How do you save Mortal Online?

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The issue with wiping is how often are you going to do it? People quote duping as a valid reason, but is it? If another dupe happens again, what's the threshold before you do another wipe?
Once every 10 years lol. If their anticheat is good then no problem. If their duping detection system is decent they can roll back or ban or delete duped items etc.

A new NA server solves the issue of not having to wipe. While bringing in the problem of splitting the player base.

I'd rather see it put to a vote: for wiping items & TC or complete wipe everything. Server location should be put to a vote.
Not an equal vote. But "in favour", "not in favour" and "I'll quit if game wipes". And if 25% or more will quit then no wipe or something like that.

Alternatively, this could be kind of dealt with by the community if a big enough group banded together with the goal of destorying all TC and items, however they wouldn't be able to reach people's banks and stables.
 

Marcus Aurelius

Silver Supporter
Hmm, perhaps I have mistaken you for someone else. Did you own Kran keep 3 years or so ago? I thought you were the one to sell it to us, if not, I apologize.
My friends maybe returning wasn't an argument for a wipe, only a side comment.
I am not talking about duped items being in the hands of others (that is a whole other category, but I think a problem they have reined in for the most part) I'm talking about straight up stolen accounts cleaned out and handed out wholesale. The staff know about it.
Nope, definitely not me. Never owned a keep. Been involved with plenty though. :)

Once every 10 years lol. If their anticheat is good then no problem. If their duping detection system is decent they can roll back or ban or delete duped items etc.
Even those options should be used sparingly. This is a subscription game. You have to remember by wiping or rolling back, you are essentially devaluing the subscription and people's time. I don't take that lightly and neither should anyone else. Not even a 30 day reimbursement compensates for the loss of time.

A new NA server solves the issue of not having to wipe. While bringing in the problem of splitting the player base.
How will a NA server solve the issues? Why will it not require a wipe?

The original vision was that there'd be regional servers for various continents of Nave. For example: NA server for Myrland, EU server for Sarduccaa, Asian server for Lykia. If they stick with that are you suggesting they just wipe regions?

I'd rather see it put to a vote: for wiping items & TC or complete wipe everything. Server location should be put to a vote.
Not an equal vote. But "in favour", "not in favour" and "I'll quit if game wipes". And if 25% or more will quit then no wipe or something like that.
Again, no. People don't pay a subscription to have other players dictate game development decisions for them. I pay SV to make that determination. That thought process alone discriminates 25% of the opinion. "Unless enough of you quit, unlike the other two balanced options, we don't value you your input".

Alternatively, this could be kind of dealt with by the community if a big enough group banded together with the goal of destorying all TC and items, however they wouldn't be able to reach people's banks and stables.
Now this is the most power players will ever have in a sandbox, and it's a beautiful thing. Banks and stables in TC should always be at the mercy of players. It should be lootable so that you have the option to destroy a settlement, but also sack it. Sure people can bank in town, but in a proper TC system, towns would just be a little safe haven to fall back on, not to operate around.

Did you play before TC was added?
Yes. Did you? I own a Loot Bag edition of the game I pre-ordered before release. I subbed when the game was first released and have been ever since. I too have watched every single one of my friends quit to the point where I don't know a single person from the get go anymore. Not that it makes my opinion any more important than others, but I do know very well the glory days everyone seeks to restore.
 
I've been playing this game on and off for about 4 years now, mostly with the same small group of friends. The biggest attraction to this game for us has been the PvP, but also the community and the ability to impact it based on actions in game. That's mostly due to the smaller playerbase compared to other games, but this is also what threatens the game.

Even in places like Tindrem, PvP is very limited because of the low pop, with most of the day being extremely slow until certain peak times where there's still a lackluster variety of PvP going on. A whole lotta the same people and the same shenanigans. Everyone here knows what PvP is like outside of Tindrem, and how abysmal it is 9 times out of 10. With such a large map, and with such a low population, the game seems dead a lot of the time. I saw a post recently asking about what would bring back old players to MO, but I want to ask how we could bring new players in.

Its in my opinion that we need new players willing to explore the game and give it a new spark of life. I can confidently say that a new player learns little to nothing and gains the same amount of incentive to keep playing during their fledgling period. They are flooded with walls of text and information that takes a lot of time to learn if they even bother to try right off the bat. Help chat does help, but new players have a lot of hurdles to get past before they find out what stuff makes the game fun.

Once newbies start learning about the game, most of the time they'll have to reroll their characters because they've made bad decisions in character creation and have an unviable toon theyve invested hours in, and will have to repeat everything they've done thus far. This would definitely have made me want to quit had I not had a friend to guide me along as I learned how to play.

Tindrem can be a fun experience for new players to get a foothold in the game, but tends to act as a crutch that players never drop, and discourages them to explore the rest of the map.

