My wishlists for fixes and changes

Xenom

Active member
Feb 23, 2022
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Prio 1 improve everday gameplay and current content

1) Clade

  • Make it worthwhile to farm in a group for clade
Option 1: make a group system where everyone gets the full clade for every mob killed and every task mob counts for the group

Option 2: for a easier fix just make it so everything is shared with everyone within 20-30m who you do not want to share with you can kill 😂

Reason: currently it just feels lackluster to play in a grp for mastery and a lot of the everyday stuff you do while waiting for bigger stuff to happen as it's no fun in a group to time hits for tasks on mobs, a helaer basically gets nothing and overall 30 clade a mob being split is ridiculous looking at what is needed for mastery.
Benefits: overall when there is more grps around farming it will also create better pvp fights compared to now where most farm solo for clade, while those looking for pvp are mostly in a grp. this change would basically make everything in the game more fun instantly and create massive grp content for pve and pvp.

i know this might be used to have ppl leeching but tbh who cares the benefit is way to big to not have this
  • add a group version of every task so you can go farm together in the area you are which is not feasable with 10 bandits or sartors...or even better let us choose how many and just scale it up on the formular you have. current group tasks are just not fitting for everyday content with beging dungeon tasks and also tasks should promote playing together while waiting for big pvp, dungeon runs etc..we got an mmo here after all 😀
  • make animals give the same clade as humanoid NPC's as there does not seem to be a valid reason why they do not

2) Dungeon and POI chests

Option 1: change dungeon and poi chests to be on a personal cooldown of 2h so everyone can do their daily routine alone or together when they got time and not have those playing off hours have all the benefit. 2h seem to be long enough to make you travel around but still offer some replay value.
Option 2: reduce chests respawn to vary between 15-20 mins and not let them fill up slowly but instantly, rare drops should still be rare but it's more about gold/h so it feels worth your time - everyone hates riding around for nothing all the time
Option 3: remove chests and add loot only to mobs

reason
Time invested in running around or do dungeon should be rewarding somewhat. Rare drops in dungeons should still be super rare but it's more meant so that when you go into a dungeon with a grp it's not looking at empty chests but if you survive you at least carry home some gold value and with the current design it's not the mobs having the loot but chests. just seems a waste of dungeon and POI content when lets say compared to the jungle POI dungeons are so often just a low profit run. On top an area should always be designed that it could "hold an alliance" and currently 1 ppl farming/doing stuff renders whole areas more or less useless

3) outlaws

having outlaws spawn out of the ground seems kinda not fitting and more annoying than anything else and the 1h respawn renders a whole area useless when even 1 player does farm them yet again...this is an mmo after all so we need a better system.

make outlaws camps that are empty with a chest in it. as soon as you open it outlaws spawn and after you killed them the chest is lootable. also put this chest on a personal cooldown of 2h or as option B a cooldown of 20 mins (personal CD would still be way better).

reason
this would yet again promote playing in a group and also remove this very unfun fact that they spawn on you when mining which is already tedious and unfun to beginn with but you are never geared to fight outlaws when doing so. they also negatively impact pvp fights often enough

4) Boss mobs
  • loot
make it so that boss mobs drop at least gold for everyone that fought them to promote doing stuff like the troll as a group, maybe limit it to the max ppl you designed the boss to be done with
  • respawns
keeping bosses on timers is also quite no fun

let us spawn boss mobs like trolls or dungeon bosses with tokens you can buy with prominence so guilds can do them when they got time. maybe cap it to like 5 a day.

reason

all this having mobs on cooldowns doesn't create pvp if you look at trolls as an example. they die fast and only those having it on cooldown know when to return, rest of the time it's empty. same for dungeon bosses...if you can spawn them a few times ppl will be there longer also creating opportunities for pvp

5) Mob spawn scaling

make mob spawns scale on how many players are there.

reason

i remember the fun times in darkfall when more players in the area meant more mobs spawning...was good fun. on top this way an area could offer enough things to farm for an alliance holding it and working together in the area they live in is yet again promoted

6) meteors

currently they are to sparse and most types are lacking decent rewards. make more valuable resources drop mostly by meteors and drop meteors in bigger numbers, maybe even increase the time they drop. increase open timer as it was before.

reason
they should be more part of the everyday gameplay and currently depending on time zone you got like 3 chances and if they don't drop in your area the fun is elsewhere to be found

Prio 2 current TC and alliance mechanics

1) rework siege mechanics
(already planned yay but as long not ingame this has to be listed)

  • sieges need a mechanic to be ended by the defender if no attacker shows up. maybe lean on what darfall had there you had to place 3 siege stones (i think it was 3😂) that the attacker had to defend for the first hour of the siege, if defended the attack could begin
  • create more siege weaponry to take keeps
ramms for the gates would just be more fitting than mangs, towers you can move to the walls slowly to get fighters in...it overall just is too much focused on manging without having a real castle fight feeling

  • siege performance
i know in a perfect world we would just have it open to everyone but looking at the past big sieges it might be necessary to limit the amount of attendees if no other option works out...better have a siege you can play than to have sieges with minute long delays on stuff


2) make keeps a social place also benefitting it's owner, allies and friends.
  • keeps should have more stuff that currenlty only towns have and some local boni in a seperate more accessible area. could be different crafting bonuses with a special crafting station, local auction houses, task vendors, supply npc's etc..
  • keeps should add a bonus for owner and allies while being in it's area like more fame, materials or whatever to make playing around an allied keep add something
  • do not make keeps impact starting cities as it was discussed, please just don't
reason
you know your players

