Weird suggestions or?

Awamory

New member
Mar 7, 2021
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Below are the observations and suggestions from a player who was one of the last to play MO1 before the release of MO2 (hello to the PVE group MO1) and who has been playing MO2 almost since its release, with occasional breaks. I’m not only speaking for myself, but as both an ordinary guild member and a guild master, I’ve seen what other players experience in the game. Based on that, I’d like to share my thoughts.

1. I believe it’s no secret that the game needs players—both a good, steady influx and as low a churn rate as possible. In my opinion, MO2 is currently following the same path as MO1.

Most players these days are casuals, with commitments like a home, job, family, business, or education. They could potentially pay for a subscription to support faster game development and bug fixes, but their main issue is time. They don’t have enough time to spend on simple tasks in the game (like raising a pet or gathering and crafting rare resources), which could take 1-2 weeks or more in real life. Then, they can lose everything in just 2-3 seconds, often without understanding what happened. After that, they have to start from scratch.

This means the game needs an adequate in-game mechanism (this shouldn’t fall on the players; it should be built into the game design) that serves as a counterbalance to ganking, making it either unprofitable or impossible in certain areas.

2. Now, imagine someone who has been working all day, solving complex problems, or genuinely studying. They finally have 2-3 hours in the evening to sit down at the computer. This describes the majority of players who could pay for a subscription.

Currently, if such a person logs into MO2 and joins a guild, they have three paths to follow:

2.1. The first, easiest path is that of a ganker or bandit. You roam the map, engage in fights, kill everything that moves, and hunt down players—preferably solo players. If a well-organized zerg shows up, you complain about how bad they are and claim they have low skill.

Eventually, these gankers either dominate that part of the map, leading to empty lands where you rarely encounter anyone (as in the north of MO2 or across the map in MO1), or they face organized alliances that wipe them out repeatedly. Gankers don’t achieve any major goals, and with each wipe, they have to remake gear, find or buy pets to gank again. This leads nowhere, and sooner or later, this gameplay becomes boring. There’s no endgame goal. The result is a cycle of gankers leaving the game and being replaced by others, who also leave soon, leaving behind their ruined guilds / buildings, and so on.

In the long term, this leads to a decline in the player population, as we saw in MO1 and are now seeing in MO2. I’m not saying gankers or bandits aren’t needed. They are, but their activities should be regulated by in-game mechanisms.

2.2. The second path is to play as a non-ganker—meaning you don’t attack other players without reason. You try to establish your own "kingdom," guild, or alliance, create and uphold rules in the territory where you live, and engage in mass PvP, guild wars, alliances, and in-game politics. This is more interesting and complex than being a minor bandit and offers better long-term retention for players.

However, in practice, what do we see? Looking at PvP logs in various guilds and alliances on Discord is amusing—it’s a non-stop war. Every day. "10 players from Guild A are gathering there for a wipe," "25 people needed for this location," "8 people in the dungeon, let’s gather here," and so on, every single day. This is great for newcomers. It’s a good opportunity for PvP enthusiasts to quickly gain experience and improve their skills, even within a zerg or a well-coordinated group.

But what happens next? A player who comes home from work, tired, with only 2-3 hours to spare, logs into the game and is immediately dragged into a fight here, then there, and logs off, only to do it all again the next day.

These players could have 2,000-3,000-4,000 hours in the game and still not know the world map, basic crafting mechanics, or taming. They don’t know where many basic resources come from, let alone rare ones!

They just fight day after day. Initially, it’s fun and different, and they learn something about the game, probably developing good PvP skills. But what happens after that?

Burnout. Most normal working people can’t physically or mentally log into a game every day just to run around and fight, or defend something.

And what’s the result? A cycle of PvPers coming and going, leaving behind the ruins of their guilds for the next group to come along.

