Travel time, the one of the most mentioned problems, which severely limits the number of players.
Many real life friends would like to play the game with me but all of them mentioned me the same reason why they can't play MO. The reason for this lies in the travel time. Everyone has a job and they don't have enough time to take part in dungeon events with the guild.
This is one of the most criticized points of MO and this criticism often comes from veteran players who have been playing the first game for years and understand the influence of fast travel mechanics and the problems that can arise.
This massage was one of the reasons why i made a thread about different reasons to fight. https://mortalonline2.com/forums/th...re-interesting-for-all-types-of-players.8975/
The concerns with fast travel via Moongate spots
1.-The biggest concern is that that valuables can be transported safely !
(That could destroy the trade and the economy. Fewer players would roam around. The RPK players always hope for good loot and the players who transport things have to organize a caravan and make more profit by taking the risk of a transport)
2.- That the players won't roam/travel around as much and that the skipable sections of the map might be empty. (This is particularly annoying for RPK players)
3.-That a guild can mobilize large armies much faster in a siege battle and let them move through a moongate, without having to pass certain choke points, that the defenders can guard
4.- The expedition length would be reduced. Maybe a player would get less lost. It would be easier to memorize the ways.
5. PVE Players want to be somtimes as far away from RPK Players as possible,
to have their peace, or if someone has made himself too many enemies.
Mechanics to limit fast travel and to prevent exploitation and all of the above concerns about the fast travel mechanics
1.- The safe transport of goods must of course be prevented, and could be done if the Developers restrict using a portal with stuff in your Inventory or on your horse with horse bags, and if the Developers don't place the magic moongate spots too close to cities. If these are placed 10-15 minutes away from the cities, players could still be catched. This would prevent players from using the Moongate Spots to transport valuable items or materials. Players who want to return from a raid or dungeon with loot do not have an empty inventory and therefore cannot use the Moongate Spot, but it would reduce the time to travel to the dungeon and that would make the game more attractive to players with a job and only a few hours to play.
2. To prevent the problem that the skipable sections of the map might be player empty they would have to be filled with the most valuable points of interest beside dungeons, so people want to farm a lot in those sections of the map.
3. To prevent the attackers from having an advantage during a siege and to allow the defenders to defend certain strategic choke points they Moongate enter Location (green Dot) could be placed behind a choke point and the purple circle from the picture above (where the players randomly spawn) infront of a choke point. Depending from which side you come, so you cant skip the choke point.
The guild that is using a moongate could reach the opponent's keep faster, but the Dev´s could make this kind of fast traveling uninteresting during sieges, by adding a huge HP and stamina debuff during keep sieges or in general. Some of the HP and Stamina bar may be blacked out instead of greyed out. A debuff that lasts about as long as it would take to reach the target location in a conventional way.
This is how the problem was solved in Conan Exiles.
4. The expedition length would defenetly be reduced
but on the way home the players can get lost again, because with with my above suggested restriction the players could not use such a moongate location with loot in their inventory and Starvault could also add a cooldown for using a moongate.
5. Moongate Spots would make it easier to follow a player, but at least the player would have a debuff on his HP and stamina Bar
and the cooldown for using a gate again would become active.
As I just described in detail in this thread, it is developmentally possible to eliminate all sorts of exploits and concerns about introducing fast travel methods through various mechanics such as debuffs, cooldowns and inventory restrictions for fast travel in order to make the game more accessible and interesting for a larger audience !
A small calculation example in order to draw attention to the importance of this proposal.
A dungen run Event with the guild take 40 Min preperation time + 40 min travel time + 2h dungeon visit + 40 min travel back time = 4h and this is too long for the avarage player that have arround 2-3 h time to play the game.
A player short on time could log out after the dungeon in the Wilderness or a house. This saves him 40 minutes and if the time
for the Journey to the dungeon is shortened aswell, he could take part in guild events and would continiue to play the game.
Other Ideas to reduce travel time.
Atm i have 3 Accounts. I in Bakti to make 1 vs 1 PVP and small scale PVP from time to time, to farm colanos and to join a group of my guild, if they make a sator dungeon run. A second character that is looged out in a house near the Necto Dungeon, if there will be an event, so i can just log him in, when the players arrived to save 50 min travel time from Meduli and 1 character i have loged out in Meduli, if someone need help over there or if the town is getting attacked.
You will see that many players might stop playing if they have to sub multiple accounts, only because they can´t play 8 h a day ! This is the main reason why fast travel is so important !
Many real life friends would like to play the game with me but all of them mentioned me the same reason why they can't play MO. The reason for this lies in the travel time. Everyone has a job and they don't have enough time to take part in dungeon events with the guild.