3) alliance system
  • remove the current ally system and let us instead create an alliance where we choose a name and can invite guilds to. make it not cap on guild count but if you really want a cap on total player count of all guilds. no need to force guild merging and hinder small guilds from joining
  • finally add an alliance chat
  • change boni of points being taken like supply towers, relics, newly introduced OP to be shared between allies either on member size or with options the alliance can choose...it should be a benfit and engaging for every guild in an alliance to take part in stuff and have a benefit for it. overall most boni are so minor it wouldn't even hurt if everyone in an alliance justs gets the current full boni to make it easier to implement.
reason
same as for the clade stuff...mortal really needs to start making changes to benefit all those that attend stuff, on a player, guild and alliance level
 
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Xenom

Active member
Feb 23, 2022
102
83
28
Part 2

Prio 3 rework PK system & war dec & red cities

1) PK System

increase the penalty for PKing around cities and areas meant to be safer aka entrance areas for new players or areas more pve orientated players enjoy to play in dramatically. tho the current 30 standing is a start i think it needs refinement to offer a good middle ground or at least a massive rework of the war dec system.

currently having 30 standing for all faction areas seems a bit too much as these areas are super big and needs a another zone type. like a decent area around cities or guard tower areas were 30 or even 100 is fine, a new zone type like low sec in eve where it's more like 5-10 and the current lawless. new zone should be an area between lawless and safe area a good chunk away from cities and guarded areas and be seen as a less controlled faction area.

reason
i am not talking about removing the ability to attack or of creating a safe zone but only about consequences for being the PK. mortal needs to be more a sandbox than a gankbox to attract a more divers and bigger population that is not always smashing skulls when they see someone as it doesn't matter.
overall follow eve or albion with zone design...high sec, low sec, 0.0 or blue, yellow and red/black this proved to work for decades now still being a hardcore full loot experience while still creating flourishing sandbox games. you would also have to move more basic mats into safer areas and or move out more precious one out tho some of this had already been done. venturing into the danger should be more rewarding around and between faction connected cities the penalty for killing players and pets should be severe and being a PK should mean something.
currently in mortal PK's have it way to easy...like griefing with just a bow or a few mage mats in towns kills the fun for many with no risk or consequences for the PK's.

overall for player retention this might be one of the most important things to do tho i am not sure if it is not to late sadly…this should have been the first and most important thing to have 100% spot on from release - a bad name is sadly only decaying real slow on stuff like this with your past players

2) rethink center of the map, current steppe

the center of the map should be the place with the most valuable stuff to be fought over. having most up north ist just not promoting to fight over it by the different areas alliances can hold. it should be a no build, no keep high risk reward area. bigger task but long time benefit in my opinion

3) hot spots should be exluded from the pk system

stuff like sieges, fighting over relics, boss mobs, invasions spawn points these all should create a lawless area around them like outposts do now.

4) war decs

war decs should not be a 1 time fee but be an ongoing costs that is noticeable that cannot be so easily repelled. they should increase in cost the more you keep active with dramatic increases above 3-5. removing them should costs more like 500 gold the first time and not stop instantly but after a week. the guild that war deced should be able to repell this by accepting double ongoing costs. next repell should cost 1000g and result in triple ongoing cost etc…
  • Remove the need of 5 red players for a wardec and balance it over the ongoing costs. We need a way to drive out enemoy guilds out of a guarded area
reason
this would add an economic factor to it and an option to keep it active if you really want to drive a guild out of a safe area but with costs involved dor both sides.

5) bounty system

change the bounty system to have a bounty board so you can select more closer targets by distance, name and guild - we should be able to choose our targets on these preferences.

reason
the system overall would be so great and way more used if you touch it a bit. don't let this die out because of being neglected. increase payout and don't waste time on rewards that were promised for now.


6) Red Cities
change red cities to have red guards that only will maintain a civil lets call it pirate tortuga style area where outlaws aka red players with bad standing are not meant to attack each other in town.

reason
so at least even with TC these towns would have a purpose as currently not even any PK is using any of these and all these towns are basically dead with no auction house activities or anything.
blue players will get attack by guards on sight.

Prio 4 quality of live

1) regear


please make it so we can save loadouts that get taken out of a box to how you set them. max level would be like in albion or eve but a start would be mage mats box you can fill at least as no other playstyle is standing so long for a regear as a mage 😂

3) chests

rework the chest system to be working like the city bank
add rank access options to chests for guild and alliances for all houses

4) Deah log
Add a log about which player and more important which guild/alliance killed you - i know it was stated a name should be remebered in mortal but objectively we all need guilds/alliance names way more

Prio 5 rework alchemy and cooking

1) add skills you need to level up for ingredient gathering that increase your yield

2) rework stats on ingredients for alchemy and cooking so that you can ingame make an educated guess what the results would be. also add a ingame system that offers a way to recraft discovered recipes and write them down in an cooking/alchemy book.

3) Make way more of the bushes and flowers that are currently only dekoration be actuall materials you can gather for alchemly and you only can spot when you got the skills

4) Add a "forage" function so you can look around you so it shows where there is materials you can gather

reason
currently let's say for cooking an ingredient has a lot of stamina in it's stats yet cooking it totally changes the result to have nothing to do with stamina which just does not make any sense. cooking and alchemy are just stupid excel try snd error formulars which hardly anyone would do if there was no community sheets which still renders them badl designed ingame

Prio 6 Ships 😂

Prio 7 Sarducca because i like ships more and i doubt we have the ppl for another continent currently
 
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Embuscade

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Feb 11, 2021
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