Even strong PvP guilds with veteran players voluntarily abandon KEEPS in the game, which has already happened more than once! Why? Isn’t this a sign for developers to think about what’s wrong with the game design? These players won’t directly tell you the reasons, but it’s always the same: burnout. They don’t see the point in continuing to defend the keep and surrounding territory when they gain nothing from it.

I’m not saying PvP players aren’t needed—they are. But players should be able to choose their likelihood of encountering PvP through in-game mechanisms, not in spite of them.

Right now, the game essentially says, "Either log in and fight, suffer, or go play something else if you just want to relax and spend time with friends or do something solo under some music or a TV show."

But a person can’t constantly fight, battle, and struggle! If this is supposed to be a game world and not just a pretty PvP arena, there should be some simulation of a world. In a world, people don’t constantly fight!

2.3. There is also a third path: the path of solo players. This is when players try to play the game alone or in small groups. Typically, this is the "hard mode" of the game. Most solo players, after encountering gankers here and there, simply leave the game, leaving behind their abandoned homes or simply nothing.

It turns out that the design of the game itself encourages players to leave! This isn’t due to the hardcore nature or full loot mechanics—it’s due to the game’s poorly thought-out design. There are many in-game systems that should exist in a true game world but don’t.
 

Awamory

New member
Mar 7, 2021
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Here are some ideas off the top of my head for what could be implemented:

1. There should be an in-game counterbalance to ganking. For example, the map could be divided into provinces with "wildlands" where everything is as it is now, and "lawful provinces." In the lawful provinces, there would be guards in cities, as well as along the roads between cities, with NPC patrols on the roads.

If a player ganks three times (not ten, but just three), they get three murder counts (and it should take at least a week of real-time for one to disappear) and become red in that province. This would trigger aggression from all the guards, and any player could kill them.

If a player reaches, say, 10 murder counts, they would be instantly teleported out of the province to the nearest "wildlands" at a priest, without their loot (which stays behind in a loot bag in the province).

2. This mechanism should not apply to guilds and alliances that are at war. Players from warring guilds and alliances (there should be a more extensive system for adding guilds as friends or enemies, plus a separate interface for alliances and factions, allowing an unlimited number of guilds to be added to the friend or enemy list) should not be able to kill each other in lawful cities (if they do, the guards will attack them as they do now, and they will receive a murder count). However, they should be able to engage in combat anywhere on the map outside lawful cities, both in the wildlands and in lawful provinces.

This would give new or peaceful players an in-game mechanism to live within the game, allowing them time to get to know it, engage in PvE, explore local dungeons without the constant threat of ganks, gather resources for crafting, and so on. And for those interested in PvP, it would be easy enough to either head to the wildlands or to hostile provinces on the map.

3. There is currently no territorial control mechanism in the game. What we have is a conquest system, not a system of control.

There needs to be a suzerain-vassal system, distributing and receiving bonuses from controlled territory.

For example, each province could have its own KEEP. The owner of the KEEP is the suzerain.

The KEEP owner should receive 50% of the upkeep costs from all buildings within the KEEP’s area of influence, plus the ability to grant building permissions to those who want to settle in that territory. Without such permission (which could be a physical item obtained from the KEEP's chancery and combined with the deed to a house or stronghold), no one would be able to build in that area.

Next, the owner of the stronghold, after receiving permission from the KEEP owner (if they are building within the KEEP’s influence) or without permission (if the area is outside the KEEP's influence), would get a similar system. They would receive 50% of the upkeep costs from all buildings within their stronghold's influence, and they could also grant building permissions within the radius of their stronghold. The radius of influence for strongholds would need to be increased.

The remaining 50% of the upkeep would go to the KEEP owner if the buildings are within the KEEP’s radius.

The KEEP owner should also have the option to manage permissions:

- For vassals (stronghold owners), construction would be allowed for everyone except those on a blacklist, and the rest would need to receive permission from the KEEP owner.

- Alternatively, construction could only be allowed for players on a whitelist, and everyone else would need to obtain permission from the KEEP owner.

These blacklists and whitelists should be extensive (for example, up to 1,000 entries at the start).

