Search results

  1. Y

    Spider Queen web.

    Baffling to see people defend this kind of mechanic. It effectively creates a PvE instance
  2. Y

    Delay Release

    Unfortunately SV is probably going to maintain that it's not a "release" even though it effectively is. They backed themselves into a corner here having to placate investors while overestimating how much they could get done in a short time frame. 2.5 years since announced, how close to MO1...
  3. Y

    New Logout System Unacceptable

    There were better ways to accomplish what they were hoping to. Other games have done it, logout timer kicks in if you've been hit in the last x amount of time... 5 min universal timer outside of towns... It feels like they traded the easily exploitable system from mo1 for an overly punishing...
  4. Y

    Beta Patch Notes 0.1.0.93 Discussion

    Are people not in favor of linear scaling in general? Or only this specific case (int)? Because I'm pretty sure every other system from crafting to running speed is linear... Maybe a higher floor would be in order?
  5. Y

    Hunter, Butcher, Armor Crafter, Tamer in one char guide Mortal Online 2

    Does that 70 skill apply to lores and butchery? Or just the main crafts like armor/weapon?
  6. Y

    Make skilling take longer

    Could always add trainers or allow players to train each other. I can't think of an MMO I've played that was ever able to stamp out macros/automation. I'd much rather see a system that makes macroing less desirable and suboptimal, instead of devs chasing their tails on unsolvable problems.
  7. Y

    Was one character per account a mistake?

    My biggest concern is it doesn't allow for players to play a dedicated crafter. I get they were trying to open things up, but it severely watered it down in the process. We went from needing to dedicate your character to crafting, to everyone gets free crafting points. Now, even if you don't...
  8. Y

    Lack of offline protection will cost the game

    At some point this comes down to how much of a sandbox we really want. One of MO's best features was how heavily oriented towards being a real sandbox it was, ninja sieges and all. The timer on house loot was one of the rare exceptions where it was worth the trade-off of a sandbox, I don't see...
  9. Y

    Lack of offline protection will cost the game

    That's a different point than I was responding to.... That's from the attacking perspective, yes?
  10. Y

    Lack of offline protection will cost the game

    You have that option regardless of how offline defense is handled
  11. Y

    Lack of offline protection will cost the game

    I view that as a feature, not a bug.
  12. Y

    Lack of offline protection will cost the game

    There are different layers of trust, its not binary. Letting someone visit a town you control is different than letting them hang around your keep. I'm not advocating impassable walls, I'm saying there has to be a better solution than no walls at all.
  13. Y

    Lack of offline protection will cost the game

    I understand your perspective and I don't disagree entirely; walls do have downsides. But much like a siege windows, removing sand from the box also has costs. No walls serves to devalue politics. Maybe that's fine for some people, that's fair enough. But from my point of view it takes away...
  14. Y

    Lack of offline protection will cost the game

    I'd really prefer they didnt have arbitrary things like this that take sand out of the box. That strikes me as the lazy route, instead of adding ways to get over walls they are just saying "nope, keeps only"
  15. Y

    Lack of offline protection will cost the game

    Offline protections would eliminate a large part of politics, which would not be good for the game. You should have options in protecting your keep or territory: Armies Wealth Politics I have no opinions on guards, never used them.
  16. Y

    More control over pets

    I recall SV mentioned in the past pets being simplistic was intentional. I think they want to stay away from high manipulation of their every action, and I tend to agree. I enjoyed using pets but I would prefer they stay basic with some polish instead of a button smashing exercise, some...
  17. Y

    Why we don´t need Haven

    We'd probably disagree on the likelihood of some of those scenarios and agree on others (Haven players running out of things to do is a good point i hadn't considered) but overall most of the concerns are reasonable. I'm probably more optimistic the "vision" wont be compromised to a great...
  18. Y

    Why we don´t need Haven

    Fair, thats a valid concern considering its supposed to be one big interconnected game world. To your second point, I'd say I agree with your earlier observation about MO1 not being comparable in many ways. Haven was released 9 years into MO life, just a couple months before MO2 announcement...
  19. Y

    Why we don´t need Haven

    If we're talking more narrowly, not just "what killed MO" What negatives do you expect to see in-game as a result of Haven? Lower population? Higher population but carebear mechanics make their way into myrland? (Referenced in your op but is the concern altered flagging systems, safer towns, etc?)
  20. Y

    Why we don´t need Haven

    Thats kinda what I'm saying here, how do we know how much Haven would be to blame vs other decisions down the road? MO1 is absolutely different but is there another game that MO2 can compare to that will be closer than MO1? I'm not trying to be argumentative on this, simply curious how we'd...