Development roadmap for MO1?

If you see MO2 from a other perspective than its more an engine update, if its a different game than it make sense.

but its more an engine update, same game same features, other implementation of that feature like 11 char instead of 4.
why wiping a game that is not completly new?
If it's just an engine update it will fail. That's for sure. But I hope it will be more than just an engine update and copy pasting existing features.
 

Speznat

Senior Member
How about,
We take all the gold and tranfer it,and wipe all materials out of game, than we make in MO2 a little bit faster opportunity to make gold.

WAIT read first before reply:
we wipe all materials out and just tranfer the gold: If siege weapons house deeds and stuff, if you need materials that a player has to farm needet to buy a deed and shit than, the trnafered gold form veterans from mo1 would have no benefit at all because you need to have the materials do to any shit. deeds or whatever

so for example a stack molarium in the early days of mo2 would be worth insane amounts if a veteran buy it from a other player, than over time the price will massive decrease.
so early players have also a fresh start.


the market will regualte itself than. i hope someone here understands what i mean.
 
How about,
We take all the gold and tranfer it,and wipe all materials out of game, than we make in MO2 a little bit faster opportunity to make gold.

WAIT read first before reply:
we wipe all materials out and just tranfer the gold: If siege weapons house deeds and stuff, if you need materials that a player has to farm needet to buy a deed and shit than, the trnafered gold form veterans from mo1 would have no benefit at all because you need to have the materials do to any shit. deeds or whatever

so for example a stack molarium in the early days of mo2 would be worth insane amounts if a veteran buy it from a other player, than over time the price will massive decrease.
so early players have also a fresh start.


the market will regualte itself than. i hope someone here understands what i mean.
nooooo man
 
How about,
We take all the gold and tranfer it,and wipe all materials out of game, than we make in MO2 a little bit faster opportunity to make gold.

WAIT read first before reply:
we wipe all materials out and just tranfer the gold: If siege weapons house deeds and stuff, if you need materials that a player has to farm needet to buy a deed and shit than, the trnafered gold form veterans from mo1 would have no benefit at all because you need to have the materials do to any shit. deeds or whatever

so for example a stack molarium in the early days of mo2 would be worth insane amounts if a veteran buy it from a other player, than over time the price will massive decrease.
so early players have also a fresh start.


the market will regualte itself than. i hope someone here understands what i mean.
How could gold preserve its value if theres the only currency most of the people will have, lets pretend SV transfers the value" (so subjective) of the materials into gold. Such gold flow will automatically de-value gold, why because everyone has gold but nobody has materials. Meaning gold will be worth shit, and it would be super hard mechanics wise to re-balance it.

The market doesn't regulate itself thats the biggest lie ever told, theres people who regulate it.

Reality check, Star Vault is only saying they will transfer shit to MO2 so all the hoarders like you won't quit the game right now.

This is the reason why so many people has stopped grinding materials and gold got devalued.
A stack of steel was worth 200-250g during TC mining fever, after TC mining nerf it blew up to 750-1250g and stabilized after months in 350-450g a stack. Now its selling at 800g+ due to the few people willing to farm, process and sell materials. Precisely because its easier to get gold than materials, ergo gold lost its value compared to materials.

Look at it this way, grinding in mortal is tedious, like it or no. It takes many hours of gameplay to gather/get certain materials and you can safely store them forever in safe banks that you won't ever loose. So theres no risk at storing stuff indefinitely, which makes the market so stagnant. Now if grind was more functional to crafting, less tedious and add storage risks, the economy would probably be healthier. Reason why games like rust have mechanics to control the ability to store stuff.
 
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Najwalaylah

Exalted Member
What do I think will happen after 3-5 years in MO2?

(Thank you, @Speznat , for asking my opinion...
Some opinions please:
@Stowater @phyzm @Atrosion @Albanjo Dravae @finegamingconnoisseur @Najwalaylah @Yeonan
... in some distinguished company.)

