I think they need to work much more on the new player experience, I know for a fact that MO2 is now much more visible to the mainstream crowd and in their consciousness now that several high-profile Youtubers have showcased the game to their massive audiences.
What we as old vets may feel as being more than sufficient for the new player experience, may simply not be enough, not even close. SV may need carefully guided and intuitive tutorials that don't involve a lot of reading.
Some of us might say, if these newcomers can't 'get it' even with the tutorial as it is, they're probably not cut out for the game anyway. But just remember, these are the same newcomers who are going to leave reviews on Steam (the platform on which MO2 is built around).
More than ever, we can't afford another 2015 Steam launch of MO1.
This is a wise reply and your quite correct IMO, and as a gamer who never played MO1. May I suggest that much of the MO1 player input is in no way progressive to StarVault, as they rant and rave about a game which without question and economically speaking was a total flop. What is good enough for them is NOT an indication of what is essentially good and quite clearly. The fact that you enjoyed the game is a PERSONAL preference not an objective overview that is made by experienced comparison.
Many 'new' players experiencing this game have played innumerate games on unreal engine, in other words its nothing really new to us, played for many years industry behemoths, led and/or were members of, some of the most successful guilds in the most successful games ever created - yet whenever a post or video is made that doesn't allude to excellence, gets flamed so toxically its laughable.
Ultimately if a person takes the time to make a comment or proffer an idea it is because they wish and feel the game would benefit, be it called MO2 or Auntie goes to Hollywood.
WE give OBJECTIVE overview as none MO1 gamers. MO1 vets are so insecure that they go on the defensive, the moment anyone makes an observation. Furthermore the addage, 'its only a stress test' does not account for the principle that even from the 'Stress Test gameplay' certain determinations can be made, including imagining that any particular experience was perfect and devoid of Stress Test bugs.
For example one might ask oneself - Say the mobs worked perfectly as this is only stress test and flawed, does one think that the encounter would be on a level that makes gameplay exciting ? Are they too easy - do they have more than one attack - are they fast and furious or slow and dull what are the plans if any.
Now we can go into a stream, ask Henrik a generic question such as - Can you tell us about how the mobs will perform once bugs have been eradicated. To which he could reply, 'Oh much better than in stress test (as if we dont know what one of these is) it will be awesome..', but current fallibility is already taken for granted as currently its farcical. As such any communication doesn't clarify any concerns that one might have.
OR, we could ask something like - Obviously this is stress test etc etc, but i'm seeing a distinct lack of attack variation in the zombies and the bandits and spiders, I feel the PVE experience is dull and repetitive, way too easy and very unimaginative, will there be an extensive overhaul of the PVE before release, that will address these areas ? BOOM - wait for the flaming and toxic attacks by the M)1 vets, almost as if I've killed their grandmothers or something.
I just watched a boss fight from MO1on YouTube and the Sator dungeon gameplay- you know the boss that spawned from the sealed volcano ? Both examples were verging on PATHETIC tbh, and I strongly suggest that SG adds more variation to attacks and overall somewhat harder. FOR Eg aggrooing a single bandit with a bow shot whilst that bandit is in a group of three in close proximity is silly, all three should aggro. Aggro a zombie general and at least 4 other zombies should be aggro'd at the same time. A Zombie general should have way faster hits, with more than one attack, say DOT acid puke, maybe cast a net which holds fast for 5 to 10 seconds, I mean the video of the Zombie general didn't do anything to advertise good PVE IMO in MO2, somewhat embarrassing actually.
Anyway back on topic -
For a GOOD persistent/EA launch all of Rankor's points above I think would suffice.
For a Basic persistent/EA launch I would suggest points - I - V - VI - VII would scrape it through as barely adequate.