This game needs to go back to what it was and be more fun/engaging

Tasu

New member
May 21, 2022
18
7
3
Here are my thoughts on why most players stopped playing for the past 5 months.

Its not fun to engage in content that's not engaging
• If I hit a human, it should sound and look satisfying. They should recoil with physics based animations and so should I when I'm hit. If I land a clean hit that does a ton of damage, they should scream in pain. If they get low they should plead for their life or threaten me.
• Where is the combat music? Music is the back bone of all gameplay, and the current exploring music is ass. Even if it's just basic drums there needs to be something.
• If my horse is being hit and taking damage, it should flee. Why would a horse stay still while actively getting stabbed? My mount dieing to stupid shit makes me not wanna explore if I gotta walk for 30 minutes to get a new one.
• If I loot a chest in a POI, I expect some unique loot, not 50 copper. Make POI and camp lootables more satisfying, like those in the dungeon.
If your worried about hackers zooming everywhere and auto looting, then get better GM's that know how to look at this shit or add in loot honeypots.
• Add in unique items that you can only find as loot like claymores and risar axes in Mortal Online 1. If there were named items that were similar to tung and cron items with unique effects, it would be cool. Like weapons made by named legendary craftsmen.
Maybe even make it so loot that players never looted can be found in regions off dead AI

- We need more solo and small group gameplay
• Random events at camps, dungeons, or POI's that changes every 3 hours. Events like double gold, double xp, higher chance to drop items. ETC
• Ability to rob player TC for gold over 5 minutes to steal gold from upkeep.
• Unique tasks about lore and story, such as find out what happend to the farm West of Fabernum
• More GM events like how Robmo used to do. Give the reins to Mats and let him make lore events in the server similar to Joel from helldivers 2
• 2 more exits added to all dungeons.
• Unique tasks that you find in the wilderness similar to stranger events in RDR2.
• Add small random events that make POI's or bandit camps, for example, give double clade XP or double gold drops and are marked on the map as bounties.

- Content is not time friendly
• A single siege is 6 hours long. If someone dodges, defenders have to wait or siege for 6 entire hours. It needs to be severely reduced to at least 2 hours.
• If someone fake dec's a siege, you have to wait 50 minutes sitting there defending it. If no one picked up a barrel, touched a lever, or stood on the flag in over 10 minutes, the territory dec should end.
• Territories need a cool down of 6 hours per territory. Repeat decs after an hour cool down burns out the player base too hard.
• Taming and leveling pets and mounts for 4 hours just to die in one minute of a fight or some bug while farming is devastating. Make it so you can train pets for 20g - 50g over 4 hours to 125.

- PVP Focused game stopped focusing on PVP but allowed griefing to run rampant
• You added rep to discourage murder hoboing new players, but the people doing that were already red doing that outside of towns and are STILL doing that. Address the main issue
Wheel chair bandits have an entire village on fab main road that killed all new players there and prevented them from mainly getting started in the game.
• If you wanna protect the new players, add guard zones in portions of the sewer, along the road, and at early level farming areas.
• Main content in the game is discouraged because of rep system, in areas where PVP is a must such as dungeons, meteors, high level camps, and sieges. Why would someone tank their rep on someone naked rep bombing at one of these places? WTF
This is a PVP game, limit rep loss to only roads, near towns, or new player leveling areas.

- We need more gold sinks
• Increase prom and gold costs on all TC upkeep
• Make alliances require upkeep
• Make it so you can buy granum, calx, and saburra from mining POI's or you can rob them.
• Make it so you can buy a warhorn that increases xp gain in an area.

Last thing is simple reactions. Game needs more voice reactions from guards, bandits, vendors etc. If a risar or bandit detects me, they should say someones here, or if they are fighting they say I need help, heal me, this guys almost dead, etc. The outlaw text when you die are good, but we need them actually saying that. Would be hilarious. Even npc citizens wandering in fab talking to guards vendors etc. But eh thats costly
 

Tasu

New member
May 21, 2022
18
7
3
BTW if you want to do more with looting but are limited cause of fly hackers, hire more GM's and make some ONLY hunt hackers or investigate flags that rise when a player is "teleported" or detected flying under map. Simple shit like this, and when they do ban someone, they record evidence via medal or some shit and add it to a file. This is mega hopium copium
 

Emdash

Well-known member
Sep 22, 2021
3,355
1,096
113
I feel like re: murdering nubs that the game needs to just make it less punishing for a new player to die. They should not protect them too much because that has huge consequences, as you said for something else. All things that protect nubs protect vets twice as much haha.

But just making the game progression more smooth and making it so that you don't feel like you are pulling a wagon with your teeth all of the time will help. When you die trying to reach clade 16 and someone takes the one steel wep that you had, that people on the broker charged you 30g for because a daily gives 50... etc.

It's the same with siege. It's not that people should prevent siege or make siege harder. They should make it so that when you get sieged there is a pathway to continue your gameplay. All that starts with the 'base level' of gameplay.

The stuff from outposts is given to zerg guilds, imagine you have 5 outposts and then get sieged down to 0, you are gonna wanna quit because you have to work for your shit again. Giving people such gains for having TC / etc is bad on many levels. It creates resentment for the base level player, it rots the brain of the guild controlling the stuff because they get fat and entitled, and it throws off the economy.

What MO does not get right is diminishing returns. It's the same with damage trinkets or mastery, as you progress toward end end game, you get super powerful in a way that should not happen in a game like this. There should be base level nub game play, thoughtless just having fun playing, and that should generate more gains, then there is the kind of gameplay that you do when you decide to actually do something and that should generate A LOT more gains, and then the levels beyond that, empire building and shit, those should generate way fewer gains.

It's not fun to play an oppression sim where other people aren't playing by the same rules you are. It's a tough balance, though, because there does need to be a reward for time investment, but it shouldn't be just stacking the map with TC farm spots and autogen resources.