Cause and effect - Identifying the effect of Reckoning and pragmatic next steps.

fartbox

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Apr 29, 2023
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Reckoning represents the largest change to Mortals fundamentals since the games inception, more impactful then Ele, Necro and mastery combined. Lets look at the changes together and identify the effect that they've had on the game and its ecosystem. I will go over the changes and conclude each individual change with overall "Good" or "Bad" rating while considering the Pro's/Con's.

Combat abilities:
1. Lowered the skill floor/Raised skill ceiling - A novice player with high ping can now apply pressure to a veteran player with low ping. Previously, a novice player would often not be able to land a single hit against a veteran, essentially providing a risk free engagement for the veteran. Though not all veterans are equal and not all abilities are equal. In my testing, the highest skilled veterans can still shrug off abilities through active mitigation either by using movement, forcing handle hits or using parrys.

2.The TTK has now been lowered across the board for all players. Higher TTK's always benefit number disparity (zergs) and lower TTK always benefit skilled gameplay; positioning and isolating enemies before their reinforcements can arrive. It's why its not uncommon to see a 1v5 in a game like CSGO or RUST or other types of games with insanely low TTKs. The current TTK in Mortal is still higher then its competitors(OSRS/Albion) and Mortal still has the longest average 1v1 TTK in the genre. The previous TTK was anywhere from 5-10minutes for a 1v1 among veterans, completely unsustainable.

Con's:

1. A segment of the veteran population has felt disenfranchised with the changes as abilities have chipped away at their advantages in the game over less skilled players. But we must remember, MMO's can not be built on veteran populations alone, they have natural attrition and without a constant flow of new blood into the game, these types of games will eventually succumb to that attrition. If new players can not compete without sacrificing thousands of hours to practicing, they will not play. This is a problem that all non-matchmade global games have to reconcile with. Veterans still enjoy a comfortable advantage over new players, though less oppressive then before.

2. Unbalanced abilities: Some weapons stand out as "overpowered", but for the most part all weapons feel strong in my testing, with exception to 1h sword which stands out as the worst weapon in the game. Balancing is a constant unending battle, it's to be expected with such dramatic changes to the game. SV should continue to make gradual tweaks to bring weapons as close to a state of balance as possible but recognize that "true balance" is impossible and to not get too lost in this. Treat balance like you treat your workouts, consistently work to improve but realize perfection is impossible.


Conclusion: Good for the game, work to balance the weapons gradually.


Reputation changes:

1.Sweeping changes to reputation loss on murder has radically changed how many players engage in PvP now. Gone are the days of careless murder around blue zones while still utilizing guard protection as soon as your criminal flag has expired. Reputation has erected a clear barrier between blue and red players, with co-mingling being made extremely difficult. It is acting as a defacto faction system, with a "Red vs Blue" dynamic. I have personally witnessed random blues and reds collaborating and cooperating together now when they would of not done so before.

Cons:
1.Some veterans feel disenfranchised with this change as their previous game loops revolved around a casual hybrid PvP approach. They would murder in blue zones, do tasks and still enjoy the benefits of blue towns, all on one character. This game loop is dead now. PvP in blue zones is now for committed players only, and wilderness zones are too unapproachable for casual PvP. SV should work to introduce a "quick action" solution for these disenfranchised players to fill the void that the new system has introduced.

2.Reputation griefing, a very hard issue to tackle. I have no insight on how to deter this.




Conclusion: Good for the game, but the casual PvP archetype needs a replacement solution. Rep griefing presents a unique challenge.


Tagmaton Invasions:

1. Mechanically impressive technology unseen in any other MMO. Invasions in other games are static, with minimal pathing and especially not pathing through collidable objects. I am surprised at just how well these invasions are working, despite the hurdles they face. Every single day they invade blue towns and random people collaborate together to deal with their threat. It has introduced new game loops for many players seeking cosmetics or riches.

Conclusion: Good for the game, organic collaboration, excellent.

Outposts:

1.More time and data needed to understand the mechanic and potential long-term effects. At first glance, seems great. Organized and incentivized large group consensual PvP.


Next steps:
The team will now likely be working on Sarducca, which is a ambitious and high intensity update. But I want to emphasize the importance of some smaller more value driven changes that will result in solid growth with minimal effort.

Bridging the gap between guilded and unguilded players.
Almost all new players will start the game as unguilded, and they will start as casual. These players often do advance over time and start their exploration into the world. However, they are met with the reality they cannot explore the world due to resurrection and banking restrictions as these mechanics are relegated to guilded only in many areas of the world. This is a pain point and it's a point where we lose many players. The game presents an ultimatum to continue progression; "Join a guild" or "Leave the game" and most players are uncomfortable with this choice as the games they have come from do not confront them with this. Joining a guild in Mortals competitors is a more organic and natural process, not one of necessity for basic function.


