As an outsider looking in, it seems like they could do more to help the small guilds in TC. Small Guild gameplay is obviously best. Some kind of coalition or confederate system would be great.
I think siege windows are a must, getting sieged offline is even worse and only benefited the zergs and griefers. People simply need to realize that this game isnt meant for small groups. Its not that you cant play like that but the truth is that its best to either merge guilds together to have atleast 30-50 people that actively or atleast ally up. Otherwise you do not stand a chance against any serious group in the game. What I ended up doing is merging my smaller guild with a bigger one and we both just have our separate villages but can now control the area we live in. And we help each other out in fights. What I would like to see, is a militia or guild merger system. I have heard a lot of time from guilds yes we would love to merge but we have too many TC that will get lost in the process. And the honest truth with games like mortal is how much we dislike it zerging will always win period. Its just the nature of hardcore games that numbers is safety. In a lot of survival games tax gets claimed automatically from all resources gathered, For example 20% tax for each resource gathered. This means its less likely people will get sieged out because the TC owner gets something in return. I would like there to be more keeps with pre-defined areas attached to them. Owning a smaller keep is completely pointless now.
yeah youre right. hopfully wiht tc update 2 they will change it a little, that we were able to set our own taxes and maybe with a feudal system and sectors that would be awesome that the owning guild of a sector get parts of the taxes and that the keep owner of the sector is getting the other halff of the taxes.
Something that might help with the idea of merging guilds while also solving some other TC problems is to make TC structures capturable. Allows guilds to merge by forfeiting assets. Creates a back and forth system for pvp where all is not lost if you're kicked out of an area, you can fight for it back. Gives pvp'ers that don't want to build assets a means to conquer others - and this too could be used as a way to limit zergs by creating upkeep costs that actually inhibit them (this may need a lot of thinking to do right). Imaging a big zerg guild wipes through the nation and has acquired all these structures. Upkeep goes up, kills their treasury, and maybe you add a debuff to all players in the guild with an empty or low treasury. Just something really small but enough to get people to want to demo their stuff or think before they take it. Needs balancing ofc but an idea
TC needs revamp. Mo1 system was better. this system is troll as fuck. the fact that there is no mechanism to reduce the size of castle radius,. other than sieging the castle, is a joke. The fact that you can build a village in an enemy village is garbage. The siege windows are garbage. The cost of sieging small houses is garbage. The fact that you cannot war dec ppl unless they have murderers is garbage. The supply towers are worthless and a complete waste of time. There are no portal blockers or counters to spiritists. There is no reason to own a castle other than to collect gold but you cannot increase ur radius if your neighboring castles are already established. Its a complete shit show and the fact that the last few patches had almost nothing to fix it is disheartening. SV just needs to do better. Now that the new dungeons are out of the way maybe they can focus back on the end game.
Couldn't you have some kind of indirect competition where the territory strengths are boosted or reduced based on economic performance or other indicators which are easier for small guilds to participate in?
I'm still in two minds about siege windows. It's a huge QoL Improvement to not have to be a 24-7 international guild, like MO, but now small guilds have no way of punching up against oppressive large guilds. Currently the 3 largest alliances are nutcupping each other and smaller guilds can't do a lot about it.
I mean Starvault has changed TC mechanics many times to make it easier to destroy things. Which allows larger groups, Like rat alliance to Siege without the ability to fight back without being in another Large alliance. Currently keeps are Pointless, 6 hour siege windows are WAY to long when you can destroy buildings worth thousands of gold in 10 minutes. This is a game after all and nothing feels worse than losing hours of progress in a handful of minutes cause you cant play 24/7. This games TC Systems need a refresh with cohesive mechanics and a system that was designed to work together. The current system is more akin to a broken system, with other systems used as Band-Aids overtop of them resulting in everything being a broken sloppy mess.
Nobody should be able to build close to a POI (the distance to be determined). Nobody should be able to log out inside of a doungeon! How new players will be able to experience doungeons !? How new players will be able to loot anything when all the loot will be taken by the more experienced players? I play the game for 6 months and I have been in 2 doungeons. Never looted anything important and always one way ticket! the system is trash. teritory control!? Fine! but let POI's open to everybody! don't ask me how because I am not paid to find solutions to the game! there are people responsible for this! How "New Age" game maneged to do it!? There you can experience every single aspect of the map! MO2's design is to make the game as "impossible as possible" for people to play!
