I dont feel the need to compare it to any other game, still all the same genre tho (no idea what genre elden ring is never seen it).Wow is an mmorpg. Do you want to use that as a comparison? Elden Ring? FF? New world?
I dont feel the need to compare it to any other game, still all the same genre tho (no idea what genre elden ring is never seen it).Wow is an mmorpg. Do you want to use that as a comparison? Elden Ring? FF? New world?
I always refer to the rat study where scientists were studying socialisation in rats. A large part of socialisation in rat communities is play and they studied it in detail.Games designed like these usually die off pretty quickly if we are being honest. Largely due to the reasons you mentioned, but also the lack of things to do for people who don't want to run around in these large groups. Currently we have a handful of "hotspots" which are mostly all dungeons (which the bigger the group the easier it is). Otherwise its going to towns and killing people outside trying to get the milita to give you a fight.
The noobs get the shit end of the stick because people are just trying to get a fight, and most of the time anything they run across they kill. The world is so massive its hard to just pass potential pvp...noob or not. This is the gameplay loop. You can also throw in sieging when they finally add that.
All this could be fine if there was a lot more to the game. I understand content is going to trickle in every few weeks now, but is it enough to get people back? To get people to stay? Not sure...
What i do know, is people don't like losing. Nobody wants to play a game where they constantly lose. I guess thats why everyone is in these bigass guilds. That shit is just so boring to me.
I myself am in a smaller guild, and we beat larger guilds quite often(until they call their friends). You know how they are going to get revenge? By zerging down your assets. Thats the ultimate "flex" in MO for whatever reason.
Tldr; yeah I agree with you. Zerg up or prepare to lose a lot. Fortunately for my guild, we like fighting outnumbered. Bear telling my guild member we have to pay a "tax" to not be killed was cute though...gotta give the little guy credit.
Also the part you mentioned about them blaming SV for killing the game....yeah you got dudes farming noobs in Tindrem sewers everyday. Its just how the game is and always will be. Call it a design flaw...
That is a very unusual and interesting rat study, is there an url to it, or at least a name that can be google searched?I always refer to the rat study where scientists were studying socialisation in rats. A large part of socialisation in rat communities is play and they studied it in detail.
In part of the research they studied the play between a small rat and a much larger rat. The large rat could easily win every time but the smaller rat would eventually stop playing. So the larger rat would occasionally let the smaller rat win so it would keep playing. This actually produced a statistical constant where the large rats would allow smaller rats to win approximately 30% of the time. That way the big rat always had someone to play with. Everyone won that way. The bigger rat asserted it's dominance while both rats were still involved in the play.
It seems that a lot of players attracted to games like MO2 want to break that basic rule of socialisation. They want to win every time and they don't care if they end up with no one to play with. It's really a social dysfunction akin to sociopathy or psychopathy.
It's kind of sad that we can see better socialisation in rats that we can in some people online.
It's been a while since I read the original study. I think this article covers it as well as other material references.That is a very unusual and interesting rat study, is there an url to it, or at least a name that can be google searched?
Letting people win in a competetive setting is not a win win. its a mega failure. I would seriously take great offense if someone let me win.I always refer to the rat study where scientists were studying socialisation in rats. A large part of socialisation in rat communities is play and they studied it in detail.
In part of the research they studied the play between a small rat and a much larger rat. The large rat could easily win every time but the smaller rat would eventually stop playing. So the larger rat would occasionally let the smaller rat win so it would keep playing. This actually produced a statistical constant where the large rats would allow smaller rats to win approximately 30% of the time. That way the big rat always had someone to play with. Everyone won that way. The bigger rat asserted it's dominance while both rats were still involved in the play.
It seems that a lot of players attracted to games like MO2 want to break that basic rule of socialisation. They want to win every time and they don't care if they end up with no one to play with. It's really a social dysfunction akin to sociopathy or psychopathy.
It's kind of sad that we can see better socialisation in rats that we can in some people online.
Yeah fuck those winner guys for not wantung to loose in a competitive environment.I always refer to the rat study where scientists were studying socialisation in rats. A large part of socialisation in rat communities is play and they studied it in detail.
In part of the research they studied the play between a small rat and a much larger rat. The large rat could easily win every time but the smaller rat would eventually stop playing. So the larger rat would occasionally let the smaller rat win so it would keep playing. This actually produced a statistical constant where the large rats would allow smaller rats to win approximately 30% of the time. That way the big rat always had someone to play with. Everyone won that way. The bigger rat asserted it's dominance while both rats were still involved in the play.
It seems that a lot of players attracted to games like MO2 want to break that basic rule of socialisation. They want to win every time and they don't care if they end up with no one to play with. It's really a social dysfunction akin to sociopathy or psychopathy.
It's kind of sad that we can see better socialisation in rats that we can in some people online.
The article is about the effects of various drugs on rats' responsive behaviour in test environments and the study of neural patterns. I did not see anywhere about a larger rat voluntarily letting a smaller rat win from time to time in a competitive setting.It's been a while since I read the original study. I think this article covers it as well as other material references.
The neurobiology of social play and its rewarding value in rats - PMC
In the young of many mammalian species, including humans, a vigorous and highly rewarding social activity is abundantly expressed, known as social play behaviour. Social play is thought to be important for the development of social, cognitive and ...www.ncbi.nlm.nih.gov
Try this one:The article is about the effects of various drugs on rats' responsive behaviour in test environments and the study of neural patterns. I did not see anywhere about a larger rat voluntarily letting a smaller rat win from time to time in a competitive setting.
Lol. It's a game. It's the very definition of play. You introduced competition because the game doesn't. There are no leaderboards and you don't win anything in real life. The competition is in your own head.Yeah fuck those winner guys for not wantung to loose in a competitive environment.
