Mortal Online 2 First Impressions - YouTube It's already happening, Just like Mo1, Mo2 is already getting a ton of bad reviews. This guy was probably by far one of the more annoying review/youtubers I ever had to suffer through watching, and he was quite stupid. But it's very telling of some of the warnings I have given about adding some tool tips and other noob friendly things to the game.
My main concern is that the current tutorial isn't revealing enough of the gameplay mechanics to the fresh player. I would suggest a detailed explanation of each weapon type advantage/disadvantage, as well as allowing noobs the ability to try each of these weapons. (Just giving them a sword isn't enough) Let them try, Axes,Mauls, Spears, PoleArms, Maces, ect....
I'd also offer a explanation in the crafting as to how much material usage is used in making weapons/armor, as well as being able to see the results before using the materials to see how strong the weapon/armor you are making.
The Games tutorial for sure needs to show case magic as well as the other schools, so for future update I would add Ecumenical,Spiritism,Necromancy schools each to the tutorial for testing. I feel like it's just a flaw in marketing to not showcase some of the coolest things about the game. I love magic in games I play, if I didn't know of all the different types of magic in a game I might not play it for example.
Finally I would show off what a BeastMaster is, and what a MA is, I would also add MC to the tutorial. Let noobs play with Lances on a Horse, and Bows on a Horse. Let them try to tame a Cougar or Black Bear or something. That way you can explain the importance of zoology and loring up those animal skills for specific pets.
While you are at it, explain how butching/cooking carcs can be used to lore up as well. Show that you can get materials out of the carcs and use them for items.
3:04-3:18 he explains there's no tutorial an he has no idea what to do. Seems to be a real common theme in the reviews of people who hate Mortal is that they want solid gameplay direction. Task, some sort of quest or rewards system beyond Kill Zombies for craft books, use craft books for better items, use those items to kill stronger monsters for better items. Die, then repeat graveyard grind.
Mortal Online 2 - A Sandbox PVP MMO reviewed by someone who hates Sandbox PVP MMOs - YouTube In his second review, he pretty much wraps up a point I had, about the game needing more content, and how it's bare bones and the hardcoreness of the 2 games basically make it so you have to farm skeletons or other mobs indefinitely.
(I made a post recently explaining the importance of lowering mobs difficulty for solo players, I've made a poll and the community voted on wanting more monsters, I made another post about daily log in bonus to get gold/items so you aren't just farming skeletons, I made a post almost a year ago about maps in the game because new players will get lost and most people don't like how dead 99% of the world is) It's almost crazy to think about, he touches on how you can't keep anything safe from the roaming mobs of the player base, and that a lot of players won't want to play because there is no means of keeping the things you have. (Remember my Castle Defense Post?)
The player base basically hated me for making all these points on multiple forum post. Every single idea I had, and yet other people outside this small gaming community share the same opinions as I do. Lastly he explains how if your content is literally just up to the players roaming around killing each other, rather then actual content, then the game will die once the player base dies down a bit. Lol Omg I made a post about that too. It's almost like Mortal2 is destined to fail, because the developers don't understand the difference between "Hardcore" and lazy game design, and a toxic player base that hates anyone with a outside opinion. This guy literally suffered trying to craft something.... Think about that.
And though there is more to Mortal then what was originally shown, this is a good example of what the game looks like to a new player trying the game out for the 1st time, and I doubt most players are even going to play it as much as he did, if they encounter as much frustration as he did. There is a difference between hardcore and no game play. I think I have seen multiple times now people in Help Chat In GAME, saying... So what is there to do? Nobody knows, because you just join a guild in this game and roam around with them. That's the emphasis on the game play. A game needs more in it, then just a player playing to be enjoyable.
They need beginner area dungeons in cities like (Tindrem Sewers) Then after that another dungeon a (Medium difficulty Dungeon) just outside the city, so there is a mix of a little bit of danger and more reward. Finally a Higher Tier Dungeon. Content should be split apart into difficulties so that players don't go blind and die trying to (Figure out, If I could kill that monster or dungeon ect)
Same with Crafting, you shouldn't have to waste materials seeing what is good or isn't good. It should also properly explain that mining rocks makes better items. However another fear I have is most won't stick around to make those items once they learn how long they have to mine the rocks. (You can increase how much rocks you get from nodes and increase the spawns, it wouldn't lower the cost of the items as much as people think) If it takes me a month or 3 as a solo player to mine for Tungsteel for example playing 4 hours a day casually after work. Then how many players new to the game will play for 1-3months in order to get that tungsteel or steel? And that ties back into another post i made that Farming vs Items is heavily in favor of the game not rewarding the player enough for the time spent farming. In Mo1 for example there was only a few mobs in the game that made it so you made off with a bit of gold per a hour when comparing Durability cost of weapons vs gold gained and repair cost to buy a new weapon and repeat again. It felt miserable. If i buy a Metal Weapon off broker for 10g the durability on it should give me back 3x that gold value on basic mobs at least. Or I should be getting 3x the gold from basic mobs or both. Because Player interaction really matters in keeping a game alive.