First, I would like to cede half my time & space for an answer to the honorable ThaBadMan:
"...(T)here are insane amounts of duped gold/resources in the game...​
You do know there are insane amounts of manufactured gold/resources in the game from cheap ways to make that never should have been ingame...​
...​
You do know there are insane amounts of gold/resources from fishing exploits through third party programs that never should have been possible...​
If SV is not braindead these things will not be allowed to happen in MO2 and that's the difference between wiping or not.​
* * *​
Again unless SV is braindead and has learned nothing from MOs failure, no you won't have the same economy in MO2 in 5 or even 10 years.​
* * *​
Why should you be allowed to take gold/resources from another game thats riddled with dupes, exploits, (and) cheap ways to create wealth and (that) has a history of GMs handing mass amounts of gold/resources to guilds and players?"​

These problems are real, and after all these years they are still problems-- and they do devalue the profits made very legitimately by some players who worked diligently at their game. That was exactly and always the problem, and never went away. It won't go away unless & until things are leveled at the beginning of Mortal Online 2. They won't call it a wipe.

After 3-5 years of an MO2 that does not erase the results of the blatant mistakes made and mis-management perpetrated in the first iteration (MO1), then even if the new players outnumber the old they will sound just like we do now-- just like old Mortal Online players sound not only in this forum but outside of it-- embittered for good reasons.

If MO2 has intact any of the same or similar mechanisms for wrecking its own economy that Mortal Online has, it may not last as long or longer than 3-5 years, no matter how many new players it attracts.

If Star Vault can reduce the gold and resources from Mortal Online's legacy to titles, symbols, or tokens of some kind-- some kind of fancy but essentially worthless asterisks of sentimental value only-- then they have a chance with Mortal Online 2 that will not be hindered by the ill-gotten-gains part of MO's horrible history.

They'll still have many, many other issues to deal with, so one might want to wish them luck. I'd really like to see them turn out something that, for the kind of people who like games like it, will be the kind of game those people like.

Oh, and it's going to look spiffy.:)
 
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Hayasa

Honored Member
You do know there are insane amounts of duped gold/resources in the game ?
You do know there are insane amounts of manufactured gold/resources in the game from cheap ways to make that never should have been ingame ?
You do know there are insane amounts of gold/resources farmed cheap in Sarducaa that should never have been possible ?
You do know there are insane amounts of gold/resources from fishing exploits through third party programs that never should have been possible ?

If SV is not braindead these things will not be allowed to happen in MO2 and thats the difference between wiping or not.
There are also insane amounts of gold/resources around from players farming in low pop times which is not dangerous as farming in MO should be and are almost as bad as a dupe.

Again unless SV is braindead and has learned nothing from MOs failure, no you wont have the same economy in MO2 in 5 or even 10 years. With harder ways to make gold and a simple working anti cheat system would make sure MO2s economy would NEVER become as bad as MOs.
Just the duped/exploited/third party farming and afk farming gold and resources present in MO is retarded and so huge that if made right in the right way MO2 could never become as ruined in such ways.

All players are new in MO2 when it does launch since noone has played it.
Why should you be allowed to take gold/resources from another game thats riddled with dupes, ecploits, cheap ways to create wealth and has a history of GMs handing mass amounts of gold/resources to guilds and players ? That in itself is retarded, and for you to ask for it when you should know about these issues is imo retarded.
Don’t worry bro... there is have a million bugs still in MO1 that will never get fixed BUT! They making a new MO!!! LMAO
 

Hayasa

Honored Member
How could gold preserve its value if theres the only currency most of the people will have, lets pretend SV transfers the value" (so subjective) of the materials into gold. Such gold flow will automatically de-value gold, why because everyone has gold but nobody has materials. Meaning gold will be worth shit, and it would be super hard mechanics wise to re-balance it.

The market doesn't regulate itself thats the biggest lie ever told, theres people who regulate it.

Reality check, Star Vault is only saying they will transfer shit to MO2 so all the hoarders like you won't quit the game right now.

