Fixed In 5 Steps Or Less: Random Spawns & Dynamic Events

Mortalitas Immortalis

Active member
May 29, 2020
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The Peoples Republic of Talusia

The Subject: Random Spawns & Dynamic Events


This series of feedback posts are collectively meant to be easily digestible, 5 steps or less processes to fix the respective system of Mortal Online 2 being critiqued.

t;dr No complex powerpoint or video needed, ez <= 5 step plans to fix MO 2.

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The Steps


  1. Just delete Outlaws and Outcasts already. They only exist to make players miserable by damaging mounts and to grief players on foot when traveling.
  2. Remove the notifications for Dynamic Event spawns. These completely ruin immersion and make exploration significantly less exciting.
  3. Work with Mats to establish lore-accurate naming for existing and future dynamic event spawns.
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The Index

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Embuscade

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Feb 11, 2021
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1. I like the idea that the game is dangerous, so for outlaws I’d say yes and no—yes because overall it’s a pain, and no if it could help draw the attention of the enemy group that’s chasing you and wants to loot what’s on your mounts.
- Overactive imagination and probably too complex to code?
- - Personally, I’d really like the idea of bandits killing us, taking all our stuff, and either wearing it, throwing it away, or stuffing it into a chest—though their text would need to be more readable, and instead of just killing us quickly at the end, there’s a short speech, and they kill us in a gruesome way with a finishing move, to make players understand that it’s difficult to go it alone and that, overall, there’s no point in wandering around alone. That said, I’d really like to be able to loot the same items from bandit corpses as from player corpses, but specifically from bandit corpses.
- - - Better yet, depending on the type of outlaw bandits the player encounters, it could lead them into a mine.
2. The other players—I saw a group of unknown mobs in a dungeon, and I was stuck—I couldn’t move forward without alerting them, and it was really hard to kill even one on my own. Even with five of us, it seemed complicated—especially since they were patrolling or blending into the background (I mean, what are they doing here, and why are they there?). Are we just supposed to treat this as an event where we take them down and loot their stuff—basically, a mission to go take back what they’ve taken?)
3. If the latter are on a journey (a rotation or just A > B > C > D > stop > B > A > C > D > stop > other non-random but more or less planned routes), killing other non-player characters or outlaws—or befriending them and fighting alongside them—would make more sense.
4. One more suggestion from me: if the Outlaws are going to be removed, it would be cool to see “Mounted Archer” Outlaws on horseback—check out the suggestion posted (TRAVEL immortalitas) <= here.