Henrik and Star Vault,
Refinement is what I’ve been hoping for, and I’m glad to see the game heading in this direction. Polishing what exists is how a sandbox earns trust back. I’ve put around 5,000 hours into MO2, and I want it to thrive. With daily peak concurrency around 250 across both continents, the population is at a critical point, and I think the biggest lever is the barrier to entry.
1. Free-to-play Haven and main game
I’d personally prefer a pure subscription model, but I know that’s a minority opinion these days. Free players need to get hooked before they’ll spend money, so the game should be easy to try.
None of this touches the PvP core, which is what makes MO2 special. It broadens the game’s appeal to roleplayers, crafters and traders, beyond the loop of PvP and farming PvE. Free-to-play brings players back quickly, and continued refinement and RP-friendly features keep them. The cosmetics and subscription then give you the revenue to keep going.
Thank you for your time and for the work you’ve put in. I’d be glad to discuss any of these further.
-Whisperfall
Refinement is what I’ve been hoping for, and I’m glad to see the game heading in this direction. Polishing what exists is how a sandbox earns trust back. I’ve put around 5,000 hours into MO2, and I want it to thrive. With daily peak concurrency around 250 across both continents, the population is at a critical point, and I think the biggest lever is the barrier to entry.
1. Free-to-play Haven and main game
I’d personally prefer a pure subscription model, but I know that’s a minority opinion these days. Free players need to get hooked before they’ll spend money, so the game should be easy to try.
- Make Haven and the main game free, with a gated experience (RuneScape-style): either a skill cap of 50-70 or a much smaller AP/profession pool.
- Keep an optional subscription (OSRS-style, with no bond or WoW-token equivalent) that unlocks the full game: a house slot, extra character slots, mastery unlocks and so on.
- A larger player pool means more customers, and more revenue to fund the development you want to do.
- House cosmetics and house skins.
- Market stall skins.
- Other cosmetic items, such as clothing, underwear, tattoos and so on. Players enjoy standing out, and it carries no pay-to-win concerns.
- Stalls run by an NPC merchant who is paid by the day. The owner supplies the goods by putting them in a chest or handing them to the merchant.
- The current town brokers become a global market search tool, with map/compass tracking to the stall you choose.
- Owners can set alliance and guild discounts.
- Convert all empty town buildings and rooms into player housing or market stalls.
- This gives veterans a premium land grab, and the buildings can host stalls and furnishings for visitors.
- Cosmetics fit here too.
- A veteran mentorship program with in-game incentives, such as a mentor title, rewards, or guild-linked programs.
- A town bulletin board for grouping up for activities, with extra experience or rewards for cooperating with strangers.
- Lockpicking tied into the bounty system: bounty hunters could lockpick into the houses of AFK players with bounties, with a longer logout timer for players with active bounties and no fast logout in safe spaces.
- Treasure maps tied to the existing shallow graves and sunken ships.
None of this touches the PvP core, which is what makes MO2 special. It broadens the game’s appeal to roleplayers, crafters and traders, beyond the loop of PvP and farming PvE. Free-to-play brings players back quickly, and continued refinement and RP-friendly features keep them. The cosmetics and subscription then give you the revenue to keep going.
Thank you for your time and for the work you’ve put in. I’d be glad to discuss any of these further.
-Whisperfall