i don't know if you misunderstood me or vice versa, but i meant that if there's a reward for helping noobs, people would go crazy and make it a challenge to help as many noobs as they can all together lol
Btw watched some rly old mo1 vids and there was ingame guide. What happened to it then?
The thing I learned over the years is that the players who want to help new players are in the extreme minority and I think you are one of them.
What we do have a lot of is players that like to be seen as helping the new players and having their interest at heart.
That is why no one actually did anything about the graveyard massacre at steam launch. Except talking. A lot.
Yeah, I misunderstood. The steam noobs were preyed upon heavily, especially those who started in MK.i don't know if you misunderstood me or vice versa, but i meant that if there's a reward for helping noobs, people would go crazy and make it a challenge to help as many noobs as they can all together lol
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For example I can absolutely see the crafting area in Meduli being a hotspot for griefing just by looking at the layout
Before tc when a newb guild lived in a town there was always fighting outside of town, and guilds didn't really get destroyed then either. It was later when things became more like what you are describing.The thing that always get underestimated is how world design impacts the new players experience. You can have the nicest tutorial and noob island, but if you screw up your basic designs they will quit anyway.
Graveyards were good and bad in that regard. But a lot of other things (like the mentioned exits from Tindrem) were poorly thought out.
The problem always was that SV did not think strategically. They did things and never really sat down and looked at all the consequences. Then they had to extinguish fires and produces features at the same time. I get why it had to be this way in the past but I would hope that this time around things go a bit smoother.
For example I can absolutely see the crafting area in Meduli being a hotspot for griefing just by looking at the layout. The problem is that the guys who build the world probably don´t see it with the eyes of a player but an artist.
I really hope they will massively redesign quite a few places with Mortal ONline 2 actual gameplay in mind rather than good looks. If they get into the habit of putting down bandaid fixes again it will end the same way. With a game that is half carebear and half hardcore that neither really want to play.
/endrant
My take was that every single noob guild eventually overstepped their boundaries and got destroyed. Very often because of the delusions of grandeur in their leaders. You mention fighting. If you fight with your noob guild and you kill someone they might be mad at. Do that enough times and you will be seen as a threat. It´s a full loot game. It´s not logical that certain guilds can claim that the rules work differently for them.
A proper noob guiild would have to vastly different from a normal guild in nearly all aspects. That has never been done, because it´s pretty dull for the veterans leading them. Then they went into the circle discribed above. At no point was the "toxic" community the problem in this regard.
i agree its like if you are one of those kids who don't like taking a bath or shower but you get rewarded for it... well your going to get wet for the reward.i don't know if you misunderstood me or vice versa, but i meant that if there's a reward for helping noobs, people would go crazy and make it a challenge to help as many noobs as they can all together lol
Spawn points should be on random out of towns areas. One's very first experience should be the environment of birth into the unknowing world. Try to survive, make it to town and or die trying. Mortal way really
Different mentalities))(Evul cat appeared xD)
Yee, but thats how most human mentality works. Im always trying to help as much as I can. For free.