Its fine, that small group of players could become a militia of a bigger guild and live their lives, but they should not be naive no.. So i hope they see your video.
Honestly tc needs a whole revamp. I dont know the perfect answer but I think they need to make it so no one can build within a big radius of a dungeon. If you have things already placed there then gms should move it. The idea of people living in a dungeon doesn't sound good. If they decide to just keep it the way it is they should at least increase the siege speed. Sieging just takes way too long.
@@mrivan2626 i'm going to say something a lot of people disapprove, spots , nodes call them as you want where you can build ONLY there like ashes of creation.
I mean they should just simply have a patch to live before a PTR goes up.. that patch should put the no build zones of new content in. While people could use it to find new stuff its better than people building inside a dungeon.
sadly my opinion does not matter but the mechanics where not thought out on how it affects the areas or dungeons... personally i thought out alternatives for it but again im just a non-playing player now cause sub is not gonna happen when im in my predicament
Idk the answer for TC, but this isn't it. The window was an improvement, IMHO - but I still wish castles were owned seasonally and reset. That way there would be more emphasis on guild villages rather than a keep. Not to mention, when the meta is to spam cullinariums and tc butcheries to add defenses for the keep, imho that's bad design. Something needs to change... and i just hope a conversation is started soon with the players and the devs.
Here's your content: Build for hours. Get sieged when offline. Lose it all. Camp dungeons and build again. Repeat super boring process. Glad I quit the game a while back. These updates have no real content. It's all gated by boring PvP, aka sieges. Good PvP are fights and ZvZ, not going back and forth attacking afk guild territory.
The TC design is just all around bad, I'm all for it existing but there's just too much advantage on the attackers in the current setup... We can't properly utilize most buildings (like not being able to use the ballistas from the roof of strongholds) The general imbalance of legacy priests etc... I honestly want to see the siege machines damage scale as well as scaling all of it down (damage/cost per Manganon) so sièges require more manganons and not firing them point blank like shown in the video.... Singes aren't sieges, they feel more like demolitions... In general applying restrictions for buildings would improve a lot, not allowing a claiming stone to place in a building under an already claimed guild radius influence, this would give a stronghold more purpose... I'd love even more for there to be a bonus granted to buildings under keeps of their guild/allies to promote allies building around a keep area more, but also improving the general resources around each of the keeps more would be also good to see, TC should focus more around sieving keeps, and not so much on individual players' houses like it currently is
im no coder or printer. but i do dabble here or there... and i do quiet enjoy looking into it... competition is needed for mortal. but it is few and far between...
now I'm not trying to defend NE guild shittery, but when SV themselves leaks the location of new content ahead of time it's completely normal for guilds to go try and build in that area, and there's no way of spinning it as not being SV's fault for not putting a no build zone there months ago
The house that got sieged in this Video also got moved due to being built before the patch and based on the same knowledge from the PTR. Nightfall/Sick Bastards used this house to farm the dungeon. Mythic had a house that got moved. Krieg had a house that got moved. Grimside tried to place a stronghold which got sieged right away. Pillows also had a house that got moved. Dawn had a house that got moved. these guilds mentioned above are not in the Rat Alliance :)
As an outsider looking in, it seems like they could do more to help the small guilds in TC. Small Guild gameplay is obviously best. Some kind of coalition or confederate system would be great.
I think siege windows are a must, getting sieged offline is even worse and only benefited the zergs and griefers. People simply need to realize that this game isnt meant for small groups. Its not that you cant play like that but the truth is that its best to either merge guilds together to have atleast 30-50 people that actively or atleast ally up. Otherwise you do not stand a chance against any serious group in the game.
What I ended up doing is merging my smaller guild with a bigger one and we both just have our separate villages but can now control the area we live in. And we help each other out in fights. What I would like to see, is a militia or guild merger system. I have heard a lot of time from guilds yes we would love to merge but we have too many TC that will get lost in the process. And the honest truth with games like mortal is how much we dislike it zerging will always win period. Its just the nature of hardcore games that numbers is safety.
