Aside from the normal feedback of combat being too slow &being too zerg friendly, on top of AI improvements being needed - Here's my gripes outside of those.
Extraction timers
500 seconds from grinder and 300 second for crusher is absurd. People generally extract ore in bulk. That's 8 minutes and 5 minutes per 10,000 units. I just grinded 13 stacks of calx, took me almost 1 & 1/4 hours - This excludes the mining time and travel time. Then I have to process the materials from the extracted ore...YAY more timers.
MO1 had an issue with netflix afk playtime, don't make the same mistake in MO2. The map is much larger, obtaining certain ores takes a lot of time. Staring at a rock for a lengthy amount of time, then having to travel distances 6x that of MO1 is already tedious enough. Having to stare at a grinder/crusher timer etc for 1 - 3 hours is not needed, it only adds unneeded tedium.
Adjust ALL extraction timer lengths, increase the amount of resource per tick when mining and allow us to use multiple machines(especially when portables are added) When the game goes to persistent, the grind is going to be real, since no 100x skill/lore increase.
Avlarins speed
I'm going to quote myself from another thread for a TLDR; version
Bow potency
Foot archery was a meme in MO1 for most of it's life cycle aside from the periods of machine gun bows. Archery was only really viable for MA's and occasionally during sieges. Currently in MO2 bows are very potent - Their low stam usage and short draw times make them very strong, especially considering their damage output isn't bad either. You can pull off some nasty DPS without exerting to much stam in doing so.
Pushing mechanic
I know this is going to be changed, but it's something quite prevalent at the moment. Currently the most effective way of griefing, is using a shield and pushing people out of towns, off cliffs or into water. Ez loot and no murder counts. I'm guessing you guys just haven't had the time to implement the going grey aspect to push spamming yet like in MO1. Whole Flagging is still in its infancy, but just giving my feedback to make sure it's at least on the radar.
Roads
As we all know, Myrland is around 6x the scale of MO1's version. This makes everything more time consuming, especially since 1 char per account. Resources spread far and wide and some being regional means people are going to be traveling a lot. This puts a lot of emphasis on horse riding to cut time to travel, but even then, it takes a lot of time.
How about for roads, horses travel slightly faster and stam drain is reduced, while riding on them. When TC is implemented, allow roads to be built too. Other than this, I know carts etc are on the to do list, so bulk transporting will be a thing. BUT Don't make MO2 more of a second job than what MO1 was pre Sardoodoo/TC expansion. Things should be difficult, but difficulty doesn't always have to = time.
Resource locations
Don't make the same mistake as MO1 with resources mainly being in a single region. Create more smaller pockets around the map for resources & pickables. It's fine to have a region with an abundance of X item(s), but make sure it's spread out in other areas in smaller abundance. I've seen some pickables and ores being spread a lot better compared to MO1, so that's a good job.
Allow people to fight over the smaller yield locations, and if they want to hit the jackpot then they can fight over the location with that.
Bank building size
Increase the size of bank buildings. Faburnum and Meduli is like an orgy in an outhouse. Too much people for the space available inside a bank.
Fabernum press
This one is half meme and half serious...but seriously.
This one hit me right in the feels. Where is the press at Fab? Come on bruh, you can't just add Wolf peach, Karaton, Red Jambura and Malus all close by and not have a Press in Fab. At least add one outside of the walls, like in MO1.
That is all, now I must head back to my extraction timers.
Extraction timers
500 seconds from grinder and 300 second for crusher is absurd. People generally extract ore in bulk. That's 8 minutes and 5 minutes per 10,000 units. I just grinded 13 stacks of calx, took me almost 1 & 1/4 hours - This excludes the mining time and travel time. Then I have to process the materials from the extracted ore...YAY more timers.
MO1 had an issue with netflix afk playtime, don't make the same mistake in MO2. The map is much larger, obtaining certain ores takes a lot of time. Staring at a rock for a lengthy amount of time, then having to travel distances 6x that of MO1 is already tedious enough. Having to stare at a grinder/crusher timer etc for 1 - 3 hours is not needed, it only adds unneeded tedium.
Adjust ALL extraction timer lengths, increase the amount of resource per tick when mining and allow us to use multiple machines(especially when portables are added) When the game goes to persistent, the grind is going to be real, since no 100x skill/lore increase.
Avlarins speed
I'm going to quote myself from another thread for a TLDR; version
In MO1, a Thursar player could catch an Alvarin with proper stam management, footwork and having a longer weapon usually helped. Now in MO2, a Thursar can just SHIFT W in a straight line and doesn't have to worry about stam management, because the speed gap is very close. Can literally sticky a mage with the shortest dagger in the game.
Alvarins have to invest 15 - 20 more attributes for their speed advantage in MO2, that is barely a speed advantage when other races are similar speeds and have more hp, stamina and damage than them. It's imbalanced. Any one who has PvP'd in the current state of MO2 or uses Alvarins understand this.
Bow potency
Foot archery was a meme in MO1 for most of it's life cycle aside from the periods of machine gun bows. Archery was only really viable for MA's and occasionally during sieges. Currently in MO2 bows are very potent - Their low stam usage and short draw times make them very strong, especially considering their damage output isn't bad either. You can pull off some nasty DPS without exerting to much stam in doing so.
Pushing mechanic
I know this is going to be changed, but it's something quite prevalent at the moment. Currently the most effective way of griefing, is using a shield and pushing people out of towns, off cliffs or into water. Ez loot and no murder counts. I'm guessing you guys just haven't had the time to implement the going grey aspect to push spamming yet like in MO1. Whole Flagging is still in its infancy, but just giving my feedback to make sure it's at least on the radar.
Roads
As we all know, Myrland is around 6x the scale of MO1's version. This makes everything more time consuming, especially since 1 char per account. Resources spread far and wide and some being regional means people are going to be traveling a lot. This puts a lot of emphasis on horse riding to cut time to travel, but even then, it takes a lot of time.
How about for roads, horses travel slightly faster and stam drain is reduced, while riding on them. When TC is implemented, allow roads to be built too. Other than this, I know carts etc are on the to do list, so bulk transporting will be a thing. BUT Don't make MO2 more of a second job than what MO1 was pre Sardoodoo/TC expansion. Things should be difficult, but difficulty doesn't always have to = time.
Resource locations
Don't make the same mistake as MO1 with resources mainly being in a single region. Create more smaller pockets around the map for resources & pickables. It's fine to have a region with an abundance of X item(s), but make sure it's spread out in other areas in smaller abundance. I've seen some pickables and ores being spread a lot better compared to MO1, so that's a good job.
Allow people to fight over the smaller yield locations, and if they want to hit the jackpot then they can fight over the location with that.
Bank building size
Increase the size of bank buildings. Faburnum and Meduli is like an orgy in an outhouse. Too much people for the space available inside a bank.
Fabernum press
This one is half meme and half serious...but seriously.
This one hit me right in the feels. Where is the press at Fab? Come on bruh, you can't just add Wolf peach, Karaton, Red Jambura and Malus all close by and not have a Press in Fab. At least add one outside of the walls, like in MO1.
That is all, now I must head back to my extraction timers.
Last edited: