The Difference Between Trinkets and Gear in MO (Trying to be Simple, urge you to Read.)

Emdash

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Sep 22, 2021
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I am going to address this one more time, and I am going to try to explain why I feel it is bad for the game. I do not ask that you agree, but I ask that you try to understand. I will not talk about full loot.

What is the largest difference between trinkets and gear, really? I would argue the way in which you get them, as a motivational factor (people are motivated to get gear or trinkets, the best for the most advantage / value.)

When I first played MO1, you could get interesting things from mobs like Ant swords and Sator spears, but nothing was really that worth farming. There were mobs you had to farm for mats, just like there were things you had to gather to make mats. A human gathered, a human processed, then a human crafted. It was a supply chain that demanded that you trade. It still exists in MO2 as a huge factor, but it isn't as much 'end game' as trinkets are.

Compare that to trinkets, which you get by farming mobs. Yes, you need gear and ability to lock down an area to effectively farm trinkets, unless you get massively lucky, but it is akin to getting ogh gear from mobs. It disrupts the whole chain. Then the most valuable thing becomes a trinket, which comes directly from mobs, and those can be traded for EVERY OTHER MAT. And once you get them ID'd, you can take them anywhere!

MO long wanted to avoid the ganks around cities, and I understand why, but there is an important interaction when two players come together, regardless of the outcome. You don't want the game to be about trying to farm as hard as you can without getting interrupted. That's like going back to MO1 walls. It would make more sense to incentivize people to NOT kill and incentivize people to band together and overcome stray gankers, than to make it so that you are not supposed to gank and make it so that the majority of the game is about hoping to find trinkets that might actually be worth real world money. That even steps on the toes of the idea that everything in the game is gained to succeed at pvp. I'd argue that in a game where you have to pay for access, getting some return on your investment can rise above that.

Lastly, instead of gearing up to be minimally viable to gank people around cities, people are probably gearing up to be minimally able to farm high level trinkets. I believe this is suppressing the game on many levels, and that's not even taking into account balance issues. Mastery also feeds into this, but if mastery was gained in more ways for less gain, it might be OK.

THAT'S ALL I GOT. @Robmo haha
 

Jackdstripper

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Jan 8, 2021
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The problem isnt that trinkets exist or that they are unlootable. The problem is that they are too damn strong. They give too much of an advantage, especially damage rings.

And because they are unlootable they have become the ultimate storage of wealth. The only thing people are willing to invest gold in. Trinkets costs more than keeps now. Ridiculous SV balance as usual.
 

CherryKush

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Jan 25, 2022
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The problem isnt that trinkets exist or that they are unlootable.

Perhaps it's time they change their game description...

Full Loot? Meh, not reaalllllly, the strongest and most valuable things don't drop.

Full PVP? Meh, not reaallllly, towns are full of guards that will pretty much one shot you and even the graveyards are protected with them for some reason 🤷‍♀️

Oh, and "who will I be"? Not the class that was promised to be "right around the corner during Beta and Launch... No I cannot be who I want to be. There is no Rogue/Thief/Lockpicking in MO2. The only class that was popular enough to be put behind a subscription pay wall during MO1's F2P days and people still paid to play it.. So of course a popular solo playstyle like that would be removed from the game. SV loves to shoot themselves in the foot it seems with bad decisions.... Over and over and over again...

LOL, this is definitely not the Mortal Online it use to be...

MO2 Steam.PNG
 
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Emdash

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Sep 22, 2021
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The problem isnt that trinkets exist or that they are unlootable. The problem is that they are too damn strong. They give too much of an advantage, especially damage rings.

And because they are unlootable they have become the ultimate storage of wealth. The only thing people are willing to invest gold in. Trinkets costs more than keeps now. Ridiculous SV balance as usual.

even ignoring loot or even ignoring balance, I would argue the problem IS that they exist because they exist in the state they are in. People's response is always "there is no end game without them" and that might work in like BDO or WoW, but not in a sandbox.