In a lot of survival games tax gets claimed automatically from all resources gathered, For example 20% tax for each resource gathered. This means its less likely people will get sieged out because the TC owner gets something in return.
I would like there to be more keeps with pre-defined areas attached to them. Owning a smaller keep is completely pointless now.
yeah youre right. hopfully wiht tc update 2 they will change it a little, that we were able to set our own taxes and maybe with a feudal system and sectors that would be awesome that the owning guild of a sector get parts of the taxes and that the keep owner of the sector is getting the other halff of the taxes.
Something that might help with the idea of merging guilds while also solving some other TC problems is to make TC structures capturable. Allows guilds to merge by forfeiting assets. Creates a back and forth system for pvp where all is not lost if you're kicked out of an area, you can fight for it back. Gives pvp'ers that don't want to build assets a means to conquer others - and this too could be used as a way to limit zergs by creating upkeep costs that actually inhibit them (this may need a lot of thinking to do right). Imaging a big zerg guild wipes through the nation and has acquired all these structures. Upkeep goes up, kills their treasury, and maybe you add a debuff to all players in the guild with an empty or low treasury. Just something really small but enough to get people to want to demo their stuff or think before they take it. Needs balancing ofc but an idea
Being able to build close to dungeons and cities is the real problem. Build zones should've been more restrictive but it's too late now.
TC needs revamp. Mo1 system was better. this system is troll as fuck. the fact that there is no mechanism to reduce the size of castle radius,. other than sieging the castle, is a joke. The fact that you can build a village in an enemy village is garbage. The siege windows are garbage. The cost of sieging small houses is garbage. The fact that you cannot war dec ppl unless they have murderers is garbage. The supply towers are worthless and a complete waste of time. There are no portal blockers or counters to spiritists. There is no reason to own a castle other than to collect gold but you cannot increase ur radius if your neighboring castles are already established. Its a complete shit show and the fact that the last few patches had almost nothing to fix it is disheartening. SV just needs to do better. Now that the new dungeons are out of the way maybe they can focus back on the end game.
Couldn't you have some kind of indirect competition where the territory strengths are boosted or reduced based on economic performance or other indicators which are easier for small guilds to participate in?
I'm still in two minds about siege windows. It's a huge QoL Improvement to not have to be a 24-7 international guild, like MO, but now small guilds have no way of punching up against oppressive large guilds. Currently the 3 largest alliances are nutcupping each other and smaller guilds can't do a lot about it.
I've always enjoyed smaller guilds in games and because of that, I can't enjoy this game sadly.
I mean Starvault has changed TC mechanics many times to make it easier to destroy things. Which allows larger groups, Like rat alliance to Siege without the ability to fight back without being in another Large alliance.
Currently keeps are Pointless, 6 hour siege windows are WAY to long when you can destroy buildings worth thousands of gold in 10 minutes. This is a game after all and nothing feels worse than losing hours of progress in a handful of minutes cause you cant play 24/7.
This games TC Systems need a refresh with cohesive mechanics and a system that was designed to work together. The current system is more akin to a broken system, with other systems used as Band-Aids overtop of them resulting in everything being a broken sloppy mess.
Nobody should be able to build close to a POI (the distance to be determined). Nobody should be able to log out inside of a doungeon! How new players will be able to experience doungeons !? How new players will be able to loot anything when all the loot will be taken by the more experienced players? I play the game for 6 months and I have been in 2 doungeons. Never looted anything important and always one way ticket! the system is trash. teritory control!? Fine! but let POI's open to everybody! don't ask me how because I am not paid to find solutions to the game! there are people responsible for this! How "New Age" game maneged to do it!? There you can experience every single aspect of the map! MO2's design is to make the game as "impossible as possible" for people to play!
I really hope Henrik sees these comments. Fuckin sad take on TC.
I hear the jungle alliances are very welcoming 😉
Its fine, that small group of players could become a militia of a bigger guild and live their lives, but they should not be naive no.. So i hope they see your video.
Honestly tc needs a whole revamp. I dont know the perfect answer but I think they need to make it so no one can build within a big radius of a dungeon. If you have things already placed there then gms should move it. The idea of people living in a dungeon doesn't sound good. If they decide to just keep it the way it is they should at least increase the siege speed. Sieging just takes way too long.
@@mrivan2626 i'm going to say something a lot of people disapprove, spots , nodes call them as you want where you can build ONLY there like ashes of creation.
@@blacrow9707agreed. So much easier to balance specific build zones instead of worrying about the entire map.
I mean they should just simply have a patch to live before a PTR goes up.. that patch should put the no build zones of new content in. While people could use it to find new stuff its better than people building inside a dungeon.
sadly my opinion does not matter but the mechanics where not thought out on how it affects the areas or dungeons... personally i thought out alternatives for it but again im just a non-playing player now cause sub is not gonna happen when im in my predicament
House decorations looting when?!
48 hours after the stuff was destroyed than it works.
hey man did you fix the crash issue with the intel extreme tuning?
Pickaxe and Boulder running gameplay... yuck. If there is no fight, i'm not coming.
Idk the answer for TC, but this isn't it. The window was an improvement, IMHO - but I still wish castles were owned seasonally and reset. That way there would be more emphasis on guild villages rather than a keep. Not to mention, when the meta is to spam cullinariums and tc butcheries to add defenses for the keep, imho that's bad design. Something needs to change... and i just hope a conversation is started soon with the players and the devs.
What territory control, there is no territory you control you can build right next to enemy guild if you want lmao
I've actually been a douche bag to you and Henrik in the past and i apologize for that.
The game is about conflict. The current system creates conflict. Win win
TC is at a good place right now imo.
Why? Please explain. I will not argue I'm just curious to see someones point that's *for* it.
Cause he probably play on koto or karni or odinsheep so good for them xD
Here's your content: Build for hours. Get sieged when offline. Lose it all. Camp dungeons and build again. Repeat super boring process.
Glad I quit the game a while back. These updates have no real content. It's all gated by boring PvP, aka sieges.
Good PvP are fights and ZvZ, not going back and forth attacking afk guild territory.
u cant get offline Sieged anymore just so u know ;)
@@pannrickard3459. Cool. Games still shit.
This is a bullshit comment.
The TC design is just all around bad, I'm all for it existing but there's just too much advantage on the attackers in the current setup... We can't properly utilize most buildings (like not being able to use the ballistas from the roof of strongholds)
The general imbalance of legacy priests etc...
I honestly want to see the siege machines damage scale as well as scaling all of it down (damage/cost per Manganon) so sièges require more manganons and not firing them point blank like shown in the video....
Singes aren't sieges, they feel more like demolitions...
In general applying restrictions for buildings would improve a lot, not allowing a claiming stone to place in a building under an already claimed guild radius influence, this would give a stronghold more purpose...
I'd love even more for there to be a bonus granted to buildings under keeps of their guild/allies to promote allies building around a keep area more, but also improving the general resources around each of the keeps more would be also good to see, TC should focus more around sieving keeps, and not so much on individual players' houses like it currently is
Wait ballistas cant be placed on the top of strongholds!? Why am i even surprised.
@@moldiworp9143 you can place the ballistae, but you can't build a tent on the roof to arm them, so they're useless
im no coder or printer. but i do dabble here or there... and i do quiet enjoy looking into it... competition is needed for mortal. but it is few and far between...
How is to be part of an alliance of exploiters? That builded IN a dungeon?
now I'm not trying to defend NE guild shittery, but when SV themselves leaks the location of new content ahead of time it's completely normal for guilds to go try and build in that area, and there's no way of spinning it as not being SV's fault for not putting a no build zone there months ago
The house that got sieged in this Video also got moved due to being built before the patch and based on the same knowledge from the PTR.
Nightfall/Sick Bastards used this house to farm the dungeon.
Mythic had a house that got moved.
Krieg had a house that got moved.
Grimside tried to place a stronghold which got sieged right away.
Pillows also had a house that got moved.
Dawn had a house that got moved.
these guilds mentioned above are not in the Rat Alliance :)
Lol gatekeep content and kill the game... Smart