Follwoing several delays over the past few months StarVault is now confident that they can set a new launch date for Mortal Online: June 9th, 2010.

The major showstopper has been the de-sync issues the game has been experiencing, and StarVault is announcing that they've finally been able to take care of this issue which should allow them to move full steam ahead towards the game's release.
Mortal Online's Open Beta is also coming to a close in order to prepare for the game's launch in a few weeks, however players who have purchased a license for the game will still be able to login during this time period. If you are interested in purchasing Mortal Online, you might also want to know that the Beta discount that has been offered will be ending today as well.
View the full announcement here.
[Thanks Rohn and rlmccoy1987 for the tips!]
Just out of curiousity is this game going to be a subscription based MMO or a Free to play MMO?
Now all they need to deal with is all the other major show stoppers.
Great art direction, great lore, great concept, somewhat barren but fantastic world (think the barren aspect of the game is good though oddly enough), great crafting system, decent race choices, seens like they have a solid skill system that just needs tweaking> Decent housing and bridge design.
This game has a lot of potentical. But in reality i think Henrik needs to go. He is to Mortal what Gaute was to AOC.
well i only hope to see lag/desync go away for release the rest whit time and some money can be fixed :)
Darkfall is still light years ahead of MO.
As usual, they must really be hurting for money because this game has a long way to go before being ready for release.
Personally, I don't like the first person view only design, but it still could be a good game given time. Releasing it early like this is most probably a death knell.
Why is it these shops always under estimate the complexity of design in a MMO and then wonder when they release it too early why everyone deadpans the game?
Well the exploiters will be happy, there is plenty things to exploit in this game at the moment.
So far every "pure pvp" mmo has failed, so I'm not sure when these devs will get a clue and go see a shrink or something.
darkfall is not failing.
aventurine wanted to make the game grow slowly thats why the trial isnt free / the payment options are bad / and they didnt put boxes in shops like the are going to do. (not trolling its true)
evri1 thats playing darkfall now (including me) are paying testers lol its sad but true.
dont see how it can be a pvp mmo without 3rd person view,
I think they didnt fix the desync. Simply put, they ran out of ideas on how ti fix it, they realized that what they did build up cant run smooth and they are going live becouse thay can't do anything else.
Uhhh... That's not really true at all.
Dark Age of Camelot didn't fail.
Darkfall didn't fail.
[quote][i]Originally posted by Czanrei[/i] [b]So far every "pure pvp" mmo has failed, so I'm not sure when these devs will get a clue and go see a shrink or something. [/b][/quote] a example
Did people in the middle ages have 3rd person view? Do MMA fighters have 3rd person view? Have you ever heard of a fps? How do you post such a vague and logic-free post? But I digress
Did I say they had magic? I'm saying people fight in 1st person. I've played in beta and pvp works. The fact that you implied your mental capacity was too low to understand how it would work, baffles me. Seriously though, how did you get I said they casted spells back then? (Although the occult did exist, but that is besides the point.)
MO has more depth and is conceptualy much more complex therefore harder to code and to balance. I cross fingers for MO
And they are still 2 vastly different games, comparing them is stupid. Darkfall is focused on being a hardcore pvp oriented game, MO is not.
No, but you also have this thing called peripheral vision and combat awareness, which is a real bitch to simulate on a monitor. That's why I like 3rd person, even if it's locked in fairly close. First person makes sense for shooting, since you are focusing on a fairly finite point, but I think anyone who's ever done any sort of martial art will tell you that, at clsoe range, that way lies defeat.
what put me off the game was the starting point.. went to first hut "female NPC in white who sold stuff" fair enough... 2nd hut... same NPC in white selling the same stuff... 3rd hut.. oh come on her again... what is she triplets. Then i jumped off the cliff and died... the whole place felt dead. I actually expected a zombie attack...
yeah darkfail isn't for me... and it has appeared in box form in stores, and is a waste of money effort and time. Moron Online... is about the same although slightly better graphics created by a bunch of guys who just passed puperty and created the first sandboxed artbook and manual. true story.
Eve.. that's just excel with pretty pictures, actually so close to resembling work... i'm pretty sure accountants see it and die a little more inside. CCP have created a "universe" but... the more you look into the workings behind it, exactly what roles are played.... it's pretty obvious why although more successful than launch.
put the old tutorial in, you'll have people falling asleep in no time.... and seriously those "avatars" they have, considering all the freaking expansions... they really need to do something. Just awful game.. sorry... great masterpiece with the one server, but... oh gawd everytime i see a screenshot it's like... "wow" hope they pay you.
I like your wording, very dramatic.