These are just a few examples of the many aspects driving away new players, but what do you all feel would be an effective way of encouraging new players to invest all the time needed to play the game effectively and get the same fulfilling experiences we've all had, without coddling them or ruining the hardcore experience Mortal Online has provided all of us?

1) Bring back the medium armor footfighter meta, where molarium was considered good enough to pvp in and cronite/ogh was barely seen on the battlefield.
2) Fix the stam regen on heavy armors, 20 wgt armor and less shouldnt feel as heavy as a 27 wgt suit.
3) take death knights, shades, and tupilaks out of the game or make them heavily dependant on tamer esq skills ie: advanced creature control, beast mastery, and more lores than just insecta.
4) put pet ai back to how it was so that tamers/doms can actually contribute in pvp without using overboard pets like kurnas, ratzar hunters, spider queens. 4.2) Balance the pets so that a damn cougar cant take down a mage in 2 hits.
5) take tower shields out of the game.
6) revert stam changes to 2h pole weapons.
7) revert back to the old wardec system.
8) take player guards out of the game or place a cap of 1 per guild stone level with a max of 3 on a palisade.
9) remove sarducca, this game doesnt have the pop for it and the carebears are all geared up now anyways, it's time for them to come back to myr.
10) add a grouping mechanic and name plates so combat comms aren't such aids to lead or listen to.
11) increase everyone's movement speed by 10% and make at least a footmage archetype that f2p can use with full movement speed.
12) cut the murdercount burn timer in half.
14) add an in game guild finder that people can use for recruitment, we shouldn't have to do this runescape style; screaming @ tind bank all day.
15) add a no-building zone around dungeons and caves.
16) make tindrem the only starting city so that new players don't think the game is dead.
17) make sure the new players learn how to avoid pick pockets through tutorials.
18) give new players a starting donkey for completing tutorial with decent speed and no riding requirement.
19) make world bosses only spawn once or twice per day, but with all the drops it would have had, and make them more difficult and less kite-able by ma's, also play a world message when the bosses are challenged.
20) make dungeon log outs dangerous by having mobs in the dungeons roam more.
21) more bonfire events! they are fun!
22) halve the time for leveling pets with animal care, 22 hours is way too long for mc's
23) increase stam drain for tungsteel and higher armors but give them more damage mitigation in return.
24) make bows useless without archery skill (footfighters shouldnt be able to use them to counter MA/MC if not trained in them!)
25) allow 2h long saur handle spears to stop mounteds that run into them while fully cocked. Right now nobody uses that because of the stam drain and handle hits.
26) add a system to "fast travel" your ghosted body to a town but add in a 1 hour spawn sickness timer so that people can just log in later and rez where they like, traveling in ghost mode is annoying.
27) add a group dueling mechanic that allows you to set no-loot and maybe add a looting rule to group mechanic to make sure ur m8's arent combat looting and are actually helping.
28) Promote this game hard and post people's pvp videos as your trailers, some of them are really well done!

you may not agree with all of these but a few years ago the game was looking really good when you could grab a steel weapon and molarium armor and be effective. nowadays pansar scale is the new molarium.
 

Roranicus

Junior Member
Now this is the most power players will ever have in a sandbox, and it's a beautiful thing. Banks and stables in TC should always be at the mercy of players. It should be lootable so that you have the option to destroy a settlement, but also sack it. Sure people can bank in town, but in a proper TC system, towns would just be a little safe haven to fall back on, not to operate around.
This power is illusory, there are many things that cannot be destroyed.

Yes, me too. After release, not pre-order.
 

Dalacor

Senior Member
That's what I've been saying. Sell premium membership still for house ownership, extra inventory and bank space, -20% broker fee, 10% off cosmetics, etc.
Why not just add max combat/athletic skills(100) for F2P. At least if they then join a guild they can get some gear and be semi viable. See what the game has to offer and maybe sub for the crafting, TC, building etc

Actually one of the things I hate the most is having to have 2 accounts to get anything done. I mean the sub is taking the piss imo but asking people to pay 2 subs to be viable is truly game destroying.
 
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Phaytal

Senior Member
Its sad that I come back to MO every few months and dont ever feel like sticking around. Yes, games imbalanced, yes, there are bugs. But honestly, the company that is Star Vault does it for me every time. Corruption. Ignorance. Refusing to acknowledge real problems and instead putting shit bandaids. The fact that discord himself told us to siege at our own risk vs invisible npcs and pets, is laughable. What is disgusting though, is the fact that after we took all that stuff down, RPK just went ahead and rebuilt everything in the same spot. No changes, no announcements, not even a 'hey see there is something wrong, lets disable it until we find a solution.' But nah, they just turn a blind eye, continue to work on Mortal Royale, giving up hope for MO. Working on stuff like Kittens.

Idk, maybe I am biased and a salty vet. But no one can dispute that the following statements are facts:

-Player GM system have ruined multiple eras of the game
-In the last year, the population has steadily declined to the lowest it has ever been
-Multiple breaches, and the inability to protect their clients from personal and sensitive information
-Lack of logs, to the point where they 'cannot prove' literally anything, resulting in poor customer service and false bans.
-Permanently banned players of our great community just make new accounts and continue the viscous cycle
-The fact that they don't have a single person on the actual dev team that plays Mortal for all it's worth (and I don't mean logging into the world and spawning mats for the release of their new house system)

This has nothing to do with in-game balance, which imo is only a small problem of the game. Despite multiple factions of players, people who have quit and given their testimonies, multiple threads and even polls posted by Herius about serious balance issues and quality of life improvements, get ignored. Over and over again. I don't know though, maybe, finally, after all this time, that thread posted by the 15 active pvpers left in the game will wake them up.

Don't get me wrong though, MO is my favorite game ever made. I'm not toxic, I'm passionate.
 
There's so many issues that the only way it'll be saved, is if previous implementations are focused on more, refined or reworked. More time on polishing things, so we can have actual balance instead of SV having to revisit things every 6 or so months, to bandaid things and never fully fix them, because they're busy focusing on adding new things that end up half done, and just adds on to the list of unpolished/imbalanced things.

The constant unpolished state of things, the imbalances of things results in waves of inactivity and activity, which is 99% the same people who have been playing for years. Which stems another issue, MO's community is so small that everyone gets to know each other, friendships form and we get this stale political and PvP state. People don't want to fight their friends, people form alliances with their friends and all that is left is large alliances and that leaves barely any regional politics or quality PvP(On top of TC aids etc) just leaves nothing but inactivity around the map unless someone can be arsed to siege.

If MO wants to get anywhere, it has to do the above. The game needs to be polished and refined, and when that happens the player base will grow.
 

Keurk

Senior Member
Its sad that I come back to MO every few months and dont ever feel like sticking around. Yes, games imbalanced, yes, there are bugs. But honestly, the company that is Star Vault does it for me every time. Corruption. Ignorance. Refusing to acknowledge real problems and instead putting shit bandaids. The fact that discord himself told us to siege at our own risk vs invisible npcs and pets, is laughable. What is disgusting though, is the fact that after we took all that stuff down, RPK just went ahead and rebuilt everything in the same spot. No changes, no announcements, not even a 'hey see there is something wrong, lets disable it until we find a solution.' But nah, they just turn a blind eye, continue to work on Mortal Royale, giving up hope for MO. Working on stuff like Kittens.

Idk, maybe I am biased and a salty vet. But no one can dispute that the following statements are facts:

-Player GM system have ruined multiple eras of the game
-In the last year, the population has steadily declined to the lowest it has ever been
-Multiple breaches, and the inability to protect their clients from personal and sensitive information
-Lack of logs, to the point where they 'cannot prove' literally anything, resulting in poor customer service and false bans.
-Permanently banned players of our great community just make new accounts and continue the viscous cycle
-The fact that they don't have a single person on the actual dev team that plays Mortal for all it's worth (and I don't mean logging into the world and spawning mats for the release of their new house system)

This has nothing to do with in-game balance, which imo is only a small problem of the game. Despite multiple factions of players, people who have quit and given their testimonies, multiple threads and even polls posted by Herius about serious balance issues and quality of life improvements, get ignored. Over and over again. I don't know though, maybe, finally, after all this time, that thread posted by the 15 active pvpers left in the game will wake them up.

Don't get me wrong though, MO is my favorite game ever made. I'm not toxic, I'm passionate.
i fully agree with what that guy said
 

Dalacor

Senior Member
Its sad that I come back to MO every few months and dont ever feel like sticking around. Yes, games imbalanced, yes, there are bugs. But honestly, the company that is Star Vault does it for me every time. Corruption. Ignorance. Refusing to acknowledge real problems and instead putting shit bandaids. The fact that discord himself told us to siege at our own risk vs invisible npcs and pets, is laughable. What is disgusting though, is the fact that after we took all that stuff down, RPK just went ahead and rebuilt everything in the same spot. No changes, no announcements, not even a 'hey see there is something wrong, lets disable it until we find a solution.' But nah, they just turn a blind eye, continue to work on Mortal Royale, giving up hope for MO. Working on stuff like Kittens.

Idk, maybe I am biased and a salty vet. But no one can dispute that the following statements are facts:

-Player GM system have ruined multiple eras of the game
-In the last year, the population has steadily declined to the lowest it has ever been
-Multiple breaches, and the inability to protect their clients from personal and sensitive information
-Lack of logs, to the point where they 'cannot prove' literally anything, resulting in poor customer service and false bans.
-Permanently banned players of our great community just make new accounts and continue the viscous cycle
-The fact that they don't have a single person on the actual dev team that plays Mortal for all it's worth (and I don't mean logging into the world and spawning mats for the release of their new house system)

This has nothing to do with in-game balance, which imo is only a small problem of the game. Despite multiple factions of players, people who have quit and given their testimonies, multiple threads and even polls posted by Herius about serious balance issues and quality of life improvements, get ignored. Over and over again. I don't know though, maybe, finally, after all this time, that thread posted by the 15 active pvpers left in the game will wake them up.