Solution: Intermediate construction. More accessible then small house/priest but with heavy restrictions and downsides.

Campsite: Players can build a campsite for 2000 wood, 2000 metal and 1000 stone and 5gold. This is an action menu process, no deed is required. Upkeep 10g per day, Max upkeep 7days. Limit 1 per account

A player may resurrect and bank at the campsite, as well as craft armor and weapons. Only the owner can utilize these menus, the campsite cannot be password shared like a house. The campsite can be immediately destroyed by 1 mang, no siege declaration, if destroyed the campsite is lootable immediately. After destruction the campsite will have a 24 hour cooldown before the player can place a new one.

Subscription Token:
A highly contentious topic, but one that has been solved by decades of trial and error. During the mid 2000's, MMO's had a renaissance period where various studios tried to eliminate RMT from their games. Namely Blizzard and Jagex(Runescape). Runescape incorporated the most drastic and restrictive changes of any studio ever to combat RMT, but still failed. Jagex enacted a trade restriction, completely restricting one sided trades with the infamous value of "76k" with items being assigned value from the "Grand exchange". Making it impossible to trade any disparity over that value. Though RMT persisted; through exploitation, account trading and Grand Exchange manipulation they were able to undermine Jagex's efforts and because of the restrictions, the value of RMT gold skyrocketed, making it so profitable to RMT that more players did it, resulting in a net negative RMT dissuasion.

Eventually Jagex succumbed and added a subscription token to the game and removed all trade restrictions. The subscription token actually ended up doing more to fight RMT then the trade changes as it undermined the value of the RMT laborers, making their time worth less and making it harder for them to recoup losses between bans. Many RMT'ers were simply put out of business, unable to make enough money to be practical for the time they spent in labor.

Blizzard later followed suit.


Conclusion: The most logical solution to RMT is a subscription token with a side of active moderation. This also has a added benefit of increasing the population and making the game more accessible to low income players.

Expanding on abilities
I'm not going to harp on this too much as i've already expressed the importance of "pick your fight" utlity mechanics in the past. Abilities are currently lacking in the utlity department. Consider looking for opportunities to expand on this, using genre standards as inspiration if you cannot find any of your own. Also consider incorporating abilities into new PVE challenges if you see the opportunity.
 
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Emdash

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Sep 22, 2021
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Hi.

Sub token is +1. I think they should add a 'tower' like swordai and let f2p people and tindrem(whatever city) players go in and fight each other for cosmetics, titles, and sub tokens. Sub token could also be a rare random drop on the map. I'm a fan.

Outpost is a good idea, too, excepting the siege req. A mang is a lot to put on one person lol.

I am frankly baffled that people are so triggered by red players in towns, or someone who just killed them. That means you can get them later, you have eyes on them, that's GOOD. Opposed to someone who just creeps into the night and you never see them again.

I kinda like the idea of combat abilities, but since I haven't played lol... dunno. I've seen vids, and it looks good enough. It's definitely BETTER. Not being able to get a hit at all is super aids.
 

Embuscade

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Feb 11, 2021
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En stream, j'ai vue des joueurs ce prendre des 110 dammages, ou infliger aux marteau des 100-250 à des personnage non joueur dans undercroft le dungeon du milieu de la map près de vadda, (ça devaît être à la tête j'imagine.)
L'équilibrage des armes semblent peut-être à revoir, et de ce que j'ai il n'utilise pour 2 aucunement besoin les compétences d'adrénaline.

Modifications de réputation : j'ai bien une idée et écris quelques propos de mon cotés hors forum, mais j'ai peur que cela soit que des "idées de gens" qui ne savent pas coder et qui n'ont pas la réalité du terrain.


While streaming, I saw players taking 110 damage, or inflicting 100-250 damage with hammers on non-player characters in the undercroft, the dungeon in the middle of the map near Vadda (it must have been to the head, I imagine).
The weapon balancing may need to be reviewed, and from what I've seen, there's no need to use adrenaline skills at all.

Reputation changes: I do have an idea and am writing a few comments on my own outside the forum, but I'm afraid that these are just ‘ideas from people’ who don't know how to code and don't understand the reality of the situation.
 

ElPerro

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Jun 9, 2020
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The abilities are just dogshit, sorry. They feel clunky asf and dont fit the combat, but are so op you are forced to use them to compete.

We are back to defensive meta on duels, just be the biggest thursar with best gear and most hp and sit back waiting for parrys. Or dont parry, it doesnt even matter because you get adrenaline either way. Then just trade hits with fracture using the heaviest 2h maul that can now poke as fast as a spear. Yeah its parryable but very easy to sneak in hits for 100+ when someone is attacking or returning a counter, since counter reduced doesnt even work vs abilities. Not to mention it can hit from miles away as the desync in this game is shit still. And uses 0 stam.

