We simply won't be able to, because there was never a "no haven" group or control group.Thinking on this more im wondering;
Fast forward a year or 2 after release, how will we determine if Haven was a net positive or negative? What will the determining factor(s) be?
You greatly overestimate your importance.. And if SV wants to bring me on as a consultant
We simply won't be able to, because there was never a "no haven" group or control group.
Wouldn't MO1 (pre-haven) fall into that? Its obviously not a 1:1 comparison but I probably closer than any other game would be.
It feels like a scenario where down the road either side can claim their respective "i told you so" moment regardless of a quantified impact.
I do agree though its probably not something we'll ever know for sure.
MO1 was broken beyond believe. If MO2 is the same state (You can´t do this now.) we could compare it.
There are a few scenarios. But with if Haven gets implemented like in MO1 it will muddy down the design in the long run and the game will die. Mortal has some unique features going for it and compromising those will eventually kill it.
I wouldn't say so,Wouldn't MO1 (pre-haven) fall into that? Its obviously not a 1:1 comparison but I probably closer than any other game would be.
It feels like a scenario where down the road either side can claim their respective "i told you so" moment regardless of a quantified impact.
I do agree though its probably not something we'll ever know for sure.
Thats kinda what I'm saying here, how do we know how much Haven would be to blame vs other decisions down the road?
MO1 is absolutely different but is there another game that MO2 can compare to that will be closer than MO1?
I'm not trying to be argumentative on this, simply curious how we'd narrow down which issues stemmed from Haven in particular?
Sure, SV might make other terrible decisions. Haven in it´s current form is undermining the risk vs. reward system and will be platform for those players that don´t like full loot or open PvP.
But no, ultimately no one would be able to pin point exactly what killed Mortal Online 2. Just as people are still arguing over what killed Mortal Online 1.
My concern with Haven is that it plays like a separate server/game.If we're talking more narrowly, not just "what killed MO"
What negatives do you expect to see in-game as a result of Haven?
Lower population? Higher population but carebear mechanics make their way into myrland? (Referenced in your op but is the concern altered flagging systems, safer towns, etc?)
My concern with Haven is that it plays like a separate server/game.
my sense is that haven replaced myrland in MO 1, and clearly that isn't ideal.
If we're talking more narrowly, not just "what killed MO"
What negatives do you expect to see in-game as a result of Haven?
Lower population? Higher population but carebear mechanics make their way into myrland? (Referenced in your op but is the concern altered flagging systems, safer towns, etc?)
If Haven gets implemented like it is in MO1 (which seems to be the way SV is planning according to Sebs most recent comments on Discord) I would predict that some players will stay there and play it as the "real" game(just as that was happening in MO1). Obviously they will run out of things to do, so they will ask for more things to do. Eventually they will catch SV in a desperate state (in between big patches) and they will do so. Slowly building a server in parallel to the rest of the game. There won´t be one big make or break thread on it either. Why should Haven NOT have sea dew after all? Why should Haven NOT have a bear cave?
Some of the ideas of Haven will also be used as an argument to persuade the devs into implementing the same kind of systems in the main game. If it works for the population in Haven, why shouldn´t it work for Myrland?
A PvP toggle is an obvious one. More bound items. More viable farming inside the guardzone. So basically eroding the risk vs. reward system that makes Mortal work.
Additionally we might see a lot of more gold farmers since Haven will provide them will a zone to use bots in. Depends on how much profit you could make that way.
Last but not least veterans will abuse the system, putting further strain on the economy and making never ending server wars more likely. Which after increasing the population for a short time kill it off in the long run.
If SV moves with this and wastes more time on "carebear" (by which I don´t mean PvE content, but mechanics that compromise open PvP and full loot) things it will eventually lead to those that came for the niche game quitting. I highly doubt that there is a consumer group interested in the hybrid that MO1 has become in the end. The population over the last few years speaks for itself.
So in short MO2 will either become another trammel or die the same slow death as MO1 did by compromising core designs. Mortal Trammel might or might not be successful, but looking at their competition I doubt they can cut it.
There you go. Full to the brim of speculation and assumptions. When MO2 becomes the game it is supposed to be (@ThaBadMan could post "the vision" again) despite Haven feel free to quote this post and laugh at me.
DisagreeIf Haven gets implemented like it is in MO1 (which seems to be the way SV is planning according to Sebs most recent comments on Discord) I would predict that some players will stay there and play it as the "real" game(just as that was happening in MO1). Obviously they will run out of things to do, so they will ask for more things to do. Eventually they will catch SV in a desperate state (in between big patches) and they will do so. Slowly building a server in parallel to the rest of the game. There won´t be one big make or break thread on it either. Why should Haven NOT have sea dew after all? Why should Haven NOT have a bear cave?
Some of the ideas of Haven will also be used as an argument to persuade the devs into implementing the same kind of systems in the main game. If it works for the population in Haven, why shouldn´t it work for Myrland?
A PvP toggle is an obvious one. More bound items. More viable farming inside the guardzone. So basically eroding the risk vs. reward system that makes Mortal work.
Additionally we might see a lot of more gold farmers since Haven will provide them will a zone to use bots in. Depends on how much profit you could make that way.
Last but not least veterans will abuse the system, putting further strain on the economy and making never ending server wars more likely. Which after increasing the population for a short time kill it off in the long run.
