Mortal Online 2 has shifted its launch to 2022, scraps early access plans

    
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It’s the story of 2021 so far, that so many MMOs have seen delays, but hey, here’s one more: Mortal Online 2 has bumped its release date to next year, now January 25th, 2022, and it won’t be running an early access now.

“We have come so close to adding all the features and content that we were planning on including for the full release that we don’t see a reason to enter early access anymore,” StarVault wrote on Steam, instead encouraging players to buy a beta package for continuing access to the sequel MMO’s ongoing beta, which will “continue to run up until the release in January.”

“We will simply release Mortal Online 2 on January 25th, with our heavily requested housing system in place along with a heavy dose of polish, bug fixes and extra content, bypassing the early access phase completely. This news will undoubtedly come as a disappointment to many of you who were eagerly anticipating the previously upcoming October release, and we understand these frustrations. We want nothing more than to show the world what Mortal Online 2 has to offer, but most importantly, we care about delivering the most content rich, stable and fun experience we possibly can, and we promise it will be worth the wait.”

StarVault has previously said it saw 40,000 players during its stress tests over the course of 2021; our own Stream Team checked out the game back in March. The early access, complete with its controversial subscription, was originally intended to start on October 26th, so of course the removal of an early access period neatly sidesteps that.

Source: Steam
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Simon Phillips

I just played the stress test and was actually really impressed with the game. The combat is the best I have seen for an MMO and it was much less buggy than I thought.

I played MO1 and this is a much more polished experience.

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Harbinger_Kyleran

It’s almost as if no one remembers what a total sh!t show the first game was at launch.

Why would anyone expect different results this time around?

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mars omg

finally agree on something. Though I must confess that Mortal Online made me enjoy mining, which in turn opened up crafting in real mmo’s.

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Andre von Thyssen

During the stress test, a battle with arround 400-500 players was organized on the battlefield. Here the link

https://rumble.com/vmwmyx-mortal-online-2-server-performence-500-players-on-the-battlefield.html

At first the lag was unbearable. Players even teleported around. However, this was due to a bug that caused the creatures’ spawns to quadruple. Then the server was restarted and the fight was fairly lag-free. Here and there my FPS dropped to 25 FPS and one or the other player jerked briefly, but there was no rubber banding and you weren’t hit from a great distance because of the desynch. It was playable. You could also block sensibly. I never would have expected that. I think arround 400-500 players on the battlefield with a mount and blade combat system is a brilliant achievement. There seems to be a lot of work going into the netcode. In the first Game the netcode was very bad, but the developers seem to have gained a lot of experience with this combat system over the past 12 years.

I am actually quite impressed! Unfortunately we were outnumbered and that’s why the opponents in this clip retreated to the city. Any developer can implement great and creative mechanics, but the netcode is the reason why most MMOs fail and most developers prefer to keep their hands off a “free aiming” combat system. Gloria Victis and Life is Feudal were unplayable becuase of the Netcode.

Since then it has always been said that a free aiming combat system as in mount and blade in impossible in an MMO. You can’t implement a Mordhau Combatsystem in an MMO, but the mount and blade Combatsystem is quite good. You don’t have to aim directly at the weapon when blocking, but you have to block the individual attacks on the right, left, above or in the middle. You don’t even notice the nodelines (server lines). However, the level streaming lines are still lagging. According to the developers, this is being worked on together with Epic Games and should improve significantly after the update to Unreal Engine 5. There will also be Starlink next year.

That means 500 Mbit Internet.

The game isn’t perfectly optimized either. If a 500-man fight can run fairly smoothly and there is only a little lag every now and then, that is completely sufficient. Usually not that many players take part in a battle and when they do, this is more of an exception. The city of meduli were also very many players.

I also made a Fanmade-Trailer to show the Combat System. MO2 cant even compared MO2 cannot even begin to be compared with MO1.

https://rumble.com/vmtj5d-mortal-online-2-fan-made-trailer-release-jan-2022.html

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Andre von Thyssen

Check this Video. The Combat is so much better as in MO1 and you can now even feint Reposts after a parry since the last patch. https://www.youtube.com/watch?v=4ub5pAZRPsM&t=28s

Reader
Simon Phillips

MO2 seems so far to be much better than MO1 was.

Reader
Andre von Thyssen

During the stress test, a battle with arround 400-500 players was organized on the battlefield. Here the link

https://rumble.com/vmwmyx-mortal-online-2-server-performence-500-players-on-the-battlefield.html

At first the lag was unbearable. Players even teleported around. However, this was due to a bug that caused the creatures’ spawns to quadruple. Then the server was restarted and the fight was fairly lag-free. Here and there my FPS dropped to 25 FPS and one or the other player jerked briefly, but there was no rubber banding and you weren’t hit from a great distance because of the desynch. It was playable. You could also block sensibly. I never would have expected that. I think arround 400-500 players on the battlefield with a mount and blade combat system is a brilliant achievement. There seems to be a lot of work going into the netcode. In the first Game the netcode was very bad, but the developers seem to have gained a lot of experience with this combat system over the past 12 years.

I am actually quite impressed! Unfortunately we were outnumbered and that’s why the opponents in this clip retreated to the city. Any developer can implement great and creative mechanics, but the netcode is the reason why most MMOs fail and most developers prefer to keep their hands off a “free aiming” combat system. Gloria Victis and Life is Feudal were unplayable becuase of the Netcode.

Since then it has always been said that a free aiming combat system as in mount and blade in impossible in an MMO. You can’t implement a Mordhau Combatsystem in an MMO, but the mount and blade Combatsystem is quite good. You don’t have to aim directly at the weapon when blocking, but you have to block the individual attacks on the right, left, above or in the middle. You don’t even notice the nodelines (server lines). However, the level streaming lines are still lagging. According to the developers, this is being worked on together with Epic Games and should improve significantly after the update to Unreal Engine 5. There will also be Starlink next year.

That means 500 Mbit Internet.

I also made a Fanmade-Trailer to show the Combat System. MO2 cant even compared MO2 cannot even begin to be compared with MO1.

https://rumble.com/vmtj5d-mortal-online-2-fan-made-trailer-release-jan-2022.html