I am such a nub. I just realized that gold trinks cost 20 and not 50 to charge. I'd say it's reasonable to get a set of gold shit, can skim it off broker. Might not be the best of the best, but it'll get you geared for not too many thousands. But, that doesn't change the fact that MOB LOOT is different than PLAYER LOOT and the transition of the game from one to the other is noteworthy, imo.

I'd be cool if you could loot gear from mobs. Like steel swords or whatever. Maybe sometimes a 100 pot or a cron wep. That would not be as bad for the game, but the thing is, you have this part of the game that is required by all and it is gated behind pve / chesting w/e. You breed a bunch of mindless trinket farmers. Sure, you can probably fish trinkets, too. It's just like how can I get trinkets tho, and considering they are out of the economy in regards to mats and looting, it just is KILLING THE GAME.

The fact that they haven't figured out how to make pvp actually fun for people (not fighting but the eternal war between red and blue) is a huge flaw. Would love to spitball that with Henrik and bros, but I think trinkets need to head out first. Gotta flatten it out and get rid of all of the barnacles that are farming trinkets to sell offline.
 

CherryKush

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Jan 25, 2022
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but I think trinkets need to head out first.

They just need to drop on death like everything else.. There needs to be big risk for the amount of big reward they bring to a fight... If they did drop on death people would be thinking twice on whether or not to be using them to kill noobs with because they themselves might get jumped... Making them not droppable destroyed the entire Risk Vs. Reward factor...

Another horrible decision...
 

MortalEnjoyer42069

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May 4, 2024
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They just need to drop on death like everything else.. There needs to be big risk for the amount of big reward they bring to a fight... If they did drop on death people would be thinking twice on whether or not to be using them to kill noobs with because they themselves might get jumped... Making them not droppable destroyed the entire Risk Vs. Reward factor...

Another horrible decision...
Like everything else? Like the short sword? Like the torch? Like our tokens? Like the mastery gems? Like capes? Like banners? Like flux in the spirit world? Like equipped orbs?

Seriously what the hell are you talking about. There is a ton of shit in the game that is soul bound.
 

Emdash

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Sep 22, 2021
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Like everything else? Like the short sword? Like the torch? Like our tokens? Like the mastery gems? Like capes? Like banners? Like flux in the spirit world? Like equipped orbs?

Seriously what the hell are you talking about. There is a ton of shit in the game that is soul bound.

the SS and pickaxe being soul bound was huge in MO. Imagine it being something with more value. Just having A weapon or being able to ghost somewhere and mine was a huge thing that they changed. I am sure if the SS was a problem, they would make it drop. Def was used to grief a lot of pets.

Not talking about cosmetic shit, but imagine something worth a stack of gold, that has the value of a stack of gold IN COMBAT that doesn't drop. It wouldn't be worth a stack of gold if it did, obviously.
 

CherryKush

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Jan 25, 2022
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Like everything else? Like the short sword? Like the torch? Like our tokens? Like the mastery gems? Like capes? Like banners? Like flux in the spirit world? Like equipped orbs?

Seriously what the hell are you talking about. There is a ton of shit in the game that is soul bound.

You know what I am talking about, no one gives a shit about a torch or a banner or a short sword... But good job on completely ignoring the point... If things of value dropped on death people would think twice about using them for petty things...
 

MortalEnjoyer42069

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May 4, 2024
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the SS and pickaxe being soul bound was huge in MO. Imagine it being something with more value. Just having A weapon or being able to ghost somewhere and mine was a huge thing that they changed. I am sure if the SS was a problem, they would make it drop. Def was used to grief a lot of pets.

Not talking about cosmetic shit, but imagine something worth a stack of gold, that has the value of a stack of gold IN COMBAT that doesn't drop. It wouldn't be worth a stack of gold if it did, obviously.
Short sword being bound is bad for the game. No one would use trinkets if they dropped on death like that. I know I wouldn't. It would be a complete waste of time