Make Mortal Sandbox Again !

Kashyk

Member
Dec 27, 2020
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Please feel welcome in sharing ideas about how a sandbox will shine

How a new player would step into mortal and really see that players around have thousands of hours in the game and what it created

We are a small community of players with hundreds or thousands of hours in the game

This should show

How about if we come to agree that there is a new players guild

A yellow tabard guild that houses new players

Other guilds who receive requests would agree that the player should come from inside that guild

The yellow tabards would be partly graced by other players

And be let to explore the game and welcomed untill they evolve into one of the guilds


Imagine a player stepping into something like this

I ain't saying this is a good idea

It's just the concept of seeing a gaming community who acts in certien way would defiently make them feel they stepping into somewhere special

Every new player who would be looking for a guild would be directed to join the yellow tabards

Where he would be welcomed , assisted , and directed by he's playstyle to where he would later join

Maybe make some new player friends on the way and continue their journey with them


This is a sand box ...
We should create the content ..

What ever it is


How about if we ask the devs to create a mini boss out side every keep

Where he would drop a specific colored cape

That could be something like a first taste or first step to be celebrated joining the alliance of those keep holders


And thinking of capes


What if there were ranks of capes


For murderers , or murderer killers


Something to progress in that isn't levels


Right now we have do 1000 tasks for a cape


How about if capes had rank on them and killing reds / blues , would rank up the cape


People love cosmetics and the progress in a sandbox shouldn't really be about tasking or leveling up


The whole kill 10 come back system is really not something to belong in a sand box


What about an NPC in the tavern


Who rewards glory / gold by kill trophy's


You should be able to go and ride out

Kill as many what ever as you like


And come back and be rewarded by the success you had



Kill 10 come back is a grinding system that feels nothing like a sandbox and has no freedom on it


What if every spawn in the game was the same system as outlaws but not static in the place it spawns


To go hunt for heads or trophys you would have to really explore the map

Run into other players

Fight

And return from a journey into town


And talking about town


The broker in town kills the feeling of a living game


What if there were player shops

Stalls hosted by NPC's who holds the guild name
Or player name


Just so a new player steps in

Sees a bunch of different shops

From different guilds

Or players


Making him see that there's people around


Who actively stock the shop

Or place buy orders in them

And he would have to walk around

Checking the shops

Seeing what's changed

That itself could be good time to spend in the game


Just walking around the players/guilds bazzar checking what's up what's new to buy or what's new that they could sell


And if we're talking about player shops


What about a bulletin board


A place where players could place notes

Requests

Party seeking

Buy orders of their shops


Just like a community forum Inside the game


I think mortal has so much potential

I hope it reaches where it deserves to be


A true sandbox game


With the most important part of full loot pvp


God bless Henrik n the team


If you've red this far please post some concepts or ideas you would like to see in the game


Don't worry about how these systems could be abused

That should not be your replay

For every problem a solution
 

finegamingconnoisseur

Well-known member
May 29, 2020
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It would seem like the definition of sandbox has changed with time, or people in general have forgotten it.

What you're describing is community action, which is all well and good, and I encourage and support it.

But a sandbox is something entirely different, and yes we do need to bring more sandbox into MO2.

Let me give a few examples from my own experience.

The Elder Scrolls II: Daggerfall allowed players to create their own spells from scratch, with the only limiting factors being the player's available gold and mana. You could create wildly custom spells to suit your playstyle or situation at hand.

Quest for Glory I: So You Want to Be a Hero allowed players to pick up pebbles from the ground and use it as a tool to knocks things out of trees or create noise on a surface to attract attention, or as a thrown projectile weapon. You could drink a potion, then use that empty flask to fill it with something else of your choosing.

But the best example of what a sandbox game actually is, can be perfectly summed up in Ultima VII: The Black Gate.


Keep in mind that all these games came out a long, long time ago in the 1990s, which probably says a lot about sandbox games being a sort of lost art these days, replaced by less than sandbox ones but still wearing the sandbox title.

This is what MO2 urgently needs if it wants to bring sandbox gamers back. Not more grind, not more fluff like dungeons, mounts, armours, etc (which are all good things, but in themselves are not sandbox).

It needs the sandbox, complete with both the sand and tools, and let the players go wild with it and create the sandcastle or whatever their imagination leads them.
 

Teknique

Well-known member
Jun 15, 2020
2,006
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We need mo1 sieging and tc system desperately

- manganons purchasable at keeps only which will immediately flip them from completely useless to indispensable
- remove siege windows
- introduce boulder running and I guess limit the amount of boulders you can bank since banking works different now
- remove w.e mo2 unique sieging mechanics like supply camps or whatever that nonsense is.
- guild stones must now be housed within a house stronghold or keep and are destructible


This will immediately launch an orgy of death and destruction and the server will ignite with activity. It may lead to similar numbers or even less than what we have today eventually, but this is after the star has burned its proverbial hydrogen.

The risk is limited, the game risks simply being as low pop as it already is. Let the old kings fall and be worthy of their name in combat, like it should have always been.

In other words, to inject some mandatory toxicity many if not most of mo2 Andy’s survived solely off of henriks feminity and cowardice
There must be war
God wills it
 
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Emdash

Well-known member
Sep 22, 2021
3,471
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We need mo1 sieging and tc system desperately

- manganons purchasable at keeps only which will immediately flip them from completely useless to indispensable
- remove siege windows
- introduce boulder running and I guess limit the amount of boulders you can bank since banking works different now
- remove w.e mo2 unique sieging mechanics like supply camps or whatever that nonsense is.
- guild stones must now be housed within a house stronghold or keep and are destructible


This will immediately launch an orgy of death and destruction and the server will ignite with activity. It may lead to similar numbers or even less than what we have today eventually, but this is after the star has burned its proverbial hydrogen.

The risk is limited, the game risks simply being as low pop as it already is. Let the old kings fall and be worthy of their name in combat, like it should have always been.

In other words, to inject some mandatory toxicity many if not most of mo2 Andy’s survived solely off of henriks feminity and cowardice
There must be war
God wills it

I feel like at this point all the shitters would prol just zerg up.

The barrier of entry for speccing a char is too high for most people to even waste their time for just one moment of griefing these dudes out of the game. I dunno if there are enough active players who want the world to burn to make it burn without bringing back their friends, and a good portion of them are gonna tap out when they see how stupid the grind is now.

All those dudes are full spec and just derping around. They have so much house money, it would be interesting to see if they could even be impacted at this point.

SV built this world, tho. I truly believe THAT part is working as intended. Fuck being content for the kinda dudes who would run akrep tasks 24/7 for weeks to get max mastery. It's a joke.
 

Teknique

Well-known member
Jun 15, 2020
2,006
1,479
113
I feel like at this point all the shitters would prol just zerg up.

The barrier of entry for speccing a char is too high for most people to even waste their time for just one moment of griefing these dudes out of the game. I dunno if there are enough active players who want the world to burn to make it burn without bringing back their friends, and a good portion of them are gonna tap out when they see how stupid the grind is now.

All those dudes are full spec and just derping around. They have so much house money, it would be interesting to see if they could even be impacted at this point.

SV built this world, tho. I truly believe THAT part is working as intended. Fuck being content for the kinda dudes who would run akrep tasks 24/7 for weeks to get max mastery. It's a joke.
Definitely the zergs have had too long to entrench.

The clade and mastery grind is one thing, but the trinkets is where I draw the line. I don't think it would stop actual server wars though

The good news about sieging is it isn't about defeating the enemies characters, structures, or guild, its about defeating their mind which is often very fragile.