The Problems as I See Them

Hostility

New member
Jan 24, 2022
2
1
3
As many of you probably already know, the game is entering a point where it will be at its highest risk of failing. That point will of course be when the subscription starts, and the player base begins to fall and new players begin to slow down as the MMO community considers the game “dead.”

As a result, I thought I'd share my opinion on what I believe the core problems with the game are. Keep in mind these are only the problems, from my perspective, that will kill the game by impacting the average player's experience(s).


Problems:


Parcel Runs:


The biggest problem you could have in a game is that you have forced content that is not fun. This is the problem with parcel runs, if you could even consider them content.

Running back and forth between two locations with no reward, outside of the forced punishment of not being able to enter a city, is probably the worst system I've ever seen in a game.

Let me run you through a scenario: you and your friends decide to kill another group at a bandit camp. You kill them, but then a 3rd party attacks your group, so you have to defend yourself. You took 1 (one) too many murder counts with the khurite faction.

You now cannot bank your loot, you have to run for over an hour to just gain enough standing to enter town again, you also can be ganked while you make the ridiculously long run, which would restart the timer.

I would, honestly, find a new line of work if I designed this game mechanic, and I would imagine that 90% of anyone that encountered the situation I described above quits the game.




Housing:


Housing in general, as in just placing a house and opening and closing the door, is find. The problem is that is all housing is. I have to ask myself, what part of the housing system is engaging? Where do people find value in owning a house? And the answer is there isn't.

Housing is just a shell of content that (whoever designed them) put behind a massive gold sink.

Imagine being a normal player and saving up all your gold for months, then saving up the mats for the same amount of time. You place your house, build it for HOURS (xd) then you have an empty box that you can't do anything with.

You can't craft there, because you have to run your mats back to town to grind/refine them, where there is, of course, crafting stations. You can use it as a stationary pack animal, but did you really just spend all that time saving gold, mats and then spend hours of your own time to just have a storage box in the middle of the woods? Again, another piece of content designed so poorly it probably drives players to quit when they experience it.



Rerolling/Character Slots:


So rerolling is a pretty common experience in MMOs, so what is the problem with MO2 and rerolling? The biggest problem is there is absolutely no way for you to transfer your stuff between characters. If you want to reroll, which a lot of people do btw, you literally have to throw everything you've gained away.

You could ask a guild mate, if you're in a guild. The problem with that? Usually most people would want to reroll as they are starting the game, when they'd be least-likely to be in a guild. You also open up the door for people to rob other players if it ever got to the point of them being in a guild, again very unlikely, which would then put a strain on the support system, and would probably result in the player quitting anyways.



Solutions:


-Add more ways to gain rep with a faction. Doesn't have to be easy, just needs to be engaging.

Ideas:


Put npcs inside and outside of town guards that will accept items like Bandit Heads, Risar Ears, Bear Paws, and other dropables on a scaling basis. For example, 2 Bandit Heads would get you 1 rep, but you'd need 20 Zombie Heads for that same 1 rep. Just to add incentive to travel in the world.

You could also do regional rewards, so Scoundrel Heads could be far more valuable in Toxai, but as worthless as Zombie Heads in Tindrem.

And/Or put an npc outside of town, like a Corrupt Guard, who you can bribe for rep. Like 1 rep = 5g at the Corrupt Guard. Pretty basic interaction that makes sense, and is an easier way to take care of your rep than having to bring dropables back to town.



-Add more value to housing.

Ideas:


You should feel like you have an advantage over someone else because of your house. Its a huge gold sink, and it should have a rewards attached to it.

So its not crazy to think that if you put your house next to a great mining area, that you should be able to make steel there. That means being able to store, crush/grind the ore, refine it into Pig Iron, and refine that into Grain Steel and then Steel.

To me this seems so basic that I kind of feel stupid typing it.

I know crushers and grinders are coming this patch, but I do not believe refiners are coming, and it makes no sense to me at all.



-Give players ways to reroll.

Ideas:


You could just change banks to account banks instead of character banks, since you only have one character anyways. You could give players another character slot, and use the mail system as a gold sink, if you wanted one associated with rerolling.

Honestly, I don't know how such a basic, and staple mechanic of the MMO genre was over looked.



Conclusion:

These are, in my opinion, the core problems with the game, and the problems that could ultimately be the its downfall. Starting a subscription without addressing these issues could be very detrimental, because once a game is considered dead in the MMO community it is very difficult to come back, and most games do not survive that labeling. An example, would of course be MO1. Lets not repeat history.
 

TheOxMan

Active member
Apr 11, 2022
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I’m basically sold on one entirety,

two I haven’t gotten far enough to feel the pain of that problem yet.

And too me 3 feels more like a preference thing personally but if they do have alts in the future I don’t think they should make it too easy to give gear to your other character honestly due to the nature of the game.

I get why you might think it’s convenient but I also think there is an issue where you can play as a horrible fiend of a character and just be sat there benefitting from a character who you play that is morally good and has great standing.

I don’t believe personally that making an alt character should ever have players skip over the actual content of the game.

mid you want to be a good guy you have to do the work to be a good guy, if you want to be a bad guy you have to do the work to be a bad guy.

I think personally that if alts are incorporated into the game items you pick up on one account should be “account bound” in the sense that if you pick up an item with one character the other character can’t use it/ pick it up

the only exception possibly would be that you have to charge a fee to your alt to take it (minimum price you can trade it for being the median market value or something)

probably the second one would feel more natural than the first one.

but yeah I think overall I like where your head is at and really love the first point about adding NPCs that take trash mob loot in exchange for rep/money in exchange for rep.

good post would read again :D
 

ArcaneConsular

Well-known member
Oct 27, 2021
873
536
93
Yeah I feel like MO is so stuck in the vision that they they forgot just making the game mechanics fun. A lot of the times I will be playing and I'll ask myself 'is this fun' and usually it's not. It's just busy work. Leveling pets isn't fun. Killing bandits isn't fun. Mining isn't fun. PvP usually isn't fun at least as a mage because either I attack them first and when without a fight or they attack me first and I'm permanently interrupted. They seriously need to add more fun content to the game. I think a lot of people like myself play the game just to progress because they are sold on the vision but after you get all you need there's not a lot to do for just fun
 

Stundorn

Active member
Jul 18, 2021
112
73
28
The biggest problem you could have in a game is that you have forced content that is not fun. This is the problem with parcel runs, if you could even consider them content.

Running back and forth between two locations with no reward, outside of the forced punishment of not being able to enter a city, is probably the worst system I've ever seen in a game.

Let me run you through a scenario: you and your friends decide to kill another group at a bandit camp. You kill them, but then a 3rd party attacks your group, so you have to defend yourself. You took 1 (one) too many murder counts with the khurite faction.
I only defend myself and like parcel runs. Already maxed standing in my region.
People acting agressive like you described need consequences, else the Ggme turns into a KoS Game. Would be very much less immersing and become boring very quick.
It would also become overly agressive and PvP be a lot more about zerging aß it already is.
I dont see a problem.
If you want to play too agressively you need mechaniks that downtime you.
Delivering Bandit Heads, bear paws or buy yourself out for gold is too easy.
I dont want to argue your Tindrem -> Toxai Delivery Idea 😅



I have to ask myself, what part of the housing system is engaging? Where do people find value in owning a house? And the answer is there isn't.
Roleplay, Interim storage, stable...
When stable is there my house will help me to enjoy the game more, because i can stable a pet there protecting me when i'm around.
It will also be a station for mates they can use as interim storage.


I have until no desire to reroll
Play a Human, did a lot of reallocating points and looking for a build i have fun playing with.
It's not min maxed, not best or efficient, but fun and an alter ego i like from a RP Point of view.

The biggest risk MO2 to fail is the community themself.
If SV cannot make the Community be more than "its a PvP Game" and too many KOS'ing and zerging, if the Community is overly agressive with too many chokepoints in the game it wont be able to have enough variance in viable playstyles that can make a living in different habitats of the map, the game will die like MO1 with only wolves tearing themselfs apart.
Game is already overrunned by multi accounters exploiting, bug abusers , gold buyers, Speedhackers...
This is what kills Henriks Vision, the gamers gaming systems.
 
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JunidO

Member
Apr 6, 2022
35
10
8
Nice idea but will never happen. Star Vault has its own path and it will be followed, even if it breaks the game.
 

Hodo

Well-known member
Mar 7, 2022
1,067
941
113
As many of you probably already know, the game is entering a point where it will be at its highest risk of failing. That point will of course be when the subscription starts, and the player base begins to fall and new players begin to slow down as the MMO community considers the game “dead.”

As a result, I thought I'd share my opinion on what I believe the core problems with the game are. Keep in mind these are only the problems, from my perspective, that will kill the game by impacting the average player's experience(s).


Problems:


Parcel Runs:


The biggest problem you could have in a game is that you have forced content that is not fun. This is the problem with parcel runs, if you could even consider them content.

Running back and forth between two locations with no reward, outside of the forced punishment of not being able to enter a city, is probably the worst system I've ever seen in a game.

Let me run you through a scenario: you and your friends decide to kill another group at a bandit camp. You kill them, but then a 3rd party attacks your group, so you have to defend yourself. You took 1 (one) too many murder counts with the khurite faction.

You now cannot bank your loot, you have to run for over an hour to just gain enough standing to enter town again, you also can be ganked while you make the ridiculously long run, which would restart the timer.

I would, honestly, find a new line of work if I designed this game mechanic, and I would imagine that 90% of anyone that encountered the situation I described above quits the game.




Housing:


Housing in general, as in just placing a house and opening and closing the door, is find. The problem is that is all housing is. I have to ask myself, what part of the housing system is engaging? Where do people find value in owning a house? And the answer is there isn't.

Housing is just a shell of content that (whoever designed them) put behind a massive gold sink.

Imagine being a normal player and saving up all your gold for months, then saving up the mats for the same amount of time. You place your house, build it for HOURS (xd) then you have an empty box that you can't do anything with.

You can't craft there, because you have to run your mats back to town to grind/refine them, where there is, of course, crafting stations. You can use it as a stationary pack animal, but did you really just spend all that time saving gold, mats and then spend hours of your own time to just have a storage box in the middle of the woods? Again, another piece of content designed so poorly it probably drives players to quit when they experience it.



Rerolling/Character Slots:


So rerolling is a pretty common experience in MMOs, so what is the problem with MO2 and rerolling? The biggest problem is there is absolutely no way for you to transfer your stuff between characters. If you want to reroll, which a lot of people do btw, you literally have to throw everything you've gained away.

You could ask a guild mate, if you're in a guild. The problem with that? Usually most people would want to reroll as they are starting the game, when they'd be least-likely to be in a guild. You also open up the door for people to rob other players if it ever got to the point of them being in a guild, again very unlikely, which would then put a strain on the support system, and would probably result in the player quitting anyways.



Solutions:


-Add more ways to gain rep with a faction. Doesn't have to be easy, just needs to be engaging.

Ideas:


Put npcs inside and outside of town guards that will accept items like Bandit Heads, Risar Ears, Bear Paws, and other dropables on a scaling basis. For example, 2 Bandit Heads would get you 1 rep, but you'd need 20 Zombie Heads for that same 1 rep. Just to add incentive to travel in the world.

You could also do regional rewards, so Scoundrel Heads could be far more valuable in Toxai, but as worthless as Zombie Heads in Tindrem.

And/Or put an npc outside of town, like a Corrupt Guard, who you can bribe for rep. Like 1 rep = 5g at the Corrupt Guard. Pretty basic interaction that makes sense, and is an easier way to take care of your rep than having to bring dropables back to town.



-Add more value to housing.

Ideas:


You should feel like you have an advantage over someone else because of your house. Its a huge gold sink, and it should have a rewards attached to it.

So its not crazy to think that if you put your house next to a great mining area, that you should be able to make steel there. That means being able to store, crush/grind the ore, refine it into Pig Iron, and refine that into Grain Steel and then Steel.

To me this seems so basic that I kind of feel stupid typing it.

I know crushers and grinders are coming this patch, but I do not believe refiners are coming, and it makes no sense to me at all.



-Give players ways to reroll.

Ideas:


You could just change banks to account banks instead of character banks, since you only have one character anyways. You could give players another character slot, and use the mail system as a gold sink, if you wanted one associated with rerolling.

Honestly, I don't know how such a basic, and staple mechanic of the MMO genre was over looked.



Conclusion:

These are, in my opinion, the core problems with the game, and the problems that could ultimately be the its downfall. Starting a subscription without addressing these issues could be very detrimental, because once a game is considered dead in the MMO community it is very difficult to come back, and most games do not survive that labeling. An example, would of course be MO1. Lets not repeat history.

So basically the first one Parcel runs. Perhaps you're looking at them wrong. Why just run a parcel when you can run other things between towns and do trade or go hunting in that area while you're running parcels. When I ran parcels between Bakti and Mohki on my dex mage I used to farm all of the bandits along the way and the razorbacks. I made between 10-30g per one way trip. Or a bunch of us would take parcels and go do the troll route and run parcels while doing it.

Then there is is trade... Some markets you can make WAY more running materials there to put them on the market.

Housing.... Well Housing is an incomplete feature right now. Maybe 1/3rd if even 1/4th of the content for housing is in place.

Character slots and re-rolling. Well this is where doing your research should be a factor. You can do pretty much anything with just about any clade in this game. Even Thursar can make mages... no really they can. As for character slots, well I am opposed to it for several reasons.
1- if they dont have a reputation system that links all characters on an account together to remove the chances of same account spying or switching from a known murder to a blue character to sell loot in town. It will remain a solid hell no for me.

2- Economy and trade. Sorry but you dont need a second character to do things like craft things for you. If you know how to build your character you can make everything you use pretty well. As proven time and time again you dont need 100 in everything to make something that is useful. I can personally make every weapon I use, and my armor and butcher anything I hunt without losses with ease, and cook my own ambrosial foods.

Sorry but the second one is the biggest sticking point for me. In Mortal Online 1 you needed a second character because you didnt have nearly the number of skill points. In mortal online 2 you are basically 2 characters in one.
 

ArcaneConsular

Well-known member
Oct 27, 2021
873
536
93
So basically the first one Parcel runs. Perhaps you're looking at them wrong. Why just run a parcel when you can run other things between towns and do trade or go hunting in that area while you're running parcels. When I ran parcels between Bakti and Mohki on my dex mage I used to farm all of the bandits along the way and the razorbacks. I made between 10-30g per one way trip. Or a bunch of us would take parcels and go do the troll route and run parcels while doing it.

Then there is is trade... Some markets you can make WAY more running materials there to put them on the market.

Housing.... Well Housing is an incomplete feature right now. Maybe 1/3rd if even 1/4th of the content for housing is in place.

Character slots and re-rolling. Well this is where doing your research should be a factor. You can do pretty much anything with just about any clade in this game. Even Thursar can make mages... no really they can. As for character slots, well I am opposed to it for several reasons.
1- if they dont have a reputation system that links all characters on an account together to remove the chances of same account spying or switching from a known murder to a blue character to sell loot in town. It will remain a solid hell no for me.

2- Economy and trade. Sorry but you dont need a second character to do things like craft things for you. If you know how to build your character you can make everything you use pretty well. As proven time and time again you dont need 100 in everything to make something that is useful. I can personally make every weapon I use, and my armor and butcher anything I hunt without losses with ease, and cook my own ambrosial foods.

Sorry but the second one is the biggest sticking point for me. In Mortal Online 1 you needed a second character because you didnt have nearly the number of skill points. In mortal online 2 you are basically 2 characters in one.

Can you really make much gold carrying items to another city tho. I used to do that in AO but in this game the only way it seems to profit from it is either books or horses.
 

Hodo

Well-known member
Mar 7, 2022
1,067
941
113
Can you really make much gold carrying items to another city tho. I used to do that in AO but in this game the only way it seems to profit from it is either books or horses.

Yes. A good example is just selling books. I know people who run Khurite books like swift riding, controlled riding or katana blade crafting, from one town to a non-khurite town and sell them for a 50-100% markup and make a killing. I know others like myself who will run materials like reptile carapace or pansar carapace from the south to Tindrem and make about 30-40% more than I would if I sold it in Meduli, Bakti or Vadda.
 
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ArcaneConsular

Well-known member
Oct 27, 2021
873
536
93
Yes. A good example is just selling books. I know people who run Khurite books like swift riding, controlled riding or katana blade crafting, from one town to a non-khurite town and sell them for a 50-100% markup and make a killing. I know others like myself who will run materials like reptile carapace or pansar carapace from the south to Tindrem and make about 30-40% more than I would if I sold it in Meduli, Bakti or Vadda.

Yeah books and jungle stuff is about it though