Fixed In 5 Steps Or Less: Travel

Mortalitas Immortalis

Active member
May 29, 2020
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The Peoples Republic of Talusia

The Subject: Travel


This series of feedback posts are collectively meant to be easily digestible, 5 steps or less processes to fix the respective system of Mortal Online 2 being critiqued.

t;dr No complex powerpoint or video needed, ez <= 5 step plans to fix MO 2.

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The Steps


  1. Add a summonable Donkey with a 10 minute cooldown and a 30 second channeled cast time for all players. Should be slower than a Jotun Horse with about 100 Health and similarly low Stamina.
  2. Add additional Horse and Gamal spawns across all of Myrland and Sarducaa. You can truly never have too many.
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The Index

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pooternackle

Active member
Mar 21, 2021
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This suggestion would decimate the horse market. Travel in this game sucks because the world is too big and too empty, regardless of the mount you have. Not even noobs have trouble accessing a horse to ride around, and the tutorial teaches them how to tame them within a few minutes of starting the game. I'd be open to adding horse spawns closer to every city/town, but summonable donkeys that go slightly slower than a jotun? Lol
 

Mortalitas Immortalis

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May 29, 2020
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The Peoples Republic of Talusia
This suggestion would decimate the horse market. Travel in this game sucks because the world is too big and too empty, regardless of the mount you have. Not even noobs have trouble accessing a horse to ride around, and the tutorial teaches them how to tame them within a few minutes of starting the game. I'd be open to adding horse spawns closer to every city/town, but summonable donkeys that go slightly slower than a jotun? Lol
I didn't say slightly; I said slower. They should be slightly faster than something like Bush Pigs, but certainly not as fast as Jotuns.
 

pooternackle

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Mar 21, 2021
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I didn't say slightly; I said slower. They should be slightly faster than something like Bush Pigs, but certainly not as fast as Jotuns.
If the donkey goes just a little faster than a bush pig, then what even is the point of it? Players can walk 3 feet out of town and tame a bush pig if they want a slow but free travel option. If this is meant to combat horse griefing, then again, bush pigs are everywhere in the wilderness (people run past them to find the horse spawn rather than spend the 15 seconds to tame one).

The game doesn't need a magical donkey summon. The only way it would make the world's size/emptiness suck less would be to make it approximately as fast as a horse; and like I said before, if it went that fast, the horse economy would die. The world is too big - we just need to come to terms with the fact that this is a fundamental design problem that cannot be fixed. It can only be remedied by adding content to the world to make travel less heinous/more engaging.
 

Mortalitas Immortalis

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May 29, 2020
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The Peoples Republic of Talusia
If the donkey goes just a little faster than a bush pig, then what even is the point of it? Players can walk 3 feet out of town and tame a bush pig if they want a slow but free travel option. If this is meant to combat horse griefing, then again, bush pigs are everywhere in the wilderness (people run past them to find the horse spawn rather than spend the 15 seconds to tame one).

The game doesn't need a magical donkey summon. The only way it would make the world's size/emptiness suck less would be to make it approximately as fast as a horse; and like I said before, if it went that fast, the horse economy would die. The world is too big - we just need to come to terms with the fact that this is a fundamental design problem that cannot be fixed. It can only be remedied by adding content to the world to make travel less heinous/more engaging.
It's not about leaving town with the mount, but a solution to being stranded an obscene distance from a mount spawn (or for new players, not being aware of one is).

As for the rest of what you said, just because something is a fundamental problem does not mean nothing should be done about it. In this case, the continent size cannot be reasonably fixed without a whole new game, but we can make things a little less bad.
 

pooternackle

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Mar 21, 2021
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It's not about leaving town with the mount, but a solution to being stranded an obscene distance from a mount spawn (or for new players, not being aware of one is).

A better solution for this is your point two - just add more horse spawns throughout the game. If you only had to run max 5 minutes to find a horse spawn, that's better than summoning a bushpig-tier donkey and riding 10 minutes before you find a spawn.
 

