remove TRINKETS, add in Siege/Donk/Molva/Lyk:

Jatix

Well-known member
Sep 30, 2020
882
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What are you talking about? magic trinkets don't belong in a magic fantasy game?
Technically. MO is full loot open pvp sandbox. You are supposed to drop your shit when you die. Having a 1000g ultra rate trinket that doesnt drop on death that gives you benefits isnt in the spirit of MO.

I personally dont care that much but they were still a waste of dev time and should have been done after actually important changes.
 

Hodo

Well-known member
Mar 7, 2022
1,067
941
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Technically. MO is full loot open pvp sandbox. You are supposed to drop your shit when you die. Having a 1000g ultra rate trinket that doesnt drop on death that gives you benefits isnt in the spirit of MO.

I personally dont care that much but they were still a waste of dev time and should have been done after actually important changes.

At this point, does it matter? I mean its in game, and its to late to cry about it now. It would take more effort to remove them than just leave them in place.
 

Gulith

Active member
Apr 5, 2021
174
133
43
Technically. MO is full loot open pvp sandbox. You are supposed to drop your shit when you die. Having a 1000g ultra rate trinket that doesnt drop on death that gives you benefits isnt in the spirit of MO.

I personally dont care that much but they were still a waste of dev time and should have been done after actually important changes.
A lot of shit aren't, but sometime conveniance is better.
I'm all for removing any protected container too ... but would it be in the spirit of MO? yes and no ...
Without soulboundness, trinkets would be dumbed down a lot, or nobody would wear it ... coz who want to change his primaries config every death ...
 

Pocketss

Member
May 21, 2022
39
35
18
I can’t wait for sieging!!! When that came out in Mo1 it was so broke. So many exploits. GMs had to be there just to watch both sides. No one knew what was bugging out or what was being exploited. Letssssss Goooooooo!
 

Emdash

Well-known member
Sep 22, 2021
3,182
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What are you talking about? magic trinkets don't belong in a magic fantasy game?
So your irony wasn't so ironic after all ... that's what you think, trinkets shouldn't be there in the first place ... which is weird, since it should have been there since launch. What made a lot of people quit without being able to put words on it, is precisely the lack of random loots that makes your farm sessions more fun. Until trinkets, you knew EXACTLY what you would get when you went to places.
Shit was boring and useless before, now you can just farm some bandits ... you never know!
fills up hotspots, creates pvp ... it sure doesn't belong at all ...


hotspots are more core than sieging, for one simple reason : sieging is useless if you don't have stuff to fight for ... ego dramas are just bandades.
there is no point to add siege before you have enough shit to fight over, like there was no point to add housing before you could really live in it.
Now you want your base near bosses.


- Shouts are moral boosts/debuffs, that's not weird at all.
- what clade? not everything can be 100% logical ... what game does anyway?
- trinkets are very good long term goals.
MO need more long term grind, the trick is to not force the grind ... but game designers are still trying to figure out how to do that ... since players are just premature ejaculators, they just rush to the end ... and then get bored, and blame it all on others.
Apart for some skill exceptions, your character feels complete way to soon ... you get too fast to the "wtf do i do now", in a game whose main problem is lack of content ...
quite a dumb start, but maybe they won't do it for mo3 ... who knows.

One thing I'd say is "So your irony wasn't so ironic after all ... that's what you think, trinkets shouldn't be there in the first place ... which is weird, since it should have been there since launch." That's a weird sentence! NO! We went like 8 yrs on MO1 without trinkets and with no idea of them. I like Diablo. I like Grim Dawn, etc etc, but MO ain't that.

I've got more stuff to say!

This is basically how I feel: you say people get what they can and then quit, and maybe that's true... but the thing is that... hmmm... well, imagine a kind of pyramid with places for people to sit. The people at the top of the pyramid get gains, and some get enough gains to get bored (or just kinda play for luls cuz they are stacked,) if they quit, tho, what happens? Someone else rises up. Everything underneath shifts. That's also a 'long term goal.'

Trinkets are bad because they raw adjust things that should not be adjusted (IMO!) It's like if you had something in your house that made you go 15% faster for 2 hours, it would be OP.

The actual truth is, in speaking about my pyramid, what the grind was, as I said, is staying alive ( dances, ) when they lessened the danger and increased the 'loot,' to more average MMO type stuff, I think that's a bad directional change. I'd love to see better loot tables, as in mobs dropping more and more weird raw stuff that someone can process and eventually become something. However, having mobs drop stuff that changes your stats is wack, clade buffs are kinda wack. It's a big change. I am more willing to accept clade buffs because they have a positive, but in general they are imbalanced. Trinkets, to me, have no positive. like I said I never acquired a trinket in MO1, maybe some trash stuff I got myself, but def isn't my goal.

I feel like the statement "trinkets are very good long term goals" is something that SV would agree with, unfortunately, I feel the 90% of people who have quit so far don't agree. Even if trinkets dropped on death, it's still weird. Spell books/scrolls are also unnecessary grind imo, but prol came from people whining about mages being 'x silver worth of regs.' I dunno man. Remember, the idea is to create a world that people want to live in, that is progressing at a pace that you jump on to do stuff and keep up, if you are 'in the game.' Not like well I'm gonna put in an hour to farm some trinkets.
 

