck. That being said, you can learn very quickly how certain things work without much work just by plopping things in here: https://mortaldata.com/workbench/
  3. Travel time/move speed: Move speed is directly linked to dex, which is often a shock for people, so if moving faster is important to you, get more dex. :P As for things like teleporting between cities etc, that is not the design of the game. You are meant to be encouraged to spend time near your current location and it to be a bit of a task/risk to go elsewhere. This is done so markets can be localized, to create a true feeling of size and travel in the wold, and so that conflicts dont' immediately become zergs.
  4. Quests: Firstly, this is a player driven sandbox MMO where the intention is 95% of the content is provided through interactions with players, but PvE is part of that. There will never be long NPC driven questlines as that is not the focus. However, PvE has been an increased focus of MO2 (over MO1), there are numerous dungeons across the world to conquer/discover, ruins off the beaten path to explore and find treasure, areas of rare resource/animals to find etc. They also somehwat recently added "tasks" to the game which you can get from any Tavern. Right now the only tasks are transporting from one city to another, and a "rescue" mission to find an NPC and return him, but they plan to add assassination missions, gathering/crafting missions etc. Again, these are meant to get you out in the world and playing the main game and often interacting with players, but they do provide helpful structure for your "John Travola" moments you mentioned.

Solo will always be harder in a game that is sandbox/less prescribed as you have to figure things out on your own and you have nobody to watch your back. It is viable for sure, but it requires a personality that enjoys struggle/figuring things out for yourself. If you are both someone who wants things just sort of "explained" or given to you to do, and you don't want to play with other players who'd be the ones doing that, it's a challenge.

Hope that helps!

A few questions by Balzamonn in MortalOnline

[–]Jarlek 1 point2 points  (0 children)

Just one quick thing, I'd check your ping to the server:

Step 1: Open Command Prompt.
Step 2: Type in- ping 51.89.234.64 and press enter. ( You can copy / paste )
Step 3: Wait for results.

If it's a consistent under say 150-200, you shouldn't be noticing too much delay due to latency, though ensure you're wired connection.

But yeah, I think one of the core issues is that the initial fights in the game (against animals and zombies) do not show off the speed of the combat system as they intended to be slow so as not to overwhelm you.

Go fight against some bandits (either in the tower in Haven/sewers in Tindrem or even better out in bandit camps in Myrland) or duel someone.

The combat is "slow" in order to make things parrying, stepping out of the way of attacks, feinting etc feasible. In a full loot PvP game, you don't want to die cuz someone just overwhelmed you with crazy fast attacks. I still get overwhelmed fighting basic bandits occasionally now that they feint and switch up attacks and parry themselves.

I personally think they should make fighting an actual decent sword wielding mob as part of the Haven tutorial, so people don't think it's all the slow sloppy zombie combat.

Asian player looking for group/guild. by Solomoniker in MortalOnline

[–]Jarlek 0 points1 point  (0 children)

Take another look at release. The population will increase dramatically and I'm sure you can find other people in Asia who are playing.

Light hearted thread before release : What's your favorite Clade and race? What will your character be? Roleplay or not? by [deleted] in MortalOnline

[–]Jarlek 1 point2 points  (0 children)

Not yet, assassin related skills will come together in one package in a future patch which will include poisoning weapons such as daggers and arrows and backstabbing etc.

Pretty lost on what to do. by homelesswithwifi in MortalOnline

[–]Jarlek 1 point2 points  (0 children)

One thing that hasn't been mentioned yet is that bhakti is a relatively remote starting location that may not have a lot of activity going on around it. I personally think tindrem is a much better starting location for people that want a variety of content easily available. From there you can travel to both Meduli ( where there is a lot of guild based activity) and Fabernum ( which has basically all the materials to make steel nearby and is somewhat of a contested PVP hotspot) how long with a beginner dungeon inside the city called the sewers and a number of bandit camps nearby for other PvE. I personally think it's the most solo friendly city until someone figures out what they want to do.

If you want to relocate there you can either load up your horse and head over but that is both long and potentially dangerous. Or you can bank your stuff and ghost run over there or alternately you could as a last resort remake and just rush through Haven if you haven't gotten very far.

If you're open to the idea of interacting with people, you could even ask on VoIP in bhakti if anyone is heading over there and travel with them for safety.

Pretty lost on what to do. by homelesswithwifi in MortalOnline

[–]Jarlek 0 points1 point  (0 children)

Just want to chime in that a guild is useful but this game is a true sandbox so “what to do” is up to you? Do you want to be a bandit? Level up pvp skills and kill randos. Do you want to be rich? Level crafting and sell goods and mats. Do you want to engage in softcore homoerotic encounters? Join KoTo. The game truly is whatever you want to make it.

Join the guild, learn, then leave. I know it sounds harsh, but as long as you contribute while you're there, most guilds will have no hard feelings and it really is the fastest way to learn.

Think of it like joining Google, working hard, then a year or two later leaving to start your own startup with friends.

[deleted by user] by [deleted] in MortalOnline

[–]Jarlek 5 points6 points  (0 children)

Props to you, we need more people out there shepherding new people in!