1. Character models need to be upgraded to get better FPS and we need to be able to better distinguish opponents and friends in huge battles.
Plz implement Dye tubs and Tabard before TC. Only parts of the armor should be able to be colored like in the posted pictures, to see the material
Battles with many players will happen more often with the TC patch and we need mechanics to keep the players apart. First we need a tuggle option like criminal actions that we can put on a hotkey and let us show non-alliance players with an imaginary tabard, display them lighter or darker, or...
mortalonline2.com
2. If the number of players is to be increased from 1500 to 5000 players, more dungeons and mechanisms that relieve the dungeons are needed.
The game needs more endgame mechanics that trigger a big battle every few hours in the open world to keep the PVP players busy, becuase bored PVP players destoy the game, if they these continuously kill new players.
New dungeons, expansions of existing Caves and mechanics to keep PVP players busy to free up dungeons for PVE players, so more players can enjoy MO2
The problem most new players have : Currently, the dungeons are the only PVP hotspots. This makes the PVE players and the new players very unhappy and this game thrives on cool caves and adventures that the new players are often left out of. Many players travel 40 minutes to a dungeon, only to...
mortalonline2.com
3. We have been promised for a long time that we will be able to put the different block directions on separate keys when the game is released and that the conflicting Keystrokes get fixed !
This gives the US players a little more MS to react to the swings.
A list of things that should be polished before the Epic Release. (UI and conflicting keystrokes)
The button layout. (conflicting keystrokes) 1a. Shift + (1... to 10) should be changed, since it causes problems when switching weapons Many new players don't understand why they have such problems with weapon switching. This makes the game feel like an alpha, when switching weapons doesn't...
mortalonline2.com
Add alternative Key Binds (more freedom for the Key assignments) (project polish suggestion))
What bothers me the most about this game is the lack of freedom in the key assignments. In every other quality game you can bind alternative Hotkeys for all options as you can see in this screenshot ! Here is an example why I consider this to be so important. As a Necro you can cast while...
mortalonline2.com
4. It's annoying when the mounts run in front of the targets during dungeon runs and can't follow at a certain distance. You have to constantly use the all follow command, then all stay, then one player forgot to use the all follow command and stops the whole group because he has to run back.
2 different pet follow commands and icons "walk to heel" and "follow at a distance" (Quality of life suggestion)
It is very annoying if your guild not have a house or stable option near a dungen, or if your guild want to collect Carass in the dungeon with their horses. Pets move inside the group if you want to hit the monsters and someone from the group always forget the all stay command. Saying all follow...
mortalonline2.com
5. The tower shield ruins the fun factor in Zerg fights. It's just overused and totally OP!
Making Tower Shields more heavy is not enogh to properly balance them
Every tank use tower Shields ! Ether they could cost 100 primaries or make equipment damage much higher, so they only reduce 50 % of the damage, if they are not crafted from steel. Also make the player using them slower would be an option. Just making the shield more heavy is not real nerf ...
mortalonline2.com
6. Fast travel with verious restrictions and debuffs i meantioned in the following thread, so that this mechanic can´t be abused during sieges, for transporting and would not make the bypassable areas empty of players, by adding many points of interests in this locations.
Ideas to reduce travel time, without destoying core mechanics of the game. (very important feedback to make the game enjoyable for players with a job)
Travel time, the one of the most mentioned problems, which severely limits the number of players. Many real life friends would like to play the game with me but all of them mentioned me the same reason why they can't play MO. The reason for this lies in the travel time. Everyone has a job and...
mortalonline2.com
Ideas to reduce travel time, without destoying core mechanics of the game. (very important feedback to make the game enjoyable for players with a job)
Travel time, the one of the most mentioned problems, which severely limits the number of players. Many real life friends would like to play the game with me but all of them mentioned me the same reason why they can't play MO. The reason for this lies in the travel time. Everyone has a job and...
mortalonline2.com
7. Optimizations and a slightly nicer capital. I actually like all cities except Tindrem and that's a shame since Tindrem is the capital. Meduli need a crafting area rework. 2 Players with a horse can block the road to the furnice, when they use the armor crafting table.
Some inspiration for roman Towns/Ruins/Houses and maybe some future updates of Tindrem
somehow tindrem is somehow packed with too many objects. All houses are luxurious. I think it needs more monumantal buildings and a lot of space. But that's just my opinion. I like all the other cities very much. The Romans always built a lot of very tall buildings. I think fewer buildings and...
mortalonline2.com
8. More different small animals to make the world feel more alive.
More animals like Apes, crocodiles, birds, rats, squirrels, under water animals and insects that react to light
Unreal 5 engine have this feature that small animals react to light as a feature. Check this video.
mortalonline2.com
9. If the number of players is to be increased from 1500 to 5000, the loot and aminal respawns must automatically vary depending on the number of players on a node and the server.
A bit faster respawn for the barrels you can find in the Points of interest and much faster spawn for the locked Camp chests
As the title says. Respawn is super slow and it would be cool to be able to plunder more objects like shelving and drawers inside the buildings !
mortalonline2.com
10. We don't need safe zones, we need players who hunt the griefers. Every role is important. Those of the killers as well as those who hunt the murdererm becuase this is creating content. Instead of sending the bounty hunters to distant cities, the bounty contracts should be regional and a maximum of 3km away, to punish the red players. If someone has a particularly large number of murder counts, more contracts should be issued to that person.