Don't get me wrong though, MO is my favorite game ever made. I'm not toxic, I'm passionate.

Agree with all of this, Ive had a house and keep exploited down to have ****** GM refuse to replace it even though they admit to it being exploited, NPC AI is worse than its ever been, then we deal with the horrific grindy boring mechanics(TC, Breeding, Fall damage etc etc), the continent nobody wants.... Its heart breaking for those of us that love the game for what it once was.
 

Najwalaylah

Exalted Member
The number of people who threaten to quit is quite small compared to the number that have already quit. The question is how many of those people they can get back and there is no way to know that.
I have only anecdotal evidence to offer: the majority of the many, many people I've noted as having quit have never come back; that includes a notable and vocal minority who have quit and then come back, sometimes more than once.

Perhaps unfortunately, there isn't going to be a better set of evidence than the above. I mean, if anyone can find one, no matter what that evidence points to, they should win a bun.
 
1) Bring back the medium armor footfighter meta, where molarium was considered good enough to pvp in and cronite/ogh was barely seen on the battlefield.
2) Fix the stam regen on heavy armors, 20 wgt armor and less shouldnt feel as heavy as a 27 wgt suit.
3) take death knights, shades, and tupilaks out of the game or make them heavily dependant on tamer esq skills ie: advanced creature control, beast mastery, and more lores than just insecta.
4) put pet ai back to how it was so that tamers/doms can actually contribute in pvp without using overboard pets like kurnas, ratzar hunters, spider queens. 4.2) Balance the pets so that a damn cougar cant take down a mage in 2 hits.
5) take tower shields out of the game.
6) revert stam changes to 2h pole weapons.
7) revert back to the old wardec system.
8) take player guards out of the game or place a cap of 1 per guild stone level with a max of 3 on a palisade.
9) remove sarducca, this game doesnt have the pop for it and the carebears are all geared up now anyways, it's time for them to come back to myr.
10) add a grouping mechanic and name plates so combat comms aren't such aids to lead or listen to.
11) increase everyone's movement speed by 10% and make at least a footmage archetype that f2p can use with full movement speed.
12) cut the murdercount burn timer in half.
14) add an in game guild finder that people can use for recruitment, we shouldn't have to do this runescape style; screaming @ tind bank all day.
15) add a no-building zone around dungeons and caves.
16) make tindrem the only starting city so that new players don't think the game is dead.
17) make sure the new players learn how to avoid pick pockets through tutorials.
18) give new players a starting donkey for completing tutorial with decent speed and no riding requirement.
19) make world bosses only spawn once or twice per day, but with all the drops it would have had, and make them more difficult and less kite-able by ma's, also play a world message when the bosses are challenged.
20) make dungeon log outs dangerous by having mobs in the dungeons roam more.
21) more bonfire events! they are fun!
22) halve the time for leveling pets with animal care, 22 hours is way too long for mc's
23) increase stam drain for tungsteel and higher armors but give them more damage mitigation in return.
24) make bows useless without archery skill (footfighters shouldnt be able to use them to counter MA/MC if not trained in them!)
25) allow 2h long saur handle spears to stop mounteds that run into them while fully cocked. Right now nobody uses that because of the stam drain and handle hits.
26) add a system to "fast travel" your ghosted body to a town but add in a 1 hour spawn sickness timer so that people can just log in later and rez where they like, traveling in ghost mode is annoying.
27) add a group dueling mechanic that allows you to set no-loot and maybe add a looting rule to group mechanic to make sure ur m8's arent combat looting and are actually helping.
28) Promote this game hard and post people's pvp videos as your trailers, some of them are really well done!

you may not agree with all of these but a few years ago the game was looking really good when you could grab a steel weapon and molarium armor and be effective. nowadays pansar scale is the new molarium.
Also fk dynamic pets, I want the old horses back. They were fine, each type had its advantage and they weren't such a hassle to get and thus not a victim to "grinding for the best uber pet" mentality.
 
that is true!! RPK and allies will fix the game.. they already made sure that no one else wants to play the game because of them. soon there will be no players left other than RPK. then they will kill each other out of boredom, then most of them will quit playing. new players will come, RPK will return and do the same cycle over again. NOW THAT IS the true meaning of MADNESS AND INSANITY.
 

Henrik Nystrom

CEO
Staff member
Its sad that I come back to MO every few months and dont ever feel like sticking around. Yes, games imbalanced, yes, there are bugs. But honestly, the company that is Star Vault does it for me every time. Corruption. Ignorance. Refusing to acknowledge real problems and instead putting shit bandaids. The fact that discord himself told us to siege at our own risk vs invisible npcs and pets, is laughable. What is disgusting though, is the fact that after we took all that stuff down, RPK just went ahead and rebuilt everything in the same spot. No changes, no announcements, not even a 'hey see there is something wrong, lets disable it until we find a solution.' But nah, they just turn a blind eye, continue to work on Mortal Royale, giving up hope for MO. Working on stuff like Kittens.

Idk, maybe I am biased and a salty vet. But no one can dispute that the following statements are facts:

-Player GM system have ruined multiple eras of the game
-In the last year, the population has steadily declined to the lowest it has ever been
-Multiple breaches, and the inability to protect their clients from personal and sensitive information
-Lack of logs, to the point where they 'cannot prove' literally anything, resulting in poor customer service and false bans.
-Permanently banned players of our great community just make new accounts and continue the viscous cycle
-The fact that they don't have a single person on the actual dev team that plays Mortal for all it's worth (and I don't mean logging into the world and spawning mats for the release of their new house system)

This has nothing to do with in-game balance, which imo is only a small problem of the game. Despite multiple factions of players, people who have quit and given their testimonies, multiple threads and even polls posted by Herius about serious balance issues and quality of life improvements, get ignored. Over and over again. I don't know though, maybe, finally, after all this time, that thread posted by the 15 active pvpers left in the game will wake them up.

Don't get me wrong though, MO is my favorite game ever made. I'm not toxic, I'm passionate.
Thanks for your feedback above, and all the rest in this thread.
We are happy to see so many are passionate about our game which we all want to see grow.

Just to comment a little and give you all some insight in these topics.
MO is our number one game and baby in Star Vault. We will continue to work on this game as long as there are players supporting it so we can pay for the salaries and servers that is needed to run and improve it.

Regarding the GM player system, Im not sure if you are aware of that it was many years ago we removed every counsel and GM that was a player in MO. It didn't work for obvious reasons stated in the past. We completely removed the list and hired external workers to do this work only and they are not players and not allowed to play MO due to this being a conflict.
However we fully understand some of the frustration posted regarding GMs not being helpful sometime, this is however not due to that GM, it is due to our tools that may be lacking. MO is a very complex game full of dynamic systems that makes it very challenging to work with and support as a GM. New bugs or situations may occur over time in old and new systems in which needs our attention to go through evaluate and then interact with. You have also seen when we had a more action in game conflicts where GMs had to intervene, we quickly found out this does more damage than good and changes the policies to make sure its equal for all players and its our job to fix the issue as fast as we can. Sometime this has been a 5-6 year old system/balance that someone demands us to quickly fix, when in fact its something very old in which simply needs a fix or be balanced or its part of the game play.
Discord which is our Lead GM is always very keen on giving professional support to all our players. The GMs are not happy when they have to say, sorry we cannot help. Its the opposite, it puts a huge strain on them and its not an easy task to work as a GM in MO. Every now and then we have meetings with Discord that informs us with the situations, new issues or bugs that players reports. Its the devs job to handle this the best way possible. We also discuss what kind of new tools we need to help supporting players in different cases and to handle bugs. This is also an ever going process as the game and world is growing over time.

Breaches, yes we have had a few of those in different areas of our systems. The main reason we hired external third party companies to handle the most sensitive information such as payment information to keep our customers safe is because we have never been experts in security in those fields. However when we got breach in our website we needed to hire external experts to help us secure this. So we have taken action for sure, not only to rebuild the system to make them safer, but contacted legal people and the police to help us pursue the criminals in this field. Its always time consuming due to the laws and since it is something that does not only happen in Sweden but from other countries as well.

Our ban/cheat system, we have been working on that on and off for many many years, and we will continue to do so. From going to a very basic setup to a very advanced system to detect and help our GMs deal with things not following the rules. To identify the illegal actions and be able to take action and undo the action done. We are also talking to other experts in this field in which also work with this. Its an ever going process and it wont stop as long as we develop on MO. We have also debated if we should try the wall of shame or not, since we took a stance against this when we launched due to many issues with that way. But ofc there is none more happy than us to hang these cheaters out as they damage for everyone of us.

Regarding we dont have devs playing the game, this is not true. I have been playing this game on and off for many years, I plaid with some real life friends and enjoyed my time in this game. Lately I have been playing MO again for a few months constantly almost daily going throguh all systems in the game to both refresh my memory and experience in the games different features. I am collecting feedback and data from our players new and vets to see whats fun and whats not fun, what works what doesnt work. How can we improve in those fields, and most importantly what do we want to do with TC.

TC is a huge challenge. Most players do NOT agree on what it should be and how it should work, so we already know we cant make everyone happy. And we cant simply take turns on who we should listen on to make our weekly changes and going back and forth. We must have a clear vision of our own, in which we stated since we started MO. What we want MO to be and become in the future. Players feedback however is vital because it shows us clearly what works and what doesn't work. Some systems on paper looks perfect while in game implemented its either used in another way or its simply not fun enough.
We do not want some quick changed and quick fixes here to put a band-aid on some issues. We still dont have a clear setup for how this system should be today due to game mechanics and things that isnt fun in game. Im not sure if you remember but when we first released TC players was incredible excited and was silently exploring the systems and started to build their grand cities. We got tons of great feedback that it was awesome and fun. Over time this slowly changed, every vet reached end game in this field, mastered and discovered everything and it went down in terms of positive feedback from the very same persons that first gave great fun feedback. We understand this can happen and we took note of why and in what areas.

Its clear to us where TC is not fun or doesnt work well. We have issues in guards line of sight, making sieges a worse experience due to you cant see what happens, and the Guards does not play by the same rules as the players, which is our highest intention when it comes to AI guards. We do need to spend more time in fixing guards behavior through walls and other collision. This works in some situations, but as we can see does not work as well in some situations. It needs to be improved no doubt.

Walls, the never ending topic about walls. We all agree and dissagree on these walls. To high hp to little hp, to easy to block of worlds and cities by walls. You want a way to climb over in which many claims then you can as well remove them.
At first when we discussed these systems we had plans for, everyone again was excited, and everyone wanted free placement including walls of course. Again some things changes when this goes live. Yes we can see less activities due to this is being done behind walls, naturally somewhat protected from a drive by gank. Walled of content, some content was meant to be owned or taken by players, some things were not meant to be taken or controlled by players. A dynamic system puts this in a tricky situation.

Reasons to own land and keeps. We lack in this field no doubt. Players should want to own a keep for specific reasons and bonuses. Same with land. A lot of above features rely on a healthy population in game. So many features works better with a higher population.
However we can see that we do not have enough incentive for players to want to have a keep.
Open cities that welcome new and old players to live and thrive in. We do not see this in a particular scale which means there is not enough incentive again.

Players loosing their city/house or keep often quits or take a break from the game after such loss. It is very difficult for players to defend in this area. There are many planned siege weapons for both defending and attacking that is not yet in the game. Players does not agree on sieging either, some say its impossible to attack some say its impossible to defend. People have different views on how many players should be able to wreck a keep/city and how many is needed to defend it.
One thing is for sure, if we dont see players building things its either to difficult, expensive, or impossible to defend, or simply no incentive or fun enough to do so.

It is going to take time to get TC where it needs to be where most can see the whole picture and why it needs to be in certain ways to follow our vision and where we want to be in the future game wise. We have got the feedback from your players, new and old, we can clearly see where the system lacks and simply does not work. We are not done yet in what kind of changes we want to do to this system. Discussions and feedback is always welcome, but its important to understand we need to follow our vision and we also plan for future systems to come which is not explained in the public. Where you help us is when you present feedback and data on what doesnt work or what isnt fun.

Our current focus in MO development is the newbie experience, which includes a new island in which all new players will start on. This location is dedicated for new players and to get them into the game. As many have written in here and all over our forums giving MO a proper chanse could give a game unlike no other, an unique gaming experience in a true open sandbox mmorpg. However the starting experience is horrible today. Over the decade new mmos have shown the players what kind of new experience you can expect. Most of them holds your hand very tight and continues to do so throuout the game. MO is not that kind of game it is hardcore and it is niche, however Im pretty sure that there are a huge crowd out there that want a bit more of a challenge and to be able to use their brain and creativity when playing a true mmorpg that lets the players be in focus and effect the outcome of the world we are playing in, unlike any other mmo.
10 years ago our starting experience was extremely hardcore, but back then there was no real reaction on that this was a fail, there were simply not enough in the market and everyone knew this was a unique sandbox game it should be like this. Heck I bet most of you vets remember these days in MO as golden days. Today though, a new player will think, whata heck have the devs done with this game?!? You cant seem to do anything, because its not clear and understandable or lack of information. So many players leaves the game thinking you cant do much in MO, there is not enough gaming features, little do they know that we have most game features yet to seen in any mmorpg.

When I started to play MO again daily as a new player heading on all features from crafting to building my house and expanding I got quite frustrated many times. I had to ask many questions in the help channel, where many helpful players responded to help me out. Little did they know that it was me asking these basic questions. Things I forgot about or simply didn't play as a player in. It gave me so much in terms of new player experience, and there is no questions in why new players give up easily and quickly in MO.
In regards to that, if a new player accidently runs into a helpful player or group of player and decides to join them they are often a new player to MO that have found their new mmo home.

Its clear we need to give the new players the newbiew island, and proper tools to let new players interact and find veterans. Veterans will have the opportuinty to recrtui the new players with proper tools. New players will be able to engage contact and find what they are looking for.
We will let them progress efficient enough to start understand the depth of MO and what kind of gaming field is given to the player. We will make sure they do not run like a grandpa is running. We will do our best in giving a good start in MO and that they instantly start adding to the value and invest in the game which makes it harder for them to rage quit when they get killed and robbed, but prepared for that and know how to try to avoid it best possible way.