This is the reason why so many people has stopped grinding materials and gold got devalued.
A stack of steel was worth 200-250g during TC mining fever, after TC mining nerf it blew up to 750-1250g and stabilized after months in 350-450g a stack. Now its selling at 800g+ due to the few people willing to farm, process and sell materials. Precisely because its easier to get gold than materials, ergo gold lost its value compared to materials.

Look at it this way, grinding in mortal is tedious, like it or no. It takes many hours of gameplay to gather/get certain materials and you can safely store them forever in safe banks that you won't ever loose. So theres no risk at storing stuff indefinitely, which makes the market so stagnant. Now if grind was more functional to crafting, less tedious and add storage risks, the economy would probably be healthier. Reason why games like rust have mechanics to control the hability to store stuff.
Grinding like in any game is a time thing... TC made it so you can AFK in relative safety, it pumped raw materials into the game, and sand land was the gold
Pump, ultimately, one needs to look at “time” how does it take to farm gold, and how long does it take to farm materials, and base the value on that...

But in any game, there will always be the farmers

The “soft wipe” was the removeal of old storages, it did remove tons of “duped” stuff...
 
Grinding like in any game is a time thing... TC made it so you can AFK in relative safety, it pumped raw materials into the game, and sand land was the gold
Pump, ultimately, one needs to look at “time” how does it take to farm gold, and how long does it take to farm materials, and base the value on that...

But in any game, there will always be the farmers

The “soft wipe” was the removeal of old storages, it did remove tons of “duped” stuff...
TC biggest problems are the bank storage and grid systems. Having certain safety (walls) wouldn't mind if you can loot whats stored in the banks and people would use TC as a provisional storage and not a hoarding station that if destroyed can be recovered afterwards by building another bank on the same grid. The whole siege system just promotes zergs and atrition strategies which has been prooven it burns players.

The thing is that SV design considers that "challenging" is the synonymous of tediousness, either in pve or pvp. Game is old, game is unbalanced, game is grindy, game is outdated.

Soft wipe means shit if people can still dupe shit, like duh.
 
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I think it's fair to say that at this point, MO1 is an "as is" product.

They may at some point introduce or tweak a feature, but that would only be to test it ahead of MO2.

Right now subs are probably just helping to cover server hosting costs and maybe some coffee for the office while they work on MO2.

SV wouldn't come out and say it either as that'd be pretty bad publicity.

But I wouldn't be expecting any updates of substance for MO1 anymore.
ive been skimming the forums.. and i like what you got to say.. no delusion from you
 

phyzm

New Member
TC biggest problems are the bank storage and grid systems.
Not sure about this. Restricting walls would also remove the safety factor, but with the time it takes to get resources i dont think many people would want to build and use banks if you could just siege and loot. And absolutely everything built would be an aidsfest of guards. If SV has nailed anything its how unforgiving mortal is. Losing the assets are a good penalty but they do need to boost the reward end of it.
 
Not sure about this. Restricting walls would also remove the safety factor, but with the time it takes to get resources i dont think many people would want to build and use banks if you could just siege and loot. And absolutely everything built would be an aidsfest of guards. If SV has nailed anything its how unforgiving mortal is. Losing the assets are a good penalty but they do need to boost the reward end of it.
Problem is that u have infinite safe storage TC or town and that fucks the economy because theres no risk in storing shit indefinitely, not even mention all the duped shit or prenerf scenarios like TC mines where people could produce 1k stacks of granum a week if they wanted to with no effort compared to current system.
Obviously the travel and grind time with its own risks make it so tedious.

Thing is that TC was ment for players to build player cities, which discouraged the use of towns since you can safely storage anything you want in the place you want. A more balanced scenario would be if you could store in towns a limited amount of things, the way it is serves the purpose. But TC should be ment, for the balance of the game as a provisional place to storage and not the ultimate private hoarding station. TC siege reward got nerfed because SV couldn't balance TC cost/risk and specifically ID Aralis was getting hit hard and other guilds had profit from sieging so SV very much deleted siege reward.

