Hello; it seems you are progressing the game rules in a favorable direction for a higher population. With Red names, melee abilities and turn caps coming shortly these will assist greatly in quality of life for a "median player" otherwise known as a casual gamer. I'd like to see melee combat progress more into abilities and perhaps using your basic attacks/parrys/taking damage as ways to charge those abilities. This will shift the meta from a defensive one to an offensive one.
Offensive metas are always better because it allows for more action. Let me explain: In an offensive meta when a group of 4 fights a group of 8 and they kill 3 or 4, even though they lose, they still feel accomplished, they still feel like they got a good fight, even if they didn't. This feeling is what keeps them playing. In defensive meta's it is much harder to generate this result when we see 2x1 disparities unless the disparitied is extremely over-geared and skilled vs the other party. Offensive meta's serve the median, therefore they are good. This is also why Poker(NLH) is more popular then Chess despite Chess having a much higher skillcap due to its defensive meta. Poker is an offensive meta and it serves the median player, providing only moderate edges for professionals vs casuals.
Red name change: It is excellent, we should strive to make areas around blue cities safer, but not completely safe. We want to ease people into conflict, at their own pace. Keeping character progression and wealth generation methods tied to dangerous areas is a good way to ease people out. Risk vs Reward is what this is commonly referred to. I still think we could see benefit from adding roaming guards of "Guild Guard" strength around blue cities. Perhaps in a 2-3km radius.
However we need to keep in mind this is a PVP game, we should not alienate the people who PVP. My recommendation is to reward their risk. For areas outside starter zones consider adding more red priests, more "cave camps", places to bank and craft. and consider adding horses right outside of those camps, at their door essentially. As the areas get progressively more dangerous they should also get progressively more convenient to play in, it makes sense in Mortals gameflow, in my opinion anyway. Consider adding a horse spawn to Gaul Kor. It's a nice city, however no one lives there and it is practically dead content besides miner alts due to its distance from horses due to horses being borderline required to play the game.
We expect people to die in dangerous areas. We should strive to re-horse them and re-gear them and get them back into the action as fast as possible in these areas.
Leave the inconvenience of distant low spawn-rate horse spawns to safer areas near blue cities.
Also, anything moving away from the current resurrection meta is going to be good. The current meta revolves around player placed objects(houses/strongholds) because the extreme lack of static banks/resurrections in the game. Less houses are good, less player structures are good. They are a massive performance drag and they cuck the landscape, ruining immersion, they are also impossible to balance; dungeon strongholds are an example of this. So anything that moves away from them will be positive for the game.
Offensive metas are always better because it allows for more action. Let me explain: In an offensive meta when a group of 4 fights a group of 8 and they kill 3 or 4, even though they lose, they still feel accomplished, they still feel like they got a good fight, even if they didn't. This feeling is what keeps them playing. In defensive meta's it is much harder to generate this result when we see 2x1 disparities unless the disparitied is extremely over-geared and skilled vs the other party. Offensive meta's serve the median, therefore they are good. This is also why Poker(NLH) is more popular then Chess despite Chess having a much higher skillcap due to its defensive meta. Poker is an offensive meta and it serves the median player, providing only moderate edges for professionals vs casuals.
Red name change: It is excellent, we should strive to make areas around blue cities safer, but not completely safe. We want to ease people into conflict, at their own pace. Keeping character progression and wealth generation methods tied to dangerous areas is a good way to ease people out. Risk vs Reward is what this is commonly referred to. I still think we could see benefit from adding roaming guards of "Guild Guard" strength around blue cities. Perhaps in a 2-3km radius.
However we need to keep in mind this is a PVP game, we should not alienate the people who PVP. My recommendation is to reward their risk. For areas outside starter zones consider adding more red priests, more "cave camps", places to bank and craft. and consider adding horses right outside of those camps, at their door essentially. As the areas get progressively more dangerous they should also get progressively more convenient to play in, it makes sense in Mortals gameflow, in my opinion anyway. Consider adding a horse spawn to Gaul Kor. It's a nice city, however no one lives there and it is practically dead content besides miner alts due to its distance from horses due to horses being borderline required to play the game.
We expect people to die in dangerous areas. We should strive to re-horse them and re-gear them and get them back into the action as fast as possible in these areas.
Leave the inconvenience of distant low spawn-rate horse spawns to safer areas near blue cities.
Also, anything moving away from the current resurrection meta is going to be good. The current meta revolves around player placed objects(houses/strongholds) because the extreme lack of static banks/resurrections in the game. Less houses are good, less player structures are good. They are a massive performance drag and they cuck the landscape, ruining immersion, they are also impossible to balance; dungeon strongholds are an example of this. So anything that moves away from them will be positive for the game.
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