Now I see I've spent a little to much time on this post, but I hope I can spread our view on what we are doing and focus on and want to deliver in the coming months.
 
Thanks for your feedback above, and all the rest in this thread.
We are happy to see so many are passionate about our game which we all want to see grow.

Just to comment a little and give you all some insight in these topics.
MO is our number one game and baby in Star Vault. We will continue to work on this game as long as there are players supporting it so we can pay for the salaries and servers that is needed to run and improve it.

Regarding the GM player system, Im not sure if you are aware of that it was many years ago we removed every counsel and GM that was a player in MO. It didn't work for obvious reasons stated in the past. We completely removed the list and hired external workers to do this work only and they are not players and not allowed to play MO due to this being a conflict.
However we fully understand some of the frustration posted regarding GMs not being helpful sometime, this is however not due to that GM, it is due to our tools that may be lacking. MO is a very complex game full of dynamic systems that makes it very challenging to work with and support as a GM. New bugs or situations may occur over time in old and new systems in which needs our attention to go through evaluate and then interact with. You have also seen when we had a more action in game conflicts where GMs had to intervene, we quickly found out this does more damage than good and changes the policies to make sure its equal for all players and its our job to fix the issue as fast as we can. Sometime this has been a 5-6 year old system/balance that someone demands us to quickly fix, when in fact its something very old in which simply needs a fix or be balanced or its part of the game play.
Discord which is our Lead GM is always very keen on giving professional support to all our players. The GMs are not happy when they have to say, sorry we cannot help. Its the opposite, it puts a huge strain on them and its not an easy task to work as a GM in MO. Every now and then we have meetings with Discord that informs us with the situations, new issues or bugs that players reports. Its the devs job to handle this the best way possible. We also discuss what kind of new tools we need to help supporting players in different cases and to handle bugs. This is also an ever going process as the game and world is growing over time.

Breaches, yes we have had a few of those in different areas of our systems. The main reason we hired external third party companies to handle the most sensitive information such as payment information to keep our customers safe is because we have never been experts in security in those fields. However when we got breach in our website we needed to hire external experts to help us secure this. So we have taken action for sure, not only to rebuild the system to make them safer, but contacted legal people and the police to help us pursue the criminals in this field. Its always time consuming due to the laws and since it is something that does not only happen in Sweden but from other countries as well.

Our ban/cheat system, we have been working on that on and off for many many years, and we will continue to do so. From going to a very basic setup to a very advanced system to detect and help our GMs deal with things not following the rules. To identify the illegal actions and be able to take action and undo the action done. We are also talking to other experts in this field in which also work with this. Its an ever going process and it wont stop as long as we develop on MO. We have also debated if we should try the wall of shame or not, since we took a stance against this when we launched due to many issues with that way. But ofc there is none more happy than us to hang these cheaters out as they damage for everyone of us.

Regarding we dont have devs playing the game, this is not true. I have been playing this game on and off for many years, I plaid with some real life friends and enjoyed my time in this game. Lately I have been playing MO again for a few months constantly almost daily going throguh all systems in the game to both refresh my memory and experience in the games different features. I am collecting feedback and data from our players new and vets to see whats fun and whats not fun, what works what doesnt work. How can we improve in those fields, and most importantly what do we want to do with TC.

TC is a huge challenge. Most players do NOT agree on what it should be and how it should work, so we already know we cant make everyone happy. And we cant simply take turns on who we should listen on to make our weekly changes and going back and forth. We must have a clear vision of our own, in which we stated since we started MO. What we want MO to be and become in the future. Players feedback however is vital because it shows us clearly what works and what doesn't work. Some systems on paper looks perfect while in game implemented its either used in another way or its simply not fun enough.
We do not want some quick changed and quick fixes here to put a band-aid on some issues. We still dont have a clear setup for how this system should be today due to game mechanics and things that isnt fun in game. Im not sure if you remember but when we first released TC players was incredible excited and was silently exploring the systems and started to build their grand cities. We got tons of great feedback that it was awesome and fun. Over time this slowly changed, every vet reached end game in this field, mastered and discovered everything and it went down in terms of positive feedback from the very same persons that first gave great fun feedback. We understand this can happen and we took note of why and in what areas.

Its clear to us where TC is not fun or doesnt work well. We have issues in guards line of sight, making sieges a worse experience due to you cant see what happens, and the Guards does not play by the same rules as the players, which is our highest intention when it comes to AI guards. We do need to spend more time in fixing guards behavior through walls and other collision. This works in some situations, but as we can see does not work as well in some situations. It needs to be improved no doubt.

