I think my concern as someone who was considering the game, is that it seems like there is not really alot of long term content or gameplay made for smaller groups. As far as i can tell when looking into it, there is no in-game market, no way to build a house in a city and a lot of the content has been increasing large group experience. For me I don't have tons of time and would like to play in a smaller group with friends, but it seems like in playing that way I'm just going to have to either not do any of the base building/longer term stuff or i'll just be jumped by stronger groups. While I think large groups should have supremacy for obvious reasons, offering a way for smaller players to work around large groups, like being traders or having bases protected in certain zones with some restrictions would make it much less daunting to get involved. At the end of the day I don't want to join a game that is only for veterans. if a game cannot attract new players to boost numbers and the economy the large group combat will become meaningless. I'd like to see more clever solutions like large groups being able to take control of safe zones where smaller groups can build and having to pay taxes to these large groups (with this protection dropping if a player controlled fort is sieged or something). I would be much more optimistic to join the game, if there were more clever solutions being proposed to allow the game to be fun to a broader group of playstyles. I mention this just because i love the vision of the game so would love to see it thrive. But it is at the same time super worrying to see a lot of people saying “just join a big group”, when i don't know if I will even like that level of commitment before trying the game. This is a long lsit of my concerns but I would love to be convinced otherwise as it looks like it could be tons of fun.
MMOs are meant to be played with people anyways so it's fine. That being said while I love my PvE I love the environment that a full loot PvP ruleset does for PvE, it's way more fun and meaningful. PvE on its own without that element becomes monotonous and boring over time It is however quite annoying that giant alliances camp the hell out of some dungeons so us common peasants can't take a group of 5-8ish and get a meaningful dungeoning experience or a reasonable fight out of it.
I agree. World POIs shouldn't be campable. The ideal experience would be to go to a dungeon and out of three trips you would make it out alive at least once. To have a nice balance between PvE/PvP/reward. Right now there are guilds that are specialised in that dungeon. They have builds tailored exactly for that fight, they know the layout, they know the best times, etc. More than anything, there are specific resources that are fully controlled by those guilds, which only hurts the overall economy.
I get what you're saying about numbers (it's hard to play solo, for example.) But I think this scales a little awkwardly and unfortunately overly favors large groups. The smaller/mid-size fights are (to me) the most enjoyable, because comms are more clear - you have more individual agency and there's a delicate sense of breathing space and knowing when you mess up. (think 15 and fewer.) The really large fights to me just seem a lot less interesting for a lot of people in terms of mechanics - though i'm not trying to undervalue time and dedication involved for it, etc.
These 15 person groups shine when enabled by larger alliances through the ally system. A 15 man well coordinated squad can cause logistics chaos around the map enabling other groups or lock down small towns and POIs from RPKs to their benefit.
I think the social construct in this game of needing eachother is really interesting and i can see how it is also a hurdle for alot of people. In just about any game i can think of you don't need people in the same way. In games like WoW and other mmos you don't need to know other people for normal content you can just use the dungeon finder and get grouped up with randoms, and in games like squad and hell let loose you can also join a game, a squad without needing to find people to play with, although playing with good people can definetly help in those types of games you still don't really need to rely on other people the same way as in Mortal Online 2 and i think with most games not having this sort of social construction of needing to play with and rely on other people in order to do something or in this game's case, survive, it makes it like a new skill in a way, a skill you have to learn if you don't have it. I think needing to learn this new skill of having to rely on other people and the same for others to rely on you, i think it makes people feel like something is "wrong" or "off" about the game when i think you might just be feeling hopeless of not being able to play solo because you're so unused to needing to rely on other people. The need to connect with other people for survival and not just for the social, having friends to play with kind of way.
