Theme Park VS. Mortal Online 2 - reality check

Sabella

Member
Apr 19, 2022
78
31
18
Long overdue but here it is.

TLDR:
You've rested long enough on the argument that theme park games are shit and lame. Nonsense, pure jealousy.
MO2 has nothing on theme park games in terms of pvp, functionality, stability and performance.

Fix the game please, nobody want rainbow. We want DMG bow Heinrich. Also "Etec Why are you here!"

"Requirements are different, so are the skills. But no, it’s black and white! MO2 only has the good toolbars."
"We all click buttons and mouse move, but only MO2 has the good buttons and the good mouse movements!"
Sounds silly if you say it that way, no?

"Thank you for being so respectful! Telling us the ones, that do not understand may leave the game."

Implying that people would set themselves up to disappointment by setting false expectations is pretty much the most outrageous thing
I've heard in some time, in light of SV's long list of unfulfilled promises. But we programm ourselves to disappointment. Yeah.

Theme park bad, MO2 good. Oh, really?
For the crafting it may be true there's more complexity here, maybe not too many useful variations and cosmetics, but a point to MO2 still.
More freedom through "open world" pve in MO2, but very rudimentary. UE5 did some improvements here, but I can not give it a point,
I am not going to write more about pve here. Go play, go have a look for yourself if you think MO2 pve is good.

But MO2 also advertises: mmorpg, pvp. The pvp is a big disappointment in comparison to theme park games. Some examples and more:

Identifying targets - does not work so well, right?
For a long time there was no indicator, while in theme park games the enemy is always named red - so no point here. Why?
Simple: blue player comes up to you, one hits you, so you kill everyone on sight now? Never talk to other players again, could be hostile?
Is that the interaction SV wants?
Forget about the concept of competition and give up cast space in the future, always? The way i see it, it's not practical, even after the red name
change recently. E.g. who is red and going to enjoy that nasty bug that makes you go grey when you attack a red players horse, in town? You?

The ceo himself went in dungeon fight on a stream not long ago and admitted: "I can't see who is who." due to the bad light. His group died,
he did end up at the mercy of the opposing group. Epic. I guess that's the reason why it is fixed in the next patch.
But in general: how do you play if you can't identify targets? You can't.

Tab-target or mana lightshow
The "freedom" to do what you want, if many players are around, puts the node performance in the ground. While 80% of mana just blasted off pointless.
In terms of performance, a failure, and here you can see why players do not want to go to 20 FPS sieges. While we do not play or like tab-targeting,
in terms of performance, MO2 is the looser here.
Is indicating a target area on a hard surface a option? Need to do smth. with the cast speed then too so maybe, i duno. In a single player game no problem
here it can not be like that. If SV wants to save performance, they could start e.g.: removing the heavy effects on light balls, increase the projectile speed x2.5.
Right now, it looks like spaceship enterprise drops quantum drive core every time, while everyone starts moving slowly out of the potential impact area.
Pathetic.

"content control" or what you call "resource control"
We do not pay SV to produce content exclusively for less then 1% of players and all wait 12 weeks + bugfixing time for it. Do YOU understand?
The customers pay SV to produce content for everyone. Not "Please, leave the game!"? What happened there, mmh?
No points, if you compare it to theme park games with working area control mechanics. Now no logout in dungeons anymore, taken time: 3 years.
Guys, you are too slow with that kind of decissions.

And there are working examples for dungeons too! Darkness Falls. That dungeon is unlocked by pvp objectives and one group can not take it away.
A working faction system could help here. But MO2 does not have that. Do we look at examples? No we do not.
"We" find reasons to excuse ourselves out of the workload and then spend a lifetime defending nonsense mechanics.
Like the incomplete "TC", which does not deserve the name atm..

Bringing play styles together
There is not such a thing. Groups in MO2 contain mostly of melee players an 10-20% mage, 0% tamer, 0% archer. And 99% of the builds are hybrids.
Theme park games do this much, MUCH better. 0 points for MO2.
I agree on: UI wise WoW with all the add-ons, took it too far, took the fun out of it. Also going full bubblegum UI.
You want to bring this weak "Nothing else to play!" argument? Better kiss that goodby too!
When players talk about group gameplay this is the topic not "the amount of loot"!

Solo Dungeon Boss? Solo Keep Raid, yes? You can not coordinate properly with your group / you do not like it?
Pro tip from yourself Speznat: you should leave the multiplayer game.
In every group game the group play is stronger than the play of loose bunches of people randomly put together.
You watch group sports sometimes? You ever saw a soccer game with a 8 goalkeeper line-up on the field?

So? SO: SV can not pretend they have all the styles in the game when the prove is in: everyone and her mother is running a melee in groups.
You agree that's weird? While SV pretends they have aaaall the playstyles. Not the case.

And while the player's drama demote each other about the playstyle, we forget, that it is not very inclusive, SV excludes those styles from group play, isn't it?
Mage, tamer, bowmen can and should play in groups. They want a piece of that cake too! Give it a form: 6-men, 8-men, so people will run in more fights
that are balanced at least number wise. And not in dimension run, comming soon only.

Group synergies
Again, when players talk about group gameplay this is the topic not the amount of loot!
What about spells for armor defence reduction, drains, HoTs, instas, hp and mana transforms and exchanges ... and not go:
"Here you have 2 heals: a small and a big one, hope is easy enough for you!" and then go: "Oh, Ecu has a wide range of spells and is in a good spot.".
MO2 has like 5% of what can make fun in terms of group fight mechanics, there is so much more. IF you have magic involved, especially.
And "Magic" rework is in the talks since ever, but nobody can tell us when this hits the game. Go check out how to produce an ETA on mechanics,
this is no overhead work you can just skip. Thx.

crowd control
"Why implement cc when the players can kite? Right? It is cc! haha"
Crowd control not in the game effectively, kiteing alone can not fill the gap. How is doing a jumping puzzle pvp or fighting? Please explain Speznat.
Is Heinrich going to buy some more pvp in the Unreal asset store for us, so easy? Yes? NO!

Fight outnumbered as a mage does not work in MO2 for pve and pvp, mounted or on foot. Melee, on the other hand, has no problem with that.
In other games you have more than: hide behind a tree. So objectively not good. 0 points here. "hide/running around a tree". There is a term for that:
it is called "clipping" and it's a direct live exploit of another player and a bannable offense in pvp. In other games - not in MO2! In MO2 it is "normal gameplay".
Not getting punished at all.

Melee: "I have no problem getting killed, but getting rooted for 6 seconds?? Hell noo!" Hey, Iam 100% for a melee shield bash when we can have cc.
Mage can fight outnumbered - SV just has to let us and give us the tools. I do not give up even, Heinrich is shy like a mermaid on the topic yet.
BUT if the mage is only support THEN PUT IT ON YOUR GAME LABEL LIKE THAT!

[...]
 

Sabella

Member
Apr 19, 2022
78
31
18
Working mechanics VS new content
Due to huge player numbers in theme parks, systems are tested well and work most of the time rather than not in general.
That goes for save spotting (placing invisible walls, boxes), lighting in dungeons, bush pigs in the sky and so on too. 0 Points here for MO2.
Why 0 points? MO2 had 2 releases, that's why. SV go to the drawing board and put a check on the npcs if they have their feet on the ground,
the for us visible one. Or rework your npc pathing. Tyvm!
SV should also introduce a system that puts checks on casting spells hit. It does not work reliable, please fix this game-breaking annoyance SV!

Working mechanics will "beat" a content chase SV can not win, always. By the way, not only the theme park games are in a better spot right now,
but the old moldy games too. Like:
UO https://mmo-population.com/r/ultimaonline,
Runescape https://www.misplaceditems.com/rs_tools/graph/
and some other titles pull similar high(er) numbers. I wonder why? It must be the "slow advertisement" or "missing player progression" here? Also no.
Working game concepts and mechanics is the reason players play these games. And some of the games have not seen content patches for decades.

QoL
Why do we not have mounted and on foot attribute points? So we can have 2 builds a mounted and a on foot one.
That would enable the players to use the toons everywhere instead of "logging the other toon that can do that". Saves a lot of pain/time for the players.
And why is the sword user still the only one who can benefit from his starter weapon? There should be a npc in every big city so you can change it.
Another example would be: nerfing swimming was a step in the right direction, but again, theme park does this better overall.
Also, QoL, working mechanics - both has nothing to do with how soft or hard a game is or if it's chess or basketball.

Loot system
It should be replaced with a personal loot system, so 2k players will drop something, too. You do not see what is looted from the group.
There are much better loot systems around, no points here. You try to refrase the therm "group gameplay" into "looting system" in your vid. A nice trick.
So when we have changes on loot system you can say: "Oh look group gameplay is good now." I guess? But you know .. another one, another fail.

Mods
No mods. Other games give you the freedom to produce a mod for let's say "auto-feed your pet" but nope. Theme park games do it better. 0 points.
If you feed your pet a million times, one could say: "You know how do do it, it's ok." But no, keep on doing it - maybe one day these skills make
a huge difference, for example, when you become community manager and host a event, while running a hungry bear ... or something like that.

Fact is: if your game has microp* in terms of functionality, then you better not even try to talk badly about other styles of games. Especially working ones,that millions of players enjoy while WE have to correct baby heads here in the f*in forum, to may or may not make an exhausting slow change of mind happen.
And just because YOU, Speznat, never saw working mechanics does not mean it's not existent. You should try more than ONE game then!
No matter what style of game it is, stop these bad faith arguments leading nowhere, taking on talking points that are not even yours!

You've rested long enough on the argument that theme park games are shit and lame. Nonsense, pure jealousy.
MO2 has nothing on theme park games in terms of pvp, functionality, stability and performance.