Mortal Online

Mortal Online Rating: 4,1/5 5217 reviews
Mortal Online
Developer(s)Star Vault
Publisher(s)Star Vault
EngineUnreal Engine 3
Terrain - Grome
Platform(s)Microsoft Windows
ReleaseJune 9, 2010
Genre(s)MMORPG
Mode(s)Multiplayer

Mortal Online is a First Person, Open World, PvP/PvE Sandbox MMORPG developed and published by the Swedishindependent video game company Star Vault. Mortal Online was released on June 9, 2010. The game is inspired by the desire to return to Ultima Online's player-controlled, sandbox-style game design; it uses Epic Games'Unreal Engine 3 and features a skill-based, real-time combat system.[1][2]

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Mortal Online does not have a traditional level/class system, but rather a skill and attribute system similar to the Elder Scrolls series.[3][4][5][6] There are ten different races for the player to choose from, including an orc-human hybrid, five human races, two elf-like races, and two dwarf-like races.[7] In order to experience multiple possible playstyles, players can have up to four characters per account (increased from three in December 2012).[8]

Development[edit]

In October 2010, approximately four months after its official release, Mortal Online's game engine was rebuilt, making it possible for its developers to implement better graphics, increase performance and introduce advanced features which were previously not possible on the older engine.[9]

In June 2011, the game's first expansion titled 'Dawn' was released. It introduced graphical and performance improvements; new features like the need to eat, drink and sleep; health, stamina and mana 'reserves', a gene system for mounts, changes to the riding and related mechanics, a task system which allows players to create quests for others to do, a new housing system, character skills, world interactive objects, new pick-able resources including a wide selection of plants, an in-town mail system with cash-on-delivery to ease player trading and an updated game launcher.[10]

The deployment of Dawn suffered many technical issues, leading to extended server downtime and certain game features being disabled directly after the release.[11] Additions such as the gene system and cooking were initially poorly received by some players, especially when raw food was better than cooked food for in-game purposes. This, combined with early balancing issues, lead to extensive weight loss among player avatars which in turn caused attribute penalties.[12]

In September 2011, Star Vault formed a 'Focus Group' - essentially a test and early feedback group for upcoming releases and patches.[13] Members of the group are active players that have signed a non-disclosure agreement with Star Vault. The purpose of the Focus Group is to augment Star Vault's limited internal resource and act as an additional quality assurance level before new releases and patches reach the general playing audience.[14]

In late August 2012, the game's second expansion titled 'The Awakening' was released which promised notable new features like trade brokers, player-written books, revamped GUI, the unveiling of Tindrem, roaming guards of varying ranks, advanced AI for NPCs, illegal items, additional skills and a host of other improvements and fixes.[15] Star Vault advised the community ahead of time that the expansion deployment would suffer from problems,[16] and have released a number of patches post-launch.[17][18][19] The expansion introduced a multitude of bugs that affect the game's mechanics, performance and stability.[20]

In late November 2012, Star Vault began to offer a 'Free to Play' option. Restrictions to free-account players include a limitation of 60 (of 100) in all skills, restricted looting and trading of rare objects, and the inability to make use of thieving skills. In addition, new accounts must pay to unlock additional characters slots while legacy accounts retain all characters and character slots they made use of prior to the Free-to-Play change.[21][22]

In mid-May 2015 the game’s third expansion titled 'Sarducaa' was released and introduced the new continent of Sarducca which more than doubled the land mass, added a variety of new items and armors as well introducing a new 'heat system' that caused players stamina and health to be affected by the temperature on the new continent. Up to this point there had been no transitional loading screens between areas within the Myrland continent; however, with the introduction of Sarducca, players would now encounter a bridge ‘connecting’ the two continents together.[23][24]

Gameplay[edit]

Overview of skills and attributes in Mortal Online

Mortal Online has both PvP and PvE content, with the design focus on PvP.

