Dear Starvault,
I'd like to provide you some feedback/Suggestions from going through the new player experience and my general thoughts of the current state of the beta. I'll add that I did play Mortal Online 1 for a time and I do enjoy the game very much and I am excited for Mortal Online 2's launch. As you know, what a "Perfect" game is is very much subjective to all developers/players but I feel the game is still a net positive for the MMORPG genre. I encourage and support Starvault for investing all the resources/money into making this world (both MO1 and MO2) a reality that we can all purchase and play (I invested into too many Sandbox kickstarters that fail to ever produce a product - Embers of Caerus, Chronicles of Elyria, etc.)
I'll preface that all of the points below are my opinion and I'm not looking to argue with other players in the community about differing viewpoints. I'll also add that I may not have read the current video tutorials very well because I'm lazy and a MO1 vet, so somethings may have been shown to the new players that I missed. I'll be referencing New Haven tutorials and I'll also dabble into Myrland a bit with suggestions/ideas.
1. Tutorial Closing Button - I felt the tutorial videos were a good addition however, it was very much IN YOUR FACE. That and another gripe was it would change the input key to get it OUT of your face to the key press it was teaching you about. Sometimes R would close it, sometimes right click would close it etc. I'd say the point of the tutorial is to read and see the video tutorial, making us press the corresponding key for an action to close the tutorial is excessive. I'd argue to close tutorials, it should be the same keys that we will use to close our inventories/paperdoll menu.
2. New Haven Needs Horse Tutorial - The traversing the huge game world is something that the new players need to be prepared for. That means, undoubtedly, to get a horse! That's something New Haven is missing as far as tutorials. The general upkeep of getting a horse, building loyalty, feeding it, keeping it out of danger, the controls of it, horse bags/armor etc. There's a lot to it and sending New Players to Myrland without the basics of that system will definitely lead to frustration and possibly them quitting (Thank goodness for help chat though). I can understand we don't want to overwhelm New Players but I believe there needs to be a cheap crappy donkey that is purchasable from a Stable vendor or something there. Players can farm say 1G and buy the donkey (and add donkeys to tame so they can do it that way too). That way they get the basics of managing it and get to traverse a little bit quicker around New Haven. Maybe in the tutorial video, you add that you cannot take the donkey with you when you leave New Haven! Adding a tutorial that mentions the methods of getting the horse in Myrland should be in order too.
3. Get Rid of World Highlights - I didn't like the "highlighted" world where the quest objectives are. I think they're ugly first off, but also it's misleading to the new player. New player thinks oh, things get highlighted like a quest where I need to go. Then they do what they're naturally trained to do from all the other MMORPGs. Follow this, go there, do that. (AFAIK, nothing highlighted like that in Myrland currently then again I haven't played A LOT of MO2). They stop seeing the world and getting used to looking for herbs with their own eyes scanning the environment. I do think the icon on compass is a good idea still as it teaches the player that they have a compass. That and the compass is a compromise to guide new players still, despite that not being the usual in Myrland.
4. Zombie Swing Animations - I felt a lot of new players didn't notice the zombies actually doing directional swings. Maybe a quick video tutorial that shows the difference between the swing animations and how they should block them would be beneficial. I know there's a video tutorial with the strawmen portion of the tutorial but since the zombies (presumeably their first hostile foe) don't attack like say a bandit would, it could reduce confusion and frustration when new players can't understand why they're not blocking correctly.
5. Add Paper Maps - The map for New Haven is great little treat for new players. But I think it could be again misleading them to think they will have a paper map in Myrland. I'd actually love to get maps made of all the starter towns that can at least show where all the profession tables/bank/broker etc are.Maybe only give the map to the first starter city the player goes to. I think there was a mention of cartography but I feel like it's a complex system that a new player will not really care enough to go seek out player made maps. Instead they'll just throw a tantrum that they can't find anything and quit. See #15.
6. Limit Starter Towns - Starter towns should be limited to a few. Hyllsepia (pardon spelling) as a starter zone was... Brutal. I went there first because I just wanted to see the new city and it was nice. But all the mountains surrounding it and the no-horse thing made it dreadful. I know it's still getting fleshed out and spawns are being added but I didn't see anything there as far as mobs or any meaningful areas to go (except down the mountain in that zig-zag death trap road lol). I think that the starter towns should be a little more limited. I haven't really spent time at other towns so which ones it should be limited to is a good question. But being able to spawn at any one of your choosing is questionable considering the new player experience could be drastically affected (positively/negatively) based on where they choose. Oh and it may also help to add a little background to it when you're selecting one such as what Biome, what faction is there, etc.
7. No Click and Learn instantly Skills - Talking to tutorial NPCs in the beginning and them "teaching" you is again, misleading in my opinion. Players will have to go to a Librarian to buy and learn new skills/lores. Having them one-click to learn cooking, a weapon skill, crafting, etc is giving them convenience that they would not be afforded in Myrland. Now, being a MO1 player, I greatly appreciated NOT having to go to a Librarian and spending silver on the books but I want New Players to understand how it goes normally. I'd suggest maybe have a Librarian RIGHT next to the NPCs (in the vicinity) and give them FREE MONEYS to buy the skills/books they want.