If you think about it, the way houses were you could loot the things inside if you sieged it after a while. That was more balanced than TC and it still was usefull and it presented risks.

Players have this missconception that walls are what make players safe, but at the end the ultimate carebear mechanic are TC banks and grid system. Because who cares if you lose a set of steel or cronite when you still have 10 banks full of materials in a TC node.

Then people asks why the game is so dead, why nobody uses towns and why the economy is so broken.
 
All I got to say, as a hoarder who has everything from Prepatch maces to Norse Claymores in his banks, is this.
WIPE THE FUCKIN SERVER FOR MO2, CHANGE IT ALL TO MAKE EVERYONE A FUCKIN NEWBIE.

Straight up, half the fun of this game was for years, learning how to create and maximize everything. If you don't want to change old school recipes, nerf them to hell or nerf the end resources so they're not so necessary in the late game.

People are complaining about how many years they will have "wasted" playing MO1 if they don't get their shit switched over. MO2 isn't an expansion pack. It's not the next DLC. It's a new game. You think that people get mad about restarting from the same level every time a new COD or Battlefield, or any other popular yearly release comes out? It's not the next WoW expansion guys. It's a brand fucking new game. Accept that.

The fun comes from learning and rebuilding, not from starting where you're at. What's the point of making a new game if the economy identical, the level of wealth is just as centered, etc. It's not a DLC. You don't expect every new game that comes out to let you start where you left off, you expect the new game to start you at the beginning. This game is dying, and arguably dead. Look at the steam charts, and don't start claiming that everyone plays off of steam because that's just not a realistic outlook. This game survives off of the vets, with their 2-3 accounts, and maybe 200 different actual players.

Nobody wants to lose their progress in a game, but we're not talking about Mortal Online. This is a new game. Sure, a reward to those who have accomplished so much in Mortal is deserved in a sense, but shit, if we let people like Ibarruri bring in 10 stacks of gold into a brand new economy, we're just asking that everything start off at a ridiculous price, ruining the economy and making it just as difficult for a new player to jump in as it is now.

"it's not fair that I lose all my thousands of hours of work." you say? Well, that sucks. I've got thousands of hours too. And it's not fair for star vault to put us at such a fucking advantage vs. the new players that can actually sustain and bring life to their vision again. Us remaining 200 players are not important. Us 300 people who look at the forums ARE NOT IMPORTANT. What's important is the future of the game, those who have never even had a chance at Mortal, who will join it for it's sense of balance, because nobody wants to play a game where you're just catching up for six months, or Mortal would have new players joining on the regular and staying, vs. maybe 1-2 a month that stay for 2 months.

It's not about what you want. This is a new game, not the game you've played for six, seven, or even ten years. So many guys just don't seem to get that.

GG/WP

Jaseace, the most reformed forum troll.
 

phyzm

New Member
Then people asks why the game is so dead, why nobody uses towns and why the economy is so broken.
Towns use to be booming, it was walls that put an end to running into other players frequently. A lot of towns dont have some pretty basic things also. Things could be done to remedy this. If banks were lootable only a few select guilds would build, would rather just use an owners chest. It would be strange imo and not very encouraging to newcomers.
 
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Towns use to be booming, it was walls that put an end to running into other players frequently. A lot of towns dont have some pretty basic things also. Things could be done to remedy this. If banks were lootable only a few select guilds would build, would rather just use an owners chest. It would be strange imo and not very encouraging to newcomers.
Walls didn't prevent players encounters exclusively, i mean you can't (or at least nobody tried) wall off a route from one town to another. Meaning theres still the travelling factor. TC owning players have no reason to use towns because they can replicate every single feature towns have and even more like you mention, but the most important in terms of balance is TC banks by the reasons i stated before.

The problem is, that instead of encouraging players to do things and interact with other players in NPC towns TC bypasses this by its own features. Meaning that before TC when people used to travel to towns to trade, socialize or STORE stuff in npc towns (not many stored too much valuable shit in houses because they did drop chests content after siege).

