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  1. Dargelar

    Economy / Task System

    Well, I liked the idea with quests, so personally I'm in favor of developing them further — and it wouldn't require much effort. The current quests fall into two categories: short shuttle runs back and forth, or a long run there and back. It's boring and bad. How they could be improved: Allow...
  2. Dargelar

    MO2 P2W (Final 100k Suggestion!)

    Explain what goals your proposals are aiming to achieve? And what problem do they solve, exactly? The mastery tree is a late stage of character development and customization, deliberately stretched out over time to keep players in the game longer. It's essentially a "carrot on a stick" that...
  3. Dargelar

    Sarducaa Assessment / Moving Forward:

    “Then eventually buff all the weak weapon heads, masteries, clade gifts, spells, etc. — just regular balance, man.” Yes, all the extra skills from clade gifts that give +30 stamina/health/mana, etc., should be removed and moved to the mastery tree. Keep only unique passive abilities, active...
  4. Dargelar

    Sarducaa Assessment / Moving Forward:

    I can’t speak for Arma 3, but in Foxhole there’s no instant respawn. The mechanics work exactly the same as in MO2. After you die, you get about 10 seconds to think, and then everything depends on the balance of forces in the battle. Sometimes you have to wait 20 to 40 seconds. Respawning works...
  5. Dargelar

    Mortal needs real escape skills

    Regarding complaints about Alvarins — “water wears away the stone.” As for bows and daggers, I’d add spears to this list. I think the rules for piercing damage should be completely rewritten and made to work based on “weak spots.” Also, a reversion should be implemented, forcing the character to...
  6. Dargelar

    Sarducaa Assessment / Moving Forward:

    In my opinion, one of the best games in terms of large‑scale group content is Foxhole. Right now, the game is going through a very rough patch due to a poorly received content update, but the developers spent the whole summer trying to fix the problem, and now they’ve taken extra time into...
  7. Dargelar

    Sarducaa Assessment / Moving Forward:

    As an old player, I’ve noticed that the general trend in game requirements has changed. If earlier a guild of 100–200 people was the pinnacle of development, now it’s quite hard to even keep 40 people together. Players’ demands have shifted toward solo and squad modes — that’s true. In a game...
  8. Dargelar

    Sarducaa Assessment / Moving Forward:

    My experience with Mortal Online 2 in the beta version started with playing in a large clan of 40+ people — maybe that left its mark and charmed me. I get the appeal of small‑scale group play with 5–6 people, but I just don’t understand solo gaming in MO2 at all — like, not even a little bit...
  9. Dargelar

    Mortal needs real escape skills

    I think you dont know the current ones either man. They wary from 1-4 adren cost. Just look at mortal online news ptr maybe idk. Yeah, you’re right — the abilities have different prices, mostly 2 or 3 points. There’s one skill on the poleaxe that costs 4 points — I guess it’s supposed to chop a...
  10. Dargelar

    Mortal needs real escape skills

    Can you describe or provide a link to the original versions of the Adrenaline weapon abilities? Or outline how they’ve evolved over time? Personally, I find all this business with super armor penetration and the 2–4‑hit combo ridiculous (using it instantly reminded me of SAO and its 12‑ and...
  11. Dargelar

    Mortal needs real escape skills

    There’s a lot that could be done; the only problem is the developers’ lack of skills and understanding of why any of this is needed. You’re suggesting “running away” as a way to protect the player? I don’t know if that would help — probably the opposite. The game needs quality‑of‑life...
  12. Dargelar

    Bridge to Sarducca.

    Dude, I'm just saying that despite the lack of classes, the game should support different gameplay modes, creating their own niche for them, not just a fun build that no one needs. Historical references are nothing more than convenience for players, making the task easier to understand. So, for...
  13. Dargelar

    Bridge to Sarducca.

    I also noticed a lack of reduction to the speed penalty from mounted armor in the "Mounted Combat Skill," which would increase mobility to the level of the next armor class. Logically, heavy mounted armor is primarily geared toward melee combat, as they should benefit from it, not mages and...
  14. Dargelar

    Fixed In 5 Steps Or Less: Skills

    On topic – let's start with a global cry from the heart: it's time to expand the mechanics of the near. Let's be honest, the adrenaline skills haven't lived up to their promise. There are a couple of useful skills, but overall, they're garbage. The adrenaline bow tree is several times better...
  15. Dargelar

    Fixed In 5 Steps Or Less: Skills

    I disagree with the author's first and second suggestions, and here's why. First, I consider the bonus received for PVE points, which simplifies specialized PVE work like hunting, to be legitimate, just like the advantage any PVE master gets against a non-master. This bonus is insignificant...
  16. Dargelar

    Bridge to Sarducca.

    The imbalance of some builds is due to the lack of gameplay mechanics within the frameworks within which they are played. Mounted Archer In PVE – the game lacks a system for restricting monster hunts by repeatedly circling them. Mount loyalty doesn't work here. Add in the varying levels of Maut...
  17. Dargelar

    Fixed In 5 Steps Or Less: Reputation & Murder

    "B – There's a serious risk of abuse depending on how it's done; I've no doubt the girl with red hair would almost certainly always be right, but I'm not so sure about the others." Is this some kind of reference to SAO? Even if they won't be able to abuse it any more than they already are. I...
  18. Dargelar

    Fixed In 5 Steps Or Less: Crafting

    I understand, but I have to work from the simple to the complex. I wanted to flesh out a small, compact test with a clear idea. But you can see for yourself what this is turning into. Diversifying and changing resources will eliminate a ton of problems (and possibly create new ones), but until...
  19. Dargelar

    Fixed In 5 Steps Or Less: Crafting

    Weapon-based example Basic stats: Balance, durability, striking potential Primary stats: Damage rating Secondary stats: Weight, Strength requirements T1 – readily available resources Standard version of a T1 weapon – acceptable weight/durability, but primary stats are inferior to T2 (<85% of...
  20. Dargelar

    Fixed In 5 Steps Or Less: Crafting

    (This post has been translated by a translator, so there may be errors in words or details) A system that looked promising during beta testing turned out to be an ugly stub with poorly thought-out mechanics for the economy and gameplay. I support the developers' desire to make their game stand...