Lets talk about bounty hunting and how to improve it. (project polish suggestion)
Bounty hunting need to be tweaked. Only a few min cooldown for a contract, some rewards and the bounty should always be in the 4k meters, or maximum in the 8k meters range. Most bounty hunters want to defend their city and region from PKs and not want to travel 1h for a bounty that log of before...
mortalonline2.com
11. The crafting system in POE was so awesome that it should inspire the developers. Not every boss has to have a chance to drop trinkets and have a similar loot paterns, but should drop items with which you can reroll or change individual suffixes or prefixes of your trinkets that could only be found in specific dungeons.
Ideas to improve Trinket crafting
With Flux you can reroll the stats of a ring. This can be compared to the devine Orb in Path of Exile. In POE we had so many orbs that did different things. The System in POE was great and developed over years and one reason which made the game such a success ! a reason why it could inspire...
mortalonline2.com
Ideas to improve legendary weapon crafting
Some days ago i read statements such as "Legendary weapons" were a total disappointment and a waste of time and i have to agree on that ! I personally would like to see the engraving tools drop more frequently, allowing the player to add magic Stats to the legendary weapon. Henrick is a big...
mortalonline2.com
12. A via bird contactable "stable boy" would improve the gameplay experience 1000x so that players don't feel wasting their time losing their mount in abandoned places.This could save so much travel time and many players cannot play for hours every day. SV should read the reviews ! New players not know every Horse spawn !
A hireable stable boy who can be contacted via a carrier pigeon. (Quality of life suggestion)
@Henrik Nyström How many new players died in the Jungle or somewhere where you can´t find a horse spawn, or you don´t have someone with you who can tame a horse. How many times your horse died and you had to destoy your goods from your pet bags, to be able to move. I think we need a hireable...
mortalonline2.com
13. It's annoying when you have to spend several hours paying for the upkeep of guild friends when they're on vacation or can't play for a month.
House Upkeep NPC in town, that you can pay the upkeep for your house as as an owner or co-owner.
The map is huge and sometimes you have to do stuff in other regions of the map. Playcing an Equarry and Workbanches will increase the costs for the upkeep of your house without you being able to pay more gold in advance. It reduce the upkeep time from 60 days to 5 days. 5 days is a very short...
mortalonline2.com
14. Not every player will be able to build a house on Myrland as the player count increases. You should therefore be able to use a guild house efficiently!
Make Guild chests be placeable in houses and give us the option that every Member of the Guild can open the door without getting access to all chests
In larger guilds many people don´t want to give out their password, becuase there could be a spy in the guild, that steal stuff or rob the house before he leaves the guild. That is why we should be able to place guild chests in addition to access chests in normal houses, that everyone of the...
mortalonline2.com
15. The capes don't beautify the character if they clip through the shield. A reason why I don't want one.
Disable the cape animation, if someone wear a Tower Shield, so it does not clip through the sield while running ! (project polish suggestion)
As the title says !
mortalonline2.com
16. Especially the black market mentioned in this thread would be important, which would allow the game to let the monsters drop more loot without competing with the crafters and ruining their business.
Gold ans Material sinks to fix the economy.
SV waited too long with the Goldsink mechanics. TC and the upkeep cost a lot of money, but we don't have TC yet. The casino is a goldsink mechanic, and the trinkets came out fairly recently too. As a result, there is too much gold in circulation and, unfortunately, there are also too many...
mortalonline2.com
17. The thief mechanics in the previous game were not mallow
How the mechanics for stealing in MO2 could be improved and balanced in comparison to MO1!
To balance the stealing skill we need 1. either an unsorted inventory, where you can freely drag your items arround as in Ultima Online or Life is Feudal, as you can see in the first screenshot. That would allow the player to drag items above a valuable item, that you not want to hide under...
mortalonline2.com
18. Necromancy could be so much more fun.
The zombie mechanics have to be revised, necromancy pets have to be buffed and a counter has to be introduced. Silver weapons could deal high damage to undead creatures and we need placeable ritual tables for our houses. Benumb Mind should work on players and should need to be cleansed with purify pot or from a friedly mage. Never have seen someone casting it. Athrophy shoudlwork on pets !
Controll and Command undead need to be improved ! you have to cast 10-13 Spells to kill 1 NPC !
It is annoying to play with Zombies and i only used 2 of them. 1.-The cast time of controll and comand undead should be decreased. Maybe a bit longer then a spurt but not 3-4 seconds or how long it take currently ! It take ages if you have to cast controll undead on multiple zombies ! 2.- the...
mortalonline2.com
19. The doors do not close and open properly. The player must aim exactly at the frame! This feels buggy and not mature like a game should feel after release.
Fix the door hitbox of houses !
in 99 % of the time when i want to close the door my character want to start building ! You have to aim at the edge of the door. Only a mm to the left or right make your character start building. This is super annoying !
mortalonline2.com
20. More mechanics to socialize with other players instead of just fighting each other.
Members of smaller guilds could easily bridge the time until the guild friends come online if they can play a game of chess or dice poker.
What kind of gambling games would you like to see in Mortal Online 2 ?
I would like to see Mill. Cubepoker is my favorite But there are more Games that could be interesting Glückshaus Royal Game of Ur Caravan
mortalonline2.com
21. It needs methods to re-equip faster.
This could also apply to the marketplace. It is usually quicker to craft the gear instead of buying a steel set and the weapon in the marketplace. It would be nice to be able to create a layout in the marketplace to buy all items at once.
Split all Items Hotkey (Quality of life suggestion)
With left Shift and mouseclick we can split an Item. It would be cool if we could sign a key for splitting all items in a specifiv bag. This way we could have a reagent bag in the bank and just have to split a single heap of a reagent to drag a heap of all reagents in our inventory at once...
mortalonline2.com
Last edited: