Three*@fartbox
You've played for two months and you believe you are the MOST qualified to talk about pvp balance and what the game needs.
Lmao.
Enough said.
1000 concurrent players is probably more like 2000 subscriptions a month(possibly more but not much). The game ran at a loss, on someones money. Either investors or otherwise. You elaborated on this yourself. I do not know how wealthy Henrik is but if MO2 can replicate "MO1 Success" it will run at a net loss of 2million+ a year. Perhaps if you cut resources down to just one or two developers and just a few moderators you could stretch this budget, but at the cost of efficiency. Perhaps there are other ways to cut down expenses but again they will have implications for such. You can't get a project like this "too low", it's going to be costly no matter what.I will stop you right there. MO 1 was around for 10 years. Most of its life it hovered around 1k players. It never made money and acrually lost money year over year. It didnt die. It never got popular. It was always a super small community of uber fans.
MO2 is nothing but a visually upgraded version. The server(the only one the devs will ever have) cant handle more than 5k players at once. If it makes it to 10k way way down the road it will be a miracle. There actually is very little room for influx of people.
Your ideas are not without merit if this was a commercial enterprise. But its not. This Henriks baby. The dream world he paid for. His own personal server, and he lets you play on it. Thats what MO has always been.
Your ideas are kind of wasted here.
1000 concurrent players is probably more like 2000 subscriptions a month(possibly more but not much). The game ran at a loss, on someones money. Either investors or otherwise. You elaborated on this yourself. I do not know how wealthy Henrik is but if MO2 can replicate "MO1 Success" it will run at a net loss of 2million+ a year. Perhaps if you cut resources down to just one or two developers and just a few moderators you could stretch this budget, but at the cost of efficiency. Perhaps there are other ways to cut down expenses but again they will have implications for such. You can't get a project like this "too low", it's going to be costly no matter what.
Henrik seems like a very rational man but it would be pure speculation to whether or not he wants Mortal 2 to have a large population or a small population. It would also be speculation to imply he could stomach the costs associated with this project if it is not profitable. The population is the metric for which we define MMO success, in fact it is the only metric which we can use, because the rate at which humans adopt your game is the consensus either good or bad. All other forms of measurement would be subjective.
But i'll leave you to it, personally I am indifferent, you can take all the pets away for all I care, I'm just telling you it would be detrimental to your already low population. However if in the future you decide differently, I can tell you what would make humans adopt Mortal Online at a greater rate, if that should ever become a priority for you. There is a balance to be struck in Full-loot games that allows casuals and "veterans" to exist together, it has been done before, the recipe is actually not that complex.
Your math would suggest that 50% of players would be logged on at most all hours of the day, when its probably around 20%.
If they can maintain 1000 concurrent players online with a subscription model, thats probably closer 5000 active subscriptions.
your trying to argue with mo comunity.... lmao, you are 100% correct, and you can easy fix all this random ganking, make it so you lose skill lvls when you die as a criminal and increase it the more murders you have... you will see how Roleplay will come back to the medieval fantasy roleplay in a blink of an eye... its a no brainer in my opinion... specially sense its an HARDCORE mechanic directed at the most HARDCORE group of the game, xD... i dont even mind special content for criminals... i just want for the criminal system to mean something hell even a reputation chart would do wonders for this game...I understand your feelings, your emotion in this case. But emotion doesn't keep the lights on. The players who enjoy being at the top of the MO2 skill caste need casual players too, to prey upon. If they leave, many of your predatory players will follow. Many such cases in history.
You didn't provide any evidence or supporting arguments that people would be willing to pay to play a game where they always lose against a superiorly skilled opponent. But you did use a chess analogy and I can appreciate that, being 2100 elo myself. For the same reasons that poker is far more popular then chess is that same reason that people won't pay to play games like MO2. In many cases, they won't even play for free. Most of our chess pros end up going into Poker at some point in their career because chess is very poor at generating revenue. MO2 gets a daily 1400-1600 players as of right now on the precipice of its most anticipated content patch. About 25% of those players are alts, potentially more. The game sold 500k copies. So it is safe to say that people aren't even willing to play MO2 for free in its current state. You are asking to make things even worse for yourself.
You said the only reasons people stick around in a full loot game is for skilled gameplay. If that's the case then why are Albion, OSRS and EVE much more popular games? They have low to mid tier skill-cap gameplay, they also have full-loot on death.
