Mortal Online 2
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The Endgame. List of all Activities the game will have to offer !
First of all i want to say that Mortal Online 2 is not finished yet, but we get a huge Patch every 15 days. Most of the planned mechanics / activities for MO2 have already been extensively tested in the first Mortal Online and therefore do not have to be reinvented and just implemented in MO2. The game was full of content. I haven't played a single game with such a fascinating endgame full of content, which ensured that some fans played the game every day for several years.

What Activities you want to get added ? You can write your suggestions in this Thread.



Open World Events

Demon Pillars

In the first game you could farm Demon Stones and you could craft a Demon Pillar from them. These worked like an Airdrop in other games.

When such pillars were placed, demons satarted to spawn all over the place. It was a Player triggered World Event and you could even hide them somewhere in the towns.

I would like to see them being more visible. The Pillar should open Potals in the Sky or change the weather, so all Players see it from far away and to take part in the Event. Either to fight the demons together or to fight against each other. Here some footage from MO1

https://www.youtube.com/watch?v=fmxCT5qgp1s&t=9s


Meteor impacts


Sometimes meteors fell from the sky in MO1. The players fought for the rare loot. They could be mined to get Acronite and rare materials.


Rare relics

This Relics spawned from time to time and could be collected, or could be captured by other guilds. It was clearly visible when such a relic spawned. There were many different relics. I don´t know all the properties of all relics but some filled up the reserves, let pets level faster and one relic let all relics spawn again in the open World.

These were very popular and strongly contested. (Footage from MO1)

https://www.youtube.com/watch?v=MLAVSHPUepU


Invasions

Invasions of Towns

Monsters should randomly attack different Towns. During that time the Guards should flee and the Players should fight them.

In MO1 such invasions were GM events and in MO2 these events should be started automatically from the game on a regular basis. (Footage from MO1)

https://www.youtube.com/watch?v=2dJJLDfIhlc



Risar Camps invasion of whole Naive


At some point in 2011, Risar Camps were introduced in MO1. They grew steadily over time. More and more tents were built and the camp enlarged and more camps built when no one was farming the Risars till a powerfull CHeftain spawned. Because of this bug, this happened too quickly. The whole World of Nave was overrun by the RIsars. That was a pretty cool bug. Perhaps such an invasion of the world could be triggered on purpose. Of course only for a few days and as a special event!


Thorax Invasion of Tindrem


I don't know if this was kited into town, or if a GM spawned the thorax in MO1, but this event was a lot of fun. (Footage from MO1)

https://www.youtube.com/watch?v=_Q3Z9pBVaUM&t=2s


Greater Kimuru Invasion of Meduli.

There was a bug with fishing that caused the Greater Kimuru to spawn in Meduli. This monster was maybe a bit too tough because you need siege weapons for this monster, but I also thought this bug was cool. I can't find the video, so I'm posting one from an Elder Demon in Meduli. (Footage from MO1)


https://www.youtube.com/watch?v=hOlzYUunph8


Base (Town Building)

Henrick told us that we will be able to get the props to build proper Towns as the starter CItys including Trade Brokers, Libarys and much more. We will even be able to set a Town as a starter Town for New Players, if they meet certain conditions. In MO2, walls will only be able to be built around Keeps. (Footage of MO2)

https://youtu.be/xmIceE94nZw?t=97


Terretory Controll

(Footage of MO1)

https://www.youtube.com/watch?v=H3j0Fhr6rp0

Here some Info about how the Developers want to prevent random murders in the area In the area where you choose to live and about the terretory Controll system. The game will have a local Murdercount system. Murders are only punished in the area where the crime was committed. You can murder anyone, but that would have certain consequences. If someone knows that a certain player is a murderer, that player can attack the criminal in the city without any consequences. The game is designed to not murder the players of your own kingdom, but rather that you form groups and attack another kingdom / city and its inhabitants, or try to defend your kingdom against invading hordes of barbarians.

Each player will only be allowed to create one character. There is a terretory control system. A large guild with a certain number of players can build a castle. A certain radius around the castle is then displayed as their area. Within this area, the landowners can determine the property taxes for the houses, which then automatically benefit the guild and fill their treasury / war chest. The territory of a kingdom can be expanded with the terretory control tower. If the taxes are too high, then this will certainly lead to a peasant revolt and the control towers will be attacked. The guild with a castle benefits from the residents and should be interested in many players wanting to live in their area.