If SV moves with this and wastes more time on "carebear" (by which I don´t mean PvE content, but mechanics that compromise open PvP and full loot) things it will eventually lead to those that came for the niche game quitting. I highly doubt that there is a consumer group interested in the hybrid that MO1 has become in the end. The population over the last few years speaks for itself.
So in short MO2 will either become another trammel or die the same slow death as MO1 did by compromising core designs. Mortal Trammel might or might not be successful, but looking at their competition I doubt they can cut it.
There you go. Full to the brim of speculation and assumptions. When MO2 becomes the game it is supposed to be (@ThaBadMan could post "the vision" again) despite Haven feel free to quote this post and laugh at me.
You greatly overestimate your importance.
I'm glad your high school debate team taught you how to troll forums, but they never taught you that debating just for the sake of debating is pointless.
*Something about how implementing Haven will cause the end of the world*
Smart guy , listen to him .It was a mostly sarcastic statement. Essentially what I'm saying is I found studies that I would have had zero issues in using to support the conclusion I made on a paper in college to hand into a professor for an easy A. They're more than sufficient for a forum debate or any setting that I'm not literally getting paid for the quality of research. I'm not actually expecting SV hires consultants off their forum.
I'm not debating for the sake of debating. I'm debating to see a game I care about do better. People talk about wanting to see thousands of players in this game. Enough to make the game feel alive even if the servers get split. To see that happen some changes will need to be made. What kind of changes? Well, there is sufficient data to suggest that a quality tutorial would be worth pursuing.
The slippery slope argument is considered a logical fallacy for a reason. And that's precisely what you're making here. "If we grant them this they will just keep asking for more". EVEN IF Haven is implemented as it was in MO1, your doomsday scenario won't come to fruition. SV has a better understanding of what their target market wants than that. And if they don't, then expect changes like that to be even more likely if people don't have a safe place they can hide.
The reason that you see games backing off hardcore PvP features over the years is rather simple. The majority of the market doesn't like them and so making a PVE server or whatever seems like a great way to broaden their playerbase to many developers.
Thankfully for you, Mortal Online has a reputation, and the number of players coming here asking for carebear features is negligible. And I think that's something SV understands.
So given that, rather than attempting to frighten children with prophecies of the end of all things, or debating for things like Haven needs to be removed entirely, you might be better off supporting a position that has enough support to have a chance of getting somewhere. Like that Haven should be a small tutorial only continent.
There's a reason I said thatIt was a mostly sarcastic statement. Essentially what I'm saying is I found studies that I would have had zero issues in using to support the conclusion I made on a paper in college to hand into a professor for an easy A. They're more than sufficient for a forum debate or any setting that I'm not literally getting paid for the quality of research. I'm not actually expecting SV hires consultants off their forum.
I'm not debating for the sake of debating. I'm debating to see a game I care about do better. People talk about wanting to see thousands of players in this game. Enough to make the game feel alive even if the servers get split. To see that happen some changes will need to be made. What kind of changes? Well, there is sufficient data to suggest that a quality tutorial would be worth pursuing.
The slippery slope argument is considered a logical fallacy for a reason. And that's precisely what you're making here. "If we grant them this they will just keep asking for more". EVEN IF Haven is implemented as it was in MO1, your doomsday scenario won't come to fruition. SV has a better understanding of what their target market wants than that. And if they don't, then expect changes like that to be even more likely if people don't have a safe place they can hide.
The reason that you see games backing off hardcore PvP features over the years is rather simple. The majority of the market doesn't like them and so making a PVE server or whatever seems like a great way to broaden their playerbase to many developers.
Thankfully for you, Mortal Online has a reputation, and the number of players coming here asking for carebear features is negligible. And I think that's something SV understands.
So given that, rather than attempting to frighten children with prophecies of the end of all things, or debating for things like Haven needs to be removed entirely, you might be better off supporting a position that has enough support to have a chance of getting somewhere. Like that Haven should be a small tutorial only continent.
Nonsense, you have near 0 experience with magic, mounteds, pet classes and how they relate to each other. Yet are in a position to talk about them endlessly and then feign innocence. As soon as those are out i'm sure you'll claim expertise on them though.There is one place I argue from a place of knowledge. Of the hundreds of hours I put into the alpha the majority of it has been used building spreadsheets on crafting and other measurable subjects. I'd say this puts me in a position of more knowledge on that subject than veterans who played MO1 but never underwent such rigor. And in a position of considerable more authority when discussing the differences vs. someone who has not not undergone such rigor specifically in MO2. Crafting is also the one area coming over from MO1 that has not really changed that much. So the one area that isn't changed, I'm actually in a position of some knowledge to speak on.
Haven, I've played through in the last month. And during that playthrough / previous playthroughs I've learned enough about MO1 to know the combat in MO1 and MO2 are very different. Melee is very different, archery is very different. Enough difference that saying "This is how MO1 was, and so this is how MO2 is going to be" is a completely fallacious argument on everything concerning combat.
My 10+ years of experience/thousands of hours in full loot open-world games does give me a position of some authority on how to speak about balancing such games. Were we discussing a game where all the mechanics were cut and pastes from the first title as the crafting system is, MO1 experience might actually give you a leg up over my experience in a manner similar to how you pretend it does. But it is not, and so it does not.
Your "I'm an an MO1 vet so shut up" argument is based upon fallacies. So I will not shut up. You really don't have much if any more authority to stand on than I do.