People aren't playing games for the reasons you think they are. They are playing to get a dopamine delivery from their brain on certain actions. Character progression is a great way to deliver that, so is a rare drop, so is winning a fight., and there are others. If you put players in an environment where they always lose, they just leave. The top of the MO2 skill caste have thousands up thousands of hours of practice, on-top of other advantages, It's not uncommon for them to play 10+ hours in a day.
That's a really tough sell to a normal person unfortunately: "Hi, come pay to play our game, you won't win unless you can devote 8hour+ days for many months, there's no guarantee you'll ever get there, but we promise you'll have fun if you can!"
I've already reached a point in my MO2 career where I don't even play the game anymore outside of safe activities and i've only been playing for a couple months. I log in to fish or duel. There's alot of content I will never see or be able to do because I am priced out of it as a casual solo player but i'm over it because I know I won't be paying the sub at this point.
I've played every single full-loot or partial-loot PVP game that was released from 1990's to now. Even obscure ones like Wurm online or Wizardry online. No one is more qualified then I am to tell you what makes or breaks a game. I've seen dozens of titles come and go, only a few survived the test of the time and they didn't do it because they "got lucky". They designed a game that people were willing to pay to play for long periods of times. This allows them to fund development and keep the game new and exciting.
It's not rocket science... But if you have any evidence or supporting arguments that enough people would be willing to pay to play a game like Mortal 2 to keep it running then sure, lets hear it.
Something similar was already part of MO1. After 5 murder counts you were red flagged and would get attacked on sight by any guard. Also players could attack you and not go grey. Also upon death, if you had a certain amount of murder count, you would get stat loss (lose a percentage of your character stars) that you then had to train back up. The only way to remove each individual murder count was to wait 8 hours of ingame time without getting one other one.It was much harder to be a murderer then.your trying to argue with mo comunity.... lmao, you are 100% correct, and you can easy fix all this random ganking, make it so you lose skill lvls when you die as a criminal and increase it the more murders you have... you will see how Roleplay will come back to the medieval fantasy roleplay in a blink of an eye... its a no brainer in my opinion... specially sense its an HARDCORE mechanic directed at the most HARDCORE group of the game, xD... i dont even mind special content for criminals... i just want for the criminal system to mean something hell even a reputation chart would do wonders for this game...
see here ya go again... the problem wasn't that it didn't work the problem was the game was getting to hardcore for the hardcore crowd... see a fantasy realm with stablished factions and role play elements shouldn't have different rewards/penalties from different playstyle's, it should be like rust you get a big group and rule the server... xD. enjoy the game i guess. gl to everyone in it.What a bunch of stupid suggestions...
"Stat loss", "8 hours in game to decrease count", "freely attackable"... penalties penalties and more penalties to murderers..
Jesus, are you sure you re playing the right game ?
There are tons of crappy games out there for you to choose...
Go play some Elder scrolls online or some of these carebear clones and stop trying to ruin the only good game we still have.
You wont be attacked in any of those other 638284 games out there.
Why do you have to complain about MO2 rules ?
God damn it.
Just stop.
The only change this game needed was to REMOVE NPC GUARDS that patrol outside of towns.
Period.
Let the justice be made by players, not by developers creating restrictions.
The difference is that on Rust theres no towns, with npc guards... and a max of 100 players per server.see here ya go again... the problem wasn't that it didn't work the problem was the game was getting to hardcore for the hardcore crowd... see a fantasy realm with stablished factions and role play elements shouldn't have different rewards/penalties from different playstyle's, it should be like rust you get a big group and rule the server... xD. enjoy the game i guess. gl to everyone in it.
People are asking for change so that the game can live on and their time investment isn't squandered as MMO's commonly absorb thousands of hours of investment from individual players.The difference is that on Rust theres no towns, with npc guards... and a max of 100 players per server.
MO2 is much better... you may have more than 100 players at same time, a single server so that everyone has a real identity... if you get a bad reputation, you have to live with it.
MO2 is by far the best game in the market.
If you want something exciting, stick with us here.... but if you want something easy-mode, pick up any of the thousand carebear clones out there.
Theres absolutely no problem.
Each person has their own preferences...
The problem is when someone starts asking for the devs to change game rules so that they wont be killed anymore, instead of simply playing something else.
My plan ?Manure what is your plan for keeping MO2 financially viable and to stop it from dying like its predecessors? Ultima,Shadowbane,DF1,DFUW, MO1 and others?
"Huge success" "We lost several people due to login issues"My plan ?
It was their idea to make this game.
They probably made a research before launching this game with these rules.
