How to attract solo players

DarkWizz

New member
Mar 13, 2023
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To a greater extent, I like to play MMO solo, no matter how strange it may sound. I mean, a game without a guild, but with the simple ability to team up with other players at any moment when you want to solve any task in the game.

There is no such simple feature in Mortal online 2. I emphasize the "simple". Of course, you can run around and shout "who's in the dungeon with me" or write to a general chat in the hope that you will gather a couple of like-minded people. But it's not easy and it's not fast.

Add in the game in real-time mode application feature to form a group or search for a missing group member with filters by city (gathering place) and goals (dungeons/points of interest). And I am sure that this will give a great impetus to attracting players and their decision to stay in the game longer.

PS: I have nothing against guilds, I was a member of several at one time.
PPS: I hope the developers will hear me :)
 

Midas

Active member
Feb 25, 2022
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just need to create it and add it to the wheel with a like 10 man limit , shares xp when within radius that would be huge.
 
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Awamory

New member
Mar 7, 2021
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There is text from SoloWay discord

Guild SoloWay - are neutral in gaming politics and guild wars. We are not a PvP guild, and RPK is prohibited within our ranks. However, we are not strictly anti-RPK either. We reserve the right to self-defense if another guild attacks us. Additionally, we can support our allies (mainly through donations such as gold, manganons, stone, wood, steel, etc.) against hostile RPK guilds, even to the extent of dismantling their structures entirely.

Thus, various guilds—both RPK and anti-RPK—can be friendly toward us. Sometimes diplomacy suffices to establish such relations, while other times, other means (like trade) are necessary.

When it comes to investing time and resources in the game, there are currently three gameplay options.

The first option
is to join a sufficiently large guild. Regardless of whether the guild aligns with RPK or anti-RPK (ARPK), a player must dedicate most of their time to guild-related activities. This includes being active on Discord and voice chats, participating in guild farming efforts, and engaging in PvP skirmishes. Typically, there are minimum contributions to the guild treasury, as guild infrastructure, such as houses, needs maintenance. However, not all players have access to these facilities; permissions can be restricted.

For example, many guilds that own keeps do not grant new members access to key structures and keeps / strongholds. Some even create separate guilds for newcomers, ensuring they cannot use the main guild’s infrastructure until they prove their loyalty and value.

In this approach, there are both pros and cons.

The main advantage is that the guild provides a ready-made tag with a reputation in the game (especially valuable if it’s not a one-day guild, which most are, but a long-standing guild with its own history, established in-game political connections, and a list of friends and allies—such guilds are rare in the game). It also provides basic equipment, periodic PvP/PvE support, and some infrastructure for living and farming.

Thanks to the historical tag, the player automatically gains allies and friends on the map, inherits a certain reputation to uphold, and agrees to follow specific rules. However, this also means acquiring enemies.

The main disadvantage is that the player must be prepared to dedicate most of their in-game time (70-80-90%) to the guild and its needs. Additionally, for regular PvP activities, the player must show up in top-tier gear, which they are expected to prepare for themselves well in advance.

The second approach - players play outside of a guild, solo. Alternatively, they create a "fake guild" with 1-2-3 people to use TC structures.

**Main advantages:** The player dedicates 100% of their in-game time to themselves and their characters.

**Main disadvantages:**

- The player has no reputation in the game, and most guilds on the map treat them with hostility, suspicion, or at best neutrality.
- The player has no established infrastructure and is usually limited to 1-2-3 houses on the entire map.
- All needs for equipment, pets, gear, and other items in cities or houses must be fulfilled independently, consuming the player’s time.
- Such players face a high risk of being ganked, possibly the highest in the game—anywhere on the map, even in areas controlled by ARPK guilds.

And there’s a third approach - the SoloWay guild.

The guild has no mandatory taxes, fees, requirements to be in voice chats or on the guild Discord while online in the game, nor any obligatory events.

At the same time, the guild provides a relatively safe tag in the game (not 100% safe, not even 90%, but likely the safest tag currently available). This applies not to just one city or region but to the ENTIRE map. Almost everywhere, we either have allies or guilds that are neutral/friendly toward us.

In some RPK guilds, there’s even a situation where part of the players remains RPK, while another part is friendly toward SoloWay. This is the result of the in-game policies we’ve pursued for years. This diplomatic work is ongoing and constant.

Additionally, we already have solid (though expensive) infrastructure on the map, which our players can use. We continuously develop and improve it.

Most houses have basic gear available for our players by default, plus the option to bring and store personal equipment. The guild assists with gear in our base cities and settlements, with pets, and more.

We’re also ready to share our game experience, provide access to 100% scribers, certain scrolls for mages, filled spirit boxes, and other resources.

But you must understand that none of this can exist without effort. The guild has to pay for all of this. How do we handle these issues?

