1.1 The mandatory part of any MMO it is long term goals. Sadly, there is still no core goals for guilds in MO2 at the moment. All content can be reached too quickly. Part of clans thought that TC update will solve the problem, but it didn’t. TC and sieges can be tools to achieve goals, but they are not long term goals by themselves.
1.2 There is no long term goals even for solo players, which are usually character development, gear up or crafting, as progress is very quickly and you could hit the wall of action/profession points in two weeks of a gameplay.
1.3 The game may exist without long term goals, but it is more about survival/ battlegrounds, like Rust, etc. when you are playing because of the well implemented combat mechanics and sieges, so you have a lot of fun and adrenaline just from action by itself. MO2 PVP-combat, sieges mechanics and balance far from perfection right now.
In this way, the most part of PvE audience – farm something -> boring -> gone. Most part of PvP audience – do some kind of useless shit, like killing noobs near graveyards -> boring -> gone.
Remaining part of active audience converted in to two categories:
- waiting audience: they just playing with repeatable actions and wait, when something changes and when long term goals will appear;
- an audience that has imagine goals for itself, just to stay in project: like to get gold ruby rings with XXX stats, or to figure out in alchemy, to get “The Vanquisher” title etc. Most of these goals not what that players really were going to do in this game. If you ask them “What that XXX stats rings will let you do that you couldn't do before?” it will be really difficult for them to answer.
The strong points of the game:
1.4 Developers have shown that they can create and implement new content (new dungeons, new school of magic, etc.). It is very important point as lack of new content may be the cause of death or stagnation of a projects who had long term goals (like EVE-online or Darkfall) but couldn't renew them. The bad thing new content in MO2 comes out quite unfinished and buggy, and this attitude needs to be changed.
1.5 The game already has player driven economy, which is also the mandatory part of any social MMO.
What to do (in a short way):
New content should be aimed at solving the points 1.1-1.3 . You have to answer, why clan A should want to capture clan B and keep new territories. What new opportunities they will have which they didn't have before. If the answer: to have larger zone circle on the map and to have more gold – you don’t have goals, as they already have enough gold in this game for everything they want.
1.2 There is no long term goals even for solo players, which are usually character development, gear up or crafting, as progress is very quickly and you could hit the wall of action/profession points in two weeks of a gameplay.
1.3 The game may exist without long term goals, but it is more about survival/ battlegrounds, like Rust, etc. when you are playing because of the well implemented combat mechanics and sieges, so you have a lot of fun and adrenaline just from action by itself. MO2 PVP-combat, sieges mechanics and balance far from perfection right now.
In this way, the most part of PvE audience – farm something -> boring -> gone. Most part of PvP audience – do some kind of useless shit, like killing noobs near graveyards -> boring -> gone.
Remaining part of active audience converted in to two categories:
- waiting audience: they just playing with repeatable actions and wait, when something changes and when long term goals will appear;
- an audience that has imagine goals for itself, just to stay in project: like to get gold ruby rings with XXX stats, or to figure out in alchemy, to get “The Vanquisher” title etc. Most of these goals not what that players really were going to do in this game. If you ask them “What that XXX stats rings will let you do that you couldn't do before?” it will be really difficult for them to answer.
The strong points of the game:
1.4 Developers have shown that they can create and implement new content (new dungeons, new school of magic, etc.). It is very important point as lack of new content may be the cause of death or stagnation of a projects who had long term goals (like EVE-online or Darkfall) but couldn't renew them. The bad thing new content in MO2 comes out quite unfinished and buggy, and this attitude needs to be changed.
1.5 The game already has player driven economy, which is also the mandatory part of any social MMO.
What to do (in a short way):
New content should be aimed at solving the points 1.1-1.3 . You have to answer, why clan A should want to capture clan B and keep new territories. What new opportunities they will have which they didn't have before. If the answer: to have larger zone circle on the map and to have more gold – you don’t have goals, as they already have enough gold in this game for everything they want.