Now understandable would be if TC was ment as an outpost type of thing, where you are able to process stuff and store it provisionally (due to loss risk) and move it to town, populating roads and towns. And further meta endgame towns with proper mechanics. Again, the whole idea that one can build a TC bank, walled of or not that you can undefinitely store stuff on destroys the value of npc towns. Because of this towns become a place for the ones who can't afford TC, noobs, solo or small groups. When everyone that had the opportunity to build a TC station can have their own assets in safety and grief players in NPC towns with no much loss. Same happens with wardecs.

So, by the advantage TC grants most people tend to use it and it would be silly not to. Those who store in a house chest being able to have TC bank are just taking bigger unnecesary risks. TC supports the unforgiving model for solo players or small groups.
The game is already not encouraging newcomers, the game promotes grouping. Even if a newcomer decides and is able to build TC after a while won't be able to defend at all in organized sieges.
TC mechanics favor exponentially the guilds with the highest members because of the grind model. And it is understandable it works in such way but don't say a lootable TC bank model is going to cripple newcomers ability to progres, on the other hand it would balance the game by making big guilds vulnerable.

I don't see why TC shouldn't exist, even walls are fine. Its banking system that kills interaction in common places.

Im telling you this because i've seen the birth of TC and i've seen how it mutated to what it is now, which not much changed. But i've seen so many small groups born and die because of the unforgiving mechanics. I recruited entire guilds during steam release.
 
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Walls didn't prevent players encounters exclusively, i mean you can't (or at least nobody tried) wall off a route from one town to another. Meaning theres still the travelling factor. TC owning players have no reason to use towns because they can replicate every single feature towns have and even more like you mention, but the most important in terms of balance is TC banks by the reasons i stated before.

The problem is, that instead of encouraging players to do things and interact with other players in NPC towns TC bypasses this by its own features. Meaning that before TC when people used to travel to towns to trade, socialize or STORE stuff in npc towns (not many stored too much valuable shit in houses because they did drop chests content after siege).

Now understandable would be if TC was ment as an outpost type of thing, where you are able to process stuff and store it provisionally (due to loss risk) and move it to town, populating roads and towns. And further meta endgame towns with proper mechanics. Again, the whole idea that one can build a TC bank, walled of or not that you can undefinitely store stuff on destroys the value of npc towns. Because of this towns become a place for the ones who can't afford TC, noobs, solo or small groups. When everyone that had the opportunity to build a TC station can have their own assets in safety and grief players in NPC towns with no much loss. Same happens with wardecs.

So, by the advantage TC grants most people tend to use it and it would be silly not to. Those who store in a house chest being able to have TC bank are just taking bigger unnecesary risks. TC supports the unforgiving model for solo players or small groups.
The game is already not encouraging newcomers, the game promotes grouping. Even if a newcomer decides and is able to build TC after a while won't be able to defend at all in organized sieges.
TC mechanics favor exponentially the guilds with the highest members because of the grind model. And it is understandable it works in such way but don't say a lootable TC bank model is going to cripple newcomers hability to progres, on the other hand it would balance the game by making big guilds vulnerable.

I don't see why TC shouldn't exist, even walls are fine. Its banking system that kills interaction in common places.

Im telling you this because i've seen the birth of TC and i've seen how it mutated to what it is now, which not much changed. But i've seen so many small groups born and die because of the unforgiving mechanics. I recruited entire guilds during steam release.
These server wars honestly just feel like a massive grind of who can rebuild faster and place more guards, it would be cool if you could really wipe someones wealth with a siege like in Rust. You could make it fully hardcore and only let NPC banks take gold but not items, maybe that would make sieging more meaningful. But ninja sieges would be even gayer and there would be so many ways to exploit around it like logging out holder characters with mats. Anyways it would take a massive redesign and dunno if SV would want such drastic changes, but maybe (I really doubt it) they wisen up for MO2

I would be ok with walls if there was a chance to infiltrate. Maybe not even ladders but something like gates being openable from the inside by anyone (no more killboxes or gatefighting) would be a massive improvement. Guards tho, they really got to go, so many NPCs fighting for players should be left for strategy games. I really hope Henrik watches one of the rpk keep GvG videos and sees what his "vision" has become.
 
