The only damage done here is by yourself.The pop is up. R u here to do damage?
Quit thenThe only damage done here is by yourself.
Up compared to when?
For the last week the game had 1,8k peak concurrent users over the weekend, 1,6k normally. That is up from what?
I also believed that many more players were waiting to come back for TC. Quite surprised that so few did. It is also summer so people aren't playing games as much. However, if in the next couple of month there isn't a sizeable surge of returning players then i’m not sure it ever will. If TC doesn't bring people back i really dont know what will. UE 5? I really doubt people will return for slightly better graphics.
They sold tens of thousands of copies for launch. And absolutely butchered it. The fault is SV, and always will be. They had their FREE marketing with big streamers on Twitch. But launch was the worst of any MMO I've played. And once the average player experiences that, no amount of "hype" or marketing can bring them back.Mortal Online suffers from two major setbacks.
1: A lack of a proper marketing campaign. They don't have anyone hyping the game on streams, on YouTube, on Rumble, Twitter/X, anywhere. The only people who know about TC are the people who follow this game, actively play it, or the lurkers like me who simply stir the pot on the forums.
Most gamers these days follow streamers, trends, and hype. You have to lean into that, spam social media and build a following.
2: While I cannot speak from firsthand experience as I've never played this game (outside of a couple hours on open stress test Beta), the new player experience was always lacking in the first game, and SV was so detached from the reality of their playerbase that they railroaded the new guys from the Steam Release into THE most hostile city occupied by THE most malicious, sadistic, and hostile guild of players that could be imagined- AND WE ACTIVELY WARNED THEM NOT TO DO SO!
Bonus Point 3: The playerbase itself as well as the mechanics of the game just tend to scare people away. It's a niche game with an even more niche community. It is a unique experience but incredibly stressful to people who place value in progression and see progression as wiped out every time they get gangbanged by a roaming group of red murderers who think "PeeVeePee" is having 10 guys jump on one or two dudes just running around adventuring. (That's not PeeVeePee, it's just being a bully and a dick)
Conclusion is, the deck is stacked against the game and SV and it'll take some culture shifts in the playerbase and at SV to turn more people on to this game, but the reality is that the playerbase will likely always be smaller due to the nature of the game.
Sure, launch was bad. So you really gotta razzle dazzle them with some real polish and marketing once it's stable.They sold tens of thousands of copies for launch. And absolutely butchered it. The fault is SV, and always will be. They had their FREE marketing with big streamers on Twitch. But launch was the worst of any MMO I've played. And once the average player experiences that, no amount of "hype" or marketing can bring them back.
Well you know we've both played MO1 for a very long time. MO2 can be summed up as a worse MO1 with better graphics imo. Combat is worse, balance is equally as bad (they've always been terrible with any kind of balance), world is larger and currently more empty, the time required to have the experience you did in MO1 is doubled (at least).Sure, launch was bad. So you really gotta razzle dazzle them with some real polish and marketing once it's stable.
Yeah, they botched it. Have they made significant improvements since then? I sincerely do not know, I never played.
If they have, that might retain players.
There is something to be said for launching when the product is not ready and it's following a trend in gaming that has been plaguing the industry for too many years now.
Might have grown out of it tbh. There's hardly a thrill in butchering people or getting butchered, the thrill is in overcoming adversity which you don't really do.Well you know we've both played MO1 for a very long time. MO2 can be summed up as a worse MO1 with better graphics imo. Combat is worse, balance is equally as bad (they've always been terrible with any kind of balance), world is larger and currently more empty, the time required to have the experience you did in MO1 is doubled (at least).
I created a guild and played beta and months into launch. After finding myself sitting around Fab road with my guild ganking whoever came by, since that was the only content you could get without running for hours, I asked myself WHY and I here doing this same shit I did years ago in a game that is just worse in almost every way imo.
Came back for a little while a few weeks ago. Took us an hour to get our characters in place and geared up. Went out for a small scale fight, got zerged. Logged out once I realized I no longer care to dedicate so much time for that 1-5 minute dopamine hit that comes by every now and then. Sometimes it just the hit, without the dopamine.
I don't see myself every playing again. As much as I wanted to...the game is just following the same ole mistakes MO1 did (shocker), but this time everything is much more tedious.
Maybe I've just grown out of it....who knows.
When the veteran players were getting hyped leading up to the release and exclaiming that the population will double or even tipple in their predictions I tried to explain to players like Tatsuya and other veterans that TC will have little impact on the over-all population. In fact it could even be detrimental after some time due to TC mechanics being oppressive to solo and small groups which make up a much larger subset.I seriously thought the population would be up with TC being released but the numbers look the same (1,6k max daily concurrent) like after pre-patch after the bump of 2002 players on patch day.
What gives?
Mortal Online suffers from two major setbacks.
1: A lack of a proper marketing campaign. They don't have anyone hyping the game on streams, on YouTube, on Rumble, Twitter/X, anywhere. The only people who know about TC are the people who follow this game, actively play it, or the lurkers like me who simply stir the pot on the forums.
Most gamers these days follow streamers, trends, and hype. You have to lean into that, spam social media and build a following.
2: While I cannot speak from firsthand experience as I've never played this game (outside of a couple hours on open stress test Beta), the new player experience was always lacking in the first game, and SV was so detached from the reality of their playerbase that they railroaded the new guys from the Steam Release into THE most hostile city occupied by THE most malicious, sadistic, and hostile guild of players that could be imagined- AND WE ACTIVELY WARNED THEM NOT TO DO SO!
Bonus Point 3: The playerbase itself as well as the mechanics of the game just tend to scare people away. It's a niche game with an even more niche community. It is a unique experience but incredibly stressful to people who place value in progression and see progression as wiped out every time they get gangbanged by a roaming group of red murderers who think "PeeVeePee" is having 10 guys jump on one or two dudes just running around adventuring. (That's not PeeVeePee, it's just being a bully and a dick)
Conclusion is, the deck is stacked against the game and SV and it'll take some culture shifts in the playerbase and at SV to turn more people on to this game, but the reality is that the playerbase will likely always be smaller due to the nature of the game.
So, since SV believes the game is allright it's circling the drain since the issues are systemic?You can't expect players to police themselves. It's an insane proposition. The game is bad not because of marketing or griefing players but because of the mechanics that allow them to grief. There are mechanics in place in Albion, EVE and OSRS to allow the Hardcore PVP, Casual PVP and Casual PVE players to exist together. There are checks and balances to make those games fair and enjoyable for all.
If you want Mortal 2 to have a large population you must first accept that it is a objectively bad game and understand why it's a bad game. It is a bad game because of the player census which correlates into player consensus. The consensus is in; 500k+ copies sold and a couple thousand regular players stuck around with a player retention rate far below 1%.
This is an appeal to everyone to remove their bias from the game and start thinking in terms of the greater good. The changes that are necessary to make Mortal appeal to a normal player would require revisiting and revising the most basic mechanics in the game.
Which, they had a golden opportunity to do this with Mortal 2. They had a 10 year long beta with MO1. They couldn't have asked for a better time to perfect their second game.You can't expect players to police themselves. It's an insane proposition. The game is bad not because of marketing or griefing players but because of the mechanics that allow them to grief. There are mechanics in place in Albion, EVE and OSRS to allow the Hardcore PVP, Casual PVP and Casual PVE players to exist together. There are checks and balances to make those games fair and enjoyable for all.
If you want Mortal 2 to have a large population you must first accept that it is a objectively bad game and understand why it's a bad game. It is a bad game because of the player census which correlates into player consensus. The consensus is in; 500k+ copies sold and a couple thousand regular players stuck around with a player retention rate far below 1%.
This is an appeal to everyone to remove their bias from the game and start thinking in terms of the greater good. The changes that are necessary to make Mortal appeal to a normal player would require revisiting and revising the most basic mechanics in the game.
I cannot say I disagree, however I'm coming from a place of ignorance. I spent many years in MO1 and never made the leap to MO2 - mostly because they reneged on their early promise of allowing *some* transfer of progress from MO-1 to MO-2.You can't expect players to police themselves. It's an insane proposition. The game is bad not because of marketing or griefing players but because of the mechanics that allow them to grief. There are mechanics in place in Albion, EVE and OSRS to allow the Hardcore PVP, Casual PVP and Casual PVE players to exist together. There are checks and balances to make those games fair and enjoyable for all.
If you want Mortal 2 to have a large population you must first accept that it is a objectively bad game and understand why it's a bad game. It is a bad game because of the player census which correlates into player consensus. The consensus is in; 500k+ copies sold and a couple thousand regular players stuck around with a player retention rate far below 1%.
This is an appeal to everyone to remove their bias from the game and start thinking in terms of the greater good. The changes that are necessary to make Mortal appeal to a normal player would require revisiting and revising the most basic mechanics in the game.
The last time heavy armor wasn't meta aside from magic users was 2015. Ever since then, its literally "whats your max armor weight and I will make you a set"hated the changes that they made to "heavy armor" with stamina that effectively nerfed it beyond useage and the arbitrary standard by which "heavy armor" applied.