A bit of a rant. I'm stoned and felt like writing some thoughts on the game. I'm still very much enjoying my time even with it's flaws - waiting patiently as the updates will come.
Obviously one of the big discussions going on is population.
I've noticed almost all of the streamers that have called it quits are people who do nothing but PvP.
No crafting, no PvE'ing, no roleplaying, no adventuring, no imagination, no content creation other than purely going around killing anyone and everyone with no real rhyme or reason other than to do just that (not saying that I don't support this type of gameplay, I most definitely do).
When I play a game like MO2, I see a lot of potential within the base platform we are given. I completely understand we are lacking content, end-game features and plenty of bugs/issues still need to be resolved. But I think a large portion of players that have quit are the ones who strictly only seek out PvP of some sort. Whether it be murdering noobs, finding legit fights, griefing or just wanting the action, these types of players aren't going to survive the early days of MO2.
There's also a difference in how a person plays the game depending on their age/gaming history, in my opinion. When I come across people my age (mid 30's) I find the situations rather satisfying and often the reason that reminds me why I play the game. I love PvP and I love the combat, but I'm not rushing into it. I play a good/neutral role and I find that it's more appealing to me to have a disadvantage of getting jumped or attacked, rather than being the attacker. If I win that fight that I didn't even start, I'm going to feel incredible. If I sneak up and murder an innocent blue player who is half dead fighting mobs and he ends up killing me, well, I'm probably going to rage quit because I had the advantage and blew up. I'm more sour now than if I were the one being jumped.
But do people like this really think they're going to stay satisfied? We all know not everyone is cut out for a hardcore full loot mmo like MO2, but it goes to show you that even the people who complain about the population are usually the ones who contributed to losing the little we had. It doesn't matter if MO2 was completely polished or not - if a new player can't even make it out of the graveyard without being harassed to no extent, then the features and content will mean nothing to them anyway.
With all this said, again, I know for a fact MO2 is nowhere near finished or polished to the extent it should/will be.
But I think if the mindset of certain players was shifted a bit, and could realize the game they're playing isn't a battle royale or a game like Chivalry, then they might enjoy other aspects that it can offer (yes I obviously know this is where we all would like more PvE & content in general). I'm not saying you shouldn't be able to just PvP - I get it and I fully support players that just want to do that. I am just saying that the proper content and end-game features are not in play for those players to thrive. Another issue is that the PvE is good but there just isn't enough of it. A lot of people complain the map is too big - to be honest if I could imagine like 2-3 more continents that were filled with 50-100 different types of mobs and items/things to explore etc - I think that would help keep the PvE'ers in game. There's a food chain inside a hardcore full loot mmo. Crafters need PvE'ers to thrive and PvE'ers = PvPer's food. It's just a chain reaction we're seeing. As new players come in and vets murder noobs, the new player leaves and then the griefers/red players have nobody to kill but other vets or guilds with proper skill. This leads to guild war but currently there is no real incentive of war between guilds other than drama, so the guilds fall off.
Incentive incentive incentive. It starts all the way at the bottom and effects everyone at the top. If you can reach one group of players to keep in the game indefinitely for whatever that reason may be, it will likely create a chain reaction. One player always needs another to thrive in a game like this.
Flame on.
Obviously one of the big discussions going on is population.
I've noticed almost all of the streamers that have called it quits are people who do nothing but PvP.
No crafting, no PvE'ing, no roleplaying, no adventuring, no imagination, no content creation other than purely going around killing anyone and everyone with no real rhyme or reason other than to do just that (not saying that I don't support this type of gameplay, I most definitely do).
When I play a game like MO2, I see a lot of potential within the base platform we are given. I completely understand we are lacking content, end-game features and plenty of bugs/issues still need to be resolved. But I think a large portion of players that have quit are the ones who strictly only seek out PvP of some sort. Whether it be murdering noobs, finding legit fights, griefing or just wanting the action, these types of players aren't going to survive the early days of MO2.
There's also a difference in how a person plays the game depending on their age/gaming history, in my opinion. When I come across people my age (mid 30's) I find the situations rather satisfying and often the reason that reminds me why I play the game. I love PvP and I love the combat, but I'm not rushing into it. I play a good/neutral role and I find that it's more appealing to me to have a disadvantage of getting jumped or attacked, rather than being the attacker. If I win that fight that I didn't even start, I'm going to feel incredible. If I sneak up and murder an innocent blue player who is half dead fighting mobs and he ends up killing me, well, I'm probably going to rage quit because I had the advantage and blew up. I'm more sour now than if I were the one being jumped.
But do people like this really think they're going to stay satisfied? We all know not everyone is cut out for a hardcore full loot mmo like MO2, but it goes to show you that even the people who complain about the population are usually the ones who contributed to losing the little we had. It doesn't matter if MO2 was completely polished or not - if a new player can't even make it out of the graveyard without being harassed to no extent, then the features and content will mean nothing to them anyway.
With all this said, again, I know for a fact MO2 is nowhere near finished or polished to the extent it should/will be.
But I think if the mindset of certain players was shifted a bit, and could realize the game they're playing isn't a battle royale or a game like Chivalry, then they might enjoy other aspects that it can offer (yes I obviously know this is where we all would like more PvE & content in general). I'm not saying you shouldn't be able to just PvP - I get it and I fully support players that just want to do that. I am just saying that the proper content and end-game features are not in play for those players to thrive. Another issue is that the PvE is good but there just isn't enough of it. A lot of people complain the map is too big - to be honest if I could imagine like 2-3 more continents that were filled with 50-100 different types of mobs and items/things to explore etc - I think that would help keep the PvE'ers in game. There's a food chain inside a hardcore full loot mmo. Crafters need PvE'ers to thrive and PvE'ers = PvPer's food. It's just a chain reaction we're seeing. As new players come in and vets murder noobs, the new player leaves and then the griefers/red players have nobody to kill but other vets or guilds with proper skill. This leads to guild war but currently there is no real incentive of war between guilds other than drama, so the guilds fall off.
Incentive incentive incentive. It starts all the way at the bottom and effects everyone at the top. If you can reach one group of players to keep in the game indefinitely for whatever that reason may be, it will likely create a chain reaction. One player always needs another to thrive in a game like this.
Flame on.