My main concern is that the current tutorial isn't revealing enough of the gameplay mechanics to the fresh player. I would suggest a detailed explanation of each weapon type advantage/disadvantage, as well as allowing noobs the ability to try each of these weapons. (Just giving them a sword isn't enough) Let them try, Axes,Mauls, Spears, PoleArms, Maces, ect....
I'd also offer a explanation in the crafting as to how much material usage is used in making weapons/armor, as well as being able to see the results before using the materials to see how strong the weapon/armor you are making.
The Games tutorial for sure needs to show case magic as well as the other schools, so for future update I would add Ecumenical,Spiritism,Necromancy schools each to the tutorial for testing. I feel like it's just a flaw in marketing to not showcase some of the coolest things about the game. I love magic in games I play, if I didn't know of all the different types of magic in a game I might not play it for example.
Finally I would show off what a BeastMaster is, and what a MA is, I would also add MC to the tutorial. Let noobs play with Lances on a Horse, and Bows on a Horse. Let them try to tame a Cougar or Black Bear or something. That way you can explain the importance of zoology and loring up those animal skills for specific pets.
While you are at it, explain how butching/cooking carcs can be used to lore up as well. Show that you can get materials out of the carcs and use them for items.
Mortal Online 2 - A Sandbox PVP MMO reviewed by someone who hates Sandbox PVP MMOs - YouTube In his second review, he pretty much wraps up a point I had, about the game needing more content, and how it's bare bones and the hardcoreness of the 2 games basically make it so you have to farm skeletons or other mobs indefinitely.
(I made a post recently explaining the importance of lowering mobs difficulty for solo players, I've made a poll and the community voted on wanting more monsters, I made another post about daily log in bonus to get gold/items so you aren't just farming skeletons, I made a post almost a year ago about maps in the game because new players will get lost and most people don't like how dead 99% of the world is) It's almost crazy to think about, he touches on how you can't keep anything safe from the roaming mobs of the player base, and that a lot of players won't want to play because there is no means of keeping the things you have. (Remember my Castle Defense Post?)
The player base basically hated me for making all these points on multiple forum post. Every single idea I had, and yet other people outside this small gaming community share the same opinions as I do. Lastly he explains how if your content is literally just up to the players roaming around killing each other, rather then actual content, then the game will die once the player base dies down a bit. Lol Omg I made a post about that too. It's almost like Mortal2 is destined to fail, because the developers don't understand the difference between "Hardcore" and lazy game design, and a toxic player base that hates anyone with a outside opinion. This guy literally suffered trying to craft something.... Think about that.
And though there is more to Mortal then what was originally shown, this is a good example of what the game looks like to a new player trying the game out for the 1st time, and I doubt most players are even going to play it as much as he did, if they encounter as much frustration as he did. There is a difference between hardcore and no game play. I think I have seen multiple times now people in Help Chat In GAME, saying... So what is there to do? Nobody knows, because you just join a guild in this game and roam around with them. That's the emphasis on the game play. A game needs more in it, then just a player playing to be enjoyable.
They need beginner area dungeons in cities like (Tindrem Sewers) Then after that another dungeon a (Medium difficulty Dungeon) just outside the city, so there is a mix of a little bit of danger and more reward. Finally a Higher Tier Dungeon. Content should be split apart into difficulties so that players don't go blind and die trying to (Figure out, If I could kill that monster or dungeon ect)
Same with Crafting, you shouldn't have to waste materials seeing what is good or isn't good. It should also properly explain that mining rocks makes better items. However another fear I have is most won't stick around to make those items once they learn how long they have to mine the rocks. (You can increase how much rocks you get from nodes and increase the spawns, it wouldn't lower the cost of the items as much as people think) If it takes me a month or 3 as a solo player to mine for Tungsteel for example playing 4 hours a day casually after work. Then how many players new to the game will play for 1-3months in order to get that tungsteel or steel? And that ties back into another post i made that Farming vs Items is heavily in favor of the game not rewarding the player enough for the time spent farming. In Mo1 for example there was only a few mobs in the game that made it so you made off with a bit of gold per a hour when comparing Durability cost of weapons vs gold gained and repair cost to buy a new weapon and repeat again. It felt miserable. If i buy a Metal Weapon off broker for 10g the durability on it should give me back 3x that gold value on basic mobs at least. Or I should be getting 3x the gold from basic mobs or both. Because Player interaction really matters in keeping a game alive.
Last edited: