The Recipe to Success for PVP MMO's : One Time Offer

fartbox

Active member
Apr 29, 2023
167
98
28
If Henrik himself posts in this thread I will reveal the recipe to success for PVP MMO's. The formula is scientific, reproduceable, demonstratable, systematic and methodical.
I will reveal it in a single infographic that provides the main ingredients, the secondary ingredients and the tertiary ingredients and when all combined they produce an effect that is undeniable.

Yes there is a method and I am offering to reveal it for free, a system with a 100% success ratio. Does it Mean Mortal will ascend to rank 1 MMO? No, but I can guarantee at least the caping of the first server unless there is some wizardry I am unaware of that would allow for more then 2.5k concurrent on one UE5 server.

The MMO is in and of itself is a system but most importantly it is a eco(system) and Henrik if this were an aquarium, your fish would be diseased. Take the first step in healing your fish; Come see me, The MMO Doctor.

What do you say?

(I also will not ask you to sacrifice the things that make Mortal...Mortal. Like full loot on death, classless builds, animals/beast being integral to the game and economy, racial differences, etc)
 

Attachments

  • SlWZwOZ.gif
    SlWZwOZ.gif
    921.7 KB · Views: 1
Last edited:

fartbox

Active member
Apr 29, 2023
167
98
28
OK, bha, let's see your infographic and have a laugh.
0% chance im posting anything unless Henrik posts in the thread. He has to want help for me to give it.

But a few spoilers: It's a web diagram, all the ingredients and their branches flow logically in a way that will be appealing to the human psyche. There's a reason the dominant games in the genre are dominant; it's not chance, it's not luck, it's not tech. It's that they all follow the same formula, the winning formula. Persistent PVP MMOs and Casinos have alot in common. It's all about designing a game where people who are losing still find ways to win just enough to keep them invested. Investment is key in MMO and it's key in casino games as well. PVP MMO's are abit more complex though because technically there are two houses; The studio and the players at the top of PVP foodchain in whatever particular game is the topic of discussion.
 
Last edited:

Emdash

Well-known member
Sep 22, 2021
3,156
1,005
113
I am a v underrated problem solver. I also want to help Henrik. I am sorry for talking shit, but I talk shit to almost everyone haha. The only people who I don't talk shit to are the people who I feel cannot handle it.

@Robmo can we have Henrik view this? The whole... stream biweekly is not doing it. I dunno if I agree with fartbox, but we need to truly discuss. All effort to fix the game is good effort.

Fixing the game vs devving for Odinseed, see the difference.
 

Emdash

Well-known member
Sep 22, 2021
3,156
1,005
113
I suppose you want to talk about this? https://quanticfoundry.com/2016/01/20/game-genre-map-the-cognitive-threshold-in-strategy-games/
I'd personally put MO2 next to Counter-strike and dota 2, see also mordhau.

the first step is to make the game brutal. They need to get rid of soulbound shit and weak siege. There is an issue that people do not understand, and I think they tried to make this work with mastery and trinkets.

Basically, there is an upward climb of success, but the higher you get, the more vulnerable you should be (not less!) While those who are looking to achieve domination are vying for it and some are getting knocked back down, to keep them from quitting, you also need a low-level, probably town-based achievement that cannot be taken away from you.

For instance, you can gain control of territory then adjust cities / get resources from cities, and as the higher end changes, allow them to also change the lower end, but make it harder.

In the middle of all of this is creating a town life that is less dangerous, still interesting, but also engaging to some. This is sandbox theory.

MO doesn't require you to do that much complex thinking, but you have to have a baseline level of tolerance to 'failure.' The problem with mastery and trinkets is they are a a rich gets richer mechanic. Mastery could be gained through just civilian life and it would be more fair, but it is still a gate for new players. The idea is to have the low level success / content enrich everyone, and let the TC / domination content be highly competitive.