ITankhsd:
The old Mortal Online Powerpoint talks about hitting someone in the arm and having a chance to disarm them. Will we ever see hit box based effects like that any time soon?
We have the support to give certain actions the system we use today, such as with the current backstab. Moves can be used to give a disarm action. We are currently working on our upcoming roadmap to see if we can implement such things.
ITankhsd:
Are you happy with the loot table for monsters in game? I know walking dead are getting an update soon to be more profitable but do you think the loot from Sators, Risars, Tribe Rats, Bandits etc. loot is exciting and fun and profitable enough for the fighters who kill them for PvE? I'd like to see chances for more random loot on them like gems or magic items similar to how you could loot a sword of vanquishing off of a random monster in UO.
Mats designed our creatures in a different ways compared to most mmos out there, as in, a rat wont carry gold coins. However humanoids could very well carry gear and even rare drops. So yes, now that we are imrpoving our AI and adding more and more humanoids into the game, we want to add on random loot as well. Since we have a large task regarding our magic system to be implemented we are not 100% sure yet how our “magical” gear will work. We want to keep 100% crafted gears and player skills in our combat systems. We have looked into making pve somewhat more challenging and interesting by adding certain attributes that affects PvE more than PvP. So short answer is, yes you will most likely see more and random loot on humanoids in our game in upcoming content patches.
longhairdfreak:
Is any work being done to give reason to make armor out anything but Incisium? Why use light armor? Why not make light armor allow you to outrun guys in heavy armor? Or maybe make dbl tap leaping cost normal sprint stamina, so spear and dagger users can hop in and out while fighting swordsman. Maybe make a light armor skill "leap from horse" allowing you to get off a horse in 1/4 time.
Interesting suggestions, balancing speed and armor have been a heavy task the latest month. We are still collecting feedback and data on speed and armors. We want to make full use of cloth, light, medium and heavy armor use for players with different play styles. So yes our intention is to balance that further to make more use of different types of armor and protection.
Darran:
Do you have plans to soon optimize the game?
Yes, it is something that we always keep close in mind when we add new content and features. Such as the capes, they are very well optimized and allowed us to add them. We have made small changes in overall settings that we recently noticed affected a portion of our players. We are currently looking into this, and we may also spend some time optimizing shaders and other areas in our game that will both give better overall fps, and better memory usage.
realnaste:
Will we get a proper penalty for mindless killing (including a penalty for all the chars on the account)?
We are not sure yet how to handle that. There is an interest in having the opportunity to play different play styles. Just as in UO, you could play a murderer and you could have a blue anti murderer, to make sure you would have maximum fun game time experience when it fits you. In another perspective: yes some may think its unjust that the same player that just sold something to me, is then getting his murder to steal it back. Its a split discussion and we did enjoy the freedom and flexibility back in the old days in UO, which we would like to have in MO as well. So we are not sure we have a perfect solution to make both sides happy yet.
Notquitesure:
Is magic going to be released in the next expansion in 12 months or will we see it sooner?
Magic is in the current roadmap, and we hope to introduce the first schools in a near future. Some things pushed that work back when it came to balance issues and bug fixing, which we have been focusing on a lot lately.
sunshiner:
What are you plans for ships and the like in the future?
As mentioned long time ago, ships are in our game design, but we want a good reason for owning a ship. We do not just want to rush in a ship you can sail on without a real purpose.
Similar to TC we got a lot of interesting feedback and worked hard on giving more and more reasons to own land and TC. We are getting there but we still have a list of things the community wants which we agree on. Same thing goes for ships, we would like to see a new continent to sail to, and we want more sea monsters, treasures, and swimming to work well when ships are introduced so there is a real reason to go out with a ship.
sunshiner:
can you elaborate your plans for taming and breeding aswells as farming?
The first steps have been made to get breeding. All mount pets are now dynamic living creatures. Mounts will change in how you control them, so it gets a step closer to how it was before we rebuilt them so they get better in battle. Depending on how our work goes in balancing and magic, we will see where breeding fits into our plan. We may ask the community on what they would like to see come next. If the interest is large in breeding, then that may be the next thing.
sunshiner:
can we hear more about the plans for the religion system and when it might be added?
Depending on player feedback we may have to bump down or up this feature. We want to make sure we focus on the more wide gaming features before spending much time into them.
Morfildor:
I would like to know what the idea behind recreating the "house/keep" system. Will we see new house/keep designs, walls, towers, new engineering skills which in turn will be able to craft crushers, grinders, mills and so on? I would actually like Seb to see how M&B did it, I love the design to their castles. We actually have a member who is not currently subbed because he can not do what he wants in the game. Namely be a engineer who can help build multiple things. Not just houses. The fact that one can only have 1 house per account also seems rather silly and should be adressed.
Yes, we have discussed this internally. We are going to spend some more time in our housing/TC system, that gives more work to engineers and more options for guilds not only for pvp but for every group playing together. We want to be able to bring construction to the dynamic placement system. We want to add more building functions and hireable npcs for different services. It was a long time ago we last played m&b, so we may have to check out their latest work regarding this area and if there is any good things that could fit our game.