In Haven tutorial, add all schools of magic for testing, also tell how much material usage is used in crafting, as well as results before crafting

PoisonArrows

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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.
 
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Kelzyr

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Although I doubt they have the resources for this, I think an on the rails tutorial where an npc shows you the ropes would be hugely beneficial.

Again, doubt they could do this but a voice acted npc for the tutorial would be ideal because hardly anyone is patient enough to read a wall of text, but people usually would listen to an npc explain something as you travel around town or something.

Wishful thinking on my part I think.
 

PoisonArrows

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Although I doubt they have the resources for this, I think an on the rails tutorial where an npc shows you the ropes would be hugely beneficial.

Again, doubt they could do this but a voice acted npc for the tutorial would be ideal because hardly anyone is patient enough to read a wall of text, but people usually would listen to an npc explain something as you travel around town or something.

Wishful thinking on my part I think.
I do game development/design myself and I can tell you right away that adding already existing weapons into a tutorial npc for you to choose from is easy to do. I could do it in a hour literally. (So they have the resources) Adding in Ecumenical/Spiritism/Necromancy to the Haven tutorial list is just as easy. Also they are using UE4 instead of their own game engine, and UE4 is known as being very user friendly and easy to create things. People often overestimate code, because to someone who doesn't know, it looks daunting to understand. But Code is basically just giving a computer instructions to do something, or using code to create something. Once you have that something already created, you can copy that same line of code to make it function, so in the case of the examples I gave, we can just take all the weapons and place them somewhere else in the game. In UE4 this is as simple as drag and dropping a NPC and then you need to configure the npc to have those available options and text on the screen for a player to choose a weapon. I promise it is easy to do. A lot of UE4 game development doesn't even require you to know code either. I can bend a Shape and make another shape and create a Forest, and then paint over it with a color scheme to make it look realistic, I can copy the tree's I made and downsize some and upsize some others and create a over shadowing.
 

PoisonArrows

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I can do voice acting too, but their website doesn't have any mention of hiring anyone right now except 3d artist. I've offered to help Henrik and private messaged him but I never got a reply back from him.
 
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bbihah

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On rails tutorial where you are given a bunch of free stuff but no option to bank it and at the end of it, you get killed by gankers and lose all your stuff. Good way to break the player in.
 
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Kelzyr

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On rails tutorial where you are given a bunch of free stuff but no option to bank it and at the end of it, you get killed by gankers and lose all your stuff. Good way to break the player in.

100% this, you would then be told to use the 'home priest' button, told how that system works, rez, and the npc would lead you to the bank to explain to leave your valuables there next time...only go out with what you're willing to lose.

Edit: Honestly the scenario could be set up where the NPC is feeling lucky, saying 'Eh, it'll be alright, normally I wouldn't bring all this with me, but I haven't seen a highway bandit in days. We'll probably be alright'
Then bandits come and kill you (make them actually impossible to fight, or even make it a cut scene) then follow what I said at the top of the post.
 
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PoisonArrows

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Honestly anything to help new players understand the game better. With a Emphasis on learning every weapon and magic style that is in the game, with updates to tutorial as the game gets more items. As well as letting them play as a BeastMaster and a MA, and a MC. They need a Entire section of the tutorial just to teach mining and crafting. Let the noobs play with Steel, and other high tier armor/weapons just don't let them keep it. And in Crafting show what books you need as pre-requisites, Don't just give that spam warning that you can't make the item. Okay, I can't make the item, tell me what I am missing, what books, what items ect. New players will get very frustrated very easily by this stuff. That isn't hardcore, that's just "Hardcore Pain in the Ass" I mean holy fuck, you see it play out in such a way as the guy in the video is so frustrated in his play through, and he doesn't know what books or materials to get and he spends the entire review trying to figure it out. Honestly I can't blame him for hating Mortal Online1 and Mortal Online2. And then the final icing on the cake, was the player base was horrible to him. Which yeah, id tend to agree, 99% of player engagement in this game is toxic assholes. That's when he makes the point that the game itself has nothing in it. And the world feels like a barren wasteland. Because the developers don't want to give players things to do, they want to leave "Content" to the players. Like wtf does that even mean, player driven content. There isn't enough shit to do in this game to make the claim that players can create anything beyond simple weapons and armor. And I have made post about this but most people for some amazing reason, disagree with me on half the post I make. But the reality is really simple. Most people who enjoy games, play them to enjoy them. If there is Nothing to do, then they aren't going to want to 1. Kill Skeletons, 2.) Buy Craft books with gold from skeletons to make better items with craft books 3.) Go kill bosses/players for better items, and then die and repeat step 1. That is the entire extent of Mortal Online Gameplay right now. You can argue that there is better mobs to kill for gold, but I made a entire post recently about Weapon Durability and Gold gained and there is only a few mobs in the game that are good to a solo player to farm them for gold investment vs cost to buy new weapons.
 

