Mafia Online News

Legendary Savagery

Today we congratulate our first ever Legend! Kiimaras made PMO history by being the first player to ever reach legend.

Shortly afterwards Capten made game history, by being the first player to ever kill, and be killed by, a Legend; after gunning Kiimaras down in cold blooded spite.

Happy gaming!

JTK/Out


1 comment posted

Feature Updates - October 2018

Hi everyone

So i have been working away on new features for the game, a brief section of release notes below

  1. Bonds page has had some UI work done
  2. Bonds are now issued automatically, within a few minutes of the purchase
  3. Safehouse overview page so that you can see all the safehouses you own, in what locations, and various other pieces of information at a glance
  4. Reset Shoot Timer - this was missed out of the bond redemptions and has now been added in
  5. Player rating scores. Each player now has an overall score, an economic score, and a violence score
  6. Syndicate rating score. Similar to player rating scores, but with some additional factors
  7. Garage UI improvements, including filtering, ordering, and the highly requested "select all" button
  8. My Kills now shows all the kills you have ever made, not just for this character
  9. When your syndicate boss is dead, and your syndicate available for reclamation, there will now be an alert on every page
  10. Gatling Gun is now available for purchase via the Armoury
  11. Apache Helicopter is now available for purchase via the Security page
  12. Fixed a bug with double snitching not doubling the sentence for the target
  13. Fixed an edge case bug with travel duplication

Next features coming

  1. All timers available on all pages so you can see your status at a glance
  2. Arson (PVP)

Also working on the specification for the Disruption Edition

Additionally, I have now created a GitHub Project where you can see the work that's going on, and put your own features and suggestions.

I hope you enjoy the new updates JTK/Out


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Heists Released!

Hi everyone

In probably the largest release we've done since go live, heists are now live.

This news post is deliberately delayed, as I wanted to allow some time for a "soft launch" as whilst the functionality has been thoroughly tested, you never quite know!

Heists are five player multiplayer activities yielding, as our first few heists found out, a massive amount of experience. Initially heists were on a 24 hour cool down, but I have now dropped this to a 20 hour cool down, as 24 hours is quite inconvenient (if it takes 2 hours to organise and carry one out, it becomes impractical to carry one out every day).

Heists require a leader, bagman, strongarm, driver, and munitions expert. Each person will earn bonuses for their crew based on their rank, and on the skill level that they have for the appropriate skill (leader's leadership, munitions expert's engineering, etc).

Heists generally pay somewhere in the region of $130m - and all the money goes to the leader. The user journey is similar to that of a partner crime. For the heist to be completed all 5 players must be in location, and have their equipment submitted.

The higher the ranks, skills, and value of the equipment used the higher the payouts in both cash and experience. All payouts go directly to the leader to distribute.

I hope you enjoy the new feature! You may have noticed the new game suggestions topic in the forum by Harleen, I will be collating the requests and working out the order in which new features will be implemented, in addition to the currently requested new features.

JTK/Out!


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Bail and Jail Attack Tweaks

Good morning everyone

So after our last large release I've had lots of feedback about some of the new features; and I've addressed this feedback in our newest release; details below:

  1. Jail attacks are now less likely to occur
  2. If a jail attack does occur, the health loss has been reduced
  3. No jail attack will occur if you are in your Syndicate home town
  4. The amount of bail payable is now rank appropriate
  5. The cap for jail time has been changed from 3 minutes to 6 minutes for higher ranks
  6. Bug fix for cellmates always being empty
  7. Bug fix for jail bust always being empty
  8. Added some more balance to experience gains for the new actions, as there was a feeling it made achieving the high ranks slightly too easy

I appreciate these are small changes, but I feel they were important to get released quick-time given the amount of feedback we'd had

Speak soon everyone!

JTK/Out


12 comments

Feature Releases and Updates

Evening everyone

So another set of features as part of the Gambino Edition, and this is a big one, so I'm organising the list below. However, the main aim of this version was to address the difficulty users who have hit the rank of Don+ have experienced, and to enhance our community features, as well as lining us up for the Heists release.

New Features

  1. Workshop - allows you to produce guns and ammunition, as well as gaining experience and building your Engineering skill
  2. Fraud - allows you to carry out scams which mature in an hour, gaining experience, and building your Deception skill
  3. Driving - this was implemented this weekend and allows you to use a car and gain cash and experience, as well as building your Driving skill
  4. Judgement - this was implemented this weekend, allowing you to earn experience, and build your Leadership skill
  5. Jail Attack - when you enter jail you may now find yourself attacked by other inmates, this is worse if you are at war with the Syndicate whose territory you are currently within. This will not kill you, but you will want to seek medical attention

General Enhancements

  1. UI enhancements, mostly offering the choice to utilise bonds, this is to make the process of resetting timers and such more convenient
  2. UI enhancements to mobile which were part of this release, but went live yesterday morning
  3. Added a new Partner Crime, which requires a higher rank and required greater upfront cost, but rewards greater experience. Profits are up to around $20m
  4. New bodyguarding missions for higher ranks
  5. More assassination missions for higher ranks
  6. Added a skills overview page (inside your HQ)
  7. Changed the bail payout so that it is more economically accurate, and to reinstate the value of "snitching"
  8. Following A/B testing the Crime UI has been rolled back to the previous, simplistic version

Community Enhancements

  1. When you post a topic, or reply to one, you are auto-subscribed to further updates. The same as when you reply to an article, this means that you receive notifications when further comments or replies are posted. Of course this also comes with "unsubscribe" functionality to stop receiving those notifications

Bug Fixes

  1. Fixed the "double kill" bug whereby kills could be stolen and bullets wasted on killing players who were already dead
  2. Fixed a bug caused when characters hit Legend
  3. Fixed a bug whereby jail time and bail were always the same
  4. Triple diplomacy notifications to Discord issue has been resolved

The Next Features

The next features you can look forward to include some of the following, in no particular order, and with no particular timeframes attached

  1. New bond redemptions, including Exp powerups, and starter kits
  2. Heists - 5 player co-operative missions - these will rely on the ranks and skills of the players involved
  3. Achievements - think along the lines of Steam or XBox Live
  4. Missions - think along the lines of "quests" with qualifying criteria, decent exp payouts, and such
  5. And much more, stay tuned!

As always, until next time

JTK/Out


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Mafia Online is a text based mafia game based around the world. We are a mafia game which allows you to play co-operatively and competitively with players from all over the world. Mafia Online is a free to play (f2p) browser game, which does not require any software on your computer to play

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