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#1
Mortal is an awesome game thats ruff around the edges. Game design is hard, especially with an aim to make a hardcore game. So here is my suggestion; Use your existing player-base as mechanics beta testers.
Naturally not everything can be tried, but plenty of mechanical ideas can be and I think you have a dedicated (albeit one that holds a lot of pent-up-rage) player-base. I'd love to see you utilise us more so that when Mo2 is 100k active players, we can know, that in a small way. We helped build that.
The actually mentality shift here is to set the expectation that MO is now a testing bed and that, while things seems un-balanced or off and it will cause problems, think about it as the beta env from now on. I actually think you will engage people more and, when MO2 launches its will take off a lot of burden in early balancing and what not.
Starter Ideas:
As an example: No TC in MO2? Alright, let's remove it in MO. Work out some min compensation and make existing banks stick about for a month or two.
Naturally not everything can be tried, but plenty of mechanical ideas can be and I think you have a dedicated (albeit one that holds a lot of pent-up-rage) player-base. I'd love to see you utilise us more so that when Mo2 is 100k active players, we can know, that in a small way. We helped build that.
The actually mentality shift here is to set the expectation that MO is now a testing bed and that, while things seems un-balanced or off and it will cause problems, think about it as the beta env from now on. I actually think you will engage people more and, when MO2 launches its will take off a lot of burden in early balancing and what not.
Starter Ideas:
As an example: No TC in MO2? Alright, let's remove it in MO. Work out some min compensation and make existing banks stick about for a month or two.
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