How to attract solo players

DarkWizz

New member
Mar 13, 2023
15
3
3
To a greater extent, I like to play MMO solo, no matter how strange it may sound. I mean, a game without a guild, but with the simple ability to team up with other players at any moment when you want to solve any task in the game.

There is no such simple feature in Mortal online 2. I emphasize the "simple". Of course, you can run around and shout "who's in the dungeon with me" or write to a general chat in the hope that you will gather a couple of like-minded people. But it's not easy and it's not fast.

Add in the game in real-time mode application feature to form a group or search for a missing group member with filters by city (gathering place) and goals (dungeons/points of interest). And I am sure that this will give a great impetus to attracting players and their decision to stay in the game longer.

PS: I have nothing against guilds, I was a member of several at one time.
PPS: I hope the developers will hear me :)
 

Midas

Active member
Feb 25, 2022
256
142
43
just need to create it and add it to the wheel with a like 10 man limit , shares xp when within radius that would be huge.
 
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Awamory

New member
Mar 7, 2021
22
20
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There is text from SoloWay discord

Guild SoloWay - are neutral in gaming politics and guild wars. We are not a PvP guild, and RPK is prohibited within our ranks. However, we are not strictly anti-RPK either. We reserve the right to self-defense if another guild attacks us. Additionally, we can support our allies (mainly through donations such as gold, manganons, stone, wood, steel, etc.) against hostile RPK guilds, even to the extent of dismantling their structures entirely.

Thus, various guilds—both RPK and anti-RPK—can be friendly toward us. Sometimes diplomacy suffices to establish such relations, while other times, other means (like trade) are necessary.

When it comes to investing time and resources in the game, there are currently three gameplay options.

The first option
is to join a sufficiently large guild. Regardless of whether the guild aligns with RPK or anti-RPK (ARPK), a player must dedicate most of their time to guild-related activities. This includes being active on Discord and voice chats, participating in guild farming efforts, and engaging in PvP skirmishes. Typically, there are minimum contributions to the guild treasury, as guild infrastructure, such as houses, needs maintenance. However, not all players have access to these facilities; permissions can be restricted.

For example, many guilds that own keeps do not grant new members access to key structures and keeps / strongholds. Some even create separate guilds for newcomers, ensuring they cannot use the main guild’s infrastructure until they prove their loyalty and value.

In this approach, there are both pros and cons.

The main advantage is that the guild provides a ready-made tag with a reputation in the game (especially valuable if it’s not a one-day guild, which most are, but a long-standing guild with its own history, established in-game political connections, and a list of friends and allies—such guilds are rare in the game). It also provides basic equipment, periodic PvP/PvE support, and some infrastructure for living and farming.

Thanks to the historical tag, the player automatically gains allies and friends on the map, inherits a certain reputation to uphold, and agrees to follow specific rules. However, this also means acquiring enemies.

The main disadvantage is that the player must be prepared to dedicate most of their in-game time (70-80-90%) to the guild and its needs. Additionally, for regular PvP activities, the player must show up in top-tier gear, which they are expected to prepare for themselves well in advance.

The second approach - players play outside of a guild, solo. Alternatively, they create a "fake guild" with 1-2-3 people to use TC structures.

**Main advantages:** The player dedicates 100% of their in-game time to themselves and their characters.

**Main disadvantages:**

- The player has no reputation in the game, and most guilds on the map treat them with hostility, suspicion, or at best neutrality.
- The player has no established infrastructure and is usually limited to 1-2-3 houses on the entire map.
- All needs for equipment, pets, gear, and other items in cities or houses must be fulfilled independently, consuming the player’s time.
- Such players face a high risk of being ganked, possibly the highest in the game—anywhere on the map, even in areas controlled by ARPK guilds.

And there’s a third approach - the SoloWay guild.

The guild has no mandatory taxes, fees, requirements to be in voice chats or on the guild Discord while online in the game, nor any obligatory events.

At the same time, the guild provides a relatively safe tag in the game (not 100% safe, not even 90%, but likely the safest tag currently available). This applies not to just one city or region but to the ENTIRE map. Almost everywhere, we either have allies or guilds that are neutral/friendly toward us.

In some RPK guilds, there’s even a situation where part of the players remains RPK, while another part is friendly toward SoloWay. This is the result of the in-game policies we’ve pursued for years. This diplomatic work is ongoing and constant.

Additionally, we already have solid (though expensive) infrastructure on the map, which our players can use. We continuously develop and improve it.

Most houses have basic gear available for our players by default, plus the option to bring and store personal equipment. The guild assists with gear in our base cities and settlements, with pets, and more.

We’re also ready to share our game experience, provide access to 100% scribers, certain scrolls for mages, filled spirit boxes, and other resources.

But you must understand that none of this can exist without effort. The guild has to pay for all of this. How do we handle these issues?

- Voluntary donation system: It’s expected that an established player (i.e., someone who has left Haven and has been in the game for 3-4+ weeks) will, within their means, help collect gold monthly to support the guild’s infrastructure.

- It’s assumed that up to 80-85% of a player’s time will be devoted to their personal goals and characters. However, players are also expected to find time for monthly contributions to the guild’s ongoing needs. This could include tasks like transportation, trading, farming, or crafting resources for trade, as well as periodic guild events.

Most of these activities can (and often are better done) solo or in small groups of 2-3 players.

Our gameplay is structured in a way that we don’t stay in one spot on the map.

The core of our guild consists of veterans or near-veterans who have played thousands of hours or more. The only exception is that we’re not PvP veterans because that playstyle doesn’t interest us—at all. For various reasons: some have low-performance computers and high latency, others don’t have time to hone PvP skills, and some simply feel uncomfortable / bad attacking other players.

In all other aspects, our members have significant experience and knowledge of the game. We don’t stay in one place but constantly move across the map, using and improving our infrastructure.

This playstyle helps us avoid burnout, maintain interest in the game, thoroughly explore the world and spots, and earn enough gold in short periods.

Our players can play 2-3 hours a day (and not even every day) and still earn several thousand gold a month in a relaxed mode.

Our guild doors are open to all players. You can live anywhere on the map, and your alt characters can be with us or in another guild. The only requirement is that while playing under our tag, you must strictly follow our rules:
- Do not gank other players under our tag.
- Do not compromise our tag.
- Do not play under our tag alongside RPK guilds.