Still people parroting 100k copies bought. That's made up.
has to be, gonna go back thru and read Thirdeye's post, tho, gotta give credit for length.
Still people parroting 100k copies bought. That's made up.
You mention 100k copies bought. but what is the concurrent playerbase? something under 8k right? and 8k was the threshold Henrik said just for the servers to stay up and break even.
The original title of this entire post is based on whether there should be PVE servers. There should not. That is not what this game is. What i find more concerning is how will this game remain profitable enough for its longevity. As it is, if subs were added tomorrow which is needed for game to survive, you'd lose 60% of your playerbase.
From what I understand, this game is the same game as MO1 with minor tweaks and improvements, as well as better graphics. MO1 failed as a game. Its ending population was around what, 300?
Based on that, I think fundamentally there needs to be some kind of change to encourage your less hardcore full loot pvp type to play this game. This game has a fantastic crafting system. People would pay and play this game just for that, even if they are never interested in PVPing. That is good for the health of the game. That's why I personally believe the systems that Albion Online has as well as EVE would be best for the health of the game. Why do i think that?
As it is, this is a niche genre. It will never be as big as a regular MMORPG. However, even by full loot pvp mmo standards, the population of this game is very small. I love this game and thats a concerning fact. But why is that?
If you look at games like Albion Online, it has created a space for crafters and gatherers not interested in PVP to learn their craft and have a place in the game. Its the system wherein resources are spread amongst a risk seperation. The low tier zones are no pvp with lowest resources. The mid tier zones are rep loss for pvp. The high tier zones are zero rep loss but best resources. Even the non pvper has to go to the high risk zones to get the best resources. It is a draw for them to go there because that is highest profit.
Ive known people in Albion that never played PVP a day in their life but played for years.
Ive known people that played for years and eventually loved it and pvped every day hence.
I dont think MO2 gives that ability to most players. The entire world is dangerous as long as you leave a city. The two main games of this genre that are successful support that framework of playing. By estimates on MMO population trackers, albion has 100k+ players a day. Eve idk.
The facts are this. MO1 failed. It was not profitable. Servers could not stay going. MO2 sold 100k copies sure. But we are down to less than 8k players a day. That is a bad sign. MO1 and MO2 are fundamentally the same game. What makes you think, based on the current population, that this game isn't already heading down the same path?
Albion Online, so i've been told, went through the same pattern of growth. They were a FFA pvp like MO2 currently is. Population went down to almost zero until they instituted the current system Albion functions by.
I don't understand why MO2 core community is so against a system that clearly works and is profitable, allowing that game to survive. Obviously Albion also has a card up its sleeve in that its also phone compatible, making it easier for people to play the game worldwide and has made it much more profitable, to the point that a company bought it out for many millions.
The backbone of every full loot pvp mmo is the pve community because they are the greater playerbase and they support the economy by creating items. Unfortunately, as far as i can tell in the current implementation of MO2, the entire playerbase are considered wolves and the sheep don't exist. We dont want the sheep to be pushed out and go extinct. Otherwise the fun ends.
I also believe that type of system would eliminate the need for balancing the current rep loss system around murders. Zergs could be fought in FFA zones the highest risk zones without any risk of not being able to enter towns.
I'm 100% of the belief that the game needs to bend its vision to a system that already works in full loot pvp mmo's that are successful. A genre mind you, which is already niche and small compared to the population of other types and genres of games. Its probable that the hardcore pvp mmo people are already playing games like that, which are successful. This is a very small niche of the population willing to play these types of games. If they are diehard fans of this genre, then they've already discovered and navigated to the few games that exist in this genre.
For a game like this to succeed, you need to steal the playerbase from those games which are already successful. I believe this game has the ability to steal that playerbase but not as it is in it's current state. Will that happen? Probably not. Henrik seems the idealistic type. He will make the game he wants come hell or high water. We will probably play mo2 until it dies and MO3 is released. Himself or his family will pay the price of a game that isn't profitable and doesn't have a high enough playerbase to support it. Idealism is good and all until it meets its arch nemesis; realism.
