Google Docs version
to: Star Vault AB (publ)
from: Nikita Volodin a.k.a. crectrach
An Open Letter
Dear Star Vault AB (publ), developers of Mortal Online & Mortal Online 2. This is an open letter from me, a player, also a customer/consumer of your product — Mortal Online 2.
I’m not entitled nor demanding any answers or an answer at all, but over past week some questions have arisen regarding Mortal Online 2 as a game in general and specifically – launch-related problems.
Over the course of development and early access Henrik Nyström, CEO of your company, stated that the game can hold up to 100’000 players simultaneously as well as a final stress-test of early access has been more than successful with approximately 10’000 concurrent login attempts and you’ve quadrupled servers infrastructure.
Nonetheless, on January 25th, 2022, during official “release” of the game, servers could barely hold up to a demand with enormous queues, lags in-game, crashes, etc. Steam charts counted almost 10’000 players during post-release peak which supposedly should’ve been a walk in the park.
Taking into account all which’ve been already said (not excluding many lesser problems which we’re all aware of) I, on behalf of community, want to ask you several questions:
Question №1. Release was obviously rushed. Are you, as an independent company, able to give us some information about reasons for doing so?
Question №2. Can you give us some transparency with your internal data: concurrent login attempts, peak player count (on Myrland and Haven separately), average queue times?
Question №3. Why haven’t you implemented an AFK time-out system since that was clearly an easy solution for, at least, some of the player base to be able to actually play the game?
Question №4. According to lots of — to say the least, controversial — feedback on queue experience of players, logging in (after server restarts, patches, etc) simultaneously but with much differing outcomes: some are able to enter the Nave virtually in no time, others wait of 40+ hours of running client. Can you explain to us technically what is the queue system, is this a queue at all?
Question №5. Who is responsible for public relations in your company? Decisions about official releases/updates/announcements as well as personal replies of staff/mods/GMs in Discord server is, by far, underwhelming. Continuous mistakes of your PR specialists/lead devs in communicating with players led this situation directly to letters of mine, which, believe me, I’m not really enjoying to put together.
I think like I’ve briefly covered most of mostly shared question of this community and I’m really looking forward to your reply — if one follows.
Since English isn’t my native tongue, I’m sorry for mistakes I could’ve possibly made writing this letter.
With best regards,
Nikita Volodin a.k.a. crectrach
Mortal Online 2 player
to: Star Vault AB (publ)
from: Nikita Volodin a.k.a. crectrach
An Open Letter
Dear Star Vault AB (publ), developers of Mortal Online & Mortal Online 2. This is an open letter from me, a player, also a customer/consumer of your product — Mortal Online 2.
I’m not entitled nor demanding any answers or an answer at all, but over past week some questions have arisen regarding Mortal Online 2 as a game in general and specifically – launch-related problems.
Over the course of development and early access Henrik Nyström, CEO of your company, stated that the game can hold up to 100’000 players simultaneously as well as a final stress-test of early access has been more than successful with approximately 10’000 concurrent login attempts and you’ve quadrupled servers infrastructure.
Nonetheless, on January 25th, 2022, during official “release” of the game, servers could barely hold up to a demand with enormous queues, lags in-game, crashes, etc. Steam charts counted almost 10’000 players during post-release peak which supposedly should’ve been a walk in the park.
Taking into account all which’ve been already said (not excluding many lesser problems which we’re all aware of) I, on behalf of community, want to ask you several questions:
Question №1. Release was obviously rushed. Are you, as an independent company, able to give us some information about reasons for doing so?
Question №2. Can you give us some transparency with your internal data: concurrent login attempts, peak player count (on Myrland and Haven separately), average queue times?
Question №3. Why haven’t you implemented an AFK time-out system since that was clearly an easy solution for, at least, some of the player base to be able to actually play the game?
Question №4. According to lots of — to say the least, controversial — feedback on queue experience of players, logging in (after server restarts, patches, etc) simultaneously but with much differing outcomes: some are able to enter the Nave virtually in no time, others wait of 40+ hours of running client. Can you explain to us technically what is the queue system, is this a queue at all?
Question №5. Who is responsible for public relations in your company? Decisions about official releases/updates/announcements as well as personal replies of staff/mods/GMs in Discord server is, by far, underwhelming. Continuous mistakes of your PR specialists/lead devs in communicating with players led this situation directly to letters of mine, which, believe me, I’m not really enjoying to put together.
I think like I’ve briefly covered most of mostly shared question of this community and I’m really looking forward to your reply — if one follows.
Since English isn’t my native tongue, I’m sorry for mistakes I could’ve possibly made writing this letter.
With best regards,
Nikita Volodin a.k.a. crectrach
Mortal Online 2 player