The final solution to performance, growth, territory control, resurrection and banking

fartbox

Active member
Apr 29, 2023
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I've talked before about how restricting resurrection and banking so heavily is detrimental to the games ecosystem. I also suggested campsites, so that un-guilded players could experience the world of mortal without having to commit to a guild. Keep in mind that nearly all new players will start un-guilded. When video games force commitment, it is often met with disdain. People already have commitments in real life, if there are any digital commitments the player wants a purely voluntary one. I wanted to see how mortal could grow if we gave it the conditions for the bottom of the ecosystem (unguilded players) to thrive.

But it raises the question; If Mortal does achieve large growth, could the servers support it?

The answer is no.

So how can we solve the performance question and the growth question, at the same time?

1. Greatly raising costs associated with structures; Disincentivize player housing and TC structures, while still allowing 1 slot per account and as many TC as a guild can afford.

2.Implementing guarded banking towns/camps strategically around the map to encourage exploration and economy for unguilded players or guilded players without structures.

Proposal:
1. Design guarded camps with banking, local market, crafting utilities, trinket services, stables etc. - These camps can have weaker guards in the wilderness and stronger guards in the blue zones.

2. Increase upkeep costs - Small house 25g per day/Stronghold 75g per day.
Increase TC structure gold and prominence costs - priests 20g per day, banks 30g per day, guards 40g per day

Allocate a large percentage of these new costs to outpost rewards, but burn a sizeable portion as well.


Outcome:
1. Guilds will be disincentivized to place infrastructure at every relevant POI and instead opt instead to use community camps when possible.
2. The amount of structures in the game will greatly decrease and the network will have more room for player traffic.
3. New players and un-guilded players will be able to experience Myrland without forced commitment.
4.TC will revolve around outposts with occasional property destruction. The rewards for outposts will be greatly increased as the taxes are greatly increased.


Below is a picture of suggested community camp locations. 14-16 should cover Myrland well. They should be placed near horse spawns close to important POIS and i estimate we will reduce the current structure count by 50% or more.

 
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Emdash

Well-known member
Sep 22, 2021
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I like some of your ideas! I posted something, too. You beat me to it (was too tired to write last nite haha.) I think MO is always gonna fall somewhat into the sweat category. The people who play ACT like they want real life freedom, but they want to dominate the map and probably play hundreds of hours each week.

I think they should shoot for around 1200 avg; it would be a huge boost in growth, but I think it's possible if they do add in a way for new players to get busy. And break up this toxic zerg or die mentality.