ElPerro

Well-known member
Jun 9, 2020
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This suggestion would decimate the horse market. Travel in this game sucks because the world is too big and too empty, regardless of the mount you have. Not even noobs have trouble accessing a horse to ride around, and the tutorial teaches them how to tame them within a few minutes of starting the game. I'd be open to adding horse spawns closer to every city/town, but summonable donkeys that go slightly slower than a jotun? Lol
Yeah some of his suggestions are decent but this aint it. The game is not darkfall/albion, lets keep the remaining sandbox features thx
 

Embuscade

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Feb 11, 2021
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1 :
- Recharge time: 3 hours, or once every 20-22 hours, limited to certain very remote areas, horse camps, stables or mountable mounts.
- And is there a reduction in this time if you’re a beginner with less than 100 hours of gameplay? No, forget it – I’m not entirely sure.
- There’s always the ‘suicide’ option, and there are always the portals that can teleport you quickly.
- Bear in mind that each time you use it, the time required increases or doubles if it takes 3 hours.
2 : No and yes, more specific by geographic research, like a old video of Speznast/wolfzeist maybe ? need more details where.
 
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Mortalitas Immortalis

Active member
May 29, 2020
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The Peoples Republic of Talusia
A better solution for this is your point two - just add more horse spawns throughout the game. If you only had to run max 5 minutes to find a horse spawn, that's better than summoning a bushpig-tier donkey and riding 10 minutes before you find a spawn.
Yeah some of his suggestions are decent but this aint it. The game is not darkfall/albion, lets keep the remaining sandbox features thx
Generally speaking, I agree. That said, don't you suppose there's some underlying issue in regard to the quantity of creature spawns as to why this is not already the case?

I doubt anyone from Star Vault would ever admit to such an issue, and so the Donkey solution is presented as a get-out-of-jail-free card so they continue to not have to.
 

Embuscade

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Feb 11, 2021
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After going through a lot of trouble and killing nearly 10 horses in a long gaming session, mostly due to damage from falls, and sometimes because I was writing in the help chat to answer questions.
- Well, there are the “bush pigs”—they run at 400 in S3 and 600 in S4—and wouldn’t it make sense if, at every Keep, we could have access to a few bush pigs? Instead of having to go all the way to the Gamal/horse spawn?

1.Those famous Donkeys you’re talking about, the ones we see in Albion Online—sure, they’re all about speed, but more importantly, how are melee fighters supposed to take down a creature that’s even remotely fast?
- How much of a help will this really be for getting around? (And will we be able to build armor for them? Mastery Donkeys? Carrying bags? Isn’t there a risk this will become the new heavy-load transport that players can summon?
- - Those famous Donkeys you’re talking about, the ones we see in Albion Online—sure, they’re all about speed, but more importantly, how are melee fighters supposed to take down a creature that’s even remotely fast? How much of a help will this really be for getting around? (And will we be able to build armor for them? Mastery Donkeys? Carrying bags? Isn’t there a risk this will become the new heavy-load transport that players can summon? Eventually, players will come to see this as a better and more logical solution and will demand a bag overhaul (I have to say that distinguishing bags by their text names without skins is a huge pain, so it’s bound to need a revamp no matter what.)
- - - Maybe the action of equipping gear on animals should take longer, with an animation that lasts a few seconds and is very well animated. (I mean, we see light pet gear get equipped quickly, but for medium gear, it takes longer and our character walks around the creature, or that at level 4 or higher we can go faster, and for heavy gear, there’s a chance the animal might kick us—or a spell that triggers to show the creature doesn’t appreciate it, and the amount of (I can’t remember the exact word, it’s in-game trust) shows us that it disagrees and that we gradually lose it until it reaches 500?)

Actually, it’s a good idea, isn’t it? It would make everything related to Mounted Archery more of a hassle because it takes longer to set up, including those infamous FatMages that scare foot soldiers so much in the endgame, and as for mounted spearmen, they’d need to have a higher Trust level—or something—to let them handle the creature’s hostility, so that at some point the creature kicks them off with a swipe of its hooves, like a bullfighter https://fr.wikipedia.org/wiki/Toréador being thrown off the bull’s back.)

Actually, anything related to the subjugation of animals—and the fact that we can also see the rebellion of these creatures triggered by their owners’ abuse—would be great. It would be nice to have all those horrible “traditional” things in the digital world (IG) so they’re no longer part of real life (IRL).

@pooternackle réaction :
- Honestly, by far the best solution would be to have trailers with cages so we could transport young animals in cages to raise them further away—and for horses and gamals, to be able to do this in large numbers.
- -But if that were possible, we’d have to be able to kill them individually in the animal storage building, so no.
2. Actually, the only condition that would make me say yes to more accessible spots is if we could have OutlawMountedArchers shooting at us and following us—in other words, an improvement in enemy unit movement.