Bro the player's themselves are not created equal. Lol what players mo1 had like what 100 players in it's dying breaths at the end of the life cycle? It was like that for years too. In game design you have to innovate to improve upon your player base. If you actually want mo2 to succeed and to grow then majority of players vote counts... Although in truth there isn't a whole lot of players to get feedback from in first place. So they need to modernize mo2 with better combat an possibly take inspiration from other newer games as other players are suggesting. I suggest they implement some more melee abilities, double strike, triple strike (don't limit it to fist weapons or daggers) Add shield bash, low strike, multi spear thrust, and other abilities. Make knock down, knock back and stagger activate on foot more then 1% of the time. Add some abilities and skills that add some incentive to other combat weapons. Make Daggers Bleed you? Make a Maul knock you over or stagger you if i slam you in the side of your face with it. Give spears multi hit. Or add combo swings/combo stabs. Give me double shot for arrows and take away that ridiculous arrow aimer (seriously what's the point of the aimer if the arrowhead is where you aim... And why does the arrow move so back an forth on horseback) the aiming needs improved. If you breath irl look at your arms are they flopping side to side or up and down? No reason for aiming to be a pain in ass lol. It doesn't take away the hardcore nature of the game to simplify that or make melee combat more modern.
Also In Starcraft the skill gap isn't as huge as you think. Most players don't understand the building strategy is half the strategy. Example Zerg 3, 3, 2. Spam that for units and then you are already ahead of any bronze/silver/gold player who has no idea the best competitive build. Then you just take your Zerglings and run it down to enemy camp kill whatever you can prioritize their infantry if your guys win you siege their builders because you won't have the damage to take out buildings if you rush. But by killing their builders you delay the enemy 5min for their next plan.
i agree with you 100%. I'm high rank on every game i play. But i wouldn't say low rank players in league of legends don't matter when they are 80% of the player base. I truly believe half of mo1 mistakes were a combination of 3 things. 1.) Pre-haven had a terrible tutorial. 2.) Players like to feel accomplished and rewarded. Mo1 had virtually no Quest aside from the npc in Tindrem telling you to go kill skeletons to make money... Leads me to point 3.) Players need to stay entertained. Tindrem which was likely the starting point of 80% of players had a graveyard and a sewer. That is no way in hell enough to keep players entertained and engaged in a game. Players are told to explore and discover secrets... But as you find other towns you discover they too have just a graveyard?!?! A new player who wants to have fun isn't going to want to walk around for hours or days until they stumble upon a random dungeon or boss to find out their next objective of fun. If you have a fast 535 speed mount this is easy to do. But if you are a new player who doesn't even have a donkey or sprinting/footspeed maxed on a dex elf then this doesn't become fun. Haven made the game better by introducing tutors in town to make skilling easier. And giving us the demon boss. But i believe towns need dungeons and bosses within a reasonably close radius to town and quest with rewards. Improvements need to be made like letting the combat tutor give you your choice of weapon (not just a sword even if you choose spear or axe....)
Yes at one point MO had very few players, Which is why there really isn't a competitive scene. I want them to make a game that doesn't shoo away competitive players. I can't see how the majority of players count if their feedback is I want to win without being as good. The problem is that this is a persistent mmorpg with full loot so there will be asymmetry, how can you really please those players other than offering them safety or making a system where skill doesn't matter?
MO should stick to doing what it does well. Offering a skill based first person full loot mmorpg, the only other alternatives are removing the skill based portion or making it just like any other game.
You're right but it becomes hard to just copy a pros build order in sc2 after what the 5 minute mark? Also you can't copy micro.
and yeah you answered your own point with haven.
Also there's an argument to make that the lack of player base was due to catering to incorrect feedback, likely from these lower tier players. I don't wanna front like i'm that good when i'm not, but when I see these dudes play I think people proning with thompsons in day of defeat verse an actual rifler who could compete in CS.
I see a lot of parallels to day of defeat actually, a fundamentally skill based game with terrible mechanics added in to mute that skill base almost entirely. MO 2 I see it as now ahh the problem was the skill based portion of DoD lets just have ONLY proning thompsons mg's and rockets fixed!!!
What a lot of you here don't know a lot about day of defeat? I wonder why that is.