- Voluntary donation system: It’s expected that an established player (i.e., someone who has left Haven and has been in the game for 3-4+ weeks) will, within their means, help collect gold monthly to support the guild’s infrastructure.

- It’s assumed that up to 80-85% of a player’s time will be devoted to their personal goals and characters. However, players are also expected to find time for monthly contributions to the guild’s ongoing needs. This could include tasks like transportation, trading, farming, or crafting resources for trade, as well as periodic guild events.

Most of these activities can (and often are better done) solo or in small groups of 2-3 players.

Our gameplay is structured in a way that we don’t stay in one spot on the map.

The core of our guild consists of veterans or near-veterans who have played thousands of hours or more. The only exception is that we’re not PvP veterans because that playstyle doesn’t interest us—at all. For various reasons: some have low-performance computers and high latency, others don’t have time to hone PvP skills, and some simply feel uncomfortable / bad attacking other players.

In all other aspects, our members have significant experience and knowledge of the game. We don’t stay in one place but constantly move across the map, using and improving our infrastructure.

This playstyle helps us avoid burnout, maintain interest in the game, thoroughly explore the world and spots, and earn enough gold in short periods.

Our players can play 2-3 hours a day (and not even every day) and still earn several thousand gold a month in a relaxed mode.

Our guild doors are open to all players. You can live anywhere on the map, and your alt characters can be with us or in another guild. The only requirement is that while playing under our tag, you must strictly follow our rules:
- Do not gank other players under our tag.
- Do not compromise our tag.
- Do not play under our tag alongside RPK guilds.
 

Melhisedek

Active member
Dec 3, 2021
291
41
28
Tindrem
There is text from SoloWay discord

Guild SoloWay - are neutral in gaming politics and guild wars. We are not a PvP guild, and RPK is prohibited within our ranks. However, we are not strictly anti-RPK either. We reserve the right to self-defense if another guild attacks us. Additionally, we can support our allies (mainly through donations such as gold, manganons, stone, wood, steel, etc.) against hostile RPK guilds, even to the extent of dismantling their structures entirely.

Thus, various guilds—both RPK and anti-RPK—can be friendly toward us. Sometimes diplomacy suffices to establish such relations, while other times, other means (like trade) are necessary.

When it comes to investing time and resources in the game, there are currently three gameplay options.

The first option
is to join a sufficiently large guild. Regardless of whether the guild aligns with RPK or anti-RPK (ARPK), a player must dedicate most of their time to guild-related activities. This includes being active on Discord and voice chats, participating in guild farming efforts, and engaging in PvP skirmishes. Typically, there are minimum contributions to the guild treasury, as guild infrastructure, such as houses, needs maintenance. However, not all players have access to these facilities; permissions can be restricted.

For example, many guilds that own keeps do not grant new members access to key structures and keeps / strongholds. Some even create separate guilds for newcomers, ensuring they cannot use the main guild’s infrastructure until they prove their loyalty and value.

In this approach, there are both pros and cons.

The main advantage is that the guild provides a ready-made tag with a reputation in the game (especially valuable if it’s not a one-day guild, which most are, but a long-standing guild with its own history, established in-game political connections, and a list of friends and allies—such guilds are rare in the game). It also provides basic equipment, periodic PvP/PvE support, and some infrastructure for living and farming.

Thanks to the historical tag, the player automatically gains allies and friends on the map, inherits a certain reputation to uphold, and agrees to follow specific rules. However, this also means acquiring enemies.

The main disadvantage is that the player must be prepared to dedicate most of their in-game time (70-80-90%) to the guild and its needs. Additionally, for regular PvP activities, the player must show up in top-tier gear, which they are expected to prepare for themselves well in advance.

The second approach - players play outside of a guild, solo. Alternatively, they create a "fake guild" with 1-2-3 people to use TC structures.

**Main advantages:** The player dedicates 100% of their in-game time to themselves and their characters.

**Main disadvantages:**

- The player has no reputation in the game, and most guilds on the map treat them with hostility, suspicion, or at best neutrality.
- The player has no established infrastructure and is usually limited to 1-2-3 houses on the entire map.
- All needs for equipment, pets, gear, and other items in cities or houses must be fulfilled independently, consuming the player’s time.
- Such players face a high risk of being ganked, possibly the highest in the game—anywhere on the map, even in areas controlled by ARPK guilds.

And there’s a third approach - the SoloWay guild.

The guild has no mandatory taxes, fees, requirements to be in voice chats or on the guild Discord while online in the game, nor any obligatory events.

At the same time, the guild provides a relatively safe tag in the game (not 100% safe, not even 90%, but likely the safest tag currently available). This applies not to just one city or region but to the ENTIRE map. Almost everywhere, we either have allies or guilds that are neutral/friendly toward us.

