I played MO2 for a total of 20 hours during the F2P days (before i played ~ 200 h). Before I get to my feedback, I think it's important to explain what type of player I am in MO2 (in MMORPG's in general). I'm mainly a solo, duo or small scale player, who nevertheless spontaneously joins a larger group for a task, but then goes separate ways again. I am not and never have been the type for guilds and zerg vs zerg. At the same time, I'm someone who prefers exploring, PvP and PvE and almost completely ignores gathering and crafting, preferring to buy what I need from crafters and gatherers.
I also want to explain the criteria by which I measure MO2, as I will draw many comparisons in the feedback as to how it can be different and imo better. MO2, as a sandbox MMORPG, I measure it by the sandbox MMORPG I had the most time (~35k hours without AFK activities) and fun in until today: Albion Online. I know what you're thinking: “It's that casual top-down children's mobile game.”. That's how Albion seems on the surface, but anyone who has played Albion and understood the meta systems, the territory wars, the structure of the world and the progress loop knows that it's not. It is, along with EvE Online, the two best sandbox MMORPG's we have on the market in terms of system and content.
However, MO2 has strengths that no other MMORPG has and is therefore unique:
1. the combat system
2. the first-person perspective
3. the difficulty level
4. the seemless large open World with one Server
5. the aesthetics (a mixture of brutal beauty and transience) - memento mori
All the other systems and content of MO2 can actually be found in one way or another in every other sandbox MMORPG. Be it territory wars or guild wars, be it gathering, crafting or dungeons.
I also want to explain the criteria by which I measure MO2, as I will draw many comparisons in the feedback as to how it can be different and imo better. MO2, as a sandbox MMORPG, I measure it by the sandbox MMORPG I had the most time (~35k hours without AFK activities) and fun in until today: Albion Online. I know what you're thinking: “It's that casual top-down children's mobile game.”. That's how Albion seems on the surface, but anyone who has played Albion and understood the meta systems, the territory wars, the structure of the world and the progress loop knows that it's not. It is, along with EvE Online, the two best sandbox MMORPG's we have on the market in terms of system and content.
However, MO2 has strengths that no other MMORPG has and is therefore unique:
1. the combat system
2. the first-person perspective
3. the difficulty level
4. the seemless large open World with one Server
5. the aesthetics (a mixture of brutal beauty and transience) - memento mori
All the other systems and content of MO2 can actually be found in one way or another in every other sandbox MMORPG. Be it territory wars or guild wars, be it gathering, crafting or dungeons.
Feedback
1. Game-World
The game world is unfortunately as empty and lifeless as it was 2 years ago. Of course, a lot has been added in terms of quantity, but overall nothing that has made a decisive difference. I rode my horse around the entire map for almost 5 hours last night and apart from a few PoI's and camps, I found nothing. The PoI's themselves are also still uninteresting. There's nothing to break up the dull grind or the hours of riding with a spontaneous event. The Relics do seem to want to fulfill such a function, but in my entire 5 hour ride I found a single inactive Guild Relic at BadCompany that I couldn't do anything with. All the NPCs in the game world are also just standing around lifelessly, stiffly and doing nothing. Where is the Citizens-AI Behavior Patch from back then?
In Albion, the game world is full of possibilities in the form of spontaneous events. There is the meta-event “Bandit Assault”, which gives a server-wide notification and mobilizes all players to take part in this faction war event. Then there are all the small events and dynamic content in the world, such as treasure chests that spawn and are displayed on the map, boss lair maps that can be found anywhere and take you to hidden lairs with a boss, the Mists that take you to another world with its own content, Portals into the Avalonian Roads, dynamic dungeon entrances that are only open for a certain time, large and rare world bosses on the surface of the game world, Hellgates or corrupted dungeons that you have to search for, as their position always changes in the game world and Fraction Warfare with capture the base in every Zone. All of this filled with players fighting for it makes the game world feel very lively and full.
2. Rewards
In the 20 hours in which I primarily did all the camps and POI's, I never had the feeling of being really rewarded, not once. You get little things all the time. Open 20-30 treasure chests and it's just little things. Killed hundreds of bandits and outlaws and it feels like you get nothing. A few silver here, 1-2 gold in the best case, a few magic or crafty materials and that's it. No moment of “WWOOOOOW, that's worth a lot!!!” or “I needed that all the time!!!”
In Albion, 80% of the time it's the same, 15% is medium-rewarding and 5% feels very rewarding in terms of loot. With the bandits in Albion or in treasure chests, there's also some really good gear in there. I know what you're thinking now. “In a sandbox MMORPG, all gear has to be made by players and not drop from NPCs like in Themepark MMORPGs.” Yes, I agree with that. In Albion, even the gear that is in treasure chests or drops from NPCs is made by players. How that? In the center of the game world of Albion there is a bandit and outlaw town for red players who can sell their gear that they have taken from other players in Full Loot PvP or have crafted themselves in the so-called “Black Market”. Every item sold there by players appears as loot everywhere in the game world. In this way, the player-driven economy is maintained and gear loot is possible at the same time.
