The game is not even released yet and that is why it have a kinda low population atm. I have many friends who told me that they played many early access games and rather want toexperience the full experiance, to not get burned out before all the mechanics are added. Some told me that they want to wait, till we can bind all directional blocks/attacks on seperate Keys, becuase they want to use the attack modifiers charge attack option, but his is not possible, becuase we cant bind the mid and overhead block on seperate Keys. If you enable that option you have to aim upwards and downwards with the mouse to block and this lead to imput errors, if you are surrounded by several opponents which you try to block and have to move your mouse horizontally. You cant move your mose horizontally and look up and down at the same time, without getting imput errors. Another friend told me that he not gonna farm like crazy to get materials such as tungsteel, if everything get wiped. It have reasons, why the population of a test Beta is not very big. SV only added the mobs for testing the AI, so that the testers not know all spawns and creatures in advance, becuase SV want to have us something to explore after release. Many pathways in the dungens are still locked and miss the full variety of different Mobs. I think Steam is making great advertising for new games and that´s why i think that the population of MO2 will be huger as expected.
i have some real life friends who played Chivalery with me for years. They all told me that they want to wait tillt he game get released and that they are exited. I think my friends aren't the only ones who think that way.
Only the most loyal players from the first game invest so much time in testing an unfinished product, because they had a lot of fun with MO1, found ingame freinds and know what the game offered in the endgame and how much potential it have, if it have a nice grafic and won´t be a buggy mess as MO1.
The population will increase a lot after release ! At least that´s my speculation. 80 k keys were gone during first stresstest. MMOGA went down. The Question is how to keep those players playing for a long time.
In MO2 a lot of content is still missing.
What does the game need to succeed and what should have absolute priority to adjust the gamewold for a bigger population ?
Very important are situational Spawn timers, depending on how many players are online. Its a difference if 5k, 10k, 15k or 50 k Players are playing. The more people playing the higher the spawn rates have to be and the more dungens we have to have and the more hotspot dungens and world events we have to have. I will explain it a bit later in the post. What if 100 or 200 k Players would like to play the game.
Does it really make sense from the perspective of a company to limit the sales, if so many players want to play the game and do not fit on one server, or should SV be prepared to set up a second Gameworld for NA Players and merge the 2 worlds, if the population would drop ?
Does the game have potential to get very popular ? That depends on the development. I see great potential in crafting, if SV adds more dungens, roleplay features, gambling and boad games, more reasons for PVP and a lot of World Events. I think there is a lot of potential in the gambling games. If you can play games such as dice poker, checkers, Chess or mill with other players and be able to gamble away your money in the pub. I could imagine that many players only play the game because of that, because of the crafting and hunting, becuase they want to build their own town, keep or base, but we will see. A good game must be fun and deliver content for all types of gamers. The PVP players, the roleplayers, the traders and the PVE adventurers on the same Server. This is exactly what SV is trying to do this time. It is important to have enough dungens, world events and terretory controll as fast as possible to get reasons to do PVP, so that the dungens are not the only PVP hotspots. There is a lot of feedback in this regard. I recommend SV to read it, becuase it is very important, that the Dungens are not the only Hotspots for PVP and that they are not all located in the North ! The players need to
distributed in different cities. We need many PVP Hotspots beside dungens, That´s the reason why the World Events and terretoy controll should have priority in the development.
In this article, I'll describe it in more detail.
https://www.mortalonline2.com/forums/threads/map-feedback-the-dungens-are-distributed-unfairly-the-way-is-too-long-from-some-cities-we-need-more-strategic-located-dungens.3200/#post-37855
I find the graphics very appealing this time and MO1 provided a lot of content. I think the game has a lot of potential, because all the mechanics don't have to be reinvented, but just have to be taken over from the first game one by one. SV had over 15 years to gather feedback and balance the mechanics. The team now consists of 30 programmers. Richard Garriot always said that a good MMO needs 15 years of development. Most of the mechanics are still not imlemented, but that will happen over time and we get a huge Patch every 15 days. So I'm pretty confident that the game could become very popular. Never as popular as a theme park MMO, but for players who appreciated MMOs like Ultima Online and love crafting and played such games for years. I prefer a game with a lot of endgame content. Better a smaller but loyal playerbase, who plays the game every day for years than a theme park MMO, which millions of players buy and stop playing as soon as their characters are leveled, because the game does not deliver an endgame, a working economy and PVP does not reward the players. In most MMOs, PVP is meaningless. It make no sense to play as a crafter in Theme Park MM0´s. I can´t get it how players can enjoy games such as WOW and New World. I could not play that game for more then 3 days.