PvE, Crafting, and Exploration[edit]

Other than robbing from, dueling with, and killing other players' avatars, players can craft weapons, shields, armor; build houses, keeps, and palisades; hunt and butcher animals for use in crafting and cooking; tame animals; mine, and ultimately refine rocks into precious metals; train their skills; or explore. Player-built structures can be attacked and destroyed by players, and certain wild animals that have been tamed can also be mounted, including horses and rhino-like creatures called Molva Beasts.

Flagging System[edit]

Regarding the PvP content, Mortal Online has an FFA (Free-For-All) PvP system with consequences for killing other players in the form of 'flags' which range from yellow (fledgling), to blue (innocent), to grey (criminal), to red (murderer). Being a criminal in Mortal Online (also known as being locally or globally 'allowed') means that other players can either attack you without being flagged themselves, or can call the NPC guards on you in certain towns. Doing certain offensive or aggressive actions in the game will also flag the offending player 'allowed', for example getting caught pick pocketing or simply pushing another player too many times within a short period of time.[25] When a player dies, all of the items in their inventory drop to the ground in a loot bag, which is lootable by all other players and disappears over a period of time. Starting with the Dawn expansion, the loot bag also includes the corpse and the head of the player.

Nudity, gore and brutality[edit]

Mortal Online Steam Charts

Avatars that do not wear armor or clothes are completely naked. Naked players are a relatively common sight, either because they choose so or because they were killed and have not had a chance to restock. When the avatar is killed, the player loot bag includes a corpse and a named head. Corpses can be consumed, butchered or cooked. The heads can be collected as trophies or eaten. Occasionally, heads of well-known players are offered for sale on the game's official forums or the in-game trade brokers. Butchering a corpse yields materials including skin which can be used to craft clothes.

Player-made Content[edit]

Guilds can maintain their own keeps and palisades, and can contest control of certain cities. In addition to activity caused by player interaction, in-game events are triggered by developers and gamemasters, with examples such as a sudden, unexpected infestation of a town or area by giant spiders, zombies and undead creatures or wildlife such as springboks.[26][27][28][29]

Notes[edit]

Mortal Online 2 Release Date

  1. ^'Features'. Archived from the original on 2012-12-19. Retrieved 2011-07-08.
  2. ^Phil Penman (2009-06-09). 'Mortal Online: Combat Overview'. Retrieved 2010-02-24.
  3. ^'Character Skills'. MortalOnline.com. Archived from the original on 2018-01-30. Retrieved 2011-07-08.
  4. ^Mike (2009-03-20). 'Mortal Online Preview'. Archived from the original on 2009-03-22. Retrieved 2010-02-24.
  5. ^tovin (2008-05-28). 'Mortal Online Skills and Attributes'. Zam. Archived from the original on 2009-03-13. Retrieved 2010-02-24.
  6. ^'Mortal Online'. TenTonHammer. Archived from the original on 2014-12-13. Retrieved 2010-02-24.
  7. ^'Races'. MortalOnline.com. Archived from the original on 2017-07-24. Retrieved 2011-07-08.
  8. ^'FAQ: Can I have more than one character on my account?'. MortalOnline.com. Archived from the original on 2010-10-23. Retrieved 2010-02-24.
  9. ^'Patch Notes v 1.3.0.0 - New Build Release'. 2010-10-08. Archived from the original on 2012-03-16. Retrieved 2018-01-30.
  10. ^'Changelog - (Dawn Expansion) Version 1.50.00.00'. 2011-06-09. Retrieved 2011-06-16.
  11. ^http://www.mortalonline.com/forums/threads/server-maintenance-complete-08-07.64110
  12. ^http://www.mortalonline.com/forums/threads/big-problem-food.67014
  13. ^http://www.mortalonline.com/forums/threads/focus-group-live.67269
  14. ^http://www.mortalonline.com/forums/threads/testers-needed.66846
  15. ^'Awakening patch notes'. 2012-08-20. Retrieved 2012-08-28.
  16. ^'Awakening is upon us!'. 2012-08-07. Retrieved 2012-08-28.
  17. ^'Awakening Patch Notes 23/08/2012'. 2012-08-23. Retrieved 2012-08-28.
  18. ^'Awakening Patch Notes 24/08/2012'. 2012-08-24. Retrieved 2012-08-28.
  19. ^'Awakening Patch Notes 28/08/2012'. 2012-08-28. Retrieved 2012-08-29.
  20. ^http://www.mortalonline.com/forums/threads/the-real-awakening-mega-thread.77046/
  21. ^'Archived copy'. Archived from the original on 2013-08-10. Retrieved 2013-07-10.CS1 maint: archived copy as title (link)
  22. ^'Now Free To Play!'. Archived from the original on 2013-05-26. Retrieved 2018-01-30.
  23. ^'Patch Notes 1.82.00.00 Sarducaa'. 2015-05-17. Retrieved 2015-07-01.
  24. ^'Sarducaa Release - 17/5'. 2015-05-15. Retrieved 2015-07-01.
  25. ^'Server patch 2011-03-30'. Archived from the original on 4 April 2011. Retrieved 11 August 2011.
  26. ^'Attacks in Vadda and Moh-ki'. Retrieved 11 August 2011.
  27. ^'Races'. MortalOnline.com. Archived from the original on 2017-07-24. Retrieved 2011-07-08.
  28. ^'Locations'. Archived from the original on 2012-12-19. Retrieved 2011-07-08.
  29. ^'Stories'. Archived from the original on 2012-12-19. Retrieved 2011-07-08.

