To TC and the frustration
If you call something "control", then you should give control in some kind of form. Control the npcs in the next city as supposed to,
white list guilds that can access the city, adjust vendor prices, etc.. That is not the case - a Keep owner guild controls none of this in MO2 rn.
Guilds not fight for city control is a huge, enduring disappointment.
Like you said: there is so much wrong about the base game, BH and TC talk is kinda off topic..so let's stop here.
.. but still mortal is a sandbox and tons of ppl see pvp like this: nice to play in an environment where there is danger but do not actively play for pvp only.
Henrik himself stated himself he wants MO to be more of a sandbox and as it has been proven over and over in games like this: noone number wise wants to play a game where it's all about let's make it the so only pvp ppl want to play...
Fine! Look, we on the same page: sandbox yes, gankbox no and more players. That's nothing new.
Risk on me if i answer, i may end up losing my forum account. Very nice!
Gankbox, why are people in steel e.g.: on the graveyard, ganking? Belive it or not: there is no interesting active conflict going on,
the players can otherwise participate in. Boredom. These people are bored af! (A part from some few psychopaths or recruiters of cause.)
There are no area or playerbound rules to prevent that either. More POIs on the other hand did help a lil bit.
Sandbox does not mean no rules, it has minimal rules. E.g.: working TC does not align with minimal goals or the maximal freedom
character of a sandbox. If you don't believe me, you can talk to the "BRO" alliance about that.
But that's ok, in fact i like it! Different requirements come with that TC change and MO2 has not decided what kind of game it is yet, i guess.
Ways for players to express creativity and freedom are core pillars of sandbox games.
Just look at the way we kill each other, doing direct damage most of the time only. How boring is that? Where is the creativity in that?
Where is postbox on the house, so i can leave my neighbor a postit for "when it's tee time, she better bring cookies"? Where is that freedom?
It's not there because there are close to no tools that support this kind of gameplay.
Most systems support fighting directly or indirectly, exclusively.
Can you craft a mob/fish trophy for your house decoration? No, you can't. You have scales, food, ingredients for potions aaaand we're back to fighting.
Gobbeling up raw fish instead of cooking it with the skills/tools/lore and rename it to make a fortune with your secret recipe as suppost to?
It's not working and not a thing, not a priority to fix this sandboxy mechanic. Now, somehow, the lack of these kind of sandbox elements
is welcome to justify the game going softcore? Please.
What do you think makes a RP player leave the game in the long run (subscription):
a) getting flopped from time to time, on a not maxed out char, losing 26 campfires, 205 roses and 5 torches in the process?
or b) having close to no tools to RP?
So, back to your argument about sandbox: I can not see that, I'm sorry. If Heinrich wants to prove that MO2 is a sandbox, he has to
come up with
better working and more tools. You can not call it a sandbox just because of one mechanic, fishing. Until that becomes reality,
i refuse to accept this sandbox argument of yours entirely. BS. And don't take it from me! Take it from Wiki:
source:
https://en.wikipedia.org/wiki/Sandbox_game
[..] There are "a lot of varieties" of sandbox design, based on "a wide range of dynamic interactive elements".[2] Thus, the term is used often, without a strict definition.[4]
Game designers sometimes define a sandbox as what it is not, where a game can "subtract the missions, the main campaign, the narrative or whatever formatively binds the game's progression, and you have a sandbox."[2]