Here a list of all activities we will get in MO2 https://steamcommunity.com/app/1170950/discussions/0/2962796621645555474/
Many developers can deliver a lot of content, but in the end it all comes down to the netcode. I think SV has achieved a lot here. This 500 man fight and the technology behind it convinced me. Each node is a server and when a region is overcrowded, the other servers provide their computing power. In the beginning it was unplayable with 500 players fighting on the screen. There was a lot of lag in the beginning and I was thrown on the login screen. But that was due to a bug that caused the spawns to double, triple and quadruple, when the other servers provided their computing power. The video was recorded during the stress test. I think SV will still optimize a few things before release. If a fight with 200-300 players works well, the game definitely has a lot of potential. I think this is a brilliant achievement, considering that it is a game with hitboxes and a Mount and Blade combat system. In MO1 the game was already unplayable with 50 players on the battlefield. This is not the case in MO2 ! Regarding the netcode, SV has done a good job ! At least that's my opinion and I've played the game for over 700 hours and participated in all the big fights and try to review the development.
i have some real life friends who played Chivalery with me for years. They all told me that they want to wait tillt he game get released and that they are exited. I think my friends aren't the only ones who think that way.
Only the most loyal players from the first game invest so much time in testing an unfinished product, because they had a lot of fun with MO1, found ingame freinds and know what the game offered in the endgame and how much potential it have, if it have a nice grafic and won´t be a buggy mess as MO1.
The population will increase a lot after release ! At least that´s my speculation. 80 k keys were gone during first stresstest. MMOGA went down. The Question is how to keep those players playing for a long time.
In MO2 a lot of content is still missing.
Mortal Online 2 :: Steam Community
steamcommunity.com
What does the game need to succeed and what should have absolute priority to adjust the gamewold for a bigger population ?
Very important are situational Spawn timers, depending on how many players are online. Its a difference if 5k, 10k, 15k or 50 k Players are playing. The more people playing the higher the spawn rates have to be and the more dungens we have to have and the more hotspot dungens and world events we have to have. I will explain it a bit later in the post. What if 100 or 200 k Players would like to play the game.
Does it really make sense from the perspective of a company to limit the sales, if so many players want to play the game and do not fit on one server, or should SV be prepared to set up a second Gameworld for NA Players and merge the 2 worlds, if the population would drop ?
Does the game have potential to get very popular ? That depends on the development. I see great potential in crafting, if SV adds more dungens, roleplay features, gambling and boad games, more reasons for PVP and a lot of World Events. I think there is a lot of potential in the gambling games. If you can play games such as dice poker, checkers, Chess or mill with other players and be able to gamble away your money in the pub. I could imagine that many players only play the game because of that, because of the crafting and hunting, becuase they want to build their own town, keep or base, but we will see. A good game must be fun and deliver content for all types of gamers. The PVP players, the roleplayers, the traders and the PVE adventurers on the same Server. This is exactly what SV is trying to do this time. It is important to have enough dungens, world events and terretory controll as fast as possible to get reasons to do PVP, so that the dungens are not the only PVP hotspots. There is a lot of feedback in this regard. I recommend SV to read it, becuase it is very important, that the Dungens are not the only Hotspots for PVP and that they are not all located in the North ! The players need to
distributed in different cities. We need many PVP Hotspots beside dungens, That´s the reason why the World Events and terretoy controll should have priority in the development.
In this article, I'll describe it in more detail.
https://www.mortalonline2.com/forums/threads/map-feedback-the-dungens-are-distributed-unfairly-the-way-is-too-long-from-some-cities-we-need-more-strategic-located-dungens.3200/#post-37855
I find the graphics very appealing this time and MO1 provided a lot of content. I think the game has a lot of potential, because all the mechanics don't have to be reinvented, but just have to be taken over from the first game one by one. SV had over 15 years to gather feedback and balance the mechanics. The team now consists of 30 programmers. Richard Garriot always said that a good MMO needs 15 years of development. Most of the mechanics are still not imlemented, but that will happen over time and we get a huge Patch every 15 days. So I'm pretty confident that the game could become very popular. Never as popular as a theme park MMO, but for players who appreciated MMOs like Ultima Online and love crafting and played such games for years. I prefer a game with a lot of endgame content. Better a smaller but loyal playerbase, who plays the game every day for years than a theme park MMO, which millions of players buy and stop playing as soon as their characters are leveled, because the game does not deliver an endgame, a working economy and PVP does not reward the players. In most MMOs, PVP is meaningless. It make no sense to play as a crafter in Theme Park MM0´s. I can´t get it how players can enjoy games such as WOW and New World. I could not play that game for more then 3 days.
Here a list of all activities we will get in MO2 https://steamcommunity.com/app/1170950/discussions/0/2962796621645555474/
Many developers can deliver a lot of content, but in the end it all comes down to the netcode. I think SV has achieved a lot here. This 500 man fight and the technology behind it convinced me. Each node is a server and when a region is overcrowded, the other servers provide their computing power. In the beginning it was unplayable with 500 players fighting on the screen. There was a lot of lag in the beginning and I was thrown on the login screen. But that was due to a bug that caused the spawns to double, triple and quadruple, when the other servers provided their computing power. The video was recorded during the stress test. I think SV will still optimize a few things before release. If a fight with 200-300 players works well, the game definitely has a lot of potential. I think this is a brilliant achievement, considering that it is a game with hitboxes and a Mount and Blade combat system. In MO1 the game was already unplayable with 50 players on the battlefield. This is not the case in MO2 ! Regarding the netcode, SV has done a good job ! At least that's my opinion and I've played the game for over 700 hours and participated in all the big fights and try to review the development.
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