With regards to EVE, all of the systems in place that give the appearance of a well-balanced and refined pvp landscape, are merely time sink penalties for the rpker should they decide to engage in criminal behaviour. Similar to the parcel runs we have in MO2. They just need to grind back their reputation through pve or missions.
The Empire police forces and Concord themselves are punitive, not preventative, in function. A well-coordinated group can still alpha-strike a single player ship in the most heavily-policed star systems and destroy it if they really wanted to.
Also, I would mention that EVE is notorious for in-game scams, and the devs consider it as part of the game and will not intervene on your behalf if you fall victim to it. So much so that in its busiest trade hub star system, the space station's public announcement repeatedly warns players about scams.
The article is about the effects of various drugs on rats' responsive behaviour in test environments and the study of neural patterns. I did not see anywhere about a larger rat voluntarily letting a smaller rat win from time to time in a competitive setting.
What has always made EvE work is that player has the option to choose an area that fits his playstyle, while having a big incentive to be in more dangerous areas and that is the part mortal I lacking a lot.
EvE first and albion second are so far basically the only full loot sandbox games to be quite successful also in numbers so far, both using a very similar systems for pve, pvp and empire play styles.
I am here as mortal is the most immersive one with 1st person and the like but wish they would have leaned more towards eve and albion for these systems.
In Eve while it is true that you can also kill ships in empire space it takes a serious effort and losses (all attacking ships lost 100%) to do so as long it is a somewhat tanky ship without a wardec. In general tho hardly anyone will bother you a lot. In mortal not so much, especially as a lot just hunger for killing something no matter what.
In mortal your empire space is basically the city, all the rest is like low sec or maybe even more like 0.0 in eve as the MC/rep system is way to forgiving in regards to harrasing small guilds, or loners while not promoting guild VS guild pvp as well.
I think going red should be a longer lasting, very different playstyle choice and not the grind rep, still stay blue system where you pk a bit and go back to pve parcel mode while hindering guild fights.
I personally think the key for mortal will be how they will accomplish the coexistence of the different playstyles like pve, pvp, pk, empire etc... and I doubt a bounty system and even TC alone will do as long there isn't different rules for different areas where some are safer and others very dangerous.
Edit: and w/ 0 experience in Eve/Albion (but I mean I know enough to say this), the fact that they are more successful (execution wise, the janky nature of MO is always gonna make it a niche game) is ALSO a damn shame. In no world should a game like EVE (practically inactive) or Albion (more like MOBA) be more immersive than FIRST PERSON ACTION BASED COMBAT. IZ A FUCKIN JOKE KIDS. A real life fucking joke. And this is what happens when I come to the forums. BAW.
Here some actual Steam Chart numbers. It's not as bad as some believe, but it isn't good either.
Month Avg. Players Gain % Gain
Last 30 Days 2,091.5 -113.0 -5.13%
March 2022 2,204.5 -2,627.6 -54.38%
February 2022 4,832.1 +2,897.6 +149.79%
January 2022 1,934.5 +1,314.0 +211.78%
December 2021 620.4 + 182.1 +41.54%
November 2021 438.4 - -
If you look at the last 7 days, MO2 has had lows of less than 500 players.
This is AFTER the server fixes and the merging. So what is making players leave, and new players stay away?
Here's my opinion:
1. Player House- A game of this type is not meant to be played, locked in cities. You should be able to spawn at your house, and also stable mounts there. You should be able to share ownership as well. Locking new players inside cities with large RPK guilds such as BEAR, is not a good thing. TLDR, you should be able to LIVE out of your house.
2. RPK Griefing- I'm not talking about pvp here. I know of whole clans that exploit the blue name system. They do this so that they can get the first attack in, alpha strike so to speak. I'm not talking about ambushes from the woods, just exploiting the blue name system. When the game draws your name, and guild tag...etc.
3. Lack of Content- I don't mean quests. I mean systems in place to encourage living in Nave. Henrik wants MO2 to rival Eve Online....he needs to learn some lessons from it.
This has been a fact since the early 2000s in MMOs.
Well that's not true for old MMOs. These games grew steadily for years until a newer game launched.
Not everyone had a gaming PC or even internet access so it was just hobbyists and not the general public yet.
Twitch didn't exist. Youtube wasn't around until 2005. We had gaming magazines
Ultima Online launched in 1997 and peaked in 2001 with 250,000 subs.
Asheron's Call launched in 1999 and peaked in 2001 with 120,000 subs.
Everquest launched in 1999 and peaked in 2004 with 550,000 subs.
WoW launched in 2004 and peaked in 2008 with 12,000,000 subs.
The streamer powered hype train is relatively new.
Take New World for example, super overhyped, sold over a million copies, and lost 96% of players in 6 months.
MO2 wasn't hyped up, SV purposefully didn't advertise to avoid it.
So you've got a lot of genuinely interested players buying Mortal and leaving due to real issues like server capacity, bugs, lack of content and shitty game mechanics.
Many of these people vanish after 30-60days, in most cases it is a solid average of 40-60% of the initial numbers drop off. This has been a fact since the early 2000s in MMOs. Everquest, Asheron's Call, hell even Final Fantasy Online all had massive drops after the first 30-60 days.
None of those graphs show the fine details of month to month. I can remember playing AC at launch and watching half my guild vanish into the either when subs started after the 30 day trial. Samething happened in DaoC, and EVE. Wasnt there for launch of Everquest but I had friends who played who said the samething happened to them. It is a trend that his been around since the earliest days of MMO gaming.What?
Ultima, Everquest, Asheron's Call, EVE, DaoC and FF11 all retained players.
Age of Conan plummeted because it sucked.
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No need to ramble about wokeness here, save it for facebook.