A look at new continents in Mortal Online

map_nave

Well it’s not really a direct look at any particular continent, it’s more of an evaluation of what it might bring to the table.
I’m not going to lie, I don’t like the priority or focus that a new continent is now getting over other features. I’ve been waiting for some features in Mortal Online for literally over half a decade by now. But I will put this aside and look at a new continent on it’s own from my point of view and also what it could mean for the Aegis Imperium and possibly other guilds.

We are a guild of achievers, explorers, people who like to figure things out and get shit done. New land will give us an incentive to go back to our roots again, go out and explore the new world, maybe even create new maps. As the creation and placement of cities etc. is supposed to be out by then as well we might be able to finally build some more sophisticated settlements. I’d love to settle in the cold climate in the north that is Nordveld. But I could live with the jungles of Urmothâr (Lykia) or even the deserts of Sarducaa. The little lore and art we have concerning them makes them all interesting in their own ways.

There has always been one place on Myrland in the back of our minds ever since we’ve lost it to foul play (basically exploiting) and similar betrayals.
It might bring us new flora to discover and new fauna to tame and utilize. We might finally be able to leave some of that negative baggage of the many years we’ve spend with Mortal Online behind and start up something with a new spirit. We’ve been the first to build on Myrland let’s do it again!
Since there have already been some spoilers about boats, travel between continents might add many new possibilities. I know there have been quite some people looking for all things naval. Piracy anyone?

What do you guys think? What are you looking forward to do with a new continent. If you have not been playing will it bring you back to at least try it out?

Game Engine News from GDC 2014

GDC 2014 has brought us news from the most popular Game Engines on the market: Unreal Engine and Unity (+ CryEngine showcase)

Unreal Engine 4 Banner
Unreal Engine 4 has been released and it seems they scrapped the free UDK version in favor for their montly subscription model (19$ per month + 5% of your sales earnings) with full source code access in GitHub. Actually the  UDK is not even mentioned anywhere, so it’s all just speculation on my side but it can’t easily be found found on their website anymore and they recommend people starting new UDK project to give Unreal Engine 4 a try (https://www.unrealengine.com/products/udk/).
I think removing it would be a terrible idea but we’ll see how this goes for them.
Official News Post
Features
Teaser Video


Unity 5 Banner

Unity 5 has been announced for this year and is looking good. With new Shader Technology, Global Illumination, improved Audio, full WebGL support (no more browser plugin requirement), a 64 Bit Editor (finally) and much more.
Official News Post
Features and Preorder
Teaser Video


CryTek is also adopting a subscription based model of 9,90 $/€ per user with no royalties for CryEngine. They have also put up a video showcase for you to enjoy. Other than that there isn’t much new information there.
I personally dislike it when Companies just slap the Dollar and Euro sign onto price values for a 1:1 conversion, in essence making Europeans pay more. We already pay more on hardware, don’t make us pay more on Software as well.
Official Subscription Announcement
Official Showcase Post
Teaser Video


You best check out all the features of both engines for yourself.
Unity has become more and more popular in all kinds of applications over the years with these new features and no more UDK I foresee that Unity’s popularity will only increase further. I’ve used Unreal Engine before and I’ve been using Unity for projects for years now. In terms of work flow Unity has always been ahead of Unreal Engine. I hear from some sources this has gotten better in UE 4 but I’ll have to see for myself if I get the chance. In my opinion in the end with both engines the outcome highly depends on able developers more so than on the engines cutting-edge technologies. And good work flow helps this a lot.

The one dimensional economy in Mortal Online

I was browsing around the Mortal Online forums looking for new insights and opinions on the game. Next to the bickering and name calling there are some valid opinions and views on the game we all jumped into a long long time ago.

There still are many things that make me want to go back to playing the game.  The amount of depth in some places make it a game where you as a player can lose yourself for weeks if not months, just trying to find out the next secret or goal that Star Vault has added for us.

Yet there are also many things that make me hate the design.  So many things that just make my head spin out of control when I think about them.  In this lovely piece I would like to take a look at the one-dimensional economy in Mortal Online.

After thinking about it for a while and discussing it with fellow players, there always was a great dislike for the multiple characters in Mortal Online.  Every time I start up the game I need to think about what I want to do.

If I want to get materials for my Weapon-crafter I will log onto my Extractor and either mine or extract the mined materials into metals.  After that I would need to log off  and log back into my Weapon-crafter.  He would make the weapons with a little bit of wood (bought or gotten somewhere) and his job would be done.

Then I would need to decide what to do next.  I could log on to my Fighter to make gold.  Could log on to my Woodcutter to get more wood. Log onto my Butcher so I can make materials for my Armor-crafter.  And so on, and so on.

The thing that amazes me when thinking about this is the fact that every character of mine only has a single purpose. And not only that, but even when I want to dabble into trading, all my characters still only have one function. I could not entertain myself on any of my characters if I suddenly felt like I would want a small change of direction during playing.

  • My Fighter gives me direct money and carcass for direct money (Butcher).
  • My Butcher gives me direct money and materials for my Armor crafter.
  • My Extractor makes metals for my Weaponsmith
  • My Alchemist makes potions for my Fighter

When looking at this it really makes me irked. Why would it be so weird to let my Fighter have a chance to get resources to give to other characters? Or my butcher to get materials for other professions? Everything– trading and playing– in this game seems to be one dimensional. And as soon as I want to do something different I need to switch characters. Move them around and do a single task for a single moment.

Because of this I feel no attachment to my characters. I do not build a story. I might build a story for one character and use the rest the supply the story. This almost makes it sound like the game barely is an RPG.

Would the game ever change in this?  It might as soon as they start adding more and more depth.  More depth means the need for more playing types.  Sadly it doesn’t automatically mean that more types are supplied by a single profession.

How do you feel when you start up the game?  What do you think when you log onto your crafters?