3. Diversity
In general, MO2 lacks variety in every aspect. It starts with the build options. I only have the choice between three archetypes: Fighter, Tamer or Mage.
Yes, Archery is included as a skill, but no real primary build is possible, especially not as a footie. Archery could use some development in the form of skills that support Archery. The three archetypes have how many distinct, unique and playable build possibilities each? Maybe 5? At best. The Rogue archetype is also completely missing.
As far as the weapon selection is concerned, MO2 really only offers the basic weapons. No fist weapons, quarterstaff, crossbow, boas, double wield weapons, wands and many more. Theoretically, there are no limits.
There is also a great lack of content variety. Apart from uninteresting POI's, camps and (I think) 12 dungeons, there is nothing for someone like me.
When I compare that to Albion, they are worlds apart in terms of variety. Albion has 104 unique weapons in total, each of which play very differently and for each of these weapons there is at least one good build for a specific content area of the game (ZvZ, Solo, Duo, Mists, corrupted dungeons, Ava Roads, Solo Dunegons, Groupe Dunegons, Fraction Warfare etc.).
4. Solo, Duo, Small Scale Content
Meaningful, motivating and specifically designed systems and content for Solo, Duo and Small Scale are also missing in MO2. By that I don't mean systems or content that are only accessible for these types of players, but for everyone, but intended for solo, duo or small scale players.
At least that's how it works in Albion. For example, the dynamic solo dungeons are designed for solo players in terms of difficulty and loot, but can also be entered by a group or while you are alone in the dungeon, an enemy player can come in and kill you. So it's meant for solo, duo or small scale, but the open design makes it accessible to everyone.
Conclusion
My constant comparison to Albion is not because I want MO2 to be like Albion. MO2 should find its own content, its own systems. But games like Albion or EvE can be a source of inspiration. I want Mo2 to keep its hardcore nature and the five strengths mentioned above. My feedback comes from a deep desire for MO2 to do better and grow in player numbers. The basic interest is there. The initial 10k concurrent players on Steam shows that. Albion also started as a small indie Studio, actually as a crowdfunding Project and has a tough development path behind it. Star Vault could have exactly the same success if they start making the right development decisions.
I believe that as long as MO2 does not diversify content, playstyles, game world and systems, it will remain at the current player numbers or get worse. My suggestion is therefore to concentrate more on these aspects and to release content for a specific player type in mind with every major content patch. Sometimes something for solo players, sometimes for duos players, sometimes for small scale players, sometimes for guilds. At the same time, such content should feel meaningful, fun and rewarding. At the moment, that doesn't seem to be the case.
These regular player-surveys are now a hindrance. Due to the fact that MO2 offers a small variety of player types, the results of such surveys are also accordingly. It is always the same types of players who choose the same type of content and systems, making diversity impossible.
When I talk about diversity of player types and content or solo possibilities, I don't mean that MO2 should start appealing to casual Themepark WoW players. I mean everything written in the vision of a Hardcore full loot sandbox MMORPG. Diversity in the form of content, systems, skills, tools and items that are for different types of players is what realizes a true sandbox experience. This is the only way to give players the opportunity to find their own meaningful and rewarding, even if hard, path while having fun. I currently have absolute freedom to do what I want as a solo player in Mo2, but everything I can do is unrewarding, pointless and not fun.
I believe that as long as MO2 does not diversify content, playstyles, game world and systems, it will remain at the current player numbers or get worse. My suggestion is therefore to concentrate more on these aspects and to release content for a specific player type in mind with every major content patch. Sometimes something for solo players, sometimes for duos players, sometimes for small scale players, sometimes for guilds. At the same time, such content should feel meaningful, fun and rewarding. At the moment, that doesn't seem to be the case.
These regular player-surveys are now a hindrance. Due to the fact that MO2 offers a small variety of player types, the results of such surveys are also accordingly. It is always the same types of players who choose the same type of content and systems, making diversity impossible.
When I talk about diversity of player types and content or solo possibilities, I don't mean that MO2 should start appealing to casual Themepark WoW players. I mean everything written in the vision of a Hardcore full loot sandbox MMORPG. Diversity in the form of content, systems, skills, tools and items that are for different types of players is what realizes a true sandbox experience. This is the only way to give players the opportunity to find their own meaningful and rewarding, even if hard, path while having fun. I currently have absolute freedom to do what I want as a solo player in Mo2, but everything I can do is unrewarding, pointless and not fun.
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