I hope that landowners will come to the aid of their residents if someone wants to destroy their home. If the kingdom is attacked, many players will rush to the aid of their king if they are satisfied with him and if the king is not a tyrant. Who knows how high the future owner will turn the Tax screw. If the territory is expanded and reach a city, entire cities can be captured. The guild that occupies a city receives taxes from the auction house and has full control over the laws that prevail there. The occupiers of a city can blacklist thieves and grievers. These can then be attacked by anyone and are flagged as criminal as soon as they enter a city in which they have been blacklisted. The guards can also be deactivated, but that would certainly not please everyone and cause displeasure. Surely players would form up and want to drive out the ruler of the city and try to destroy the control tower. If a control tower is attacked, the guild who owns this tower will get a message in the chat and will try to defend it.
Last edited by BromBeerBaBak [GER]; Jan 18, 2022 @ 5:36pm
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Showing 1-15 of 41 comments
Hotspot Dungens and Raids.


-I think we need a Dungen Task NPC. Every few days this NPC should request items from a specific Dungen in order to acquire certain items. During this time, elite mobs should spawn in this weekly selected dungen, who can drop magical amulets / rings, or a rare Animal could spawn during that time that could be dominated. Then this specific dungen would be a hotspot for the PVP guilds at this point. The pvp guys would get their PVP Hotspot and could fight all day and the other dungens

would be exonerated. There will always be ♥♥♥♥♥♥♥♥ that dive noobs in dungens but maybe less during that time. I think that's important. Some PVE players want to farm their dungen in peace on the weekend without getting involved in huge fights and other players love the confrontations.

These hotspot dungens should change weekly to provide enough variety, so that players do not constantly farm the most lucrative dungen in their vicinity. That motivates to build a house close to the different dungens and to transport equipment to the different areas.

I personally loved the raid Dungen Events in Unlima Online. If you killed some Mobs a cadle light up at a shrine. Then the next wave of monsters spwned and every wave got harder and harder till the Boss spawned.


The rewards for killing the Boss were skills scrolls. +5 skill +10 skill +15 skill +20 skill points


There were no skill scrolls in Mortal Online, but there were magic rings and amulets that increased strength, dexterity, int and a specific skill up to 5 points. Then a player could increase the map cap of a Skill to 115 skillpoints, if he used 3 Rings. The boss of such a Raid Dungen should drop these rings and amulets.


These were the only items that could not be looted in MO1, becuase these were to rare and had to be recharged with magical energy after the death of a player and that cost a lot of gold.



Fishing/Tressure Hunting

Henrick has already announced that there will be Tressure Maps. In Ultima Online, SOS bottles could be fished out of the sea. Then you can go on a treasure hunt. Many monsters protected the Chests and spawned as soon as the Player started digging.

I think this mechanic should be expanded.

Higher tier maps could open a entrance to an underworld dungen and sometimes these should spawn randomly.

I woud wish SV create an underworld Dungen, which always goes deeper and deeper with demons and other creatures from hell. In Henricks past stream he talked about such a mechanik. That would be awesome. Perhaps only a certain number of players should be allowed to enter before the entrance collapses. The challenge should be to find an exit. E.g. on the other side. The boss could be stationed somewhere in the middle and other groups could enter from the other entry points. I like the idea of an instance-less world, but this specific dungen should be an instance, be very large, and not burden the main server. These random entrances would make exploring particularly interesting and since these are random the streamers could stream this event, becuase the other players don´t know where the entrances will spawn and would need to find them.

The players in the open world should mostly visit open world dungens, but a few random dungens would enrich the game and make fishing and tressure hunting interesting. I find this better as a fixed spot for demons.




Secret Tasks/Quests an Lore NPC´s

All Quests/Tasks in MO1 were secret Quests and were way to hard. Mostly you needed a large Group at some Point of the Quest, becuase they included PVE and killing hard Boss Mobs.