Yeah exactly that. Mortal guilds are more like closed biker gangs with year son friendship and going through tough times together in the game. Wich hardens the group and stuff like that. In no other game I have ever seen such a core system of the game wich relies on helping each other and playing together. And as you have that its more or less a skill the players social skill. xD
As a brand new player I agree they should do something about haven, I left there last night and went to meduli. Was awesome met some guy that was just afk singing for like 4 hours straight, should of left haven earlier
UE5 update didnt even budge the numbers and the epic store release will probably not bring a single new player., everyone who's going to play is already playing especially as you have to be the type of player to be okay with all the duped goods and gold thats still in circulation. if they actually wiped the server it might be revived though
One thing I believe would bring people over to the game and bring myself back would be a server relocation or some kind of layering that accommodates some countries that are getting 300+ ms on the current server. Its a huge turn off for wanting to get into pvp and even pve feels very delayed. Being a reactionary game, its barely worth playing with that kind of lag. That along with some better marketing as I never see mortal around so maybe some people just dont know about the game in general.
You have nailed it pretty well why population is so small in MO2. This is exactly reason why I'm not playing anymore. You get tired of having zerg mentality or getting screwed and punished for playing small scale. At least if there would be something to do as solo or small scale player except of running in circles hunting outlaws and occasionally meet small scale pvp there which gets boring quite quick.
Dungeons are indeed content locked and this should be changed via better design and multiple accesses. As for pvp , group size is just a manner offered to players to balance or unbalance in their favor. Just like trinkets and gear really, just more obvious and visible. If you have 2 11% trinkets you have a very distinct advantage against players without and theoretically should be able to out dps 2 or 3 ppl. Mo2 is not about being even or fair. It's about being better technically, logistically, tactically and strategically combined. There's plenty of mmo out there that suit your need better, but no reason to change this one. Of course enough subscribers needed. Eve online did it so fingers crossed.
Another problematic thing that will put lot of peoples of, if they dont do game time packages on steam. I get it that they want full sub trough their pages. But for some peoples thats just uncrosable bridge. I cant speak for SV but geting 70% from steam is beter than getin absolute 0 right? 🤔
The sub killed it. On release we all were stuck in the queue, and empty promised were made. In the end there was a gold dupe and they didnt even bother to rollback. They killed their own game since the release 😂🎉🎉🎉
btw 7:00 the first mortal trailer was about 1 lone traveler, and 2 lone explorers in a dark cave about to pvp before a dragon appears... i guess its not the game for me.
@@WolfszeitYT you know Mo2 Is nothing about fair... It's about secrets and exploits without getting caught. GM players were 100% a thing and I'd be shocked if it wasn't a thing in MO2
na mate, if u zerging in dungeons or POI that a neewb way, if u had 15 ppls to take a necro POI that tell some thing. We had 10 man fuild and we controll necro dungeon. U dont need Zerg, u need right ppls
the numbers aren't that relevant. You have specific builds that work for that dungeon, with pets that are right for the dungeon, you know the layout, choke-points etc. More than anything you have a lot of experience fighting in the dungeon. In tight, unknown spaces like dungeons, big numbers aren't that relevant.
no one has interest in this dungeon, otherwise you would have lost it pretty quickly to a strong and big guild... it is so simple. This doesnt mean u dont know the dungeon very well and play with a bazilion pets that makes ur game quite strong
@@Kostas123454321 loldo u know how work big guilds? they have zergs with low skilled players, with 0 battle exp that die one time and call it a day, zergs is for cowards. and we had big guilds, u can see 6 vs 26 fight we win.
Sorry disagree with your pro zerg propaganda. There absolutely nothing wrong with a small group wanting their own villiage. 5 people are not solo, I would argue that the pro zerg mentality is more harmful for the game then people wanting solo content
I have nothing against 5 people having their own village. its their choice. But im wondering often why these kinds of groups are angry at star vault when they are overun by a big guild. I mean its basicly what will happen its just a mater of time.
I feel like people are often mad at SV for many reasons, some justified, some not however I doubt saying either join the zerg or quit playing is not gonna be healthy for the game. What you explain is part of the reason why MO1 failed. Maybe if we had more 5 player rp villiages the steam charts would be better. You completely contradict yourself when you say the steam charts show low pop, want to see 10k pop but then few min later say it's ok where the game is at and if you don't like it then it's not the game for you. Honestly it's attitudes like this that has driven pop down for decades. Complaining that people complain to you is your own fault by your own logic. Don't have a UA-cam channel of you don't wanna hear complaints. All the disagreements aside still got love for you and appreciate your content
Thanks, i like discuccsions and critique because i could be completly wrong of course. Im just wondering what people expect from a 5 vs 50 I mean of course the side that has very very high numbers wins. Or what what you do would like to implement to prevent zerging do you have any idea.@@avc6700blk
@@WolfszeitYT It's not so much preventing a zerg, more discouraging it. There was time in MO when being apart of a zerg was frowned upon, made a guild look weak like it couldn't stand on its own. I think adding more content for roleplayers would benefit the game and overall population, not just on quantity but quality as well. If Mortal Online is to ever have 10k pop then I'd rather it not be 2-3 zergs
Without a guild or group you will get zerged alot. That is what i ment. And many quit the game out of frustration than wich is kinda said because they might have stayed with the game if they would have been a part of group or guild and enjoying their time together.
@@KingKabila actually they have been banned. For example when their scorn Allies were building more then one supply building to bypass the % dmg mitigation. The ones that placed it were banned and it was posted on the MO2 discord.
I think my concern as someone who was considering the game, is that it seems like there is not really alot of long term content or gameplay made for smaller groups. As far as i can tell when looking into it, there is no in-game market, no way to build a house in a city and a lot of the content has been increasing large group experience. For me I don't have tons of time and would like to play in a smaller group with friends, but it seems like in playing that way I'm just going to have to either not do any of the base building/longer term stuff or i'll just be jumped by stronger groups. While I think large groups should have supremacy for obvious reasons, offering a way for smaller players to work around large groups, like being traders or having bases protected in certain zones with some restrictions would make it much less daunting to get involved. At the end of the day I don't want to join a game that is only for veterans. if a game cannot attract new players to boost numbers and the economy the large group combat will become meaningless. I'd like to see more clever solutions like large groups being able to take control of safe zones where smaller groups can build and having to pay taxes to these large groups (with this protection dropping if a player controlled fort is sieged or something). I would be much more optimistic to join the game, if there were more clever solutions being proposed to allow the game to be fun to a broader group of playstyles. I mention this just because i love the vision of the game so would love to see it thrive. But it is at the same time super worrying to see a lot of people saying “just join a big group”, when i don't know if I will even like that level of commitment before trying the game. This is a long lsit of my concerns but I would love to be convinced otherwise as it looks like it could be tons of fun.
Youre kinds right yes.
MMOs are meant to be played with people anyways so it's fine.
That being said while I love my PvE I love the environment that a full loot PvP ruleset does for PvE, it's way more fun and meaningful.
PvE on its own without that element becomes monotonous and boring over time
It is however quite annoying that giant alliances camp the hell out of some dungeons so us common peasants can't take a group of 5-8ish and get a meaningful dungeoning experience or a reasonable fight out of it.
I agree. World POIs shouldn't be campable. The ideal experience would be to go to a dungeon and out of three trips you would make it out alive at least once. To have a nice balance between PvE/PvP/reward. Right now there are guilds that are specialised in that dungeon. They have builds tailored exactly for that fight, they know the layout, they know the best times, etc. More than anything, there are specific resources that are fully controlled by those guilds, which only hurts the overall economy.
I get what you're saying about numbers (it's hard to play solo, for example.) But I think this scales a little awkwardly and unfortunately overly favors large groups. The smaller/mid-size fights are (to me) the most enjoyable, because comms are more clear - you have more individual agency and there's a delicate sense of breathing space and knowing when you mess up. (think 15 and fewer.) The really large fights to me just seem a lot less interesting for a lot of people in terms of mechanics - though i'm not trying to undervalue time and dedication involved for it, etc.
These 15 person groups shine when enabled by larger alliances through the ally system. A 15 man well coordinated squad can cause logistics chaos around the map enabling other groups or lock down small towns and POIs from RPKs to their benefit.
I think the social construct in this game of needing eachother is really interesting and i can see how it is also a hurdle for alot of people. In just about any game i can think of you don't need people in the same way.
In games like WoW and other mmos you don't need to know other people for normal content you can just use the dungeon finder and get grouped up with randoms, and in games like squad and hell let loose you can also join a game, a squad without needing to find people to play with, although playing with good people can definetly help in those types of games you still don't really need to rely on other people the same way as in Mortal Online 2 and i think with most games not having this sort of social construction of needing to play with and rely on other people in order to do something or in this game's case, survive, it makes it like a new skill in a way, a skill you have to learn if you don't have it.
I think needing to learn this new skill of having to rely on other people and the same for others to rely on you, i think it makes people feel like something is "wrong" or "off" about the game when i think you might just be feeling hopeless of not being able to play solo because you're so unused to needing to rely on other people.
The need to connect with other people for survival and not just for the social, having friends to play with kind of way.
Yeah exactly that. Mortal guilds are more like closed biker gangs with year son friendship and going through tough times together in the game. Wich hardens the group and stuff like that. In no other game I have ever seen such a core system of the game wich relies on helping each other and playing together. And as you have that its more or less a skill the players social skill. xD
My only problem with big clan. I’m not someone who is comfortable with all kinds of voices in my head lol.
Da macht wieder einer Spätschicht;)
Nice video and footage!!
Thanks xD Party Hard
As a brand new player I agree they should do something about haven, I left there last night and went to meduli. Was awesome met some guy that was just afk singing for like 4 hours straight, should of left haven earlier
UE5 update didnt even budge the numbers and the epic store release will probably not bring a single new player., everyone who's going to play is already playing especially as you have to be the type of player to be okay with all the duped goods and gold thats still in circulation.
if they actually wiped the server it might be revived though
they will never wipe ever
One thing I believe would bring people over to the game and bring myself back would be a server relocation or some kind of layering that accommodates some countries that are getting 300+ ms on the current server. Its a huge turn off for wanting to get into pvp and even pve feels very delayed. Being a reactionary game, its barely worth playing with that kind of lag. That along with some better marketing as I never see mortal around so maybe some people just dont know about the game in general.
Yeah i totally would come back for this. Combat feels unplayable.
try to use VPN to find better path
I have tried multiple, i VPN in every game but its still unplayable.@@nikalasnalter4431
You have nailed it pretty well why population is so small in MO2. This is exactly reason why I'm not playing anymore. You get tired of having zerg mentality or getting screwed and punished for playing small scale. At least if there would be something to do as solo or small scale player except of running in circles hunting outlaws and occasionally meet small scale pvp there which gets boring quite quick.
Dungeons are indeed content locked and this should be changed via better design and multiple accesses.
As for pvp , group size is just a manner offered to players to balance or unbalance in their favor. Just like trinkets and gear really, just more obvious and visible. If you have 2 11% trinkets you have a very distinct advantage against players without and theoretically should be able to out dps 2 or 3 ppl.
Mo2 is not about being even or fair. It's about being better technically, logistically, tactically and strategically combined. There's plenty of mmo out there that suit your need better, but no reason to change this one. Of course enough subscribers needed. Eve online did it so fingers crossed.
Wow, that looks awesome!
I believe people will come back to the game when there is a way to get rid of the ping. Being half a second behind others gets old fast.
u had 0.5 dilay on server, so its normalized in some way and i have 2 ppls from japan and Sun Paulo and they play fine
Awesome :D
Another problematic thing that will put lot of peoples of, if they dont do game time packages on steam. I get it that they want full sub trough their pages. But for some peoples thats just uncrosable bridge. I cant speak for SV but geting 70% from steam is beter than getin absolute 0 right? 🤔
The sub killed it.
On release we all were stuck in the queue, and empty promised were made.
In the end there was a gold dupe and they didnt even bother to rollback.
They killed their own game since the release 😂🎉🎉🎉
Party hard🎉
Party HAAARD
Mortal online1 should resume as mmo and mortal2 as a medieval battlefield
btw 7:00 the first mortal trailer was about 1 lone traveler, and 2 lone explorers in a dark cave about to pvp before a dragon appears... i guess its not the game for me.
Yeah the first Trailers xD I remember.
Scouting in MO1 was having a GM in your pocket...
No it was having a spy in the enemy guild. No GM shit thats not fair.
@@WolfszeitYT you know Mo2 Is nothing about fair... It's about secrets and exploits without getting caught. GM players were 100% a thing and I'd be shocked if it wasn't a thing in MO2
nightmare ist doch auch deutsch, oder?
das sind aber nicht die nightmare plebbos aus albion?
Nightmare in mo2 sind Russen.
na mate, if u zerging in dungeons or POI that a neewb way, if u had 15 ppls to take a necro POI that tell some thing. We had 10 man fuild and we controll necro dungeon. U dont need Zerg, u need right ppls
The people who control necro dungeon use hacks to see the invisible bridge though
@@richardsmith5803 lol nop we dont. stop making exuses of why u loosing
the numbers aren't that relevant. You have specific builds that work for that dungeon, with pets that are right for the dungeon, you know the layout, choke-points etc. More than anything you have a lot of experience fighting in the dungeon. In tight, unknown spaces like dungeons, big numbers aren't that relevant.
no one has interest in this dungeon, otherwise you would have lost it pretty quickly to a strong and big guild... it is so simple. This doesnt mean u dont know the dungeon very well and play with a bazilion pets that makes ur game quite strong
@@Kostas123454321 loldo u know how work big guilds? they have zergs with low skilled players, with 0 battle exp that die one time and call it a day, zergs is for cowards. and we had big guilds, u can see 6 vs 26 fight we win.
Sorry disagree with your pro zerg propaganda. There absolutely nothing wrong with a small group wanting their own villiage. 5 people are not solo, I would argue that the pro zerg mentality is more harmful for the game then people wanting solo content
I have nothing against 5 people having their own village. its their choice. But im wondering often why these kinds of groups are angry at star vault when they are overun by a big guild. I mean its basicly what will happen its just a mater of time.
I feel like people are often mad at SV for many reasons, some justified, some not however I doubt saying either join the zerg or quit playing is not gonna be healthy for the game.
What you explain is part of the reason why MO1 failed. Maybe if we had more 5 player rp villiages the steam charts would be better. You completely contradict yourself when you say the steam charts show low pop, want to see 10k pop but then few min later say it's ok where the game is at and if you don't like it then it's not the game for you.
Honestly it's attitudes like this that has driven pop down for decades.
Complaining that people complain to you is your own fault by your own logic. Don't have a UA-cam channel of you don't wanna hear complaints.
All the disagreements aside still got love for you and appreciate your content
Thanks, i like discuccsions and critique because i could be completly wrong of course. Im just wondering what people expect from a 5 vs 50 I mean of course the side that has very very high numbers wins. Or what what you do would like to implement to prevent zerging do you have any idea.@@avc6700blk
@@WolfszeitYT It's not so much preventing a zerg, more discouraging it. There was time in MO when being apart of a zerg was frowned upon, made a guild look weak like it couldn't stand on its own.
I think adding more content for roleplayers would benefit the game and overall population, not just on quantity but quality as well. If Mortal Online is to ever have 10k pop then I'd rather it not be 2-3 zergs
Yeah youre right muc h more content would benefit the whole thing.@@avc6700blk
10 longbows out of 10
you seem to be not very happy
Join a guild or your nothing pretty much..got it bud might as well advertise your guild
Without a guild or group you will get zerged alot. That is what i ment. And many quit the game out of frustration than wich is kinda said because they might have stayed with the game if they would have been a part of group or guild and enjoying their time together.
Good job, considering nightmare/levia are known hackers/exploiters/cheaters and Dodgers.
Don't forget Mythic in that lovely group of known exploiters. On top of GM Enki being in their pocket :)
if u cry more, they stop
If they were known as such they would be banned. So many rumors so little evidence.
There are Rumors about every guild. Less whine more ingame competition would be nice.
@@KingKabila actually they have been banned. For example when their scorn Allies were building more then one supply building to bypass the % dmg mitigation. The ones that placed it were banned and it was posted on the MO2 discord.