I agree with what
@Vangard said about Mortal Royale - it was doomed to fail IMO , I said it myself multiple times and I was very skeptical about it but tried it anyways . It was fun but had glaring issues just like MO , which is what made it fail. Also , like i warned them , they were entering an OVERSATURATED market with a battle Royale game ... why play MRwhen you could play with all of your friends in PUBG or blackout ?
I however DO NOT AGREE with how he says MO2 will fail - because in my opinion it won’t “fail” like Mortal Royale did , it May “fail” like mortal online “did” but I’m still playing MO and despite lots of stupid things (f2p not being able to pay tax — thanks starvault you owe me a jungle shack BTW) I still rather enjoy it because it’s a completely persistent MMO with lots of features other games don’t have (or do and don’t implement them in a significant way) .
If MO2 can be like what MO1 was originally, while also injecting some awesome stuff from what MO has now , then MO2 can be a great game . Things I think would be great a base for MO2 :
•unique builds , keeping lots of skills and maybe adding some like stealth / climbing
•multiple races that matter and have their own “specialties” without a caving to a Thursar meta while including a reworked thursar race
•spell system with ecumenical , elementalism , spiritism , but necromancy should be illegal around towns and there should be a very complex process for training tupilaks , shades and death steeds - the process of getting them should still be hard but that was literally the only thing holding people back from OP necro pets but now I would like them to be trained in a unique and challenging way before being useful - something to do with the ether that could go hand in hand with trading with spiritists or some shit , but then you would have to physically train them in different ways to attain their new attacks and higher stats .
•resource gathering for a complex crafting system like we have now with updated textures and colors
•dungeons for exploring to find “end game” content resources and experiences
•horse systems with a simple breeding that can only create one or two maxed favorable attributes , this system should create BALANCED horses with a couple attributes of your choosing heightened , not OP horses cuz “i worked so haaaerd for it” type deal
•territory control of towns by guilds who can set taxes and place structures to block off areas surrounding towns outskirts / landmarks on the map (not towns themselves though), but this time blockades made by people shouldn’t look so haggard , and there should be a stealth skill of some sort to be able to climb walls to get over guild placed walls as a solo ninja build (this way it can be blocked off but it’s also got a way besides sieging to get in)
•sieging should be in but wayy more interactive realistic and fun . Think more mount and blade siege instead of MO1 sieging , and then add in siege camps and starving out towns and you’ve got a hot to trot system
•no walls allowed anywhere except for around keeps , guards can’t use arrows or. magic except for Lictors (and even then the Code needs to be bettered so they don’t have super aimbot noclip) no guards allowed anywhere except developer made towns , guards can’t be purchased to defend but theoretically dominated pets could be stationed , but not anywhere nearly as effective as being under direct control from a master .
• butchery could only be done with a skinning knife for 25% total mats , OR at public butcher stations only found in the wild for 100-120% mats (buff could appear as a lore thing at specific butcher stations at specific times or activated by controlling guilds with a relic) - these cannot be created anywhere or used anywhere else via “portables” (butcher benches in towns) due to the tindy empire removing them and illegalizing portables so as to force Citizens to their “safe and protected” butcher stations (to prove the wilds were under their control- when they weren’t) where you used to pay a fee to butcher - but these times are long gone and the butcher stations are decrepit and unguarded - yet the main law still stays in place ... so if any guild were to monopolize the land territory controlling the butcher stations , they would find a lucrative way to FURTHER tax their citizens , unless of course the peasants are ok with their 25% mat collection rate .
•meteor / relic drops should still happen a lot - I fought over those a good bit back in the day
• Dynamic mines of special Ores should show up in a cool way like the meteors dropping , but instead it could be a mini earthquake that opens up a mine and villagers of every town would talk about the location of the mine for a few hours after the earth shook
•Taming / Dominating creatures should still be in IMO, but creatures shouldn’t be easily max leveled and they shouldn’t be able to be trained at a stable with some AI .... WE should train them dynamically per creature depending on what the creature is , how it attacks and it’s temperament . F.E: you dominate a Minotaur , this time around ANY level Minotaur would need a special relic / fist weapon to dominate. Also the training for a Minotaur will consist of actually sword fighting your Minotaur up higher levels like you would your own character, he will bottleneck at certain points which would mean you need to train him with another weapon or style . Another example : trainingg a dominated flying creature like fire bat would require you to attach a piece of fruit to arrows so you can help it practice it’s flight to avoid the arrows and also attack the fruit with its projectile .. taming a cougar would be a matter of keeping it chained and feeding it at specific times of day while also studying specific mammalian commands - letting it out only to hunt for food that you would be eating (alpha dog that coog) using the commands you learned in a book or through a tutor, which these commands would sometimes fail resulting in non-compliance , injury to the animal or yourself.
Each creature/animal will have its own likes /dislikes including food , noises , other creatures etc etc and if you don’t adhere to each animals likes / dislikes they may turn on you or run away forcing a messy retaming process or loss of creature . Also , the catch of training in this unique way per creature, is that during any of these weird little training sessions you could fatally wound your pet of get hurt/ killed yourself - making training a dominated/tamed creature a very personal endeavor , this also bottle necks the amount of people willing to “abuse” overpowered creatures by making it a process closer to training your own pvp skills up (which takes actual skill) rather than just churning out super weapons by knowing the ins and outs of top tier creatures and items needed to dominate , like the taming/domming system is now— instead , knowing the steps to get the creature you want will only be HALF the battle , then training and using them properly after getting used to their likes and dislikes will be the other half .
After learning the likes and dislikes it could be automaticaly logged in a sick ass leather bound journal with black ink that’s all artistic that could be bound to a key or button on the UI - this way a “beastmaster” could have a journal on how to reproduce the domination of a specific creature seeing as it will be much more complex with my system ... also making stuff like creature compendiums only make games shine brighter , think of the Withcer and how sick that journal was , now mix that with a brand new taming / domming system that’s more skill based and you have a great revamped skill set that’s far more interesting than the original .