Additionally, the KEEP owner should be able to place up to three brokers within the radius of their KEEP, with access options:

- Available to everyone
- Available only to those on the whitelist
- Available to everyone except those on the blacklist

Stronghold owners could place one broker within the radius of their stronghold, with a limit of one broker within the KEEP’s entire influence radius.

- 50% of the broker's commission, as well as 50% of the guild vendors’ commissions, would go to the KEEP owner within whose radius the broker or vendor is located.
- 50% of the broker’s commission and 50% of the guild vendors’ commissions would go to the stronghold owner if the broker or vendor is within the stronghold’s radius.

Only the owners of strongholds or KEEPes should be able to build structures with vendors or brokers within their influence radius. House owners could only build without vendors, but they could place priests or stables.

As a result, the KEEP owner would receive 100% of the commissions from their own brokers and vendors, and only 50% from their vassals' brokers and vendors (the other 50% would go to the stronghold owner).

In this way, we’d have a true system of territorial control. The KEEP owner would gain financial benefits and control over who can build and live on their land.

Exceptions for construction would include siege tents, which could be built next to a besieged structure (within its control radius) during a siege window.

This means that if a hostile alliance or guild wants to live in a particular area, they’d first need to conquer the KEEP to gain that right. Alternatively, they could settle in areas outside the KEEP's or stronghold's influence.

This would provide real options for territorial control:

- Economic (upkeep and commissions from brokers and vendors)
- Territorial and political (construction permissions)

This system would encourage KEEP and stronghold owners to attract players to live on their land, build infrastructure, and improve security.

Additionally, KEEP and stronghold owners should be able to place both stationary guard towers and NPC patrols for a reasonable price, drawing their patrol routes directly in the game.
 

Awamory

New member
Mar 7, 2021
20
19
3
4. About 70% of the game map should consist of these "lawful provinces," while the remaining 30% should be "wildlands," which would function similarly to the current northern and southern regions.

These "wildlands" should be where gankers reside. They could be located either to the north or south, or between certain lawful provinces, with caravans passing through. In the wildlands, gankers can operate both solo and in guilds or alliances.

Additionally, periodic events like invasions could take place in the lawful provinces, allowing players with 10 or more murder counts to visit these areas for 2-3 days (but not the lawful cities).

5. Dungeons: In every lawful province, players should have the ability to access everything they need for competitive PvP or PvE farming, including loot from dungeons. The game should not have dungeons that are the sole source of certain spells or abilities for specific schools of magic, combat, or crafting. There should always be multiple sources spread across different provinces. In the wildlands, dungeons could contain unique relics that enhance crafting or gathering abilities, provide a bonus income of gold to a stronghold's or KEEP's treasury, or grant unique pets and ingredients that improve armor and weapon quality.

6. Non-combat activities: There’s currently no reward for peaceful activities or professions in the game. This could be addressed by allowing players to earn experience for the mastery system (albeit at a slower rate than from farming mobs) when crafting or gathering, with opportunities to receive crafting artifacts that boost gathering or improve the quality of weapons and armor. Additionally, players could be given achievements and titles that increase resource collection or crafting stats.

There’s not even a ranking system for crafters or miners—no monthly top ranking, overall top ranking, or rankings by city or province.

7. To maintain player interest, it would be a good tradition to release new content each year over the next 5-7 years, such as:

- A new continent (not empty, but similar to Myrland, with its own unique pets, resources, geography, etc.), or perhaps in the future, archipelagos or islands.

- One new magic school (introduced on the new continent) that is fully developed.

- A new gameplay mechanic (such as animal breeding and automatic pet training via the stable master, farming, wagons, boats, ships) that is fully implemented and polished.

There are already players who have explored the entire map and tried almost everything the game has to offer. With these yearly updates, there would always be something new for them to explore and experience!

This would not only keep veteran players engaged but also ensure a continuous stream of new content for the community to look forward to.