If it wasnt viable since the beginning, why did they proceed ?
I respectly say that you re wrong with your calculations...
This game was a huge success in the beginning, mainly because of its different rules and freedom it promised to give to all players... it sold thousands of copies, proving that people are tired of easy-mode games.
The big problem was the server capability.
They lost several people in the beginning due to those queue times to log in....
Now with subscription, they will earn even more.
What MO2 is right now is not new at all. It's following in DFUW, DF1 and shadowbane footsteps and thats just the full-loot clones, if we start talking about standard open-world pvp or partial-loot systems we have a dozen dead titles to go over. You act like there are not countless examples of dead open-world pvp games.Well, your solution, then, is to turn MO2 a clone of the other easy-mode games out there, so that it has enough money to survive.
If thats the only way it works, they should never have done this game with these rules.
You seem to be someone without the guts to try something new.
To you, only things that are established are the ones that will work...
No bold...
I think MO2 started well, and that they were brave for trying something different... and it worked in the beginning, noone can deny.
Those hardcore rules were exactly what lured people to try this game.
I hope they wont turn this game into easy mode.
If the high skill ceiling from Mordhau is the reason the game died, then Chivalry 2 would be a huge success after they dumbed down their combat to the lowest denominator. But go compare their steam charts lol. Maybe first person melee games are just not that popular with casuals? Just like full loot open pvp sandbox mmorpgs...I've played my fair share of low-pop games(sub 2000 concurrent) MO1 wasn't one of them (other then briefly trying the game) because DFUW was out at the time and DFUW had a superior player count and superior mechanics so playing MO1 was out of the question for me. Despite this it would be disingenuous to imply that DFUW was not also a low-pop game...because it was, it was on life-support a few months after its release. And my experience in low-pop games is exactly that; About half of all the users are daily and logged in most hours of prime-time and then the concurrent player count wanes during the night. But the same names are seen every day, with little variation. Definitely not the case with MO2 yet, It's still lively despite being a low-pop game. I see new names daily, I see new players daily, they typically do not stick around though which is an ominous sign. It's not uncommon for me to strike up a conversation with a new player in fab or tindrem, add them to my friends list and then never see them log in again. But the fact that they are even willing to try it in the first place could be a positive?
I have my doubts that MO1 had 5000 subs at any point in its life. Because I logged into it around the time DFUW was out and it was "very quiet" to put it nicely. Of course I could be wrong, but I would need to see some evidence first.
Here's a homework assignment for you: Yesterday Tatsuya ran into a player called "Slarti", a man singing while riding a pig. He was obviously new, having to be instructed on how to board a horse. But quite the impressionable lad and would be a positive addition to any gaming community. Try to find this character in game 4 weeks from now.
Also here's a great video on the fall of Mordhau from one of its most respected players:
Granted I understand the games differ from each-other in many ways but I find this video is very relevant to our discussion of skill cap, pet mechanics, melee parry based games, and player retention in regards to casual players. If players struggle to be competitive, they will leave. Losing their stuff when they die is ultimately not that big of a consideration, many people play Albion despite losing their items on death.
What MO2 is right now is not new at all. It's following in DFUW, DF1 and shadowbane footsteps and thats just the full-loot clones, if we start talking about standard open-world pvp or partial-loot systems we have a dozen dead titles to go over. You act like there are not countless examples of dead open-world pvp games.
It's not about making the game easier, it's about making the game financially viable which is necessary for its survival.
If the high skill ceiling from Mordhau is the reason the game died, then Chivalry 2 would be a huge success after they dumbed down their combat to the lowest denominator. But go compare their steam charts lol. Maybe first person melee games are just not that popular with casuals? Just like full loot open pvp sandbox mmorpgs...
Dumbing the game down with 1 button hard counters like pets while requiring even more grind from casuals who will need them to compete is a sure way to alienate the only intended target playerbase that would actually play the game.
Sorry to say, but MO2 will never be a popular game outside of this niche, the game is too grindy for pvp casuals and the pvers will never be happy unless theres a pvp toggle. They dont even have regional servers ffs and their only server is hard capped at 2k players. So if you overinvested in Starvault shares with your parents allowance then maybe this is the best time to sell before subs come in...
MO1 survived plenty of years with 200 concurrent players, Henrik will probably end up firing all devs except Seb that works for peanuts and use his trustfund money to keep the lights on. But if it dies then so what, some games arent meant to last forever, just enjoy it while it lasts if you find it fun.