Sarducaa Assessment / Moving Forward:

Emdash

Well-known member
Sep 22, 2021
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I should post this somewhere else so that people might read it.

Now that I feel we have settled into the new update, I can say we figured out some more things. We figured out what the game plays like with a large amount of population (with no server issues!) It goes to show that with population, this game CAN BE GREAT. However, time passed and it seems like all of those players simply bought the game on sale and tried it for about 2 weeks. This means, to me, that there are problems. And now that the game is on a similar track to what Myrland was, I will try to explain my point of view on said problems.

First off, the grind is trash. THE GRIND IS TRASH. I could make a topic with the title THE GRIND IS TRASH and the body as THE GRIND IS TRASH and it would provide more meaningful feedback than half of the shit people are saying. It is unacceptable. There should be no grind to be viable, and there should be no grind to go from viable to actually high level. There should not be stacking soul bound percentage boosts. It should not require so long to spec your character to do basic shit. The game works best when people are pushed into the real world as fast as they can be. This is SANDBOX THEORY. The whole "there are no quests, no levels" thing doesn't work when you know you are at a % disadvantage vs people who are already probably better than you. How will you learn other than just A. finding some open spot and no lifing grind or B. joining a zerg.

Secondly, there is still a huge lack of personal customization. I can tie this back to percentages as well. "I have a ruber. I have a damage bonus..." That should not be the way you progress in this game. It would be nice to be able to lean into certain playstyles and take gifts that are like clade gifts, but with many, many more. Instead of having 5% blunt, 3% pierce kinda garbage, it would be cooler to have a skill you can that that is like SWORD MASTER that would increase your ability with a sword. Extrapolate that to basically every aspect of the game until people can make their character play like they want, more or less, regardless of race / trinkets. I still think there need to be personal profiles / custom titles or something else to allow people to express themselves more as well. There need to be, at least for some people, a level of exploration upon meeting people opposed to just fighting or running.

Third, the game needs factions. Factions actually solve some big problems. I do not agree with a game where you can't pvp your own faction, but there should be incentives to not, the whole of TC should be more about FACTIONS than guilds. FACTIONS should get the outpost boosts and fight over outposts. This fixes the zerg issue, also, believe it or not. I am not a huge fan of free placement TC, but I don't think it's going away. The only issues, post adding factions, are 'what do we do with TC, then?' and 'how many factions?' I think it would make sense to have three factions. There would be two main factions that fight each other and then a chaos faction that would kind of intermix. Could make it so chaos faction couldn't get outpost boosts / take outposts, but they could build camps n shit. Dunno, exactly, but there needs to be an imaginative way to make this work. MO needs a total rework in how it develops because it is on a track to failure. This is not a genre limitation; this is bad design!

Then w/ factions, you can add in trade, you can add in more ways to gain prom as a character, so merchants can get prom, cities can develop, e t c. In MO you have SAMEY WORLD that you can shit all over with TC. Put more TC by your fav POI. Wouldn't it be better to have a world that actually develops and is constantly changing with constant large scale (for those who want it) pvp of faction warfare. Dudes could actually put set timers on outposts and have fights for them on schedule. There are a bunch of options, and yeah, they have downsides, but they are still BETTER. Anything is better than stagnancy and if the pop does not want hardcore siege warfare, at least this creates a similar changing world.

I don't think anyone is going to listen to me. I can't, for the life of me, figure out why MO2 is still so bare in ways that it doesn't need to be bare. The engine is good, first person is good, and we have a decent amount of vibrant players who want to influence the world, beyond that, need to really rethink how everything is working from the ground up.

CUZ IT'S A MEME GAME. END THE MORTAL MEME GAME ERA.
 

Iloros

Active member
Dec 14, 2023
213
22
28
I should post this somewhere else so that people might read it.

Now that I feel we have settled into the new update, I can say we figured out some more things. We figured out what the game plays like with a large amount of population (with no server issues!) It goes to show that with population, this game CAN BE GREAT. However, time passed and it seems like all of those players simply bought the game on sale and tried it for about 2 weeks. This means, to me, that there are problems. And now that the game is on a similar track to what Myrland was, I will try to explain my point of view on said problems.

First off, the grind is trash. THE GRIND IS TRASH. I could make a topic with the title THE GRIND IS TRASH and the body as THE GRIND IS TRASH and it would provide more meaningful feedback than half of the shit people are saying. It is unacceptable. There should be no grind to be viable, and there should be no grind to go from viable to actually high level. There should not be stacking soul bound percentage boosts. It should not require so long to spec your character to do basic shit. The game works best when people are pushed into the real world as fast as they can be. This is SANDBOX THEORY. The whole "there are no quests, no levels" thing doesn't work when you know you are at a % disadvantage vs people who are already probably better than you. How will you learn other than just A. finding some open spot and no lifing grind or B. joining a zerg.

