The Demands for a Myrland Reset Expose a Deeper Problem with MO2

Sally

Active member
Dec 2, 2023
288
154
43
Myrland is stagnant.

Why?

Because you can become too big to fail. Specifically, big guilds.

The world just DOESN'T move anymore. Odinseed, Bad Company, Koto... We watch them fight, and nothing changes; they're still here, despite being pushed to the edge, they're still here. WHY? Because you've made it too easy to avoid an absolute wipeout. You've made failure TOO safe for big guilds; which is ironic, because solos lose near everything when they get ganked.

HOW can we get excited for a war between guilds, when we know they can't REALLY lose anything. They can't be wiped out.

You have a town where you can bank everything, a perma-safespot; WHY are strongholds and houses not more destructible?

THIS is why people are enjoying Sarducca, and are asking for a Myrland wipe. It is fresh.

But this freshness is temporary; and it won't be long before it turns into Myrland.

You need to make it so big guilds can fail; no more appointments for wars. No more being unable to steal their loot from their base. It's time to up the stakes, as it has become stale, safe, and as a result, boring..
 

Teknique

Well-known member
Jun 15, 2020
1,985
1,465
113
Agreed.
permanence of guilds is a new feature in mo2.
I think it MAY be good for SV's bottom line/player retention
but it isn't good for mortal history.

Same guilds from alpha? really?
 

ElPerro

Well-known member
Jun 9, 2020
750
842
93
Its because Henrique is afraid if you let guilds get conquered like in MO1, they will all quit en masse.

Sieges and politics felt epic in MO1, like you were a part of a living world. What do we have in MO2? Just flipping outposts like some generic mmo. If nobody can lose, then nobody can win either. Boring
 
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