Najwalaylah

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Honestly anything to help new players understand the game better. With a Emphasis on learning every weapon and magic style that is in the game, with updates to tutorial as the game gets more items.
This idea seems pretty good, and the last part absolutely obvious.
As well as letting them play as a BeastMaster and a MA, and a MC.
This might even be brilliant, though it leaves out a lot of 'trying out Magic'. None of the above should persist past the limited stay in Haven, of course, nor lead to possession of greater resources.
They need a Entire section of the tutorial just to teach mining and crafting. Let the noobs play with Steel, and other high tier armor/weapons just don't let them keep it. And in Crafting show what books you need as pre-requisites, Don't just give that spam warning that you can't make the item. Okay, I can't make the item, tell me what I am missing, what books, what items ect.
Just don't let them keep materials.

But visiting librarians and browsing their inventories for books is also part of the existing learning process.

And as far as the video mentioned ITT, he left Haven without looking into Crafting there (if it wasn't available in Haven back in April, I do apologise) and then bitched about it being 'obtuse' to figure out. Perhaps something else was obtuse, as well, I think it might have been him.

...the guy in the video is so frustrated in his play through, and he doesn't know what books or materials to get and he spends the entire review trying to figure it out.
The title of that video does not 'say it all', but it does specify that the reviewer hates sandboxes. No-one's going to ignore that fact when he admists it up front. On its best surface, it's the kind of video some choose to watch because they like to see people rage, or look dumbfounded with their mouths haning open.

Also, it's from April. Look out your window, and it's late September already. :eek: Where did the time go?

  • This is a reviewer who calls full-loot PvP brutally unfair...
  • gave me a giggle by complaining after that about resting being leveled by having to sit down; I wondered at that point if he ever actually got beaten up by anything, in order that he might realise that sometimes, sitting the hell down is all you have the life left to do (rurns out, later in the video, he admist to never having been killed in the tutorial)...
  • he says "you will die, A LOT" but seems to have never recovered a lootbag in his MO career (right, cause he never died)...
  • compares trailer PvP with Gathering (chopping wood) and with PvE vs graveyard undead...
  • did not stay in Haven long enough to encounter any MOBs but pigs and undead; left early for Myrland (but note: did not have mentionable trouble finding the statues in order to leave)...
  • claims to have played MO1 but talks about 'no citizens walking around' in Tindrem, which he would have seen if he had played the first iteration?...
  • calls the city "too clean" after complaining about "brutal" conditions-- DUDE. Make up your mind! ...
  • he *did* remind his April viewers that this was early Beta, and that things "may change, and may improve"...
  • I did watch the whole thing but honestly, he struck me as not just opinionated (fine) but dishonest (NOT FINE)...
  • he was right about one thing with no question: It was like asking someone with a peanut allergy to review a jar of peanut butter. (Unquote.)
...And the world feels like a barren wasteland. Because the developers don't want to give players things to do, they want to leave "Content" to the players. Like wtf does that even mean, player driven content.
I think of the wars, the diplomacy, the spying, lying, alliances, treachery, the building and the breaking, the exploration, the relisious crusades, the building of the bridge, the events... and I just want to wrap it all up and give it to you. But I also want to say that "If I have to explain it to you, you ain't never gonna know".

But really, someone should start anohter Talar Matar Academy. It probably won't happen.

There isn't enough shit to do in this game to make the claim that players can create anything beyond simple weapons and armor.
Perhaps part of the problem is that you think of it as "shit to do"? Have you ever planned an in-game event? Are you waiting for someone else to step up, Dev or player? This is not a cruise ship with a recreation director keeping you busy so you won't notice you're basically trapped in a floating hotel in the middle of an unforgiving ocean.
And I have made post about this but most people for some amazing reason, disagree with me on half the post I make.
My dear fellow, there is no disagree button on these forums; if people disagree with you, they pretty much have to say why or you can dismiss their views.
If you can't stand to be disagreed with, then the meta-game that is the forum will being you nothing but avoidable grief and you'd be better off not reading the responses you get. The Devs do read what you post. No-one else matters. As a wise man once said, "Do not complain about anything to which you need not subject yourself."

If there is Nothing to do, then they aren't going to want to
1. Kill Skeletons,
2.) Buy Craft books with gold from skeletons to make better items with craft books
3.) Go kill bosses/players for better items, and then die and repeat step 1.

That is the entire extent of Mortal Online Gameplay right now.
Thus the "BETA" in the title.
You can argue that there is better mobs to kill for gold, but I made a entire post recently about Weapon Durability and Gold gained and there is only a few mobs in the game that are good to a solo player to farm them for gold investment vs cost to buy new weapons.
Cost to buy new weapons is an idea that kind of eludes me. I've had Risar Axes and some nice daggers and some blunt weapons that I basically mined Granum for, a few spears (ditto), some corpse-disposal spoils, and vendor weapons. I am certain there's a need for better weapons in combat, but for farming? I've got a hopeless lack of insight, I know.

About the better MOBs, though-- Confidentially? I've seen it done. "It" being killing better MOBs for money. There are indeed fewer very profitable MOBs that can be killed by a solo player than there are those that can be very profitable for a group.

It's like something about there being "power and safety in numbers" should be right on the loading screen. ...As it used to be in MO1.

The Mortal games allow for solo play, but do not cater especially to it. You are not guaranteed equality of results.

Paragraphs will make your future posts more readable. I'm so patient that I not only bothered to read your post without them, but also answer it, and in doing so to make it more readable for others. You might ask yourself if anyone is going to take that little trouble again.
 
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