noob island is an insult and waste of dev time

Thread starter #1

SOAKED

New Member
hi im Kaos. I lost my forum account with 3k+ posts during the breach even though it was created in 2010 so heres a new one....


I would like to hear people's opinions on the current game development plans for a tutorial island experience for new players, because personally I find this to be completely absurd and possibly the worst thing SV could be dedicating dev time on. My reasoning on this is that the game seems to be in a very stagnant state where people have really started to lose interest after many patches not giving new content or fixing core issues with the game, leading to the incredibly low player count. People like me have been asking for updates to TC or siege system for years now, because currently it really feels like players don't matter at all anymore, only naked engineers building towers. The PvP scene is completely dead no matter what people will try to convince you, the only fights that happen now is gatefighting right outside TC guardzone, it's garbage and everyone knows it. The game has felt this way for months if not years at this point, and the worst thing is that it doesn't seem like anything will change anytime soon because all we have to look forward to is dead-on-release noob content. I feel like SV has some plan that Mortal Royale will release along with a new player experience to guide players into the MMO game, but is this really worth stalling the development of MO even longer in this current state?

It feels like an insult that SV would rather try to attract noobies from steam instead of fixing the actual problems that made the game lose it's players, there is a dedicated fanbase that would resub if SV would FIX THE GAME - but looking at the current plans I don't see any real changes being worked on which is pretty disappointing.
 
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Marcus Aurelius

Silver Supporter
When the game was at its peak, we had no newbie island. So I don't see how this will fix things. Tindrem was a bad run by confining new players to an area where it took far too long to fix a lot of griefing issues. The original "pick your town" idea was fantastic and forced new players to actually socialise and learn the game.

I'll give it a chance, but I don't think it's the solution.
 
The game really does need to get and retain new players. Sure many vets stick around or go and check back in but in the end the majority of players will grow away from the game after some time. Especially with so many changes that have pretty much made it a different game over the years.

There really is no denying that the current new player experience is very weak. So, I am happy that they are actually trying to do something about it.
 
When the game was at its peak, we had no newbie island. So I don't see how this will fix things. Tindrem was a bad run by confining new players to an area where it took far too long to fix a lot of griefing issues. The original "pick your town" idea was fantastic and forced new players to actually socialise and learn the game.

I'll give it a chance, but I don't think it's the solution.
I much preferred the pick any town way as well. In the begining it allowed me to experience other parts of the game just by making a new character. I dont think I would have stuck around myself if that would have not been an option.

If we are lucky this will be possible again when leaving the island.
 
New island is a fantastic idea. My friend got jumped at tind bank yesterday by several nakeds with ok weapons and they killed his bull and almost killed him lol (there were so many of them they were able to body block his mount so he couldnt even ditch quickly). And then their friend most likely looted the weapons, so they lost nothing.

Tindrem is the absolute worst place you could make any new player start this game. All you have to do is spend any amount of time in tindrem and you will see countless stupid things that shouldnt happen that would make new players leave. Theres 10x as much griefing and trolling in tind as the entire rest of the game put together.

And just to top it off the tind gates are camped constatnly, so nubs have to risk getting ganked at the gate just to leave town to do anything.

Pointless griefing just makes new players want to quit before they even have the chance to learn the game and decide they might actually find it worth playing. A donkey might be worth nothing to a normal player but to the nub who just had to slowly kill walkers while getting bb'd constantly by 2 guys who are also looting his walker heads, so that it can die at the bank, is worth a lot. and as a new player in tind its pretty easy to write this game off as a waste of time long before you find it fun.

All I ask is that when nubs leave the new island, it lets them pick any town, and not make them pick tind or MK. It just makes slaughter hotspots. We need life in the random towns. will also make camping nubs much harder.
 

Komodor

Oghmium Supporter
All I ask is that when nubs leave the new island, it lets them pick any town, and not make them pick tind or MK. It just makes slaughter hotspots. We need life in the random towns. will also make camping nubs much harder.
Tbh excluding Tind and MK from starting points is the best idea I heard this year.
 
New island is a fantastic idea. My friend got jumped at tind bank yesterday by several nakeds with ok weapons and they killed his bull and almost killed him lol (there were so many of them they were able to body block his mount so he couldnt even ditch quickly). And then their friend most likely looted the weapons, so they lost nothing.

