Honestly, if you're trying sell an immersion-based MMORPG you're targeting people in their 30s and up primarily. MMO audiences tend to be a bit older. RPG audiences tend to be a bit older. Then you're trying to market it globally on a single server so no matter where you put the server people are going to be experiencing pings of 150+ in relatively high numbers. This game would be a fundamental failure if it's aimed primarily at professional counterstrike players because that shoots the middle finger at soooo many members of its target audience.
The real-time combat seems to be there for the immersion factor. Being in a first-person perspective swinging a sword manually puts you into your character's shoes. That is the level of twitch I'd consider essential to the game.
You don't need a high degree of twitch for combat to feel very immersive though and this isn't the appropriate format to push the bounds of what a 16-year-old with a ping of 2 can do. Thankfully with the promised special abilities, they could really push the depth and challenge of tactical gameplay a lot further than they did in MO1. And I'd love to see them really pursue that. "Low twitch" doesn't have to mean "unskilled". And this game is only low-twitch compared to arena shooters etc. It's extremely high twitch even in the current system by MMORPG standards.
This is false. Myself I started before I was 10. But the reason no MMO can hold me playing is due to all of them has trash combat.
MMO players are simply a type of player, no matter the age.
The reason FPV MMOs exist is because someone wanted to mold a FPS with a MMO, which is the single greatest thought since gaming was born.
This game sold as many copies as it did based on its promises and vision. The vision said fast paced real time combat where skill matters. Not slow snail pace where gear, pets and numbers matter. That is a big reason why 20k pre orders became below 100 players in the end.
It kind of seems like you're trolling but I'll respond like this was a serious post. The turn-based combat would ruin my immersion entirely and the uniquely immersive atmosphere of Mortal Online is a huge selling point of this game to me.
Since our immersion got ruined by snail combat that makes even grendparents fall asleep, why not simply complete the ruin by making it turn based since thats essentially you all want.
You want to slow down combat to fix problems that will be here with slow, fast, quake or snail pace combat. The problem wanted gone will only be gone with a turn based system where you are limited in doing damage to 1 person more than 1 time until he has defended himself.
You want all players to be on the same page with no advantages/disadvantages, that can only be done by making MO2 turn based.
Making this game turn based would require a total overhaul of the entire core premise of the game and would have like 2% support among its current audience. The only basis for reasonable discussion to be had is you support the general premise of the game.
People who believe in a slower more tactical real-time system have a place here.
People who believe in a fast action-based system have a place here.
People who believe the game should be tab-targeted, turn-based, or anything else that radically alters this game to stand for something entirely different than what it has been marketed as thus far need to find a game closer to their personal preferences. If you care about "fairness" how would it be fair to market a game as a first-person, real-time, non-targeted MMO, sell a bunch of copies at 39$ each to people who want that, then change it to a turn-based system?
No, you simply make it impossible to hit a player more than once until he hits you back. Almost like everyone is fledglings after a hit until they hit. Pretty easy, could be done by next patch. SEB GOGOGOGOGO!!!!