In some RPK guilds, there’s even a situation where part of the players remains RPK, while another part is friendly toward SoloWay. This is the result of the in-game policies we’ve pursued for years. This diplomatic work is ongoing and constant.

Additionally, we already have solid (though expensive) infrastructure on the map, which our players can use. We continuously develop and improve it.

Most houses have basic gear available for our players by default, plus the option to bring and store personal equipment. The guild assists with gear in our base cities and settlements, with pets, and more.

We’re also ready to share our game experience, provide access to 100% scribers, certain scrolls for mages, filled spirit boxes, and other resources.

But you must understand that none of this can exist without effort. The guild has to pay for all of this. How do we handle these issues?

- Voluntary donation system: It’s expected that an established player (i.e., someone who has left Haven and has been in the game for 3-4+ weeks) will, within their means, help collect gold monthly to support the guild’s infrastructure.

- It’s assumed that up to 80-85% of a player’s time will be devoted to their personal goals and characters. However, players are also expected to find time for monthly contributions to the guild’s ongoing needs. This could include tasks like transportation, trading, farming, or crafting resources for trade, as well as periodic guild events.

Most of these activities can (and often are better done) solo or in small groups of 2-3 players.

Our gameplay is structured in a way that we don’t stay in one spot on the map.

The core of our guild consists of veterans or near-veterans who have played thousands of hours or more. The only exception is that we’re not PvP veterans because that playstyle doesn’t interest us—at all. For various reasons: some have low-performance computers and high latency, others don’t have time to hone PvP skills, and some simply feel uncomfortable / bad attacking other players.

In all other aspects, our members have significant experience and knowledge of the game. We don’t stay in one place but constantly move across the map, using and improving our infrastructure.

This playstyle helps us avoid burnout, maintain interest in the game, thoroughly explore the world and spots, and earn enough gold in short periods.

Our players can play 2-3 hours a day (and not even every day) and still earn several thousand gold a month in a relaxed mode.

Our guild doors are open to all players. You can live anywhere on the map, and your alt characters can be with us or in another guild. The only requirement is that while playing under our tag, you must strictly follow our rules:
- Do not gank other players under our tag.
- Do not compromise our tag.
- Do not play under our tag alongside RPK guilds.
You're a very smart-ass trap, hang a tag on yourself and you'll be beaten with impunity in any safe zone after declaring war on the guild.
 

Awamory

New member
Mar 7, 2021
27
24
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You're a very smart-ass trap, hang a tag on yourself and you'll be beaten with impunity in any safe zone after declaring war on the guild.
Do you think being a peaceful PvE player in the Nave world is a bad thing? From my experience since the game's alpha, it's actually the toxic RPK players who get targeted everywhere, and the game only benefits from having fewer toxic players... I don’t mean fair PvP like server wars, guild battles, relic wars, etc.
 

Melhisedek

Active member
Dec 3, 2021
291
41
28
Tindrem
Do you think being a peaceful PvE player in the Nave world is a bad thing? From my experience since the game's alpha, it's actually the toxic RPK players who get targeted everywhere, and the game only benefits from having fewer toxic players... I don’t mean fair PvP like server wars, guild battles, relic wars, etc.
you completely misunderstood what I wrote about. solo players remain that way, just to completely eliminate any possibility of PVP, and you and your "soloway" drag them back into PVP.
 
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Awamory

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Mar 7, 2021
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Oh, why? You can't attack players in the cities / safe zones after declaring war on the guild, guards will kill you. I hope devs won't change it because it is reasonable. There is a very low likelihood that a truly strong PvP guild will declare war on peaceful PvE players across the entire server. Why would they? They won't get any PvP fun from such battles, because regular fights won’t happen at all.

Yes, there is a risk of targeted ganking by small gank guilds. Moreover, there’s already established experience from the guild's history in dealing with them. As practice shows, this phenomenon is temporary. You can even choose to do nothing in response, simply wait it out, maybe move to another part of the map during certain prime time hours, because these gank guilds don’t last long. How many times have we looted the homes of these "fearsome" gank guilds after they disappeared... ;)
 

Melhisedek

Active member
Dec 3, 2021
291
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Tindrem
Oh, why? You can't attack players in the cities / safe zones after declaring war on the guild, guards will kill you. I hope devs won't change it because it is reasonable. There is a very low likelihood that a truly strong PvP guild will declare war on peaceful PvE players across the entire server. Why would they? They won't get any PvP fun from such battles, because regular fights won’t happen at all.

Yes, there is a risk of targeted ganking by small gank guilds. Moreover, there’s already established experience from the guild's history in dealing with them. As practice shows, this phenomenon is temporary. You can even choose to do nothing in response, simply wait it out, maybe move to another part of the map during certain prime time hours, because these gank guilds don’t last long. How many times have we looted the homes of these "fearsome" gank guilds after they disappeared... ;)
In addition, solo players are self-sufficient, if it's a single PK, their lives become more fun, and they don't have to waste time on meaningless communication. If these solo are peaceful, then by definition they will not play for long, they will just be bored, because they came to play, not to communicate. In any case, this "soloway" of yours is either a scam or stupidity.
 

