Search results

  1. Y

    Why we don´t need Haven

    Wouldn't MO1 (pre-haven) fall into that? Its obviously not a 1:1 comparison but I probably closer than any other game would be. It feels like a scenario where down the road either side can claim their respective "i told you so" moment regardless of a quantified impact. I do agree though its...
  2. Y

    Why we don´t need Haven

    Thinking on this more im wondering; Fast forward a year or 2 after release, how will we determine if Haven was a net positive or negative? What will the determining factor(s) be?
  3. Y

    Why we don´t need Haven

    I agree, those are all valid reasons why someone would quit. I think you'd also agree there are many examples of games (MO included) where people end up loving a game despite its quirks. How many of us fall into that category here with MO? I'm not saying people are quitting solely because its...
  4. Y

    Why we don´t need Haven

    Henrik has talked about the statistics on player retention and how an overwhelming majority of people quit after only a very short time in game. I'm willing to give SV the benefit of the doubt that the data/feedback they have on why people quit so abruptly means a tutorial Island will improve...
  5. Y

    Why we don´t need Haven

    No, I wouldn't stay on Haven. With respect, I think this might be the misunderstanding that people have here. There are different types of carebears. On one hand you have people like me who don't PvP, but I embrace it as an element of MO and recognize it adds to the experience even though I...
  6. Y

    Why we don´t need Haven

    Agreed, I dont think so either. If a person never chooses to leave Haven then its clear they don't want to deal with the PvP aspect. And if thats the case, this isn't somehow taking away from the people playing on myrland. That person would very likely not play MO at all in the first place.
  7. Y

    Why we don´t need Haven

    Do you purposely avoid answering straightforward questions that challenge your opinions? My statement was specifically towards our interactions, maybe your other argument is that those players will sway dev time/direction? Is that somehow a new problem we didn't face in mo1?
  8. Y

    Why we don´t need Haven

    Is dev time your only argument? If they finish Haven for release, and never revisit it, what then would be the detriment?
  9. Y

    Why we don´t need Haven

    If its was still being developed, and wasn't scheduled for shutdown at mo2 persistence, you'd have a point. I dont see a tangible example of why Haven will be a detriment. The "pulls dev time away" would apply to anything you might personally think isn't a priority. Mo1 was buggy and...
  10. Y

    Why we don´t need Haven

    Is there any tangible detriment to having haven? You're not dividing the player base, if someone stays in Haven to avoid the pvp, they wouldn't stay in the mainland. They'd quit.
  11. Y

    Why we don´t need a flagging system

    I think it's an entirely different atmosphere currently so we will see behavior tolerated a lot differently when persistence hits. Right now it makes sense people don't tolerate random killing; there is 0 gain and it only serves to annoy/troll people. Once resource scarcity is introduced and...
  12. Y

    Why we don´t need a flagging system

    Humans operate on incentive. Currently there is little if any incentive in killing another player. Once persistence hits and materials/weapons/armor and freely available and we start dropping all our loot, players will have every incentive to kill each other. Recall red towns in MO1 were...
  13. Y

    Should Mortal Online 2 Have "Siege Windows"?

    Probably the best solution. Believable and active game mechanics should always take priority over arbitrary timers or limits. This probably wouldn't prevent every single "ninja siege" but it'll make it harder to pull off and much more rare.
  14. Y

    Allow people to sacrifice active skill points for more profession points

    Probably unpopular but, i'd actually like to have the option to play a crafting oriented character at the expense of some fighting skills. My understanding is currently the goal is for people to be able to have enough points to have a full profession as well as a full fighter. I'd really love...
  15. Y

    The Game isn't Ready [Poll]

    I don't disagree. I'd prefer they have robust PvE, magic, etc. before release, but they also have budget constraints which are clear in their decision to use store assets at the cost of unique art themes.
  16. Y

    The Game isn't Ready [Poll]

    Cash flow is probably the determining factor. Can't live on investments forever