Once again, I will outline what I feel are problems with the game and the solutions. There are a lot of mechanical issues that may never be fixed, but I am going to ignore them for now and simply speak of overarching issues.
TERRITORY CONTROL / SIEGE: The game has gotten soft and stagnant, siege windows are definitely a contributing factor. I would like to see no siege windows in WILDERNESS, at the very least. I would prefer a system that was more nuanced and makes structures placed in more valuable places more vulnerable, but to just remove siege windows in wilderness, as wilderness attempted to override the flag system, I think would be a good test of a no-siege system, to see if it invigorates the game.
ECONOMY: We still don't have player brokers. We put up outposts, we put up caravan camps; even if there are no player brokers, it would be nice to add some broker areas in the wild so that people can sell in different spots. That is a big issue with economy, believe it or not, and I think that was one of the most positive sandbox parts of MO1.
There also needs to be a redefined task system to lean more into the economy instead of just dead-space 'random' tasks that give gold and clade, make them be related to need, change parcel running so that people will get clade to transport, make the world active!
WAR: Am I the only one who misses the Eternal 200g wardec? haha. Maybe that was a bit imbalanced, but there should definitely be a way to be able to fight an enemy without having to pay upkeep or be time limited. If you are getting dec'd out of the game, it's time to make changes to your behavior or make peace / offers. Open PVP has led to a lot of grief, i am sure, but it also allows to force people to make a choice or change their behavior, and that is an essential sandbox mechanic. Although I would prefer that people still be able to gear up in towns, that is the only advantage that I think people should get. If you are offended by someone, you should be able to drop a dec and hold it. Again, a more nuanced system would be nice as well, but it should generally allow for that.
EARLY GAME: Why are we still dicking around with spamming up our levels? Certain things make sense, others don't. Fix that. I want to see a mastery system that goes up by playing in Nave. If you make it so that it evolves more organically, to get people to a certain level just by doing normal playstyle things, opposed to being like GET 2 DA BANDIT CAMP, people will feel a sense of progress and attachment to their characters. Of course, this happens with bandits, too, but not everyone goes in like that, so it doesn't work.
SUB MODEL: The model isn't bad, but people need more time. We need THREE MONTH SUBS with new purchases. We need better deals on long term. Sub-token PROBABLY makes sense. I would love to hear the argument against it. Do not make the game f2p. Do not add cash shop. Trust the vision.
PEACE
TERRITORY CONTROL / SIEGE: The game has gotten soft and stagnant, siege windows are definitely a contributing factor. I would like to see no siege windows in WILDERNESS, at the very least. I would prefer a system that was more nuanced and makes structures placed in more valuable places more vulnerable, but to just remove siege windows in wilderness, as wilderness attempted to override the flag system, I think would be a good test of a no-siege system, to see if it invigorates the game.
ECONOMY: We still don't have player brokers. We put up outposts, we put up caravan camps; even if there are no player brokers, it would be nice to add some broker areas in the wild so that people can sell in different spots. That is a big issue with economy, believe it or not, and I think that was one of the most positive sandbox parts of MO1.
There also needs to be a redefined task system to lean more into the economy instead of just dead-space 'random' tasks that give gold and clade, make them be related to need, change parcel running so that people will get clade to transport, make the world active!
WAR: Am I the only one who misses the Eternal 200g wardec? haha. Maybe that was a bit imbalanced, but there should definitely be a way to be able to fight an enemy without having to pay upkeep or be time limited. If you are getting dec'd out of the game, it's time to make changes to your behavior or make peace / offers. Open PVP has led to a lot of grief, i am sure, but it also allows to force people to make a choice or change their behavior, and that is an essential sandbox mechanic. Although I would prefer that people still be able to gear up in towns, that is the only advantage that I think people should get. If you are offended by someone, you should be able to drop a dec and hold it. Again, a more nuanced system would be nice as well, but it should generally allow for that.
EARLY GAME: Why are we still dicking around with spamming up our levels? Certain things make sense, others don't. Fix that. I want to see a mastery system that goes up by playing in Nave. If you make it so that it evolves more organically, to get people to a certain level just by doing normal playstyle things, opposed to being like GET 2 DA BANDIT CAMP, people will feel a sense of progress and attachment to their characters. Of course, this happens with bandits, too, but not everyone goes in like that, so it doesn't work.
SUB MODEL: The model isn't bad, but people need more time. We need THREE MONTH SUBS with new purchases. We need better deals on long term. Sub-token PROBABLY makes sense. I would love to hear the argument against it. Do not make the game f2p. Do not add cash shop. Trust the vision.
PEACE