Tindrem is the absolute worst place you could make any new player start this game. All you have to do is spend any amount of time in tindrem and you will see countless stupid things that shouldnt happen that would make new players leave. Theres 10x as much griefing and trolling in tind as the entire rest of the game put together.

And just to top it off the tind gates are camped constatnly, so nubs have to risk getting ganked at the gate just to leave town to do anything.

Pointless griefing just makes new players want to quit before they even have the chance to learn the game and decide they might actually find it worth playing. A donkey might be worth nothing to a normal player but to the nub who just had to slowly kill walkers while getting bb'd constantly by 2 guys who are also looting his walker heads, so that it can die at the bank, is worth a lot. and as a new player in tind its pretty easy to write this game off as a waste of time long before you find it fun.

All I ask is that when nubs leave the new island, it lets them pick any town, and not make them pick tind or MK. It just makes slaughter hotspots. We need life in the random towns. will also make camping nubs much harder.
As Nietzsche said, a man with a why can bear almost any how.

I'm curious if you think the noob island will somehow eliminate the "countless stupid things that shouldn't happen that make players leave"?
As I understand it, the island will still have "fullish-loot" pvp. That means small bands of people will be able to craft weapons and kill others and their pets, which seems to be your most clearly stated complaint.

The starter cities are pvp hotspots because people like to kill other players, particularly those that are easier to kill. Wherever those players are found in number, those that want to kill them will be among them. That is not a flaw of the game, that is the game for some. A smaller hierarchy of murderers will exist on the noob island, you can call them griefers, as there will always be those that suffer at the bottom. There is nothing that can be done about that with the same ruleset. It is the purpose of the ruleset, as I understand it. It is a core element of this game to climb the many hierarchies, an important one being PVP prowess. You can not have a competitive full loot pvp game without losers of battles. To be uncomfortable with loss, to see how losing less in the future is possible, is part of what makes people want to climb. For those that don't want to climb a pvp hierarchy, MO includes ways of climbing other hierarchies, like trade, specialization in crafting, social, political alliances, etc.

Which is why I wonder about the thinking of the Devs in this area. It seems they are concerned with the harshness of defeat in MO, perhaps the fairness of the contest. Unfortunately, there isn't much down that road that beyond making it consistent that leads towards a great game. We have 20 years experience with where softening losses leads, themeparks. Meanwhile, many games that have ignored the pain of loss and focused on the experience of the climb are thriving once again (Ark, Rust, Dayz, etc). Attempting to make a safer landing for losers of battles may even have a negative impact on the other hierarchies in the game as they soften the WHY of MO. A key aspect for growth in MO is and always has been making the WHY as clear and unwavering as possible, while making the HOW bearable, consistent, and fun.

More important and with less negative consequence is to continue to develop the other hierarchies in MO, make sure the crafting, politics, trade, city management, are as deep, enjoyable, and fun as possible. The more that they do this, the more irrelevant it is to suffer at the hands of the occasional murderer.
 
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As Nietzsche said, a man with a why can bear almost any how.

I'm curious if you think the noob island will somehow eliminate the "countless stupid things that shouldn't happen that make players leave"?
As I understand it, the island will still have "fullish-loot" pvp. That means small bands of people will be able to craft weapons and kill others and their pets, which seems to be your most clearly stated complaint.

The starter cities are pvp hotspots because people like to kill other players, particularly those that are easier to kill. Wherever those players are found in number, those that want to kill them will be among them. That is not a flaw of the game, that is the game for some. A smaller hierarchy of murderers will exist on the noob island, you can call them griefers, as there will always be those that suffer at the bottom. There is nothing that can be done about that with the same ruleset. It is the purpose of the ruleset, as I understand it. It is a core element of this game to climb the many hierarchies, an important one being PVP prowess. You can not have a competitive full loot pvp game without losers of battles. To be uncomfortable with loss, to see how losing less in the future is possible, is part of what makes people want to climb. For those that don't want to climb a pvp hierarchy, MO includes ways of climbing other hierarchies, like trade, specialization in crafting, social, political alliances, etc.

Which is why I wonder about the thinking of the Devs in this area. It seems they are concerned with the harshness of defeat in MO, perhaps the fairness of the contest. Unfortunately, there isn't much down that road that beyond making it consistent that leads towards a great game. We have 20 years experience with where softening losses leads, themeparks. Meanwhile, many games that have ignored the pain of loss and focused on the experience of the climb are thriving once again (Ark, Rust, Dayz, etc). Attempting to make a safer landing for losers of battles may even have a negative impact on the other hierarchies in the game as they soften the WHY of MO. A key aspect for growth in MO is and always has been making the WHY as clear and unwavering as possible, while making the HOW bearable, consistent, and fun.

More important and with less negative consequence is to continue to develop the other hierarchies in MO, make sure the crafting, politics, trade, city management, are as deep, enjoyable, and fun as possible. The more that they do this, the more irrelevant it is to suffer at the hands of the occasional murderer.
Ya there will still be griefing on the new island, cuz this is mortal. But... I think it will be significantly less aids for certain reasons.

1- Vets cant go there without starting a new toon. This means most of us wont be there. While currently, any blue can go to tind and grief it up. This also means to craft good griefing weapons and stuff, you also need to make a new crafter to do it. So properly griefing the new island takes dedicated character slots. Which will at least deter some people.

2-They said there would be more anti grief enforcement/ carebare-ness. I dont remember the actual wording. but I suspect that it will be something on the lines of if you are killing mounts at the bank they can boot you off the island with the same teleportation and bank transportation methods that will be given to normal players when they want to leave.

Yes there will be some killign and griefing. But I expect a lot more carebear. Which although doesnt prepare nubs for have aids nave can be, it will at least help them to stick around long enough to learn some of the games mechanics and progress their character enough to be able to deal with the griefing a lot better.

For example. A nub off the island might actually have a mostly maxed character, and slightly understand how the game works. When you kill his donkey, it wont be as big a deal. He is probobly capable now of at least basic farming and money making methods and stuff to re gear, or buy a new donkey.

While currently, nubs are just funneled to the gy with no idea what to do or how the game works. They get killed by people for no mc because they dont know how flagging works. Their mount gets killed in the bank when they thought it was safe. Their gold coin gets stolen because they didnt even know thievery was a thing. Etc. If the nub island has a half decent npe nubs will know a lot of these things and be much better prepared to enjoy the game.
 
I think we need to remember that many people on the forums have been suggesting the idea of new player island (I can remember reading many such threads over the past few years), not sure why now the consensus seems to be leaning the other way just when SV is in the process of creating that island?

I get that SV has a lot of work to polish and fix the game, maybe the best thing we can do right now is let them do what we have been suggesting (amongst many other things), one at a time. Once they release the new player island, they can focus on something else.
 
I understand. They will create an experience very different than MO in hopes of enticing people to play MO. Perhaps, trick them? I doubt it will work. I would rather this very small team of devs spending their time and players money making the game better for actual players, not these phantom "nubs" that want a hardcore rpgpvp game that is less hardcore and less pvp. They already made kitten'd.
 
I understand. They will create an experience very different than MO in hopes of enticing people to play MO. Perhaps, trick them? I doubt it will work. I would rather this very small team of devs spending their time and players money making the game better for actual players, not these phantom "nubs" that want a hardcore rpgpvp game that is less hardcore and less pvp. They already made kitten'd.
Not exactly. They want to make an experience to help them show the potential of MO with less of the downside to show them that MO can in fact be a fun game. You need to hang out in tindrem more, every time I log into tind im like. "New island pls come out faster". Theres new players coming in every day the npe is just so trash 95% of them quit.

Cuz once you are into MO and see how great it can be, a bit of griefing isnt a big deal. Its only massive when nubs get hyper griefed before even realizing how many good things the game has to offer.

I actually quit mo the first time I tried it. I just trolled around tind for a bit and dueled kids naked, had no idea what to actually do. I only actually started playing for real later on when I got my other irl friend to try the game with me and we actually got into into playing legit.
 
What is great about MO?
The pvp , exploring dungeons for farming and unlocking special spells or artifacts , building houses , creating special builds , etc etc ... there’s lots to make it great , but with little to no population it’s not fun for anyone ; if this new player island actually works and retains even 20% more new players than before than maybe we will see the population rise again , potentially before the next big patch to keep them here .
 
Thread starter #15
Not exactly. They want to make an experience to help them show the potential of MO with less of the downside to show them that MO can in fact be a fun game. You need to hang out in tindrem more, every time I log into tind im like. "New island pls come out faster". Theres new players coming in every day the npe is just so trash 95% of them quit.

Cuz once you are into MO and see how great it can be, a bit of griefing isnt a big deal. Its only massive when nubs get hyper griefed before even realizing how many good things the game has to offer.

