Why MO2 can't keep the players audience (imho):

Avalanche

New member
Jun 2, 2022
18
6
3
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.
 

manure

Active member
May 7, 2022
285
197
43
Well... I humbly present 10 ideas here that would FOR SURE bring more people to this game and make the current population extremely happy :

1 - Bring THIEVING and LOCKPICKING (its taking too long...)
2 - Implement a BOATs system
3 - Tailoring... Let players create fancy clothes
4 - Implement LINE OF SIGHT on NPC guards and delete insta killing elite guards
5 - Sea monsters
6 - Treasure hunt
7 - NPC caravans between towns, for players transport and even for players to RAID and loot good stuff
8 - Stamina for pets so they wont chase someone forever
9 - Housing inside towns for player renting and living
10 - A less expensive siege system so everybody may participate, and not only ultra rich and wealthy guilds


Ok ? Thank you.
Henrik, hire me for new ideas and we will have a Mortal Online with over 10k players daily !
 

Tzone

Well-known member
May 16, 2021
2,468
1,447
113
Well they admitted in trying to push to the fringe a certain type of player. They say the Toxic type.
Well the things they did to the "Toxic players" ended up making a lot of people I would say are not Toxic quit as well.

They were very hostile and terrible to the PvPers, in a game which main point is PvP. Look at the steam charts. Player pop pre anti PvP changes was 1800 concurrent. Post aug 2020 changes was 1500 concurrent. Then picked up the month before launch and fell again because launch was terrible. Over time never got higher then what they had max in beta before the aug changes.

I prob made many players personally quit when I priest camped kran at the start of the game as we had to priest camp it to keep kran safe for us. Many new players ended up red. Both carebear and normal players due to mistakes and not understanding the games crim system. The crim system punishes people for defending them self unless they let the enemy hit them first. The punishment for

Sieging is PvP, major PvP. People waited for sieging, saw it was weak and carebear and then quit. The rest of TC being unfleshed out hurt as well.

SV punishing their players for pvp to protect noobs just made people quit. with out PvP there is no reason to really play unless you like afk moneymaking. But then you are money making for nothing.

The game does not have PvE good enough and is lacking over all content. Punishing PvPers really hurt the player count.

Half measures like the wilderness and task will make it less hurtfull to mistakes and self defense.


What need to be done
1.Its not a accident that they put elite guards in the towers instead of the intended normal ones. Still going after the "toxic players".
guard towers are great ideas, I asked for them like 2 years ago. But they need to be weaker and not give neg rep. Town should be the High Sec the empire mid sec and wilderness no law.
-Normal guards in the towers
-no rep loss from tower guards if they see you, only if you do a crime, they can still go after neg rep players.
Dont have to many towers but have more guards per tower.


2. A arrest system
People make mistakes. Just have it where if you dont have your weapons out, and are not sprinting then they will arrest you. You dont lose rep, maybe dont lose whats in your inventory but do lose gear and reagents. Or if captured that lock you out of the account for a 30min but you get some rep in return.


3. Bandit towns.
Some of the most fun was Kran vs Fab fights. Kran would go attack fab, even getting into the town. Fab would fight back and sometimes go over to kran. This was extremely fun. I say add a full on bandit town with bandits acting as guards. You have to get bandit rep or be a murderer to enter. Then the red players will form their own town like relation ship which will pull more of the red players towards that town and away from graveyards for bandit task.

Just punishing people for PvP right outside of the towns wont stop it, just make you have less players doing it. You only need one griefer to sit at the one entrance to mess with people leaving.
You need to give them something else to do and that can be going to a bandit village getting a task that takes them away from the town to do something then return for the reward.

Now instead of a player just sitting outside of town and running to his house to depot or respawn to be back at the gates in 2 mins hes spending 30min to a hour doing something else that's far more fun.

Also with a bandit town blue guilds can raid that town and players on both sides will have another reason to fight.


4. Making sieging actuall content.
right now sieging is in the game just so they can say they have it. You dont get anything from it because ego over another player.
You need to allow people at least outside of high sec loot the ruins. But you also need siege windows to make it fair.

The owner should get like 3hrs max to loot their junk before other can loot. Or after blown up no one can loot until a couple hours have passed.
They are just pixels idk why people are so attached to these houses. If you are going to freak out about your house blowing up then you wont be sticking around when you start losing things of actual value. Or dont even play anymore.

Why ruin the rest of the game to carebear for these people? Make the game fun let sieging be fun. Just make windows so you dont get ninja sieged.

