Titles - no
Help Guide - no, find it yourself, its a hard game u have to figure out all by yourself or you have to ask a lot of question. Social interaction are important in a game like this.
Soloable dungeons - at some point u might be enable to but.... no. Its the main reason why I quitted Albion Online.
"Help Guide - no, find it yourself, its a hard game u have to figure out all by yourself or you have to ask a lot of question. Social interaction are important in a game like this."
Yea mortal online to this day has a super healthy population precisely because of this mentality.....oh right no it ded....awkward.
Information should never be hard to obtain. Learning should be as easy as asking. New players wont even know the right questions to ask. Have you ever done anything for the first time ever? I remember what it was like starting in mortal. You could describe it as a grind just to get to the point of learning. Lmao. It took me a full week to even begin researching guilds to join. I didnt leave that damn grave yard for a whole week. In the end all I accomplished there was wasting my time. So yes some sort of help guide with all the basic information you could need being neatly prepared and easily accessible with the click of a button is a fantastic idea.
"Soloable dungeons - at some point u might be enable to but.... no. Its the main reason why I quitted Albion Online."
It's not soloable dungeons that are needed per say. Though areas designed for limited groups is in my opinion healthy. Escape from Tarkov has proved that it isnt loss of things people spent time earning that drives them away from full loot games, it isnt a steep learning curve either. It is lack of activities one can do on their own that are meaningful and fun.
Let me expand on that. Bakti is where I spent the majority of my time in MO. I loved MO. After I joined a guild I loved it a lot more. Why did I quit after 4-5 months of hardcore play? Simple, If my guild wasn't online to do group play then I was shit out of luck. No matter where I went or what I tried to do solo it was either wasted effort or not fun. Why wasn't content I could do fun? Because I could not leave Bakti in any meaningful way and expect to make it back alive. So I was stuck farming undead, hogs, or bandits when solo. That quickly lost its allure but without my guild being online all I could do was hangout in or around town. boring.
Lets add on to that. Group play isnt decided by random people no matter the guild structure. When you join a guild you generally spend your time playing for the guilds benefit. It's efficient to do so. Better off the guild is the better off you are. It's also counter productive to achieving ones own goals. Achieving a dream is what makes most people log in the first time anyways. Be anything and do anything. But this wasnt really true in MO. Achieving the groups goals is what you end up doing.
Now you can argue all guilds are different and you just need to find the right fit. But this is predicated on the fact the right fit is easily identifiable and or accepting you in the first place. Most guilds that have experienced players are extremely picky of who they accept in the first place. In a world where anyone can be a spy or just dead weight as is the case with new players there is no reason to really accept them after you reach a certain count of quality members.
any new guild you find that isnt being picky needs you to work for the groups benefit. any guild that dosent need you for that isnt likely to accept you in the first place. Even if you find a group that helps you achieve goals that you want its meaningless if you log in and they dont have enough players that are willing to help you out in the first place.
MO and almost all "hardcore full loot games" have fallen into this negative feedback loop of new player logs in. Dosent have enough info to feel like progress is even being made, he either grinds on and finds a group or logs off never to be seen again. If they find a group that they like they play for a bit and then lack of meaningful and or fun content they can do solo or in small groups to advance their own enjoyment of the game is lacking so they log off never to be seen again.
What your left with is a player base of dedicated players that are often bored and contribute to the problem by hunting smaller groups of players just out and about trying to find fun. They want to fight but will very rarely take a fight they cant win or arent likely to win and end up making the surrounding areas basically no go zones for anyone that cant match them.
This ends in a slow death of the game for everyone. players need other players but mindsets like the one I quoted assure that eventually the playerbase dies off no matter how dedicated the core players are. No one plays a video game to not have fun. Getting into fights you have zero chance of winning isnt fun. Not being able to progress personal goals isnt fun. Being drowned in endless repetition with a naïve hope of progressing to a level that you can do these things isnt fun and ultimately fatal to the player base.
You can disagree if you want to. Most hardcore players bases have this tight fisted mentality on how the game should be and always seem to be looking for the perfect hardcore mmo. That and the death of all but 1 full loot game is my evidence for why this is the real problem and whats holding back this genre.
I cant play an MMO where I dont experience loss. I cant play an MMO if I cant take from others to progress myself. EFT is the only game that you can see out on the market after decades of different people trying that has achieved a state of mainstream and is a hardcore full loot game. They did this despite it's steep learning curve and high difficulty. They did this without artificially making the game impossible by withholding information from players. They did this by offering difficult but attainable solo player strats that almost anyone can learn and utilize from the get go and see success. Dont be like MO be like EFT.