I actually quit mo the first time I tried it. I just trolled around tind for a bit and dueled kids naked, had no idea what to actually do. I only actually started playing for real later on when I got my other irl friend to try the game with me and we actually got into into playing legit.
The pvp , exploring dungeons for farming and unlocking special spells or artifacts , building houses , creating special builds , etc etc ... there’s lots to make it great , but with little to no population it’s not fun for anyone ; if this new player island actually works and retains even 20% more new players than before than maybe we will see the population rise again , potentially before the next big patch to keep them here .
The way you guys are imagining this "new player experience" seems very idealistic and flawed. How much content do you really think a new tutorial could have? A few hours at most, after that these players are going to be playing the same game we are playing right now, do you really think they will stick around?

The point I'm trying to make here is why would new players stick around when the players who loved this game and played for years have given it up basically due to stagnation in a very bad state and lack of development.

You guys are claiming that this new player experience could get players interested in the game, I'll give you that much it's possible but you seem to make this assumption that they are going to stay after that.

When the game has reached the lowest amount of players in its history I think it's clear that something has gone wrong and must be changed (or reverted?) before progress can be made. We were headed in this direction long before the insta attacks. Once these players are introduced to the game they will see the empty, directionless game mortal has become rather than the bold and exciting experience it used to be. They won't stay.

A few noobies from steam are NOT going to bring MO back to life. The only thing that will make Mortal great again is fixing the issues that are causing it's current failure, only after that does it make any sense to try and reach out for more players.
 
What is great about MO?
You're here 6 years later so there has to be something ;)

The way you guys are imagining this "new player experience" seems very idealistic and flawed. How much content do you really think a new tutorial could have? A few hours at most, after that these players are going to be playing the same game we are playing right now, do you really think they will stick around?

The point I'm trying to make here is why would new players stick around when the players who loved this game and played for years have given it up basically due to stagnation in a very bad state and lack of development.
Any tutorial is better than having nubs skin a pig make a heavy robe and then telling them to go to the gy.

The game cant run on vet juice forever. The game could be perfect and people would still leave from over playing or for a break. All games need new players coming in. And being a nub now is different than in 2012/2013 when we started. Theres way less nubs now, and everyone has so much stuff and knows everything already. Nubs need to be able to interact with other nubs.
 

Teknique

Junior Member
Its like Rorry said many moons ago, the biggest issue isn't that running boulders is aids. Its that after all that aids, a siege rarely results in a fight. Usually just fire arrows.

and no noob island won't do anything to remedy that
 
[QUOTE = "Jatix, post: 2097713, member: 235674"] Nueva isla es una idea fantástica. Mi amigo saltó al banco de té ayer por varios desnudos con armas buenas y mataron a su toro y casi lo mata jajaja (había tenido tanto que bloquear su montura así que no podía deshacerse rápidamente). Y entonces, tu amigo no hizo el saque de las armas, por lo que no perdieron nada.

Tindrem es el peor lugar en el que puedes hacer que un nuevo jugador comience este juego. Todo lo que tienes que hacer es hacer cualquier cantidad de tiempo en tindrem y verás innumerables cosas que hacen falta y que hacen los nuevos jugadores se vayan. Hay 10 veces más problemas y trolling a la vista que todo el resto del juego.

Y para colmo, las puertas de tind están acampadas constantemente, por lo que los nublados tienen que ser atados en la puerta solo para abandonar la ciudad y cualquier cosa.

Una pena sin sentido solo hace que los nuevos jugadores quieran dejar de fumar antes de que tengan la oportunidad de aprender el juego y decidir que realmente les valdría la pena jugar. Un burro no valdría nada para un jugador normal, sino para el tonto que solo tiene que matar lentamente a los caminantes mientras que es golpeado constantemente por dos tipos que también están sacando sus cabezas de caminante, para que pueda morir en el banco, vale la pena Mucho. y como nuevo jugador es muy fácil escribir este juego como una pérdida de tiempo mucho antes de que te resulte divertido.

Todo lo que está haciendo es cuando los botones salgan de la isla nueva, se puede hacer la selección de la ciudad, y no hay nada que seleccionar. Simplemente hace hotspots de sacrificio. Necesitamos vida en las ciudades al azar. también que los botones de camping son mucho más difíciles. [/ QUOTE]

acamparon las puertas de tindrem? Vamos hombre, no queda nadie en el juego. No queda nadie para griff a los novatos
 
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