One character per account

bbihah

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Jul 10, 2020
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Would be better to make a suggestion thread about the topic and with some ideas on how to do it differently, than sit here and complain about it happening as it is happening? :p
 

ElPerro

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Jun 9, 2020
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Would be better to make a suggestion thread about the topic and with some ideas on how to do it differently, than sit here and complain about it happening as it is happening? :p
already gave suggestions to the devs directly, and all I got was excuses
 

Amelia

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Jun 6, 2020
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I'm sure that Who play MO1 have different playstyle characters because sometimes want play as thief sometimes as warrior and sometimes as crafter. What can you say @Sebastian Persson about the skills in MO2 ,we 'll able to do multiple professions? In this case I'm agree with one char per account. Thank you
 

Valoran

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May 28, 2020
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I am a huge fan of the one character per account, for all the reasons already given.

I think it promotes a more solid identity that is sustained throughout your entire time playing the game, bringing real social consequences to your actions and creating a real sense of reputation.

Obviously having a reputation was already possible in Mortal 1, however this removes the ability to anonymize yourself through new characters.

I also appreciate the benefits to the economy and player trade, however as a player who had too many accounts to admit comfortably in MO1, I will be very sad to not be able to experience all areas the game has to offer.

Hopefully transitioning between skill professions wont be too difficult.
 
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Rhias

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That response frustrates me too, because I see it as an excuse so they can copy/paste what they had, but what they had should have always been better than it was imo.
Elementalism had projectiles. The could also copy paste projectiles, if the wanted to.
 

Zbuciorn

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Jun 3, 2020
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Hopefully transitioning between skill professions wont be too difficult.
If adjusting skills would not be too time consuming I could plan being extractor or gatherer one season and then crafter using collected resources which would be quite realistic.People could react to changes in economy or politics like in real life without using alts which lowers immersion feel.
 

Zbuciorn

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Jun 3, 2020
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Or just a disassembling skill. Most of the stuff in my bank was "trash" anyways, but worth to much to just throw it away. Like looted steel armor, weapons, and the like.
Having a new set of logistics skills like disassembling and warehousing would be great.
 

Rhias

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Having a new set of logistics skills like disassembling and warehousing would be great.

The disassembling skill has also a drawback: it could lead to leaking of recipes. When you disassemble a weapon you looted and get back resources, of every resource slot in the crafting, you're basically able to see what it was made of.
 

a.out

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May 28, 2020
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Its not excuses its how we want it designed
Hitscan is obviously inferior in this type of game when it comes to skillful, believable fight. Heat seeking missiles could be part of a mages arsenal for some direct spells (i.e. curses) but should not be the norm. So you chose the worse design. It's fine, it's your vision and better stick to it - but I for one can't see any reason behind it especially since you have shown it is technically possible to use projectiles instead.
 
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Eldrath

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Jun 18, 2020
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the Jungle. Meditating on things to come.
This has nothing to do with a 1-character account.

Getting your panties in a bunch over a bit of hitscan is weird. Many competetive games have it. Bullet drop is unnecessary to simulate an short distances. I´d rather have CS 1.0 shooting for competetive (or Quake 3) than ARMA.

It´s also magic, so explaining it is not a problem. Maybe SV should just call their fireball a "magic missile" - any DnD nerd will understand that it´s buttsearching then.
 

Kuroi

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May 28, 2020
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Naples, Italy
If adjusting skills would not be too time consuming I could plan being extractor or gatherer one season and then crafter using collected resources which would be quite realistic.People could react to changes in economy or politics like in real life without using alts which lowers immersion feel.

that would need a nice balance or nobody will look for proper crafters i guess
 
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ElPerro

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Jun 9, 2020
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Its not excuses its how we want it designed
That is dissapointing, you guys are wasting a huge opportunity to improve magic gameplay with UE4, remember first impressions are everything and its probably gonna be years before you release another magic school that has modern gameplay sadly...

This has nothing to do with a 1-character account.

Getting your panties in a bunch over a bit of hitscan is weird. Many competetive games have it. Bullet drop is unnecessary to simulate an short distances. I´d rather have CS 1.0 shooting for competetive (or Quake 3) than ARMA.