Secondly, there is still a huge lack of personal customization. I can tie this back to percentages as well. "I have a ruber. I have a damage bonus..." That should not be the way you progress in this game. It would be nice to be able to lean into certain playstyles and take gifts that are like clade gifts, but with many, many more. Instead of having 5% blunt, 3% pierce kinda garbage, it would be cooler to have a skill you can that that is like SWORD MASTER that would increase your ability with a sword. Extrapolate that to basically every aspect of the game until people can make their character play like they want, more or less, regardless of race / trinkets. I still think there need to be personal profiles / custom titles or something else to allow people to express themselves more as well. There need to be, at least for some people, a level of exploration upon meeting people opposed to just fighting or running.

Third, the game needs factions. Factions actually solve some big problems. I do not agree with a game where you can't pvp your own faction, but there should be incentives to not, the whole of TC should be more about FACTIONS than guilds. FACTIONS should get the outpost boosts and fight over outposts. This fixes the zerg issue, also, believe it or not. I am not a huge fan of free placement TC, but I don't think it's going away. The only issues, post adding factions, are 'what do we do with TC, then?' and 'how many factions?' I think it would make sense to have three factions. There would be two main factions that fight each other and then a chaos faction that would kind of intermix. Could make it so chaos faction couldn't get outpost boosts / take outposts, but they could build camps n shit. Dunno, exactly, but there needs to be an imaginative way to make this work. MO needs a total rework in how it develops because it is on a track to failure. This is not a genre limitation; this is bad design!

Then w/ factions, you can add in trade, you can add in more ways to gain prom as a character, so merchants can get prom, cities can develop, e t c. In MO you have SAMEY WORLD that you can shit all over with TC. Put more TC by your fav POI. Wouldn't it be better to have a world that actually develops and is constantly changing with constant large scale (for those who want it) pvp of faction warfare. Dudes could actually put set timers on outposts and have fights for them on schedule. There are a bunch of options, and yeah, they have downsides, but they are still BETTER. Anything is better than stagnancy and if the pop does not want hardcore siege warfare, at least this creates a similar changing world.

I don't think anyone is going to listen to me. I can't, for the life of me, figure out why MO2 is still so bare in ways that it doesn't need to be bare. The engine is good, first person is good, and we have a decent amount of vibrant players who want to influence the world, beyond that, need to really rethink how everything is working from the ground up.

CUZ IT'S A MEME GAME. END THE MORTAL MEME GAME ERA.
Didn't mention absurd balance issues of Alvarins and MAs that are by themselves bottlenecking the game to only about 30% of potetenial players (interested in those playstyles/no variety with normalized appeal)

Didn't mention zerg issue either.

Not worth reading. You just cant ignore that Campadon in a room and expect support.

And to help you understand why the game is doing poorly as simple and short as possible.

It's a pvp game with mandatory pvp in which 99% of the fights are pre determined and have no outcome variety due to unfairness of builds, skill level, and numbers.

The game will NEVER have retention if every single fight is pre determined, everyone with playstyles that are weaker including class preference or group size will leave and then almost everyone that was winning will also leave due to snowball effect of there being no player in a massive mmorpg.

To fix it, balance the game, add antizerg, and separate content by early mid and endgame and make it all soloable.

3k pop incoming.

Albion has millions with way worse graphics and combat (potential) This game had may 2000 with no subs when it had way lower sys req (Ue4) because it always had this issue.

if you removed antizerg mechanics, solo content and made class balance horrible in Albion IT WOULD ALSO DIE LOL.
 
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Teknique

Well-known member
Jun 15, 2020
2,003
1,477
113
Didn't mention absurd balance issues of Alvarins and MAs that are by themselves bottlenecking the game to only about 30% of potetenial players (interested in those playstyles/no variety with normalized appeal)

Didn't mention zerg issue either.

Not worth reading. You just cant ignore that Campadon in a room and expect support.

And to help you understand why the game is doing poorly as simple and short as possible.

It's a pvp game with mandatory pvp in which 99% of the fights are pre determined and have no outcome variety due to unfairness of builds, skill level, and numbers.

The game will NEVER have retention if every single fight is pre determined, everyone with playstyles that are weaker including class preference or group size will leave and then almost everyone that was winning will also leave due to snowball effect of there being no player in a massive mmorpg.

To fix it, balance the game, add antizerg, and separate content by early mid and endgame and make it all soloable.

3k pop incoming.

Albion has millions with way worse graphics and combat (potential) This game had may 2000 with no subs when it had way lower sys req (Ue4) because it always had this issue.

if you removed antizerg mechanics, solo content and made class balance horrible in Albion IT WOULD ALSO DIE LOL.
Are gigantic thursars that wield 2h axes and mauls like flake and hit nakeds for 150-200 bottlenecking people to heavy armor classes yes or no.
 