External links[edit]

Retrieved from 'https://en.wikipedia.org/w/index.php?title=Mortal_Online&oldid=1000030387'

A sandbox fantasy MMO seems an unlikely prospect in today's landscape. And it is. Nevertheless, Mortal Online has wandered over the horizon without a second glance at current trends. It's an open-ended fantasy MMO where player interaction - not PvE - is at the forefront, powered by Unreal 3, talking about the good old days. It's a strange sight.

To understand this oddity you have to look a little further back in the mists of MMO history and realise that it's an attempt to build on former glories. The main protagonist in this earlier epoch was called Ultima Online, which was the first of the great MMOs. It's still going today, albeit much diminished from its original finery. Unlike the lineage of online RPGs that followed EverQuest, including good old World Of Warcraft, the original vision of Ultima was to allow players to mess around in an open world. The idea was to give players various tools in this virtual world and see what they got up to. That meant few constraints on PvP, player-built housing, bits and pieces of clever emergent activity, and lots of crafting.

Mortal OnlineMortal online map

Mortal Online

This was, for many gamers, a freedom the like of which they had seldom seen in any game, never mind a multiplayer one. It was, however, a slow, time-consuming experience, and unforgiving on solo players. MMOs are complex and time-hungry at the best of times, but UO demanded a different level of commitment, precisely because it modelled so much of the world. The Ultima design philosophy hasn't found much traction in MMOs that have followed, with only games like EVE Online, and now Mortal Online, stooping to pick up that heavy gauntlet.

Mortal, being developed by Swedish studio StarVault, is focused on creating an experience that lives up to the legacy of Ultima Online: returning to that philosophy of freedom and player co-operation while at the same time carving out its own niche with modern tech. Mortal Online is powered by the Unreal 3 engine - employing a new landscape engine to create an immense terrain - and is played with a first-person camera. While StarVault has evidently been galvanised by the Ultima way of doing things, its game has a look and feel of its own. You might be able to grind up resources like in UO, but exploring a 3D world is quite a different experience.

Mortal

StarVault's community manager, Alexander Politz, is careful to balance expectations in his description of this synthesis of new and old: 'A lot of our systems are following UO very closely. We had to bring them to the 'next gen' of course, and augmented them where we had to. Already a large part of our player base are what you would call UO-vets and we're getting very positive feedback from them. That does not mean that we are simply copying UO of course. There are a lot of things that make Mortal Online unique but yes, we like to think of our game as a spiritual successor to Ultima Online in some ways.'