Walls, the never ending topic about walls. We all agree and dissagree on these walls. To high hp to little hp, to easy to block of worlds and cities by walls. You want a way to climb over in which many claims then you can as well remove them.
At first when we discussed these systems we had plans for, everyone again was excited, and everyone wanted free placement including walls of course. Again some things changes when this goes live. Yes we can see less activities due to this is being done behind walls, naturally somewhat protected from a drive by gank. Walled of content, some content was meant to be owned or taken by players, some things were not meant to be taken or controlled by players. A dynamic system puts this in a tricky situation.

Reasons to own land and keeps. We lack in this field no doubt. Players should want to own a keep for specific reasons and bonuses. Same with land. A lot of above features rely on a healthy population in game. So many features works better with a higher population.
However we can see that we do not have enough incentive for players to want to have a keep.
Open cities that welcome new and old players to live and thrive in. We do not see this in a particular scale which means there is not enough incentive again.

Players loosing their city/house or keep often quits or take a break from the game after such loss. It is very difficult for players to defend in this area. There are many planned siege weapons for both defending and attacking that is not yet in the game. Players does not agree on sieging either, some say its impossible to attack some say its impossible to defend. People have different views on how many players should be able to wreck a keep/city and how many is needed to defend it.
One thing is for sure, if we dont see players building things its either to difficult, expensive, or impossible to defend, or simply no incentive or fun enough to do so.

It is going to take time to get TC where it needs to be where most can see the whole picture and why it needs to be in certain ways to follow our vision and where we want to be in the future game wise. We have got the feedback from your players, new and old, we can clearly see where the system lacks and simply does not work. We are not done yet in what kind of changes we want to do to this system. Discussions and feedback is always welcome, but its important to understand we need to follow our vision and we also plan for future systems to come which is not explained in the public. Where you help us is when you present feedback and data on what doesnt work or what isnt fun.

Our current focus in MO development is the newbie experience, which includes a new island in which all new players will start on. This location is dedicated for new players and to get them into the game. As many have written in here and all over our forums giving MO a proper chanse could give a game unlike no other, an unique gaming experience in a true open sandbox mmorpg. However the starting experience is horrible today. Over the decade new mmos have shown the players what kind of new experience you can expect. Most of them holds your hand very tight and continues to do so throuout the game. MO is not that kind of game it is hardcore and it is niche, however Im pretty sure that there are a huge crowd out there that want a bit more of a challenge and to be able to use their brain and creativity when playing a true mmorpg that lets the players be in focus and effect the outcome of the world we are playing in, unlike any other mmo.
10 years ago our starting experience was extremely hardcore, but back then there was no real reaction on that this was a fail, there were simply not enough in the market and everyone knew this was a unique sandbox game it should be like this. Heck I bet most of you vets remember these days in MO as golden days. Today though, a new player will think, whata heck have the devs done with this game?!? You cant seem to do anything, because its not clear and understandable or lack of information. So many players leaves the game thinking you cant do much in MO, there is not enough gaming features, little do they know that we have most game features yet to seen in any mmorpg.

When I started to play MO again daily as a new player heading on all features from crafting to building my house and expanding I got quite frustrated many times. I had to ask many questions in the help channel, where many helpful players responded to help me out. Little did they know that it was me asking these basic questions. Things I forgot about or simply didn't play as a player in. It gave me so much in terms of new player experience, and there is no questions in why new players give up easily and quickly in MO.
In regards to that, if a new player accidently runs into a helpful player or group of player and decides to join them they are often a new player to MO that have found their new mmo home.

Its clear we need to give the new players the newbiew island, and proper tools to let new players interact and find veterans. Veterans will have the opportuinty to recrtui the new players with proper tools. New players will be able to engage contact and find what they are looking for.
We will let them progress efficient enough to start understand the depth of MO and what kind of gaming field is given to the player. We will make sure they do not run like a grandpa is running. We will do our best in giving a good start in MO and that they instantly start adding to the value and invest in the game which makes it harder for them to rage quit when they get killed and robbed, but prepared for that and know how to try to avoid it best possible way.

Now I see I've spent a little to much time on this post, but I hope I can spread our view on what we are doing and focus on and want to deliver in the coming months.
Read through the whole post in one sitting.

I think it would be cool if SV posted more regular progress updates like this (in small bite-sized chunks instead of a long post), how you guys plan on solving various issues like TC, and even just gameplay videos of Henrik playing MO.

We know you guys are busy and all, but having a regular, open line of communication that goes both ways would go a long way to helping us to anticipate and hype ourselves up for what you have planned for us next.
 
Nice to see what you're thinking about Henrik. The section on TC balance is a bit tricky. I understand you don't want to make a different decision about TC every week, but it's been years and there really has been no meaningful change to walls and guards.

Player interaction is at an all time low and continues to decrease. At some point you'll have to decide if paying gold to win wars through game mechanics and npcs is what you envisioned when you made this game, or not. The player is becoming an irrelevant pawn. Hard to build community when players don't really matter.
 
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