It´s also magic, so explaining it is not a problem. Maybe SV should just call their fireball a "magic missile" - any DnD nerd will understand that it´s buttsearching then.
Those games are also modern fpses, with bullets. Obviously hitscan is not that bad in something like CS GO but imagine if all spells from Darkfall where hitscan lol
 
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Eldrath

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the Jungle. Meditating on things to come.
That is dissapointing, you guys are wasting a huge opportunity to improve magic gameplay with UE4, remember first impressions are everything and its probably gonna be years before you release another magic school that has modern gameplay sadly...


Those games are also modern fpses, with bullets. Obviously hitscan is not that bad in something like CS GO but imagine if all spells from Darkfall where hitscan lol

As I said, just call a fireball a magic missile and it can be tab-targeted. Or have light beams. Lightning is also fast enough for hitscan.
Just change a few things around and hit scan is perfectly fine. They already said we´ll get projectiles for some magic, don´t see why it has to be ecumenical stuff.
 

Speznat

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May 28, 2020
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Tindrem
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Something needs to change with it, which was my point in bringing it up in this one character per account thread, SV can't rely on copy/paste of old systems into the new game because the reality of having only 1 character effects a lot of systems. We used a multitude of characters per account, and multiple accounts to work around a lot of pain points and sometimes just bad design in the old game.

If most of those design decisions get simply ported over into the new game, having only 1 character just greatly exacerbates those same old issues, and we're left with something even worse and more frustrating for vets but especially new players.

I might be out of touch, I thought what I suggested about magic and it's usefulness in the most basic gameplay loop possible was self-evident, but it seems a number of people disagree apparently, and that's fine, but I still don't understand why it isn't worth trying to make it better than it was for like 12 years or whatever.

If ecumenical is the school a new player starts with, and it's designed for utility, support, and pvp, then why is that the only school available to a starting player if you can't use it right away to actually play the most basic feature and gameplay loop?

We've been stuck with this system for so long I think we sometimes forget just how jarring an experience trying to play a basic mage is for a new player. Why is it so jarring? Because you can't do basic stuff with it, because apparently the starting school isn't meant to be used to hunt mobs? Is Spurting a pig to death a lot of fun when you could just kill the same thing in 2 hits or so on a brand new character naked with a worn short sword? You start out and your spells do half damage for twice the mana cost....how do we solve this problem...spurt macro for a couple nights until mental focus and mental offense or whatever are maxed...do all that and you still can't kill mobs as efficiently as you could with a worn shortsword with no skill.

it's just sub-optimal design and should be improved. Even if you have no interest in the playstyle yourself you should want the system to be fun and functional because it brings more people to the table to play, we should give people reasons to stick around instead of frustrating them until they just play a fighter, or worse, leave the game. Hardcore should not equate to not fun.

If ecumenical isn't the school for basic fun PvE, or the basic gameplay loop, then it shouldn't be the only option to start with! UE4 has basic scripts for projectiles ya? well then fiddle with some of that and let us play with some little nukes that aren't hitscan and let us see how it feels. We all know that instead of doing this in the alpha, they're just going to copy paste the old system here, and I think that's a mistake, and a missed opportunity.

This isn't rocket science, you should be able to start the game, choose the path you want to take, and it should be fun to play from the start...so you keep playing.

To bring this back around to the point of the thread, because we will have only 1 character, the systems that make it into the new game have to evolve into something better than what we had before or they will inevitably be much worse.
i think you still forgot that henrik said 1 char will have the equal amount of skills and opportunity than 4 chars in MO1 so wtf are you talking about?
 

Rhias

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i think you still forgot that henrik said 1 char will have the equal amount of skills and opportunity than 4 chars in MO1 so wtf are you talking about?

He didn't say this. At least I'm not aware that he said that. He said 1 MO2 char will have more than a MO1 char, but he never said 4x the amount of MO1.
I think he has less than 4x in mind to increase player interaction, and reduce self sufficiency.
 

Valoran

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May 28, 2020
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i think you still forgot that henrik said 1 char will have the equal amount of skills and opportunity than 4 chars in MO1 so wtf are you talking about?
When did Henrik say this specifically?

It is my understanding that we will have one combat specialisation and two crafting professions at best.

Have I missed a comment he made about this? Being able to have one combat specialisation and four crafting professions would make player trade a lot less common, but I would certainly love it personally.