Much more NPC´s should talk about the lore of the Game and give you some hints in MO2. Here is an example. An NPC in Town could tell the Player that rhe Risar Dungen was once a tindremic outpost before the war and was inhabitated by RIsar Worriors after the war from Gaul Kur. If a RIsar drops a key in the Risar Dungen, it could belong to a Chest in the dungen, or somewhere else. The Lore NPC in town could give the Player a Hint, so that he asks himself where the Risars lived before.

If the player finds out, he may also find the place and a box to which the key fits. There was always a Risar Camp at the Gates of Herabalter.


Many hidden lores and secrets make the game interesting. Inscriptions on walls could provide clues. The guards in Tindrem speak English, but partly also Tindremic sentences, which a player could somehow bring into connection with the help of the English sentences in order to get clues about the Lore which helps you with a secret Quest. I hope the Devs will be creative on that.


A lot of NPC´s should tell you about Lore and this Lore should not always be a hint for a secret Task in the game, so people want to share it. Where does the ratmans come from ? What is the Story behind the Sators ? The NPC´s could tell players about the former wars and the gods. In games such as Darksouls people loved the secret hidden Lore.

That moved them to produce videos that promoted the game.



https://mortalonline2.com/forums/threads/what-tasks-quests-would-you-like-to-see-if-players-leave-the-heaven-tutorial-and-what-kind-of-task-npc´s-would-you-like-to-see.2938/

Here some excample footage of hard Bosses, which were a part of the Questlines. (Footage from MO1)

https://www.youtube.com/watch?v=Q2V35LzF-Qw

https://www.youtube.com/watch?v=-fHpUOtyCcM

For many of the secret Quests we had to visit a Dungen. We had following Dungens in MO1

The Minotaur Dungen
Sator Dungen
Cultist Dungen
Spider Queen Cave 1+2 and 3
Tephra Cave
Spider Cave
Troll Cave
Risar Dungen
Sator Village
Sator Camp

I hope the Devs will add much more new Dungens in MO2 but at the moment they try to finish the Dungens we had in MO1.



Gambling Games

Gambling Games is for me one of the most wanted features in MO2 !

According to Henrik, these are already being developed. I have created a thread in which you can vote which gambling games you would like to see in MO2.


https://mortalonline2.com/forums/threads/what-kind-of-gambling-games-would-you-like-to-see-in-mortal-online-2.2329/



Naval Combbat

Sv also announced that we will get naval Combat

and related activities such as battles with sea creatures and so on but this is not on their priority List. Sv will focus on the chariots and transport carriages first.



In addition, there are many dungens and interesting sights. The job as a trader, roleplay activities like those of the Bank of Tindrem with their banking and insurance offerings but not so many activities for solo players


This included to play as a thief, the trader, the crafter, the hunter, the fisherman and in the future as a gambler and musician. That's why I think the Gambel Games are extremely important. A good way to pass the time when yout teammates are not online. I can imagine playing those gambel Games for hours and that the tavern would get one of my

most visited places when games have been implemented well. I loved Cubepoker in the witcher !


Which of these mechanics from MO1 do you think developers should prefer during the developing? I think there was always enough to do in MO1. Which activities you enjoyed the most ? I hope SV stuffs the game with a lot of content. At the moment, many of the mechanics from MO1 are not yet implemented. What activities would you wish for, that did not exist in MO1? Leave your feedback in the comments !


Personally, I am of the opinion that the implementation of the many activities is more important than adding new Magic Schools to the game.


Last edited by BromBeerBaBak [GER]; Sep 28, 2021 @ 8:55pm
ShAdoW - SWJ Sep 29, 2021 @ 10:47am 
I hope it becomes a good game with plenty of content, from what I played recently is was shallow as hell, only thing to do was craft or gank, gets old fast.
Originally posted by ShAdoW - SWJ:
I hope it becomes a good game with plenty of content, from what I played recently is was shallow as hell, only thing to do was craft or gank, gets old fast.

SV is focusing on the Core Mechanics and Optimization to deliver a polished Game with nearly no bugs. A solid Base to expend on. The Netcode and the Optimization ist the most important and cost the most of the developing time. If all works out much more content will be released soon. I'm very confident about that. There is a bigger patch every 15 days.
I think the focus should be to balance everything perfectly and work on the flagging system.
I found this nice Video of all Elementalism Spells from the first Game Mortal Online 1. Most Spells was more for PVE, becuase you could deal a lot of Teamdamage and noone want to risk that. Hope they come back in MO2 soon and this in a polished form with some changes. https://www.youtube.com/watch?v=3FuvdUxHU7g
Last edited by BromBeerBaBak [GER]; Oct 8, 2021 @ 2:46am
SlutMagic Oct 8, 2021 @ 6:40am 
Awesome thread. Great ideas! I'm going to add to this over time.

wishlist-
A roaming world boss that roams all over Nave slowly that players have to find.

Trolls being able to grab and throw players while they are still alive, not just in mercy.

More dismounts- possibly throwing spears to dismount

throwing weapons- hatchets, knives, possibly even being able to throw your primary weapon at someone, (like a overhead 2handed throw of your 2handed axe or sword)..

Tree parasites that lash out at players close to certain "special" trees, or everywhere.

Special Strong "boss" mobs that can be tamable instead of only dominated, like a DirewolfPackleader which is 5 times bigger than dire wolves and can also be a mount after tamed.

A blackmarket- drugs for all races and not just oghmirs. for example, maybe a veela could gain huge speed boost and stamina regen by eating a "special plant" or food with a "drug" ingredient in it, which would cause a "effect" based of the type of drug. Maybe have the drugs effects strength and duration be determined by the quality of the food eaten. This could create a additional thriving market and more pvp . Also, maybe drugs that increase lung capacity, for future swimming content.

Giant Octopus Boss that uses all its tentacles to fight large amounts of players in the water. The boss has so much Health players have to take special food/drugs to hold breathe longer while fighting the boss. or have enough people , so some people fight the boss, then some people go up for air, then they have to rotate back underwater into the fight. possibly have the octopus be able to grab a player and hold them underwater to drown them, unless other players decapitate that tentacle. Another move the octopus could do is grab a player and throw them down farther underwater to make the fight even more challenging and dangerous. The octopus could be guarding the entrance to a underwater cave dungeon or even be the dungeons boss.

Last edited by SlutMagic; Oct 8, 2021 @ 6:57am
BromBeerBaBak [GER] Oct 16, 2021 @ 11:24pm 
Originally posted by One Man Riot:
Awesome thread. Great ideas! I'm going to add to this over time.

wishlist-
A roaming world boss that roams all over Nave slowly that players have to find.

Trolls being able to grab and throw players while they are still alive, not just in mercy.

More dismounts- possibly throwing spears to dismount

throwing weapons- hatchets, knives, possibly even being able to throw your primary weapon at someone, (like a overhead 2handed throw of your 2handed axe or sword)..

Tree parasites that lash out at players close to certain "special" trees, or everywhere.

Special Strong "boss" mobs that can be tamable instead of only dominated, like a DirewolfPackleader which is 5 times bigger than dire wolves and can also be a mount after tamed.

A blackmarket- drugs for all races and not just oghmirs. for example, maybe a veela could gain huge speed boost and stamina regen by eating a "special plant" or food with a "drug" ingredient in it, which would cause a "effect" based of the type of drug. Maybe have the drugs effects strength and duration be determined by the quality of the food eaten. This could create a additional thriving market and more pvp . Also, maybe drugs that increase lung capacity, for future swimming content.

Giant Octopus Boss that uses all its tentacles to fight large amounts of players in the water. The boss has so much Health players have to take special food/drugs to hold breathe longer while fighting the boss. or have enough people , so some people fight the boss, then some people go up for air, then they have to rotate back underwater into the fight. possibly have the octopus be able to grab a player and hold them underwater to drown them, unless other players decapitate that tentacle. Another move the octopus could do is grab a player and throw them down farther underwater to make the fight even more challenging and dangerous. The octopus could be guarding the entrance to a underwater cave dungeon or even be the dungeons boss.

Throwing Javelins have already been announced.
MadConsular Oct 16, 2021 @ 11:47pm 
I hope they add more potion types to Alchemy. I want to be an alchemist, but it's pretty boring compared to something like weapon crafting where you can make your own legendary swords and give them epic names that players can use to fight with
Originally posted by MadConsular:
I hope they add more potion types to Alchemy. I want to be an alchemist, but it's pretty boring compared to something like weapon crafting where you can make your own legendary swords and give them epic names that players can use to fight with

We will get poison later on with the assasin update, but that might take a while.
Then we can reasearch all direct poison multipliers to create the best poisons that can be applied on daggers or to craft your deadly poisoned food XD

If you are new player is reading that and want to try out Alchemy, i want to show you that video. It is very helpful. https://www.youtube.com/watch?v=4ANp0pplSGY&t=3s
Last edited by BromBeerBaBak [GER]; Oct 17, 2021 @ 2:39am
Originally posted by One Man Riot:
Awesome thread. Great ideas! I'm going to add to this over time.

wishlist-
A roaming world boss that roams all over Nave slowly that players have to find.

Trolls being able to grab and throw players while they are still alive, not just in mercy.

More dismounts- possibly throwing spears to dismount

throwing weapons- hatchets, knives, possibly even being able to throw your primary weapon at someone, (like a overhead 2handed throw of your 2handed axe or sword)..

Tree parasites that lash out at players close to certain "special" trees, or everywhere.

Special Strong "boss" mobs that can be tamable instead of only dominated, like a DirewolfPackleader which is 5 times bigger than dire wolves and can also be a mount after tamed.

A blackmarket- drugs for all races and not just oghmirs. for example, maybe a veela could gain huge speed boost and stamina regen by eating a "special plant" or food with a "drug" ingredient in it, which would cause a "effect" based of the type of drug. Maybe have the drugs effects strength and duration be determined by the quality of the food eaten. This could create a additional thriving market and more pvp . Also, maybe drugs that increase lung capacity, for future swimming content.

Giant Octopus Boss that uses all its tentacles to fight large amounts of players in the water. The boss has so much Health players have to take special food/drugs to hold breathe longer while fighting the boss. or have enough people , so some people fight the boss, then some people go up for air, then they have to rotate back underwater into the fight. possibly have the octopus be able to grab a player and hold them underwater to drown them, unless other players decapitate that tentacle. Another move the octopus could do is grab a player and throw them down farther underwater to make the fight even more challenging and dangerous. The octopus could be guarding the entrance to a underwater cave dungeon or even be the dungeons boss.

Thx ! Here the Link to the roadmap and the last Dev stream.

https://www.mortalonline2.com/beta/#roadmap

https://www.twitch.tv/videos/1183017765

Last edited by BromBeerBaBak [GER]; Oct 25, 2021 @ 5:41am
BromBeerBaBak [GER] Nov 24, 2021 @ 10:18pm 
Hnrick have confirmed that we will get at least 1 gambel game before release !
Big Chewy™ Nov 25, 2021 @ 1:45am 
I know people call it end-game, but technically there is no end game in this type game. Its a misnomer. The more accurate name is max level gameplay.
BromBeerBaBak [GER] Nov 26, 2021 @ 10:49pm 
yeah you can do whatever you want.
のʌ√Ξ Nov 28, 2021 @ 11:41pm 
Nice thread, but really hard to read at some points, tbh.
AND there seems to be a mixup between what really is to expect when the game is being released and which of these points are fiction still and will be added at "some point" in the future. I hope the territory control system will be the first thing they do, but I guess it will not come in the first month (maybe its the first bigger Update at some point) and thats exactly what disturbs me within MO2. At release the attention of "new players" is highest, if there is no terrioitory control which means every frigging gankerboi can AND will roam the areas to wipe out new player spawns...congrats. You lost the match- and frustrated players won´t get a mmo a second chance...especially not, when they have to pay a fee for access.
I´m relly looking at MO2 for I watched MO1 all these years but never had the courage to give it a try...
TimsGamingDen Nov 29, 2021 @ 3:54am 
Ty for your guides, after watching almost all Wolfzeits his youtube guides, i watched yours in the guides section also and decided to give the game a go.

Just played two days, still around Haven trying everything out.
But can say im hooked!
Now on to joining a good guild and learning the game further :)

Looking forward to release.
Last edited by TimsGamingDen; Nov 29, 2021 @ 5:23am
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Date Posted: Sep 28, 2021 @ 8:01pm
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