8. Crosshair/UI Customization - Crosshair removal and/or the ability to change type/size of crosshair and color. It's one of those quality of life things. I'd personally want to remove it unless I'm in combat (with a bow especially) and change the color to better contrast against the world (beige mixes in with the world's colors). I think this will let players tailor their UI to fit their personal needs (roleplaying, pvp, or a mix of both).
9. Lighting - I know this has been brought up several times, but the brightness/contrast as it pertains to lighting. When the sun shines, it makes the beiges/greys/white become almost unbearably bright. I did mess with my computer gamma settings to try to turn it down but it still was a pain. I'd imagine we wouldn't want to encourage out of game gamma adjusting among new players (as players do for seeing at night). This also makes it hard to see crosshair sometimes when aiming bow, see #8.
10. Ranger Vendor, Take Money - Ranger in the butchering tutorial only takes animal parts as currency for the bow/arrows. Small little thing, but when I went to buy more arrows, I was annoyed I had to go kill a pig and butcher it to buy them. Let him also accept silver/gold for the bow/arrows so we can use the money we earned from butchery to buy more arrows from the "first vendor" who sells arrows to us.
11. Stat'ing up Attributes - Being a MO1 Vet, I assumed I knew everything but I found myself actually confused as to how to level each attribute stat. I was used to block spamming and swinging spamming on a dummy to level things but that didn't work for me for strength/constitution (at least in a fast way). I wanted to suggest that maybe there could be a mini tutorial that explains how to stat up certain attributes. Maybe a list of activities that would stat up each attribute which doesn't have to be exhaustive but just point in the right direction. Ex, Consitution (Cutting wood, jumping, Riding a horse which I thought was odd, etc) Perhaps have it display that mini list when you hover over the attribute to find out what it provides.
12. Notifying About Increased Spawn Rates - I observed a new player get killed in Bandit fort due to respawning bandits behind him that he was not expecting. Maybe as players enter into the fort, a little pop up that says "Be warned, spawn rates are increased and the ones you kill, will respawn faster than usual". I add that because losing your only gearset at the bottom of the Fort due to not expecting the bandits you killed to appear behind you is a sucky feeling.
I will continue to add suggestions/feedback in new replies if I get any more ideas.
Thank you.
P.S. Starvault, I consider myself an "idea" guy and I'd love to brain storm ideas with your dev team if you'd have me. I have no interest in any Monetary concerns, I just want to see MO2 succeed.
I'd like to provide you some feedback/Suggestions from going through the new player experience and my general thoughts of the current state of the beta. I'll add that I did play Mortal Online 1 for a time and I do enjoy the game very much and I am excited for Mortal Online 2's launch. As you know, what a "Perfect" game is is very much subjective to all developers/players but I feel the game is still a net positive for the MMORPG genre. I encourage and support Starvault for investing all the resources/money into making this world (both MO1 and MO2) a reality that we can all purchase and play (I invested into too many Sandbox kickstarters that fail to ever produce a product - Embers of Caerus, Chronicles of Elyria, etc.)
I'll preface that all of the points below are my opinion and I'm not looking to argue with other players in the community about differing viewpoints. I'll also add that I may not have read the current video tutorials very well because I'm lazy and a MO1 vet, so somethings may have been shown to the new players that I missed. I'll be referencing New Haven tutorials and I'll also dabble into Myrland a bit with suggestions/ideas.
1. Tutorial Closing Button - I felt the tutorial videos were a good addition however, it was very much IN YOUR FACE. That and another gripe was it would change the input key to get it OUT of your face to the key press it was teaching you about. Sometimes R would close it, sometimes right click would close it etc. I'd say the point of the tutorial is to read and see the video tutorial, making us press the corresponding key for an action to close the tutorial is excessive. I'd argue to close tutorials, it should be the same keys that we will use to close our inventories/paperdoll menu.
2. New Haven Needs Horse Tutorial - The traversing the huge game world is something that the new players need to be prepared for. That means, undoubtedly, to get a horse! That's something New Haven is missing as far as tutorials. The general upkeep of getting a horse, building loyalty, feeding it, keeping it out of danger, the controls of it, horse bags/armor etc. There's a lot to it and sending New Players to Myrland without the basics of that system will definitely lead to frustration and possibly them quitting (Thank goodness for help chat though). I can understand we don't want to overwhelm New Players but I believe there needs to be a cheap crappy donkey that is purchasable from a Stable vendor or something there. Players can farm say 1G and buy the donkey (and add donkeys to tame so they can do it that way too). That way they get the basics of managing it and get to traverse a little bit quicker around New Haven. Maybe in the tutorial video, you add that you cannot take the donkey with you when you leave New Haven! Adding a tutorial that mentions the methods of getting the horse in Myrland should be in order too.
