- The economy is a mess.
In Mortal Online 1 there was a rare vendor that popped up every now and then around the holidays. Some kind of goat man with horns. Unfortunately I forgot the name. Was is Krampus Bukus ? This NPC could give out rare and one-time cosmetic items that have a high collectible value. These could cost e.g. 20 stacks of Incisium, Steel or even Cronite to drain the ammount of materials in the economy.
SV could counter inflation with a new coin. Effective immediately, the vendor could no longer accept the old gold coins. SV could implement that into the lore. The imperial bank has been cheating you and printing tipped coins for years. Therefore, new coins are no longer accepted. You could trade that 100:1 for a new Myrland Coin.Games without full loot always havea broken economy but also full loot games such as Ultima Online, Albion Online and Mortal Online have such Problems. Albion Onlien had such Problems in the beginning. After the Devs see that too many Gold in generated they stopped to produce COntent and worked on the Black Market. They made it possible to exchange Gold(Silver) into premium currency. With this premium currency you could do nothing then buying subscription. The more currency there is in circulation, the more expensive the sub will cost if you not pay with real money but premium currency, that could only be used for subscription ! If a Subscription cost 5000 Gold, no normal Player, not living below the poverty line would pay so much ingame Gold to pay for the Sub !
Only a few no lifers would do that and the game benefits from those players who are always online. The more popular the game is, the more attractive the game becomes to new and paying customers. We saw it in Albion. After the patch, the game had 15 times more players and made significantly more sales ! This method and the blackmarket fixed the economy Albion Online struggled with !
"- The dungeons were created for maybe 10-12 people. Without an instance system, any large guild can take out bosses in 1 minute. I have seen it personally. They are no challenge. It's terribly embarrassing."
The game should determine how many players enter the boss area. The boss's hitpoints could be scaled up as well as additional area damage spells could be added to the fight. The Queen could drop more eggs. A second Spiderqueen could enter the fight or additional mobs could be spawned by the miniotaur king. Just add a few doors into the boss room that are used from minotaurs to help their King.
The Loot like the Axe and the Egg are used for rare books. Give us more use for thise items. Fpr Players that already have the book. Maybe for crafting or to get rare materials.
- It is not a complete game.
More features will be added over time. S
- PVP
We need Player created points of interests (world Events) that trigger PVP !
@Henrik Nyström Open World Events In MO1 we had demon stones. Those could be combined in a small Quest to create a demon Pillar. If you placed such a Pillar it opened Portals to the underworld, through which innumerable demons walked through. These could be compared to airdrops in other...
mortalonline2.com
This is very important, becuase the world is very huge.
This sometimes prevents some people from roaming around, becuase it can take long time to find other another groupt o PVP with. However, if you know there's going to be PVP at a certain point and at a certain time, then you prepare for it and log in, becuase the PVP is a lot of fun in this game !
That's why we need a meteorologist NPC who announces meteor impacts in advance and where they will approximately hit Myrland and many other mechanics i meantioned in the thread abvove. This is just one of many ideas from the thread linked above!
- Quality of life.
More Quality of life updates could save us so much wasted time !
This player wrote
"It takes too much time to do stuff in this game
One reason it's hard to get back on after getting off is the sheer amount of time it takes to do something in this game. Just thinking about gearing up, getting my pets out of the stable, gearing them up, etc, traveling 30-60 minutes to a PvE spot or farming spot - not to mention the PvE spot might be farmed out already, or you might get ganked on your way there or back, making it all a waste of time"
Here my recomendation about a hireable Stable NPC !
How many new players died in the Jungle or somewhere where you can´t find a horse spawn, or you don´t have someone with you who can tame a horse. How many times your horse died and you had to destoy your goods from your pet bags, to be able to move.
I think we need a hireable stable boy and an NPC that sell carrier pigeons to contact him. If your horse die you should be able to contact your stable boy and he should deliver one of your horses from your stable to your location in the next 8-10 minutes. The horse should spawn behind you, to not break the immersion not seeing a rider delivering your horse. (like they did it in GTA)
Then you could take a cigarette break and continiue the adventure instead of getting frustrated, becuase you had to destoy your loot, sucide and spawn in town, becuase you have no taming. This would make the game so much more small group/solo player viable.
You wouldn't waste your time as much if something bad happend to your horse and it can quickly happen that the horse die under you ass, if you have ridden down a stone too hastily.
The second suggestion i want to make is primitive crafting without a workbench. Being able to survival craft arrows, a primitive bow (compareable to vendor bow) and a primitive woodcutting axe to farm some wood for survival-crafting would be awesome. The primitive wood cutter axe should give much less yield and it should take a while to gather enough wood to craft a bow, so you can't easily grief other players continuously after you died, but it should be possible, so you're not constantly being forced to go back to town when you run out of arrows, or if a part of the armor breaks. We should at least to be able to craft a primitive survival armor without a workbench from simple lether.
Lack of reasons to get on daily
There really is nothing in this game to get you to log in daily. No farming, pets to feed, daily quests or rewards, etc. It makes it easy to log off and never log on again.
It takes too much time to do stuff in this game
Some people not have enogh time to do dungeon runs.
Personally, I think we really need a Fast Travel. No player cast moongates or recalls, but there should be strategically placed and connected magic locations (moongate spots). There's a lot that can go wrong with any form of fast travel, but the game can also benefit from it, if you think about it enough. Many players fear that too many players could use such moongates, so that there are hardly any players roaming around, who they can kill and that entire armies could be moved through a moongate during a siege. That the farmers would nowhere be safe from Pks. That Items could be transported without any risks and so on.
This all could be prevented if done correctly !
First, these Moongate location would have to be placed strategically. No less than 15 minutes from the nearest town away, to allow players to be catched. "Many players fear that too many players could use such moongates, so that there are hardly any players roaming around" Between the routes that can be skipped through using connected Moongate locations, to reach a dungeon faster and to save some time. This could be prevented by adding many more strategicly placed points of interest in those areas that can be skipped, so that these sections of the route are also interesting for PVP and PVE players, so that there are enough players roaming around in these areas !
It could be prevented that entire armies could be moved during a siege.
The Moongate could only let 12 players through per hour. Exactly the number of players the dungeon is designed for.
During siege battles, the Moongate places could be turned off completely.
SV could prevent players from traveling through the Moongate with items and i could require some kind of Moonstone, that cost Gold! Then the players would still have to build a house near the dungeon to equip themselves. They would then have to ride back with the loot, since you cannot take these items through the Moongate! Nevertheless, this would be spare one stretch. You have to calculate with 1 hour of preparation. 1 hour way. 2 hours Dunegon farming and 1 hour way back. 5h is too much for many players. That would cut the time down to 4 hours !
The Game would benefit from that !
For excample if nnone of your friends are online in the morning but you want to have some fun fights in GK or mine a bit. It would take you 15 min to the Moongate spot, 15 min way to reach GK to get some small scale PVP in town for several hours and then you can return to Meduli or Bakti in 30 min. You would save at least 1 h travel time !