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while i would like more '' safe spot '' an only pve mode have a few issue
1- spliting player base, if there is more than 1 server with the current player base it would be some empty world
2- crafting and the economy is base on player constantly losing their gear to pvp so in a only pve setting the economy would be very bad
3- no end game retention , the pve content and mechanics are not enough nor good enough to keep player once they are fully gear and their build finish... what to do next ? no point in doing the same boss/dungeon again and again , people will get tired and leave
That would not be Mortal Online
There are a plethora of pve mmos out there, why change this one, a niche game in a niche genre?
I'd only accept a PvE version of this, if the AI acted like real people when it comes to world interaction. Ask SV to gather a couple barebones Ai for the community to train on the PvP server, then let the madness take over. Heck they might not even need that.
- Random spawn Ai ganks when it matters most.
- City thieves for if you face a single direction for too long while holding to much wealth.
- Lone bandit rider camping outside safe areas.
- A tribe of mounted archers that can't hit each other roaming for loot that they then take back to a 24/7 raidable camp that's spaced out enough to sneak into but if too many people arrive in the vicinity, all tribesmen get increased awareness outside the camp to prevent leaving without a fight.
- A Cult of Fat Necromancer Mages that can't stand other magic users outside of their cult so they bribe guards to turn a blind eye to the deadly tricks played on anyone with high magic stats. From an undead rat attacking you, to an illegal item put into your inventory, to a death knight waiting to jump you in your next visit to a graveyard.. The only way to stop it, is to join the cult or pay weekly tribute in corpses.
- The occasional naked peasant painting a wall in the blood of someone that died recently nearby. The name of the person & how they died appears when you get near the painting. Pay the beggar, and he'll tell you how long ago.
and thats just off the top of my head. I'd also want some politics between all major locations and wars.
This was not implied but there is more life in random wow clone theme park mmos than mortal for a reason. Smart implementation of Ai does not mean its more advanced. The point is immersive fun that maintains the feeling of life. This would make up for low player count on large maps.
I want to get random ganked harder than Epic Game's Paragon Ai 5-stacking me before the first minion wave in a bot match.
For an example of Ai ganking, devs need only take notes from FromSoftware's games.
A lot of Dark Souls Ai arent actually advanced, you're just tricked into thinking they are through creative spawning, placement, and uses for their Ai.
Mortal can implement the same thing for the purpose of imitating what many players would do.
It would be fun, haven is more fun than mainland just because of randomly grouping and helping other people so you actually get to see content.
They would absolutely make enough money to support both a pvp and pve server if they tried it.
MO2's problem is its far right, not that it should go left.
Base systems that make full loot games enjoyable don't exist and they've honeycomb toxic game-play rather than balance fair combat / economics.
The Stake is Flippin Raw.
Stop trying to trick me into playing New World.
Honestly this is a good way to put it. Though I don't think fair combat is that necessary, they just need a way to feel or acquire redemption. Even if its somewhat pay to win. If I lose my stupid expensive ship in EvE Online, I can drop cash and find a way to get it back, its not like I lose my skills. Someone is pay to winning? kill them and take their stuff, best they wont do it again, but they will because the transaction is micro.
There is not enough redeeming qualities to make up for the toxic environment, "The Stake is Flippin Raw".
Im also still mad about New World having a dog water model for the game they built so much hype for, it was almost like the director hadn't played an MMO in years.