3. Get Rid of World Highlights - I didn't like the "highlighted" world where the quest objectives are. I think they're ugly first off, but also it's misleading to the new player. New player thinks oh, things get highlighted like a quest where I need to go. Then they do what they're naturally trained to do from all the other MMORPGs. Follow this, go there, do that. (AFAIK, nothing highlighted like that in Myrland currently then again I haven't played A LOT of MO2). They stop seeing the world and getting used to looking for herbs with their own eyes scanning the environment. I do think the icon on compass is a good idea still as it teaches the player that they have a compass. That and the compass is a compromise to guide new players still, despite that not being the usual in Myrland.
4. Zombie Swing Animations - I felt a lot of new players didn't notice the zombies actually doing directional swings. Maybe a quick video tutorial that shows the difference between the swing animations and how they should block them would be beneficial. I know there's a video tutorial with the strawmen portion of the tutorial but since the zombies (presumeably their first hostile foe) don't attack like say a bandit would, it could reduce confusion and frustration when new players can't understand why they're not blocking correctly.
5. Add Paper Maps - The map for New Haven is great little treat for new players. But I think it could be again misleading them to think they will have a paper map in Myrland. I'd actually love to get maps made of all the starter towns that can at least show where all the profession tables/bank/broker etc are.Maybe only give the map to the first starter city the player goes to. I think there was a mention of cartography but I feel like it's a complex system that a new player will not really care enough to go seek out player made maps. Instead they'll just throw a tantrum that they can't find anything and quit. See #15.
6. Limit Starter Towns - Starter towns should be limited to a few. Hyllsepia (pardon spelling) as a starter zone was... Brutal. I went there first because I just wanted to see the new city and it was nice. But all the mountains surrounding it and the no-horse thing made it dreadful. I know it's still getting fleshed out and spawns are being added but I didn't see anything there as far as mobs or any meaningful areas to go (except down the mountain in that zig-zag death trap road lol). I think that the starter towns should be a little more limited. I haven't really spent time at other towns so which ones it should be limited to is a good question. But being able to spawn at any one of your choosing is questionable considering the new player experience could be drastically affected (positively/negatively) based on where they choose. Oh and it may also help to add a little background to it when you're selecting one such as what Biome, what faction is there, etc.
7. No Click and Learn instantly Skills - Talking to tutorial NPCs in the beginning and them "teaching" you is again, misleading in my opinion. Players will have to go to a Librarian to buy and learn new skills/lores. Having them one-click to learn cooking, a weapon skill, crafting, etc is giving them convenience that they would not be afforded in Myrland. Now, being a MO1 player, I greatly appreciated NOT having to go to a Librarian and spending silver on the books but I want New Players to understand how it goes normally. I'd suggest maybe have a Librarian RIGHT next to the NPCs (in the vicinity) and give them FREE MONEYS to buy the skills/books they want.
8. Crosshair/UI Customization - Crosshair removal and/or the ability to change type/size of crosshair and color. It's one of those quality of life things. I'd personally want to remove it unless I'm in combat (with a bow especially) and change the color to better contrast against the world (beige mixes in with the world's colors). I think this will let players tailor their UI to fit their personal needs (roleplaying, pvp, or a mix of both).
9. Lighting - I know this has been brought up several times, but the brightness/contrast as it pertains to lighting. When the sun shines, it makes the beiges/greys/white become almost unbearably bright. I did mess with my computer gamma settings to try to turn it down but it still was a pain. I'd imagine we wouldn't want to encourage out of game gamma adjusting among new players (as players do for seeing at night). This also makes it hard to see crosshair sometimes when aiming bow, see #8.
10. Ranger Vendor, Take Money - Ranger in the butchering tutorial only takes animal parts as currency for the bow/arrows. Small little thing, but when I went to buy more arrows, I was annoyed I had to go kill a pig and butcher it to buy them. Let him also accept silver/gold for the bow/arrows so we can use the money we earned from butchery to buy more arrows from the "first vendor" who sells arrows to us.
11. Stat'ing up Attributes - Being a MO1 Vet, I assumed I knew everything but I found myself actually confused as to how to level each attribute stat. I was used to block spamming and swinging spamming on a dummy to level things but that didn't work for me for strength/constitution (at least in a fast way). I wanted to suggest that maybe there could be a mini tutorial that explains how to stat up certain attributes. Maybe a list of activities that would stat up each attribute which doesn't have to be exhaustive but just point in the right direction. Ex, Consitution (Cutting wood, jumping, Riding a horse which I thought was odd, etc) Perhaps have it display that mini list when you hover over the attribute to find out what it provides.
12. Notifying About Increased Spawn Rates - I observed a new player get killed in Bandit fort due to respawning bandits behind him that he was not expecting. Maybe as players enter into the fort, a little pop up that says "Be warned, spawn rates are increased and the ones you kill, will respawn faster than usual". I add that because losing your only gearset at the bottom of the Fort due to not expecting the bandits you killed to appear behind you is a sucky feeling.
I will continue to add suggestions/feedback in new replies if I get any more ideas.
Thank you.
P.S. Starvault, I consider myself an "idea" guy and I'd love to brain storm ideas with your dev team if you'd have me. I have no interest in any Monetary concerns, I just want to see MO2 succeed.
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