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.
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.