Hello all, and hopefully Star Vault. I hope SV takes the time to read this because I believe this is a core issue at the heart of what will make Mortal online 2 a true sandbox with a future or a sort of guild stronghold sandbox with melee and magic.
Introduction
SV has been doing a great job of learning from the original Mortals mistakes and I personally like the direction they're going in overall. However, there is one major issue with territory control that is undermining its potential to be a great sandbox and help grow its population and diversity of players. TC for in-guild gameplay works fine and is probably the right balance so this topic is exclusively about out of guild or guild to guild gameplay. I believe this fix is very easy, low effort and most importantly highly influential and positive for the game.
The problem
The current issue is TC does not function or incentivize social and community based gameplay that is out of guild. In fact at its current state it actively punishes a guild for anything but in-guild gameplay.
The problem: Re-supplying
When viewing this from an in-guild point of view this is acceptable both financially and logistically. The logistical effort helps balance out the outpost earning capacity and protection they help provide.
When looking at this from an out of guild, or guild to guild perspective this is a terrible deal and makes no sense. You will run out of supplies quickly, you have a 5% loss which quickly accumulates and is made worse by the fact your own guild isn’t getting the full benefit from the 1000g supply. Suddenly the supply running is a constant chore added to the daily grind. You’re literally doing far more work for not just less return but losses. This makes no sense and so the result is you don’t open your territory up to others, or use this feature of the game because it is a negative loop.
Solution: Tax
This will incentivise and reward guilds and groups who are more social by providing a small pump to their coffers, but nothing too ridiculous. Suddenly the supply runs stop becoming a negative loop chore and become a positive loop. This will mean more activity, more runs, more people moving about and playing the game and will prevent a stronghold game where territories are only for the guilds in them.
A final word
It is essential that a sandbox game allows and encourages different playstyles, and by giving players the tools to interact with each other and benefits each other you create a true sandbox that will grow in population and flourish. If you do not allow players to create their own space and be given the option to either lock it down for themselves or open it up, you’re just going to stagnate the game into stronghold online with guilds all in their own little areas with little incentive to interact with the next, which is what happen in MO1. I can not stress enough, you don’t need to encourage players to create conflict, it will naturally happen on its own. There will always be conflict and a natural incentive for groups to be in-guild and lock down their own territory for their own gain. but currently there is no alternative for guilds to build a social and vibrant environment which also happens to benefit those that play just for combat because they will have more players to pray on and for more value. A sandbox game with lots of sand to play with and the ability to play with others is the lifeblood of its survival and popularity, the inability to do anything but hit each other over the head for only in-guild based benefits will stagnate and reduce again and again until there is very little substance left to play for.
TL/DR
SV if you do not allow players to utilize tools to create their own local areas and economies to interact with others you will stagnate the game to only strongholds and pvp, when it has the potential to be a whole world with depth. Changing TC vendors to provide guilds with a 10% tax on brought/sold goods is such a small simple change, but it has the potential for big positive change towards the games population and activity!
Thank you for your time people.
Introduction
SV has been doing a great job of learning from the original Mortals mistakes and I personally like the direction they're going in overall. However, there is one major issue with territory control that is undermining its potential to be a great sandbox and help grow its population and diversity of players. TC for in-guild gameplay works fine and is probably the right balance so this topic is exclusively about out of guild or guild to guild gameplay. I believe this fix is very easy, low effort and most importantly highly influential and positive for the game.
The problem
The current issue is TC does not function or incentivize social and community based gameplay that is out of guild. In fact at its current state it actively punishes a guild for anything but in-guild gameplay.
The problem: Re-supplying
- Supply runs effectively cost 5% of the total earnings of a territory's 1000 supply pool.
When viewing this from an in-guild point of view this is acceptable both financially and logistically. The logistical effort helps balance out the outpost earning capacity and protection they help provide.
When looking at this from an out of guild, or guild to guild perspective this is a terrible deal and makes no sense. You will run out of supplies quickly, you have a 5% loss which quickly accumulates and is made worse by the fact your own guild isn’t getting the full benefit from the 1000g supply. Suddenly the supply running is a constant chore added to the daily grind. You’re literally doing far more work for not just less return but losses. This makes no sense and so the result is you don’t open your territory up to others, or use this feature of the game because it is a negative loop.
Solution: Tax
- Add a 10% tax on goods bought and sold under your territory's vendors, taxes should go into guild chest. (this coupled with the 5% loss means a overall minimum 5% gain (50g) to each supply pool which isn't crazy but just enough to encourage you to make the effort of supply runs if you desire to have an open territory)
This will incentivise and reward guilds and groups who are more social by providing a small pump to their coffers, but nothing too ridiculous. Suddenly the supply runs stop becoming a negative loop chore and become a positive loop. This will mean more activity, more runs, more people moving about and playing the game and will prevent a stronghold game where territories are only for the guilds in them.
A final word
It is essential that a sandbox game allows and encourages different playstyles, and by giving players the tools to interact with each other and benefits each other you create a true sandbox that will grow in population and flourish. If you do not allow players to create their own space and be given the option to either lock it down for themselves or open it up, you’re just going to stagnate the game into stronghold online with guilds all in their own little areas with little incentive to interact with the next, which is what happen in MO1. I can not stress enough, you don’t need to encourage players to create conflict, it will naturally happen on its own. There will always be conflict and a natural incentive for groups to be in-guild and lock down their own territory for their own gain. but currently there is no alternative for guilds to build a social and vibrant environment which also happens to benefit those that play just for combat because they will have more players to pray on and for more value. A sandbox game with lots of sand to play with and the ability to play with others is the lifeblood of its survival and popularity, the inability to do anything but hit each other over the head for only in-guild based benefits will stagnate and reduce again and again until there is very little substance left to play for.
TL/DR
SV if you do not allow players to utilize tools to create their own local areas and economies to interact with others you will stagnate the game to only strongholds and pvp, when it has the potential to be a whole world with depth. Changing TC vendors to provide guilds with a 10% tax on brought/sold goods is such a small simple change, but it has the potential for big positive change towards the games population and activity!
Thank you for your time people.