Recent content by Sophisticus

  1. Sophisticus

    Mortal needs real escape skills

    During the first few weeks after the Sarducaa release, discussions about restrictions on open-world PvP were once again quite heated. Now that we’re almost back to pre-Sarducaa player numbers, as someone who truly loves this game and wants it to grow, I wonder what we can do without further...
  2. Sophisticus

    Bridge to Sarducca.

    I played Mortal for 3 months (470 hours) before I stopped with the Sarducaa release. As a new player, I just didn't feel like creating a new character for Sarducaa, even though I hadn't even finished building my first character yet. Continuing to play on Myrland alone wasn't particularly...
  3. Sophisticus

    My top 3 QoL wishes after returning with 340h in

    1. Guild Broker I thought that joining a guild would make everything easier. A lot of things are easier, but trading isn't. Especially not when your guild's headquarters is far away from the nearest town with a broker. And since there's no alliance chat, you're either stuck with the guild chat...
  4. Sophisticus

    Immersive In-Game Lore, Story, and Quest Design for a Believable World

    In MMORPGs, I’m usually someone who completely ignores lore and story. I don’t think it’s that I’m not interested in them per se — rather, I believe that in many modern MMORPGs, lore and story are not conveyed in a believable or immersive way. Mortal also has significant weaknesses in this area...
  5. Sophisticus

    Why Mortal needs a faction system (before Heven goes F2P)

    I would love to be part of the Lawless faction. To unlock the rogue skills, I would even join a guild XD
  6. Sophisticus

    Why Mortal needs a faction system (before Heven goes F2P)

    That was actually my first idea, but I thought 3 factions would be easier to balance than 12.
  7. Sophisticus

    Why Mortal needs a faction system (before Heven goes F2P)

    I've already thought about faction outposts, but I think that would be too similar to the new guild outposts. The idea of faction ranks is very cool, though. You could make the cities very player-driven. A bit like the node system in Ashes of Creation. And the Mayor of the City can ride a Dragon...
  8. Sophisticus

    Why Mortal needs a faction system (before Heven goes F2P)

    1. What makes Mortal so special I love Mortal for what it stands for: hardcore, immersive, skill-based combat, full loot PvP, no microtransactions, and especially its community collectivity, which is largely created by guild conflicts and their systems. Collectivity works best and strongest...
  9. Sophisticus

    My Hope for MO2 after the Rackoning expansion

    I've been watching the development of MO2 since its release. I also played a bit, but at the time the game didn't seem finished enough for my style of play. But I'm still curious to see in which direction the game will develop in general. The focus on open world events is absolutely right and...
  10. Sophisticus

    Returning Player Feedback

    Yes, that's nonsense. Not only is it empirically nonsense, as sandbox MMORPG's like Albion and EvE can prove the opposite, but it is also nonsense from the perspective of classical economic theories. Because an economy has many, very different actors who invest, consume, produce and compete, the...
  11. Sophisticus

    Returning Player Feedback

    I played MO2 for a total of 20 hours during the F2P days (before i played ~ 200 h). Before I get to my feedback, I think it's important to explain what type of player I am in MO2 (in MMORPG's in general). I'm mainly a solo, duo or small scale player, who nevertheless spontaneously joins a larger...
  12. Sophisticus

    My Feedback after 185 hours of playing

    Feedback I love MO2. I realized that after ~ 30h (after Haven) when I got heart palpitations when I went into ruins or the forest at night. The game is so incredibly immersive. It's great. I really like the combat system and I've never played a game with such a long range view. Nave is just...
  13. Sophisticus

    Thievery Removed From Roadmap

    men, that sound so cool. i like stuff like that :D
  14. Sophisticus

    Thievery Removed From Roadmap

    From a role-playing perspective, that actually sounds cool to me. Gameplay technical improvements wouldn't hurt^^ Were there already poisons and traps as skills in Thievery back then? If so, was it useful for archers or dagger players?
  15. Sophisticus

    Thievery Removed From Roadmap

    How exactly did thievery work in MO1? I'm new to MO and don't know it. I only know that thievery was supposed to come with poisons and traps. As a Dex-Dagger-Bow player, I thought it would fit in well, which is why I voted for it.