... Maybe not even ladders but something like gates being openable from the inside by anyone (no more killboxes or gatefighting) would be a massive improvement. ...
Killboxes still possible. But you need 3 gates instead of 2...
1 facing toward the outside, 1 behind the first one facing towards the inside of the killbox, and the 3rd one at the end of the killbox facing into the inside of the killbox...
 
Thread starter #57
These server wars honestly just feel like a massive grind of who can rebuild faster and place more guards, it would be cool if you could really wipe someones wealth with a siege like in Rust. You could make it fully hardcore and only let NPC banks take gold but not items, maybe that would make sieging more meaningful. But ninja sieges would be even gayer and there would be so many ways to exploit around it like logging out holder characters with mats. Anyways it would take a massive redesign and dunno if SV would want such drastic changes, but maybe (I really doubt it) they wisen up for MO2

I would be ok with walls if there was a chance to infiltrate. Maybe not even ladders but something like gates being openable from the inside by anyone (no more killboxes or gatefighting) would be a massive improvement. Guards tho, they really got to go, so many NPCs fighting for players should be left for strategy games. I really hope Henrik watches one of the rpk keep GvG videos and sees what his "vision" has become.
Maybe SV could make it so that NPC guards will only attack an enemy target if there is at least one guild member online and inside the palisade. This means that the guild must plan to have some sort of rotating roster or risk becoming defenceless. Also, make it so that the guards won’t attack opposing NPC guards.

The invading players will need to find and eliminate all online enemy guild members inside the palisade in order to bring the entire army of guards to a standstill. The defending guild members could be actively playing or afk, but the end goal for the invading players is the same.

If the guild wants to take the risk of leaving just one or a whole bunch of afk members online holed up in a heavily fortified area within the palisade then they can, or they might decide to get as many members to log in and actively patrol and defend their turf. Whatever works best for them.

At least it means that guilds need to pay more attention to guarding their assets, instead of having a whole bunch of NPC guards doing their job while the guild members are all offline, or online but not inside the palisade.
 
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Maybe SV could make it so that NPC guards will only attack an enemy target if there is at least one guild member online and inside the palisade. This means that the guild must plan to have some sort of rotating roster or risk becoming defenceless. Also, make it so that the guards won’t attack opposing NPC guards.

The invading players will need to find and eliminate all online enemy guild members inside the palisade in order to bring the entire army of guards to a standstill. The defending guild members could be actively playing or afk, but the end goal for the invading players is the same.

If the guild wants to take the risk of leaving just one or a whole bunch of afk members online holed up in a heavily fortified area within the palisade then they can, or they might decide to get as many members to log in and actively patrol and defend their turf. Whatever works best for them.

At least it means that guilds need to pay more attention to guarding their assets, instead of having a whole bunch of NPC guards doing their job while the guild members are all offline, or online but not inside the palisade.
I think one of the original claims for guards was to prevent ninja sieging. Instead of your complex description when guards do what I would say just remove them all together...
 
These server wars honestly just feel like a massive grind of who can rebuild faster and place more guards, it would be cool if you could really wipe someones wealth with a siege like in Rust. You could make it fully hardcore and only let NPC banks take gold but not items, maybe that would make sieging more meaningful. But ninja sieges would be even gayer and there would be so many ways to exploit around it like logging out holder characters with mats. Anyways it would take a massive redesign and dunno if SV would want such drastic changes, but maybe (I really doubt it) they wisen up for MO2

I would be ok with walls if there was a chance to infiltrate. Maybe not even ladders but something like gates being openable from the inside by anyone (no more killboxes or gatefighting) would be a massive improvement. Guards tho, they really got to go, so many NPCs fighting for players should be left for strategy games. I really hope Henrik watches one of the rpk keep GvG videos and sees what his "vision" has become.
Anyone that played rust for a month can probably draw the very basics of its siege mechanics and how balanced it is. Obviously rust was designed to have monthly wipes but i don't see how is it so hard to somewhat replicate* a formula that works for other games that could be much more intesting in the mortal online universe, being wrapped in all the mechanics that make it appealling.
Grind in MO is tedious as fuck and no risk storage makes the game stagnant, wars are super long, siege mechanics are based of time wastage. Its like MO lacks so much balance only big groups or nolifers can proliferate.