This is one of the most criticized points of MO and this criticism often comes from veteran players who have been playing the first game for years and understand the influence of fast travel mechanics and the problems that can arise.
This massage was one of the reasons why i made a thread about different reasons to fight. https://mortalonline2.com/forums/th...re-interesting-for-all-types-of-players.8975/
The concerns with fast travel via Moongate spots
1.-The biggest concern is that that valuables can be transported safely !
(That could destroy the trade and the economy. Fewer players would roam around. The RPK players always hope for good loot and the players who transport things have to organize a caravan and make more profit by taking the risk of a transport)
2.- That the players won't roam/travel around as much and that the skipable sections of the map might be empty. (This is particularly annoying for RPK players)
3.-That a guild can mobilize large armies much faster in a siege battle and let them move through a moongate, without having to pass certain choke points, that the defenders can guard
4.- The expedition length would be reduced. Maybe a player would get less lost. It would be easier to memorize the ways.
5. PVE Players want to be somtimes as far away from RPK Players as possible,
to have their peace, or if someone has made himself too many enemies.
Mechanics to limit fast travel and to prevent exploitation and all of the above concerns about the fast travel mechanics
1.- The safe transport of goods must of course be prevented, and could be done if the Developers restrict using a portal with stuff in your Inventory or on your horse with horse bags, and if the Developers don't place the magic moongate spots too close to cities. If these are placed 10-15 minutes away from the cities, players could still be catched. This would prevent players from using the Moongate Spots to transport valuable items or materials. Players who want to return from a raid or dungeon with loot do not have an empty inventory and therefore cannot use the Moongate Spot, but it would reduce the time to travel to the dungeon and that would make the game more attractive to players with a job and only a few hours to play.
2. To prevent the problem that the skipable sections of the map might be player empty they would have to be filled with the most valuable points of interest beside dungeons, so people want to farm a lot in those sections of the map.
3. To prevent the attackers from having an advantage during a siege and to allow the defenders to defend certain strategic choke points they Moongate enter Location (green Dot) could be placed behind a choke point and the purple circle from the picture above (where the players randomly spawn) infront of a choke point. Depending from which side you come, so you cant skip the choke point.
The guild that is using a moongate could reach the opponent's keep faster, but the Dev´s could make this kind of fast traveling uninteresting during sieges, by adding a huge HP and stamina debuff during keep sieges or in general. Some of the HP and Stamina bar may be blacked out instead of greyed out. A debuff that lasts about as long as it would take to reach the target location in a conventional way.
This is how the problem was solved in Conan Exiles.
4. The expedition length would defenetly be reduced
but on the way home the players can get lost again, because with with my above suggested restriction the players could not use such a moongate location with loot in their inventory and Starvault could also add a cooldown for using a moongate.
5. Moongate Spots would make it easier to follow a player, but at least the player would have a debuff on his HP and stamina Bar
and the cooldown for using a gate again would become active.
As I just described in detail in this thread, it is developmentally possible to eliminate all sorts of exploits and concerns about introducing fast travel methods through various mechanics such as debuffs, cooldowns and inventory restrictions for fast travel in order to make the game more accessible and interesting for a larger audience !
A small calculation example in order to draw attention to the importance of this proposal.
A dungen run Event with the guild take 40 Min preperation time + 40 min travel time + 2h dungeon visit + 40 min travel back time = 4h and this is too long for the avarage player that have arround 2-3 h time to play the game.
A player short on time could log out after the dungeon in the Wilderness or a house. This saves him 40 minutes and if the time
for the Journey to the dungeon is shortened aswell, he could take part in guild events and would continiue to play the game.
Other Ideas to reduce travel time.
The player should be able to choose between the two nearest Prists when using the nearest Prist function as a ghost.(Quality of life improvement)
Or at least he should get shown which one is the nearest prist. In which direction he get teleported. I would also love to have two different spawn locations. This would significently reduce the ghost walking time ! We shoudl be able to select between a home City spawnpoint and between the...
mortalonline2.com
Increase Horse movement speed and pet movement speed while you are riding on the roads !
If you leave the road the "Pet follow speed" and horse Speed could normalize again. Maybe there could be a timer. If you travel on a road for more then 2o seconds the speed buff could kick in.
mortalonline2.com
Atm i have 3 Accounts. I in Bakti to make 1 vs 1 PVP and small scale PVP from time to time, to farm colanos and to join a group of my guild, if they make a sator dungeon run. A second character that is looged out in a house near the Necto Dungeon, if there will be an event, so i can just log him in, when the players arrived to save 50 min travel time from Meduli and 1 character i have loged out in Meduli, if someone need help over there or if the town is getting attacked.
You will see that many players might stop playing if they have to sub multiple accounts, only because they can´t play 8 h a day ! This is the main reason why fast travel is so important !
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