Yesterday I watched the MO stream summery after a long time not playing the game, because i wanted to wait for my comeback till we get meaningful PVP and a world that try to balance the interests of PVE and PVP players. I have seen the Relic Wars on the Roadmap and found out that one of the relics is supposed to spawn pets.
This mechanic doesn't fix any of the existing problems and that are the following
1. The keep spots are unbalanced in terms of PVE content.
2. There is no direct competition between kingdoms for inhabitants, taxes and influence.
3. The PVE content is camped by the PVP players.
All of these problems could be solved quite easily with the introduction of Influence Points
and the help of the already existing task system.
Influence Points
We need a competition for influence points, as there is in games like Albion.
So you want to log in as often as possible and continuously farm points for the guild in order to win the race for influence points
and not just just farming random mobs for Glory
A system that takes the pressure off the dungeons for PVE players by providing more content for PVP players to keep them always busy fighting each other in specific Hotspots at a specific time in the open World,
which PVE players could try to avoid.
The task system would be perfect for this. There could be complex tasks with which influence points could be generated and for which a guild would have to visit several dungeons or World Events. Here is an example. Get the King's Alchemist a Minotaur Head, Risar Chieftain Head and any item from the Talus Risar Dungeon chest. The contract leasts 72 h. This would make these 3 specific dungeons a hotspot for PVP for the next 3 days, thereby reducing the ammount of PVP Players in the other dungeons, so PVE players can skip the PVP while delivering the PVP players more PVP.
These influence points should make a kingdom more interesting for its inhabitants. Those Points could attract Risar Chieftains, trolls and all kind of rare Mobs.
So we get a competition between the Kingdoms for the most valuable area, for which residents could be charged higher taxes,
which then adds more money to the war chest.
This could easily fix all of the three problems mentioned above instead of creating a relic that simply spawns 1 type of mob. I don't think that fits into the concept of the game to make it more coherent.
Mortal Online doesn't need hundreds of thousands of players, but events at predetermined times where players can be sure that PVP players are concentrated in a certain place, like in battle royal games through the fog. So events at a very specific time at a very specific place. For example, a meteorologist NPC could inform players when a meteor impact will occur and whether it is expected in the northern, eastern, western or southern hemisphere.
Then you can prepare for it and look forward for some fun after work. Roaming around pointlessly in a large world to find pvp is seen as a waste of time by many players when they only have a limited amount of time in the day to play.
Please try to respect the players' time a little more.
I would really like to play, but at this stage of the game
without fixed times for certain PVP events I simply don't have the time to get something done.
The loot in the camp crates could spawn fully refreshed every hour at 1.00 am, 2.00 am, 3.00 am ..., so you can be sure that there will be a small fight for the crates every full hour.
Thanks for reading
This mechanic doesn't fix any of the existing problems and that are the following
1. The keep spots are unbalanced in terms of PVE content.
2. There is no direct competition between kingdoms for inhabitants, taxes and influence.
3. The PVE content is camped by the PVP players.
All of these problems could be solved quite easily with the introduction of Influence Points
and the help of the already existing task system.
Influence Points
We need a competition for influence points, as there is in games like Albion.
So you want to log in as often as possible and continuously farm points for the guild in order to win the race for influence points
and not just just farming random mobs for Glory
A system that takes the pressure off the dungeons for PVE players by providing more content for PVP players to keep them always busy fighting each other in specific Hotspots at a specific time in the open World,
which PVE players could try to avoid.
The task system would be perfect for this. There could be complex tasks with which influence points could be generated and for which a guild would have to visit several dungeons or World Events. Here is an example. Get the King's Alchemist a Minotaur Head, Risar Chieftain Head and any item from the Talus Risar Dungeon chest. The contract leasts 72 h. This would make these 3 specific dungeons a hotspot for PVP for the next 3 days, thereby reducing the ammount of PVP Players in the other dungeons, so PVE players can skip the PVP while delivering the PVP players more PVP.
These influence points should make a kingdom more interesting for its inhabitants. Those Points could attract Risar Chieftains, trolls and all kind of rare Mobs.
So we get a competition between the Kingdoms for the most valuable area, for which residents could be charged higher taxes,
which then adds more money to the war chest.
This could easily fix all of the three problems mentioned above instead of creating a relic that simply spawns 1 type of mob. I don't think that fits into the concept of the game to make it more coherent.
Mortal Online doesn't need hundreds of thousands of players, but events at predetermined times where players can be sure that PVP players are concentrated in a certain place, like in battle royal games through the fog. So events at a very specific time at a very specific place. For example, a meteorologist NPC could inform players when a meteor impact will occur and whether it is expected in the northern, eastern, western or southern hemisphere.
Then you can prepare for it and look forward for some fun after work. Roaming around pointlessly in a large world to find pvp is seen as a waste of time by many players when they only have a limited amount of time in the day to play.
Please try to respect the players' time a little more.
I would really like to play, but at this stage of the game
without fixed times for certain PVP events I simply don't have the time to get something done.
The loot in the camp crates could spawn fully refreshed every hour at 1.00 am, 2.00 am, 3.00 am ..., so you can be sure that there will be a small fight for the crates every full hour.
Thanks for reading
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