Teknique

Well-known member
Jun 15, 2020
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In addition, solo players are self-sufficient, if it's a single PK, their lives become more fun, and they don't have to waste time on meaningless communication. If these solo are peaceful, then by definition they will not play for long, they will just be bored, because they came to play, not to communicate. In any case, this "soloway" of yours is either a scam or stupidity.
Speaking of stupidity. You’re basically saying that a solo player will be better off than being in his guild. Well human survivability and adaptability isn’t based off of knowing kung fu or being the smartest person in the world, nope, it’s based on being able to band together. Your position goes against pretty much all of human culture. But in general you do have a pretty poor sense of things based on your postings.
 

Melhisedek

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Dec 3, 2021
291
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Tindrem
Speaking of stupidity. You’re basically saying that a solo player will be better off than being in his guild. Well human survivability and adaptability isn’t based off of knowing kung fu or being the smartest person in the world, nope, it’s based on being able to band together. Your position goes against pretty much all of human culture. But in general you do have a pretty poor sense of things based on your postings.
I totally agree with your statement, but it's only true for real life or if this game were the only one in the world. people come to this game to distract themselves from real life, where public communication is really disgusting, so in fact, you personally are under your illusions and deluded, and pretending to be a professor of psychology.
By the way, in real life, it is much easier for some individuals to survive alone.
If you have a choice between a community of idiots or scammers, then by definition it will be easier for you to survive alone.
 
Last edited:

Teknique

Well-known member
Jun 15, 2020
1,848
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I totally agree with your statement, but it's only true for real life or if this game were the only one in the world. people come to this game to distract themselves from real life, where public communication is really disgusting, so in fact, you personally are under your illusions and deluded, and pretending to be a professor of psychology.
By the way, in real life, it is much easier for some individuals to survive alone.
If you have a choice between a community of idiots or scammers, then by definition it will be easier for you to survive alone.
You’re saying that his guild is making people less safe then if they played on their own. That only would make sense if they were involved in conflicts which he said that they aren’t. You also make the claim that banding together only helps in real life which I don’t think you’re able to provide any actual reasoning that makes sense because it doesn’t. You definitely didn’t make a strong enough argument to justify calling his guild a scam or stupid and it was totally unnecessary.
 

Melhisedek

Active member
Dec 3, 2021
291
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Tindrem
You’re saying that his guild is making people less safe then if they played on their own. That only would make sense if they were involved in conflicts which he said that they aren’t. You also make the claim that banding together only helps in real life which I don’t think you’re able to provide any actual reasoning that makes sense because it doesn’t. You definitely didn’t make a strong enough argument to justify calling his guild a scam or stupid and it was totally unnecessary.
I'm not going to argue with you and prove anything, it's useless. You've learned to tickle holes with your tongue, keep going, I don't care.
 

Sally

Active member
Dec 2, 2023
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To attract solo players, you need ways for solos to deal with a group. When i say "deal with", i don't mean fight off the zerg.

What is the most logical way to deal with a group of people?

In real life.. If you knew you could not outrun a huge group of people, and you were going somewhere dangerous, what would you do?

You'd hide.

The game needs stealth mechanics.

A "sneaking stance", where your character crouches down. In this stance, their nameplate won't pop up when the cursor goes over them. They will move slower, but their footsteps will be silent (depending on the skill level). Also, this should probably counteract alv sight. When stationary, the character should crouch very low, to allow hiding behind things. NPC detection radius should be reduced when in this stance.

With that one addition, you'd have a way for a solo player to evade the zerg in an immersive way. It would also add a whole new dimension to the game. Also, if zergs really wanted to be thorough, they could still find you, but at the cost of a time and energy investment on their part.
 

Midas

Active member
Feb 25, 2022
257
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the addition of sneaking and stealth would be dope however i see it going poorly as alvarin clade is already able to abuse the movement speed in the game to outrun anyone. the only way i see it being implemented is in the alvarins favour wich would be rediculous lmao. you think its bad now getting ganked on any charecter that isnt one? just wait till they can move in sneaky stealthy groups to gank solo players.
 

DarkWizz

New member
Mar 13, 2023
16
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Friends, the original idea of the post was that you need to add to the game the ability to quickly search and quickly organize a group of players in order to spend a couple of hours in the game and play without having to join a guild. And you went into "secrecy" in conversations :)

PS: Please like the first post if you like this idea and let's hope the developers will hear us.
 

Sonal

New member
Mar 6, 2023
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I would love some type of Local Party System, key word, Local. I believe within 4-600m or near a POI.