For some reading material.
SV will put in restrictions to make Haven unattractive for veteran farming. Which should those be? Haven is supposed to be an noobie island in which you can learn the game in complete safety. So no thievery or ganking. Which means that farming there is much more efficient, since you cannot...
www.mortalonline2.com
This is an appeal to push back and/or abandon the concept of “Haven” for Mortal Online 2. I will lay out 3 connected arguments that will show that dedicating development time and resources to this will have a negative impact on the game. 1. Most games do just fine without a tutorial, let alone...
www.mortalonline2.com
You will see the usual suspect with bad ideas and an agenda making the argument for Haven to turn out exactly as it did in the hands of SV.
A lot of good points - the current implementation of Haven really does seem to setup new players with false expectations.
I find it disappointing the amount of people which scream
"why are you killing me, I haven't done anything", rather then trying to defend themselves or get away (this occurs even when I'm solo).
As of this I've started getting this really horrible sensation in my chest
(where my heart should be?) that I've never experienced before - I think it's what normal people refer to as "guilt". Hopefully it doesn't happen again, it's quite unpleasant.
What if haven was a pre-character generation experience?
Basically give them a generic dream like introduction to the game in haven before making a character...
-snip-
That's a really good suggestion to be honest Although A way they could do it is their character wakes up from a dream and gets off a ship or hut etc on their starting town when they leave Haven. Maybe they have what is in their inventory almost like Haven was them dreaming about where they came from.
I really LOVE the basis of that idea, as it's a more creative way of creating a new character and perhaps establishing some back story, while also letting less experienced players get to grips with the fundamentals & mechanics (two birds one stone).
I get a lot of people are anti-haven (and for good reason), but we shouldn't forget that tutorials are still a players first impression of the game and a tutorial/introduction if well executed is essentially good marketing and sucks players right into the world
(as long as it's optional and as long as you can't bring anything of real value into the main world, I have no issue with it).
Though with the direction SV is going with this, it's more of a bandaid over underdeveloped game systems.
It's critical for the game to have systems which incentivize groups to be e.g. anti-pkers (good war dec/guild system/territory), a more indepth reputation/flagging system, to be able to have some control on starter cities & get benefit for supporting a local population (tax, rep etc), real disincentives for being a murderous piece of shit because there's great incentives not to do it (capital punishment isn't the way imo, make it better NOT to bonk every person you see on the head).