+ Ultima Online
+ Meridian 59
+ Lineage
+ Aion (PvP first then PvE)
Funny I won't play a mmo without "pure" pvp.
I played in various levels of CAL in CSS and I can tell you that you don't just have a finite point to look at. You also have to keep in mind helmets block that peripheral vision in RL. I've worn them for SCA heavey combat, and you can only see infront of you, not that I had thought of this until you pointed out peripheral vision
This game is a big disappointment. Their UI is nothing like I would have envisioned it before playing. Everything is so clunky and complicated, and no this isn't me saying "sandbox games are complicated." This is me saying that the gameplay of the sandbox is simply not enjoyable.
Every menu is poorly made, the instructions are unclear, I got attacked the moment I spawned into the world and wasn't explained anything. They have no sort of tutorials like EVE does and no instanced sort of thing. They don't heavily punish new player killing the way they should. They must have looked at UI and control layout options and then chosen the most abnormal of the bunch on purpose, this game resembles none I have played previously. It is really a joke.
Maybe so, but in most organized fights, your opponent is directly in front of you. I doubt that helmet would help if at the start of a match, your opponent could come at you from any direction.
I don't care one way or another about 1st person or 3rd on an mmo, as long as it works. However, don't mix in RL fights in this as they are singular in adversity, 1 opponent, and you know already where they are from the get go. A FPS is like having that helmet on, since the only place you can do damage is the center of the screen.
Walking in open terrain with tunnel vision, with the possibility of being attacked from any direction, would be the worse place to have such a 'helmet'.
The mistake your making is thinking UO and DAoC were pure PvP games. PvP was a feature, that complimented the rest of the game. Thats why they worked.
Funny thing is, NONE of those game are "pure PvP" - they all have quite a bit of PvE, albeit some more than others and some more or less than MO. A pure PvP game would be like Planetside or APB.
Uhhhh.... That's why knights wore helmets on the battlefield? Spartans wore helmets, Romans wore helmets, Gladiators in multiple people fights wore helmets? Hmmmm.... Many of the greatest warriors who survived many battles wore helmets? And they could be attacked from multiple angles and directions even with the tunnel vision. Your counterpoint is flawed in its entire essence.
LOL, you know absolutely nothing of history then. The 'helmets' you see in movies are hardly the ones used in real combat, and the english knights were so ediquette driven that the visor was more of a hindrance than of any use. Most were open faced when in skirmishes, and the romans/spartans used what is known as a phalanx. You didn't need to worry of peripheral vision, your job was to your front and immediate comrade at arms, never worrying about the rear unless commanded.
Before you rebuke a 'counter' make sure you have something other than wishful thinking and movies as back-up. Nice try though.
RL fights are what Mortal Online is based on. Wars are multiple people. In MO you face both multiple opponents as well as single monoVmono. I've done enough research to know that alot of the helmets we see in movies are pretty close to what they wore. Not the english joust helms, although that would be another sweet thing to add. Also, in fps, you have your mouse set to 8 with a g5 set at the highest dpi and look around you at all times, if you're me. I know looking through a flat monitor will never truely be like being submersed in a real world. Walking in the open you just have to do a 360 once in a while. I'm sure people have to look over there shoulders in RL situations.
Point: 1st person, imo, is a good way to simulate and submerse a player.
I agree that it makes for some fun scenarios and 1st person does immerse you in battle, and for gaming it's great.
I was commenting the comparison to RL. Those helmets were awful for perception, hence most had formations to fight in, like the phalanx I mentioned to another poster. It's why they changed over the years to give better sight, only side protectors for glancing hits, no more slits for eyes. Cavalry was the exception as theirs was a single line charge, which they could get out of range to re-align themselves for the next one.
I just hope MO can deliver the adrenaline that those situations in which a person wearing one of those claustrophobic helms could be found in.
I'm fairly certain that drowning someone in 3rd person is just as effective...
Which is why Im following Xsyon Online. Many feature of all these games, including terrain modification, true town building, not pre-determined plots, and with open pvp that carries consequences to hopefully better balance the pvpve.
Although SV has enough worries to keep them busy for quite some time, it would be real sweet to have the different helmets give different vision. You could use an effect similar to a fish eye lense on the sides of the screen for those with better vision and keep the current helmets as they are. Vision could sacrifice damage mitigation and the armorsmith could determine the cut which would set the ratio of how much vision/dmg mit but that's just a dream of an idea at this point. People would probably complain about something that different though.
That would be really immersive in a game. Hehe. Probably a coding nightmare as well as frustrating for many players not used to such drastic changes to the way the play games.
Still, might be interesting to add as an option for those who'd like the challenge.
heh that was great :)