Mortal Online 2 has immense potential to become a truly exceptional game. Its unique proposition drew over 12,000 players at launch, even without extensive marketing. While retaining all those players is unrealistic, I believe the game can attract new players and bring back former ones with targeted improvements. Below are my observations and suggestions, based on feedback from friends who’ve played games like Darkfall and Albion Online, as well as my own experience.
Key Areas for Improvement
1. Optimization Issues
- Client Performance: Many players, both new and veteran, find the game’s performance frustrating. Despite its moderate graphical fidelity, the game runs poorly, often with significant stuttering.
- Server Stability: Lag spikes, particularly during crucial moments like combat with multiple mobs, severely impact the gameplay experience. Additionally, having a relic-equipped character or playing on weekends exacerbates these issues.
2. Quality of Life (QoL) Enhancements
The lack of QoL updates has left players feeling that the game's core systems are incomplete. Below are detailed suggestions for addressing these concerns:- Communication and Guild Management:
- Add alliance chat and functionality for shared houses and guild assets.
- Introduce configurable guild banks with rank-based access and tabs (potentially monetized as store items).
- Implement logs for guild actions, bank usage, and broker transactions.
- Fix the 2 days debuff to players removed from guilds with wardeck.
- Usability and Interface Improvements:
- Include a bandage hotkey that automatically uses the first available bandage and displays its cooldown.
- Add a potion-use indicator that shows thirst level and cooldown.
- Bring back MO1-style stamina, mana, and health reserve indicators—or consider removing the reserve mechanic for simplicity.
- Allow renaming of house chests with visible labels and configurable item limits.
- Combat and Gameplay Adjustments:
- Balance stamina usage in "Feint and Block" mode. It is bugged and drain a lot of stamina.
- Improve the "Thrust as Default Attack" setting because it is not working good when we want use right-side atacks.
- Implement separate vertical and horizontal sensitivities for "Drag then Click" and "Click then Drag."
- Add clearer durability indicators for equipment and simplify durability mechanics by removing the damage penalty for items below 20%. You can only remove 20% of all itens.
- Social and Player Interaction:
- Enhance the guild search system with stats (e.g., PvP/PvE activity), showing guild tabards, and a map of guild structures.
- Display guild ranks under member names when targeted and on SOCIAL interface provide filters for guild and alliance members.
- Enable whispers directly from the social menu for friends and guild members and alliance members.
- World and Economy Integration:
- Include TC structures loke veredary, broker and tasks NPC, enabling players to full live in their villages.
- Miscellaneous:
- Adjust house upkeep when withe equerry NPC to support longer absences (e.g., vacations).
3. Gameplay and Mechanics Refinements
- PvP and Criminal System:
- Reduce murder counts required to turn red, encouraging consequences for player actions.
- Fix the bug where healing a criminal makes the attacker a local criminal; healing a criminal should instead flag the healer.
- Add a 7-day expiration for wardeck declarations unless renewed, discouraging griefing and dungeon entry control abuse.
- Alerts and Communication:
- Add alliance integration for guild alerts.
- Implement a delay filter (e.g., 15 seconds) before reporting player numbers in guild alerts to reduce misinformation.
4. Pet and Mount Systems
- Display loyalty and hunger bars on pets’ health UI.
Priest Respawn System: A Detailed Proposal
Currently, respawning at a priest involves manually guiding your character to a location, which can be tedious and disrupt the gameplay experience. I propose a rework of the priest respawn system to make it more user-friendly and efficient:- Interactive Priest Selection:
- After death, players would open their inventory to find a new "Priest" button.
- Clicking this button displays a list of all priests available for respawn.
- The list should exclude TC priests where the player doesn’t have access and only show red priests for red players, ensuring accurate options based on the player’s status.
- Distance-Based Respawn Timer:
- When a player selects a priest (e.g., in Vadda), the game calculates the distance from the death location to the chosen priest.
- A timer is then displayed, estimating the time it would take to travel to that location on foot or mount.
- During this timer, players can use their downtime productively—for instance, taking a break or watching videos—without needing to manually guide their character.
- Visual Indicators:
- The priest list should provide visual cues, such as:
- The faction or alignment of the priest (e.g., red or neutral).
- Estimated travel time displayed alongside each option.
- The system could also allow sorting priests by distance or alignment to make selection quicker.
- The priest list should provide visual cues, such as:
- Immersion and QoL Benefits:
- This system respects the immersive nature of the game by simulating the time required to travel between locations while reducing player frustration.
- It also creates strategic decision-making opportunities, as players might choose closer priests for faster respawns or distant priests for tactical advantages.
- For example:
- If a player dies near Meduli and selects the priest in Vadda, the game calculates a respawn timer of, say, 10 minutes, during which they can step away from the screen.
- Alternatively, choosing the Meduli priest might only take 3 minutes, encouraging players to weigh the trade-off between time and strategy.
- This system balances immersion with convenience, ensuring that players remain engaged without unnecessary frustrations.
Improved Potion Information: Simplified and Intuitive Mechanics
The current system for understanding the effects of potions and consumables is cumbersome, requiring players to calculate healing rates, durations, and effectiveness manually. This detracts from the gameplay experience and creates unnecessary barriers, especially for new players. To address this, I propose a rework of the potion information system to make it more user-friendly and accessible:
- Automatic Calculations:
- The system should automatically calculate and display key information about the potion's effects based on the player's stats and the potion's properties.
- For example, instead of showing abstract numbers like "heals 10 per second for 30 seconds," the game could display:
- Total Healing: "Heals 300 health over 30 seconds."
- Healing Rate: "Heals 10 health per second."
- Contextual Information:
- Include specific use-case scenarios directly in the tooltip:
- "This potion will fully restore your health in X seconds if you are at Y health."
- "Provides enough healing to survive Z seconds of combat damage at a rate of N damage per second."
- Include specific use-case scenarios directly in the tooltip:
- Visual Indicators:
- Add a small progress bar or timer that shows the duration of the potion's effect when consumed.
- Include a countdown for when the player can drink another potion (cooldown timer).
- Thirst and Buff Integration:
- For potions that also affect thirst or other buffs, display all relevant information in an easy-to-read format:
- "Quenches thirst by 50% and restores 200 health over 10 seconds."
- "Provides a 5% stamina regeneration buff for 30 seconds."
- For potions that also affect thirst or other buffs, display all relevant information in an easy-to-read format:
- Consistent UI Presentation:
- Use uniform icons, tooltips, and text formatting across all consumables to make the information intuitive at a glance.
- Highlight important numbers (e.g., healing amount, cooldown) in bold or with distinct colors for better visibility.
- Advanced Stats for Min-Max Players:
- For players who enjoy optimizing their builds, include an optional "Advanced Info" toggle in the settings.
- This mode would display granular details such as:
- Potion efficiency (healing per unit consumed).
- Buff stacking behavior.
- Time to full recovery if multiple potions are used consecutively.
- Example:
- Basic View:
- "Restores 150 health over 15 seconds (10 health/second)."
- "Cooldown: 30 seconds."
- "Thirst restored: 30%."
- Advanced View:
- "Effect duration: 15 seconds."
- "Healing efficiency: 5 health per unit consumed."
- "Optimal usage: Avoid stacking with similar HOT effects for maximum efficiency."
- By simplifying potion information and automating calculations, the game reduces cognitive load on players, allowing them to focus more on gameplay strategy and less on manual math. This also enhances the experience for new players, making the mechanics feel approachable and transparent.
- Automatic Calculations: