1. What makes Mortal so special
I love Mortal for what it stands for: hardcore, immersive, skill-based combat, full loot PvP, no microtransactions, and especially its community collectivity, which is largely created by guild conflicts and their systems. Collectivity works best and strongest through cooperation and conflict. This is the only way to create a sense of “us” and “them.” The feeling of having a meaningful role in the collective, one that is associated with responsibility, identity, and meaning. Modern MMORPGs have completely lost this. Today, they tend to be more individualistic MMORPGs.
2. The problem: Players without guilds are left out
Despite my fascination with guild life, I don't want to be in a guild at the moment. There are many reasons for this, which are related to my real life. But I'm not here to talk about my real life. Nor am I here to suggest changing what is so special and brutally beautiful about Mortal! I would like to make a conceptual suggestion as to how guildless players can get a small piece of this collective feeling without undermining the “us-them” feeling of the established guilds. Perhaps this could even strengthen the influence options of guilds.
3. Proposed solution: a faction system.
Three nearby cities in Nave will form an alliance faction that every player and guild can join. The number of guilds that can be part of a faction is limited. The number of guildless players is not.
City factions:
1 Tendrim, Fabernum, Hyllspeia
2 Meduli, Vadda, Bakti
3 Moh Ki, Morin Kur, Toxai
4 Kranesh, Jungel/Cave Camp, Gaul Kor aka Lawless Faction (these will be a special faction)
Each alliance faction has a faction commander in its three cities, with whom you can register and thus unlock a reputation system with tasks. You rise in the reputation system by completing tasks. Non-guild players receive completely different tasks, rewards, and reputation than guild members.
The tasks for non-guild players can be small tasks, such as delivering materials or severed heads of bandits and other players from opposing factions to the faction commanders. The task system as it currently exists in the game could simply be integrated into the faction system. Non-guild players are rewarded with gold and titles. The more tasks are completed, the further the faction's sphere of influence spreads.
All faction members can also purchase a faction tabard and cape from the faction commander, which increases all EXP and material gains by X% when both are worn, but only within the faction's sphere of influence. The further the faction's sphere of influence, the higher the EXP gain.
When the factions' spheres of influence collide, a mass PvP event is triggered, which is marked on the map and in which everyone can participate. All members of the faction whose factions are in conflict hear a war horn sounding from a distance. This is intended to mobilize the factions.
Guilds that are members of a faction are considered as faction heroes. They have special-looking faction tabards and capes, which allow any non-guild player to see their higher status in the faction. Faction heroes have their own tasks, rewards, and reputation system with their own titles. As soon as two factions' spheres of influence collide, the guild masters of the guilds can trigger various events. Successfully completing these events also counts as tasks for the faction heroes, which increases their reputation within the faction.
One event idea could be that, as soon as the conflict between factions is triggered, the NPC faction commanders ride from the cities to the conflict area marked on the map in real time and fight each other there. The task for all faction members is to protect their commanders and kill the other one. They can be killed both on the way in their area of influence and at the actual conflict area. This would allow for battles in motion and assassinations by smaller groups. Perhaps by rogue clients? If a commander dies, the losing faction's area of influence is reset to its original state. This means that everyone loses their EXP bonus. And then the whole thing starts all over again.
Another event idea could be a faction meteorite that strikes the conflict site, similar to the Relic Event System.
Rewards for faction heroes (guild members) could include gold and titles, as well as a new skill line that grants abilities that provide strength or defense buffs for all faction and guild members. For example, “Battle Cry” increases damage dealt, or “Last Stand” provides a defensive buff for everyone that lasts for 1 minute. Faction heroes could also use these abilities anywhere, in guild wars at the outpost.
A faction would organize and coordinate itself via a faction chat. Faction heroes are marked with a special symbol in the chat.
City factions:
1 Tendrim, Fabernum, Hyllspeia
2 Meduli, Vadda, Bakti
3 Moh Ki, Morin Kur, Toxai
4 Kranesh, Jungel/Cave Camp, Gaul Kor aka Lawless Faction (these will be a special faction)
Each alliance faction has a faction commander in its three cities, with whom you can register and thus unlock a reputation system with tasks. You rise in the reputation system by completing tasks. Non-guild players receive completely different tasks, rewards, and reputation than guild members.
The tasks for non-guild players can be small tasks, such as delivering materials or severed heads of bandits and other players from opposing factions to the faction commanders. The task system as it currently exists in the game could simply be integrated into the faction system. Non-guild players are rewarded with gold and titles. The more tasks are completed, the further the faction's sphere of influence spreads.
All faction members can also purchase a faction tabard and cape from the faction commander, which increases all EXP and material gains by X% when both are worn, but only within the faction's sphere of influence. The further the faction's sphere of influence, the higher the EXP gain.
When the factions' spheres of influence collide, a mass PvP event is triggered, which is marked on the map and in which everyone can participate. All members of the faction whose factions are in conflict hear a war horn sounding from a distance. This is intended to mobilize the factions.
Guilds that are members of a faction are considered as faction heroes. They have special-looking faction tabards and capes, which allow any non-guild player to see their higher status in the faction. Faction heroes have their own tasks, rewards, and reputation system with their own titles. As soon as two factions' spheres of influence collide, the guild masters of the guilds can trigger various events. Successfully completing these events also counts as tasks for the faction heroes, which increases their reputation within the faction.
One event idea could be that, as soon as the conflict between factions is triggered, the NPC faction commanders ride from the cities to the conflict area marked on the map in real time and fight each other there. The task for all faction members is to protect their commanders and kill the other one. They can be killed both on the way in their area of influence and at the actual conflict area. This would allow for battles in motion and assassinations by smaller groups. Perhaps by rogue clients? If a commander dies, the losing faction's area of influence is reset to its original state. This means that everyone loses their EXP bonus. And then the whole thing starts all over again.
Another event idea could be a faction meteorite that strikes the conflict site, similar to the Relic Event System.
Rewards for faction heroes (guild members) could include gold and titles, as well as a new skill line that grants abilities that provide strength or defense buffs for all faction and guild members. For example, “Battle Cry” increases damage dealt, or “Last Stand” provides a defensive buff for everyone that lasts for 1 minute. Faction heroes could also use these abilities anywhere, in guild wars at the outpost.
A faction would organize and coordinate itself via a faction chat. Faction heroes are marked with a special symbol in the chat.
4. Conclusion
Just before Heven goes F2P, there should be a systemic structure that includes guildless/casual/solo players (you name it) in the large mass battles. Not always, not everywhere, and especially not for the guild only mass battles, but for other things. This would give new players coming from Heven a preview of epic guild battles, guild politics, strategy, etc. Out of admiration and awe for the faction heroes, guildless players might even want to join a guild. The faction system could thus function as a transitional system. Guilds would gain more influence options, more players, and active abilities. This would keep new players in the game longer, which should also be a good thing for SV. I think if designed correctly, it's a win-win-win for everyone.
ALMOST FORGOTTEN: the Lawless faction!
There is enormous potential here. This faction could also get its own reputation and task system, but with a completely different focus: theft, smuggling, sabotage, or targeted assassinations could be possibilities. Here, the faction's VILLAINS could get the long-awaited Rogue Archetype skill lines 
This is just a suggestion, a basic idea. There are countless cool ideas that SV could come up with or that you could come up with. If you have any suggestions for improvement or a completely different basic idea for the problem, feel free to discuss it here.
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