MMO's over the decades have evolved from a mandatory group-up to get any progression/content circa 2004-2009 to a hybrid model 2010-2018 to its current form "progress at your pace" 2019-2025. Practically every major MMO has adopted the current form, including your favorite sandboxes like Runescape, EVE and Albion. As well as all the major themepark MMOs. The "Multiplayer" in massively multiplayer online games has taken a backseat in the form of economy, PvP on demand, and built-in matchmaking for group content. Thus providing round the clock playability for the most amount of players and not restricting playability to "whenever enough people that you have formed relationships with are online".
"progress at your pace" is now an industry standard, not because the devs of these games had any particular vision or opinion on the matter but because the market dictated it. The devs that failed to adopt the new standard saw their players leaving for the games that did and thus were eventually snuffed out of the market by more in-demand products. It became abundantly clear that the majority of players wanted to be on a level playing field with large groups of players that could dedicate more hours and more man-power then they could to the game, if the devs could not provide avenues for them to be competitive then they would leave for games that did provide.
Relics will drive a larger wedge than the already enormous one that currently exists between a handful of guilds full of "professional gamers" and players that play solo, casual, or in small groups. Relics will see the destruction of many small guilds as they are absorbed into relic holding guilds to stay competitive. The players you were already losing to with superior manpower and superior hours to play will now have gear and stat bonus's 200-400% greater then your own.
Meteors as events are a great concept, but this implementation is faulty and once the FOMO wears off we will see Mortal in the worst place it has ever been since release, despite having the most content it's ever had since release. I love Henrik but if there's anyway you can possibly vote him out of creative lead, then it needs to be done. It is clear he is too principled to make the decisions necessary to keep the game online. AOC is only months away from being online 24/7 and already has concurrent numbers 5x greater then MO2 while only being online 2 days a week at a pricetag of hundreds of dollars. After relics, MO2 might have one more patch to get it right before we start seeing concurrent numbers under 600 primetime on Sundays.
Already I can see the apathy towards this patch despite content creators doing their best to hype it up. We had less then 900 on peak today, Friday, before a major content drop. To put things in perspective we had 15% more players online exactly one week ago, before the PTR revealed the relics and their mechanics. This is an extremely rare occurrence in MMO's called "reverse FOMO" and simply it's the demographics concern over a new content drop being detrimental to the game rather then beneficial.
Sad days.
"progress at your pace" is now an industry standard, not because the devs of these games had any particular vision or opinion on the matter but because the market dictated it. The devs that failed to adopt the new standard saw their players leaving for the games that did and thus were eventually snuffed out of the market by more in-demand products. It became abundantly clear that the majority of players wanted to be on a level playing field with large groups of players that could dedicate more hours and more man-power then they could to the game, if the devs could not provide avenues for them to be competitive then they would leave for games that did provide.
Relics will drive a larger wedge than the already enormous one that currently exists between a handful of guilds full of "professional gamers" and players that play solo, casual, or in small groups. Relics will see the destruction of many small guilds as they are absorbed into relic holding guilds to stay competitive. The players you were already losing to with superior manpower and superior hours to play will now have gear and stat bonus's 200-400% greater then your own.
Meteors as events are a great concept, but this implementation is faulty and once the FOMO wears off we will see Mortal in the worst place it has ever been since release, despite having the most content it's ever had since release. I love Henrik but if there's anyway you can possibly vote him out of creative lead, then it needs to be done. It is clear he is too principled to make the decisions necessary to keep the game online. AOC is only months away from being online 24/7 and already has concurrent numbers 5x greater then MO2 while only being online 2 days a week at a pricetag of hundreds of dollars. After relics, MO2 might have one more patch to get it right before we start seeing concurrent numbers under 600 primetime on Sundays.
Already I can see the apathy towards this patch despite content creators doing their best to hype it up. We had less then 900 on peak today, Friday, before a major content drop. To put things in perspective we had 15% more players online exactly one week ago, before the PTR revealed the relics and their mechanics. This is an extremely rare occurrence in MMO's called "reverse FOMO" and simply it's the demographics concern over a new content drop being detrimental to the game rather then beneficial.
Sad days.
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