Emdash

Well-known member
Sep 22, 2021
3,459
1,106
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if you removed antizerg mechanics, solo content and made class balance horrible in Albion IT WOULD ALSO DIE LOL.

If you shit in a bag and ate it, YOU would die LOL :eek:

There are actually suggestions to fix zergs. Factions into consistent outpost war, requiring large numbers to be focused on that would help zerging a lot. There is no such thing as anti zerg in a game like this. All the anti zerg shit they did, which sounds good in theory, flopped. They need to change the actual game and make it so that large groups of people are doing different things than zerging or farming. Farming is the actual death of this game. Why is there so much farming? Farming is something you do when you are bored as you drink coffee. It's not a play style. The game is balanced around what you can farm and loot.

This is supposed to be a living world with serious long term pvp. Otherwise, what's the point of even playing? What can this game offer that other games cannot? I suggest you re-read my OP.
 

Iloros

Active member
Dec 14, 2023
213
22
28
If you shit in a bag and ate it, YOU would die LOL :eek:

There are actually suggestions to fix zergs. Factions into consistent outpost war, requiring large numbers to be focused on that would help zerging a lot. There is no such thing as anti zerg in a game like this. All the anti zerg shit they did, which sounds good in theory, flopped. They need to change the actual game and make it so that large groups of people are doing different things than zerging or farming. Farming is the actual death of this game. Why is there so much farming? Farming is something you do when you are bored as you drink coffee. It's not a play style. The game is balanced around what you can farm and loot.

This is supposed to be a living world with serious long term pvp. Otherwise, what's the point of even playing? What can this game offer that other games cannot? I suggest you re-read my OP.
????

It flopped in mo2 because it wasnt evem antizerg

Albion has antizerg and it works great

If they just added counter reduce like mechanic to archery and magic, a stat bonus based on conssitent attackers on you AND added solo and instanced dungeons and POIs the game would have great antizerg.

Your OP doesnt touch on the biggest issue at all its just usual suggestion slop.

"Oh just make everything better without focus even tho you are on borrowed time"
 

finegamingconnoisseur

Well-known member
May 29, 2020
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My biggest problems with MO2 as it stands right now, is that everything feels so grindy, and the clades are so unbalanced it's not even funny.

Want a guild tabard? Grind 500 gold and what, 50k prominence? Really SV? For a piece of cloth to represent one's own guild?

Don't even get me started on the Mastery and Orb progression systems. I take one look and I already know I won't ever max them in my rl schedule. Meanwhile, those with the time and means will have them maxed out, plus the best trinkets on top.

Then you have the Alvarins who can outrun, out-dps and out-manoeuvre the non-Alvarins on average. But the worst of all? They can see through walls and any obstacle, and set up the fight in their favour without you ever knowing they were there.

In before anyone tells me, "Well, why don't you just roll an Alvarin as well?"

These are trash mechanics, and I don't know how to say it any other way.

/end rant
 
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Dargelar

New member
Nov 1, 2021
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3
My experience with Mortal Online 2 in the beta version started with playing in a large clan of 40+ people — maybe that left its mark and charmed me.

I get the appeal of small‑scale group play with 5–6 people, but I just don’t understand solo gaming in MO2 at all — like, not even a little bit. In my view, it’s just… pointless. The whole charm and beauty of the MO2 world lie in large‑scale battles with 20–40+ players. Anything smaller is just meh, simply because other games handle that aspect way better. Why would I want some awkward sword fight between two players spinning around like tops and standing with their backs to each other, or brawls in dark dungeons with people using extreme filter settings?

What really killed MO2 wasn’t so much the lack of duel balance as the lack of guild‑focused content:
  • The damage values for magic and physical attacks are way off. When the game was designed, they didn’t consider gameplay styles like focusing damage on a single target with multiple players assisting.
  • There’s a huge penalty for death and defeat. The issue isn’t just losing loot (though that mattered too) — it’s the loss of time. Every dungeon run required a massive time investment, multiplied by the number of people involved (who all log in at different times), and all of that for a single attempt. Getting a chance to redeem yourself or try again was almost impossible because of the huge distances across the map, and losing was way too easy, especially if you got ambushed. While people still had that sense of novelty, it worked. But once they started weighing the actual return on investment from all those attempts, they realized it was completely nonsensical and just a waste of time.
  • Lack of guild‑oriented content.
  • Lack of social coordination tools. Sure, the chaos is part of the challenge, but they should’ve added at least some basic management tools.
The developers put in a lot of work, but the game still hasn’t left the beta stage.