Some of the people in here are some of the biggest carebears in MO1 (even consider me a carebear if you want ahaha,) but almost none of them want less PvP. Most people understand the level of PvP now is too low, it's the new kids who never played a game like this that come in like... eh, moar pve? At some point between the introduction of the criminal action box and haven, SV decided the road to mass appeal is thru more restrictive anti-pvp systems, and it's not. It's not gonna make anyone stick to the game long term. They are still gonna quit. The only diff is they might hook them for awhile longer. MO1 was a bit too bloody OK. Blue blocking people who just spawned in or people who were starting to learn combat in the GY was pretty wack, ok, we can accept that, but changing the whole game to get rid of that? I dunno, man. That's the problem, in a sandbox, even if you change something it resonates... so now haven has been exploited and now people can fire arrows into crowds w/ crims off and if they hit a grey they get a hit, if they hit a blue, nothing happens. That's not good content.
(2/2)
sorry, PvEPVR? Plaver vs Realm? Player vs Roleplayer? Poland vs Russia?
I appreciate the reply and I know this initial one won't do it justice as it deserves more but I'm short on time.Mo1 was unrealized potential and MO2 is a larger more bare 'shell of' MO1. Mo1 with 3k people (assuming no lag or hax or w/e) would have been badass. I think people overestimate the amount of people who rage quit after getting killed. Just because, like I said, those people are sooo freaking unfamiliar with the type of game they have to make a forum post about how awful the game is. I mean if your post is I had fun for 8 hours in haven and got pk'd 4x in a row as soon as I spawned into Nave... it's like... how the fuck did you get PK'd 4 times in a row, did you try going A DIFFERENT ROUTE? What the hell were you doing in haven for 8 hours that was fun? lol. It's just weird. There are def enough people with a mindset to survive in MO, and while yea making a profit is a hurdle they may have a hard time overcoming, they have a better set up to make a flourishing universe... and the clock hasn't even started on that yet. We are in complete stasis. People are stacking mats and that's it.
Mo1 had a rough start, supposedly (I wasn't there,) but there are some problematic theories that are going to lead to failure of MO2. Like the theories of sheep needing to be protected. You think I'm one of those "HARDCORE GAM IF U DONT LIKE IT, QUIT" Nah, man. I geared many people and was always there to encourage people to stay, pick themselves up, etc. You can't change the universe though, only in that universe can things be created. It has to seem real. It's way too bent toward PvE atm. It's like 70-30, even if MO1, at its worst was like 20-80. I don't even know if 50-50 would be right for balance sake because the hardcore aspect makes even 'sheep' like the game more. The people who quit initially yea... but I mean I personally have recruited people to play the game and got them back into it, and people who you could make stay (in MO1) enjoy it. They might quit in the end cuz it's v stressful, but they will say they had fun at times, lots of fun. It's just not everyone wants that sort of 'ride,' but in terms of the type of gamers that are gonna make this game good, IMO, it's gonna take those.
Some of the people in here are some of the biggest carebears in MO1 (even consider me a carebear if you want ahaha,) but almost none of them want less PvP. Most people understand the level of PvP now is too low, it's the new kids who never played a game like this that come in like... eh, moar pve? At some point between the introduction of the criminal action box and haven, SV decided the road to mass appeal is thru more restrictive anti-pvp systems, and it's not. It's not gonna make anyone stick to the game long term. They are still gonna quit. The only diff is they might hook them for awhile longer. MO1 was a bit too bloody OK. Blue blocking people who just spawned in or people who were starting to learn combat in the GY was pretty wack, ok, we can accept that, but changing the whole game to get rid of that? I dunno, man. That's the problem, in a sandbox, even if you change something it resonates... so now haven has been exploited and now people can fire arrows into crowds w/ crims off and if they hit a grey they get a hit, if they hit a blue, nothing happens. That's not good content.
(2/2)
I appreciate the reply and I know this initial one won't do it justice as it deserves more but I'm short on time.
I will admit I know very little to nothing of MO1 and it's not fair for me to do a comparison in whether it failed or not as a game. I erred in that respect.
I've also not gotten very far in this game but I do have years in full loot pvp game Albion.
In some ways, I've come to notice the rep system in MO2 is actually more restrictive of PVP than albion. Please don't mind my comparison as it's the only full loot pvp game I have experience to compare too.
Games like these should never be pve servers.