Daggers are also completely busted and completely unparryable unless you have 1 ping. Spears and swords are the only weapons that have sorta balanced abilities.

Good luck 1vXing when you get hit for 100 when you arent looking. This shit feels exactly like playing against dual strike and tripple strike in MO1, wait til MO2 kids learn you can trip on your router cables and snipe a kid from 2km away.

The melee combat is now as casual and braindead as maging, congrats Henrik. Maybe this will bring the hordes of casual players from Albion that fartbox prophetized and he will buy another yatch.
 
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fartbox

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Apr 29, 2023
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The abilities are just dogshit, sorry. They feel clunky asf and dont fit the combat, but are so op you are forced to use them to compete.

We are back to defensive meta on duels, just be the biggest thursar with best gear and most hp and sit back waiting for parrys. Or dont parry, it doesnt even matter because you get adrenaline either way. Then just trade hits with fracture using the heaviest 2h maul that can now poke as fast as a spear. Yeah its parryable but very easy to sneak in hits for 100+ when someone is attacking or returning a counter, since counter reduced doesnt even work vs abilities. Not to mention it can hit from miles away as the desync in this game is shit still. And uses 0 stam.

Daggers are also completely busted and completely unparryable unless you have 1 ping. Spears and swords are the only weapons that have sorta balanced abilities.

Good luck 1vXing when you get hit for 100 when you arent looking. This shit feels exactly like playing against dual strike and tripple strike in MO1, wait til MO2 kids learn you can trip on your router cables and snipe a kid from 2km away.

The melee combat is now as casual and braindead as maging, congrats Henrik. Maybe this will bring the hordes of casual players from Albion that fartbox prophetized and he will buy another yatch.
1. The counter reduced thing seems like a bug, theres multiple bugs with abilities now; like spear double thrust ignoring shield, the poleaxe first swing, the abilities disappearing off your bar sometimes, etc. I expect these things to get addressed over time.

2. Some of the abilities are unparryable, namely the dagger and poleaxe hilt strike. I expect this to get addressed

3.The hammers are strong defensive weapons but come with the downside of staming out if you try to use a regular attack. The abilities are parryable.

4. Part of MMO market strategies are build diversity, because it gives replay value and incentivizes people to patron the game for many years, exploring the potential build options. Mortal is a MMO, not a lobby game. No other MMO comes to mind with a combat meta that is just basic attacks except Runescape Classic. Abilities introduce the potential for deviation, people like variety, its crucial to these games. We've already seen play from weapons that previously were not played.

For all the shortcomings of combat abilities, they have done more right then wrong. They fulfilled a number of important objectives. Namely; lowering the skill floor but raising the skill ceiling. Have you noticed in all the most flourishing games that you have played that they all have one thing in common? An approachable floor but a very high ceiling. Think about it and compare contrast with your other favorite games, even the oldest games...chess, depends on this for popularity and adoption. The floor was not approachable before, the bar to hit a veteran was hundreds of hours of practice and a double 360 triple feint.

Do you think chess would be popular if players had to spin around and move a piece with their eyes closed?


5. 1VX: I've seen way more 1vX post patch then pre-patch. Video makers to watch out for are SexterMoggan, Cerqo, Jalopi,. They've been able to pull off crazy feats, likely not possible before, namely because players could not break through a lesser heal; playing defensively and parrying with a mage lesser healing you, essentially meant immortality. Now, it is a much more dangerous game. You have to respect thursars, and footies in general even when zerging them, even if you have a mage healing you. Prior to the patch, I was out trading all footys, including thursars in melee range with death hands, as long as I min-maxed my set and had akh bond on. That wasn't good for the game, and i'm glad its gone, even as a mage player.
 
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Emdash

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Sep 22, 2021
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perro I have a diff PoV cuz I'm not slogging thru the test phase, but I think that they need some time to adjust.

I think that being able to 'have' to use them still matters. It's like a timer. They might need to adjust range, but making it so that getting in and out matters again is pretty important. It just needs massive balance. We all knew they would be broken on release, but hopefully shit gets adjusted. And hopefully they realize how stupid trinks and mastery % dmg is now.

Just think about MO1 and kiting around people. But yea triple strike etc was crazy. I remember being a nub and seeing someone with dual strike, some Japanese dude in MK, and I was like yo let's fight and like... wat is happening haha.

But the way hits chain looks really good in some cases. Hammer should not have many abilities. It should not get any advantage off the parry. There should just be like a guard smash ability. They need to think more about shit, but I mean this direction has more potential than what they had before. Now, let's see if they can close it out. (haha)