And yeah, infiltration methods are such a basic thing the game requires. I remember when spiritism came out that you could portal in palisades (obviously with no loot) but you could allways pull your donkey with gear and slaughter crafters inside palisades. Silly as fuck starvault introduced a TC counter mechanic to prevent people portaling. And then portaling lost its only purpose.

Star vault mechanics designers have this hillbilly approach of weight-counterweight kind of balance, to favor the world for the ones who don't enjoy PVP (ARALIS in that era) and favor the ones that liked PVP. But in the attempt to protect the people who just wanted some peace to progress they just ruined interesting mechanics that made things flow.

Every mechanic introduced in the game is cringe for me, its like a 80 year old granny that haven't ever played a game besides tetris made patches for mortal online. What am i saying, a granny would probably imagine better things honestly.

Maybe SV could make it so that NPC guards will only attack an enemy target if there is at least one guild member online and inside the palisade. This means that the guild must plan to have some sort of rotating roster or risk becoming defenceless. Also, make it so that the guards won’t attack opposing NPC guards.

The invading players will need to find and eliminate all online enemy guild members inside the palisade in order to bring the entire army of guards to a standstill. The defending guild members could be actively playing or afk, but the end goal for the invading players is the same.

If the guild wants to take the risk of leaving just one or a whole bunch of afk members online holed up in a heavily fortified area within the palisade then they can, or they might decide to get as many members to log in and actively patrol and defend their turf. Whatever works best for them.

At least it means that guilds need to pay more attention to guarding their assets, instead of having a whole bunch of NPC guards doing their job while the guild members are all offline, or online but not inside the palisade.
There are ways to balance. I wouldn't like that the game became a NPC contest at all, because might aswell roam with a party of guards instead of players, and if theres something this game needs to keep supporting is actual player interaction. Guards could* be a good mechanic to balance offline sieges and obviously with a limitation so people can't put undefinitely guards without a penalty. In any case guards should be way less effective when there are players online.

All the grind regarding to TC and sieges is tedious af. By SV's concept siege and many TC mechanics are ment as "endgame" content but it only serves big groups. Taking off siege rewards was a way to "balance" it, so big groups wouldn't go sieging every single nublet palisade. Doesn't change a thing because big wealthy groups siege because they can even tho the only reward might be some scraps and battle loots.

I really hope SV remakes every single mechanic concerning PVE,TC, siege, flag system, pets and more from 0. Because the current mechanics are absolute garbage.
 
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Bicorps

Trial Member
I feel in my heart that it need to be like rust... You start in the wild... No main city ... no NPC guards... There is ressource that you can gather to make primitive tool so you can simply build on the spot what ever u want with the resource you have access. Building and Sieging need to be easy... a constant roll of people getting destroy and rebuild, the map can even be 4x bigger if you want with this mechanic.

Gathering need to be more dynamic .. less Semi-AFK grind and more rewarding. Its also more easy to loose all your resource since sieging would need wayyy less logistic and grind, Only Character Skills(Job Skills) and Resource.

PvE need to be more dynamic too... Parry left.. middle , Right ...we need to be enable to outplay some how a NPC and it need to be challenging . Not like the Risar dungeon that you get zerg by a bunch of NPC that go true the ground,wall and each other or that you simply need a mounted to be efficient in pve. The fact a NPC range attack never miss is also a big problem.

Anyways im gonna stop there because we could talk about it all day.

But I think me and henrik dont have the same vision.
 
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