Gulith

Active member
Apr 5, 2021
174
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I feel like the statement "trinkets are very good long term goals" is something that SV would agree with, unfortunately, I feel the 90% of people who have quit so far don't agree.
you can feel all you want, the heart is still deceitful. People who are in a break, because you don't know if they quit yet, didn't stop because of trinkets ... in fact you may be like the 2nd guy i hear disliking trinkets, for all other liking it.
Sure it's not enough for people who overburnt on beta, to come back yet ... people will come back with TC & city building, because that's what they thought would be ingame soon after release ... and it's not because they don't come back because of trinkets that they dislike it ...
 

JunidO

Member
Apr 6, 2022
35
10
8
Star Vault will not make it a good game. They don't want to be a big game, so the game doesn't have to be good, at least that's how I see it.
 

Teknique

Well-known member
Jun 15, 2020
1,892
1,410
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Jesus this was 2-3 years ago and game hasn’t progressed from this thread. It’s all still relevant
 
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MK Player

Member
Feb 28, 2024
33
8
8
The problem with the game losing players is called subscription, it has nothing to do with trinket! 90% of my friends who stopped was clearly because of the subscription, if the game doesn't have anything new they don't pay the monthly fee, that's it... and that makes the game empty, people only pay monthly fees during content releases, in periods like this now they have no game time.
 

manure

Active member
May 7, 2022
319
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The problem with the game losing players is called subscription, it has nothing to do with trinket! 90% of my friends who stopped was clearly because of the subscription, if the game doesn't have anything new they don't pay the monthly fee, that's it... and that makes the game empty, people only pay monthly fees during content releases, in periods like this now they have no game time.
I dare to disagree... If the game is very good, they dont even need to add too many new things to keep the player base...because everyone is already having fun....
Everyone had fun in february 2022...the game was amazing, glorious.

When they started to focus on protecting players too much, it started to decay.... Adding tons of guards outside towns, in the wilderness, and ultra strong insta killing guards inside towns with x-ray also destroyed the game on a big percentage.

Anyway, its very simple to fix it once for all by doing mere 3 acts :

1- Remove 100% of the guards outside towns, and the ones we have inside towns must not possess x-ray vision, nor be teleported out of nowhere when a new criminal act happens.

2- Add, FOR CHRISTS SAKE, Thieving on this game. Make Trinkets stealable. People should be scared of pks outside towns, and scared of thieves inside towns. Thats what makes a game thrilling and interesting. If you want to play a nice and calm boring game with absolutely no danger at all, there is a pletora of choices in the market for you to choose. But Mortal Online should stick to its core, which is HARDCORE GAME.

3- Add boats, poisoning, tinkering, picklocking, climbing and gambling... Stop focusing in combat once for all. We need diversification...content... not battle moves, or new worthless armors or weapons.

Do these 3 things and we have the perfect game again... Subscription sucks indeed, but I would for sure keep paying for a game like this.
 

Xunila

Well-known member
May 28, 2020
785
871
93
Germany
I dare to disagree... If the game is very good, they dont even need to add too many new things to keep the player base...because everyone is already having fun....
Everyone had fun in february 2022...the game was amazing, glorious.

When they started to focus on protecting players too much, it started to decay.... Adding tons of guards outside towns, in the wilderness, and ultra strong insta killing guards inside towns with x-ray also destroyed the game on a big percentage.

Anyway, its very simple to fix it once for all by doing mere 3 acts :

1- Remove 100% of the guards outside towns, and the ones we have inside towns must not possess x-ray vision, nor be teleported out of nowhere when a new criminal act happens.

2- Add, FOR CHRISTS SAKE, Thieving on this game. Make Trinkets stealable. People should be scared of pks outside towns, and scared of thieves inside towns. Thats what makes a game thrilling and interesting. If you want to play a nice and calm boring game with absolutely no danger at all, there is a pletora of choices in the market for you to choose. But Mortal Online should stick to its core, which is HARDCORE GAME.

3- Add boats, poisoning, tinkering, picklocking, climbing and gambling... Stop focusing in combat once for all. We need diversification...content... not battle moves, or new worthless armors or weapons.

Do these 3 things and we have the perfect game again... Subscription sucks indeed, but I would for sure keep paying for a game like this.
I completely agree to your point 3 and to parts of 2! StarVault should finally add all the missing features from MO1 like thievery (it's a matter of how they implement it, like MO1 or with changes) and picklocking (I very much like to open chests in MO1). In MO1 we had skills to craft items for houses (all items! chests and everything else!), and now we have a vendor. I want boats. And I would like to get poison as alchemist and for combat.

But please stop to implement all those complicated functions about sieging! A siege window has nothing to do with a sandbox.

Btw, arrow crafting had been announced for MO1 many years ago but never got implemented. And crafting vials is missing, too, already worked in MO1.
 

SeaShadow

Active member
Jul 16, 2020
158
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28
I asked a friend if he wanted to play and he said, Nah it's been out too long.

So there you go SV, what's been out too long?