Trying to appease the weak players who dont even stick around while adding the content the playerbase wants but in name only and not working is a big reason players quit.
 
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Teknique

Well-known member
Jun 15, 2020
1,757
1,358
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I don't know. This "long term goal" stuff while obviously true, needs to be done correctly. I can tell you with 100% certainty, this long term goal cancer ideology is directly responsible for training dumbie nerfs, taming feeling terrible, farming gold being annoying with hive mind bandits etc, fishing nerfs.

Snake oil salesman take an idea (game needs to have long term goals) and use it to push their destructive narrative for the game. In a way they've done the lords work by destroying Henrik through the lies he wanted to hear.

Well they admitted in trying to push to the fringe a certain type of player. They say the Toxic type.
Well the things they did to the "Toxic players" ended up making a lot of people I would say are not Toxic quit as well.

They were very hostile and terrible to the PvPers, in a game which main point is PvP. Look at the steam charts. Player pop pre anti PvP changes was 1800 concurrent. Post aug 2020 changes was 1500 concurrent. Then picked up the month before launch and fell again because launch was terrible. Over time never got higher then what they had max in beta before the aug changes.

I prob made many players personally quit when I priest camped kran at the start of the game as we had to priest camp it to keep kran safe for us. Many new players ended up red. Both carebear and normal players due to mistakes and not understanding the games crim system. The crim system punishes people for defending them self unless they let the enemy hit them first. The punishment for

Sieging is PvP, major PvP. People waited for sieging, saw it was weak and carebear and then quit. The rest of TC being unfleshed out hurt as well.

SV punishing their players for pvp to protect noobs just made people quit. with out PvP there is no reason to really play unless you like afk moneymaking. But then you are money making for nothing.

The game does not have PvE good enough and is lacking over all content. Punishing PvPers really hurt the player count.

Half measures like the wilderness and task will make it less hurtfull to mistakes and self defense.


What need to be done
1.Its not a accident that they put elite guards in the towers instead of the intended normal ones. Still going after the "toxic players".
guard towers are great ideas, I asked for them like 2 years ago. But they need to be weaker and not give neg rep. Town should be the High Sec the empire mid sec and wilderness no law.
-Normal guards in the towers
-no rep loss from tower guards if they see you, only if you do a crime, they can still go after neg rep players.
Dont have to many towers but have more guards per tower.


2. A arrest system
People make mistakes. Just have it where if you dont have your weapons out, and are not sprinting then they will arrest you. You dont lose rep, maybe dont lose whats in your inventory but do lose gear and reagents. Or if captured that lock you out of the account for a 30min but you get some rep in return.


3. Bandit towns.
Some of the most fun was Kran vs Fab fights. Kran would go attack fab, even getting into the town. Fab would fight back and sometimes go over to kran. This was extremely fun. I say add a full on bandit town with bandits acting as guards. You have to get bandit rep or be a murderer to enter. Then the red players will form their own town like relation ship which will pull more of the red players towards that town and away from graveyards for bandit task.

Just punishing people for PvP right outside of the towns wont stop it, just make you have less players doing it. You only need one griefer to sit at the one entrance to mess with people leaving.
You need to give them something else to do and that can be going to a bandit village getting a task that takes them away from the town to do something then return for the reward.

Now instead of a player just sitting outside of town and running to his house to depot or respawn to be back at the gates in 2 mins hes spending 30min to a hour doing something else that's far more fun.

Also with a bandit town blue guilds can raid that town and players on both sides will have another reason to fight.


4. Making sieging actuall content.
right now sieging is in the game just so they can say they have it. You dont get anything from it because ego over another player.
You need to allow people at least outside of high sec loot the ruins. But you also need siege windows to make it fair.

The owner should get like 3hrs max to loot their junk before other can loot. Or after blown up no one can loot until a couple hours have passed.
They are just pixels idk why people are so attached to these houses. If you are going to freak out about your house blowing up then you wont be sticking around when you start losing things of actual value. Or dont even play anymore.

Why ruin the rest of the game to carebear for these people? Make the game fun let sieging be fun. Just make windows so you dont get ninja sieged.

Trying to appease the weak players who dont even stick around while adding the content the playerbase wants but in name only and not working is a big reason players quit.
Yeah,

Great post.
Talk about a flip flop

Well mo1, and I’m aware everything that I say starts with mo1. In mo1 there were tips on the loading screen. “It’s possible for a guild to be strong enough to rule the whole world” “Nave is a brutal world where there is never any safety”. Now we have teleporting guards that one shot and no one can lose their shit and btw you can build a house anywhere you want.