I also think games like these need to offer space for unrestricted pvp.
That's why I'm an advocate for the system albion uses.
From what I can tell from the playerbase, this game almost restricts pvp too much. Which is the entire point of the game. There isn't a deep storyline to follow. It doesn't have a deep PVE system compared to your average MMO. PvP must be the focus.
I think PVP needs to be encouraged more without restriction.
But I also think there needs to be a space for PVE players to get used to the system and feel comfortable in the game until they become PVP players themselves. Or a hybrid.
In Albion I'd often gather in full pvp gear and kill other gatherers for loot.
I will be the first to admit I don't understand what the real vision for this game is and it's not readily advertised. If someone could give me a concise link to what this game is supposed to be envisioned by Henrik I'd appreciate that.
You'll never fully appease the pve players of a game. As much as I think they need a space to feel comfortable, I don't think that's the purpose of this game.
The PVP players are your core players. I think the current system has problems. A report system for murders? What do you do if you have two guilds that go to war that legit hate each other? Then everyone becomes a criminal. There should be completely unrestricted areas of the game for pvp. I'd like those areas to have certain draws to them so that even regular players would go there. But at the least these places could exist for Zerg VS Zerg wars to be fought without shenanigans.
I will definitely keep adding more constructive feedback as I become more familiar with the game. In some ways, the biggest drawback of this game to the greater world is the time sink involved just to learn basic things like making steel. I don't think it should be easier. But this game needs to educate its players better or promote their content creators better. My whole understanding of this game thus far is due to the few content creators that give info for this game.
Not finding the down for whatever group of adventurers I was looking for haha. Am gonna see if I can find some on the RP discord - anime tooth - cuz this shit ain't that serious to me. I just wanna chill and get some luls, if we die and lose all our shit oh well. I can make it back in the time before our next adventure. I can make gainz EZ, but I'm already bored of 'looking for the next lore' or whatever. I wanna just have stupid fun, pretend MO is real life for a few hours and deal with the consequences of what happens, laugh about it later.
i laugh at the concept of empathy because i am emotionally stunted
because empathy has any connection to the subject what so ever....
the game is literally made for people to kill each other aka PVP. I dont worry you're just wrongOf course it does. Not being able to recognize it is normal though, so don't worry about not getting it. Humans are generally very self-centered.
I agree with this. Quite honestly I came for the full loot PVP but i see myself staying and loving the game for the crafting system. Which, for myself I find odd. I can't name a single game I enjoy crafting in. That just speaks to how great the crafting sysyem is. It's an enjoyable loop to get resources, experiment with items you can make, find and read books. Just that loop can keep me busy for hundreds of hours. I doubt I would love it so much if it wasn't for the full loot pvp. It would feel pointless in a way.So your stance is that the mechanics of the game are inherently competitive and therefore it is unnecessary to focus on or even give any thought to people who are not the winners, correct?
This sort of thinking is often called 'gatekeeping' and is considered by almost everyone within a standard deviation of mean intelligence to be extremely shortsighted and foolish. Mortal Online is a multi-faceted world, and not many players will ever experience 100% of what it has to offer, which makes sweeping generalizations like yours even more foolish.
Hundreds or thousands of people play this game. Some will be PvP edgelords. Some will be crafters that spend most of their time chatting at the bank. Some will be PvE dungeon runners. Some will be gatherers. Most will be a splash of this and that.
You are saying that only one particular subset of these people have concerns worth considering... is that correct? You feel that only the real PvP-focused players deserve to have their thoughts heard?
All those who have a PvE server want a thumbs up.
I share those sentiments as a mostly pve player who enjoys exploration, crafting, and micro-tinkering for fun. But I wouldn't even be here if the game didn't have full loot non-consensual pvp.I agree with this. Quite honestly I came for the full loot PVP but i see myself staying and loving the game for the crafting system. Which, for myself I find odd. I can't name a single game I enjoy crafting in. That just speaks to how great the crafting sysyem is. It's an enjoyable loop to get resources, experiment with items you can make, find and read books. Just that loop can keep me busy for hundreds of hours. I doubt I would love it so much if it wasn't for the full loot pvp. It would feel pointless in a way.
intelligent, rational thoughts