Tutorial Island Poll

Should PvP be allowed on Tutorial Island


  • Total voters
    39
@Najwalaylah

I don't mean that they charge the same, definitely charge per character. Just that they should design the flow of the game around multiple characters.
 

Najwalaylah

Exalted Member
@Najwalaylah

I don't mean that they charge the same, definitely charge per character. Just that they should design the flow of the game around multiple characters.
Maybe so, though in my opinion the days of real specialists are behind MO.

But this^^ is a topic for another thread. :)
 
It was only fun for dedicated PvPers. PvP trumps all over activities in MO which means it is not a sandbox. That is fine, but MO needs to be designed as a PvP-only game without all the time-consuming, non-PvP hoops. Then you will attract more dedicated PvPers and improve retention.
Might aswell play chivalry or murdeau if its only for combat, but i feel ya... i hate the everlasting grind concept in games aswell.
 
I think the idea is sound. Think Starvault looked at the situation, reacted directly to feedback. Newbies can add I think to the myrland economy without exploitation, learn to use/make decent crafted items before entering Myrland. With a steam release it makes sense; contrast the first without framework. I don't see anything bad on the face of it. Early presentation seemed like a bullwark issue for players: pig garden and response is directly to that as well.

MO still has alot of aspects developers in 2019 still can't seem to adopt from MO so MO still has an edge even fighting against all the broken stuff with merely above standard gear. Mortal was sellingly a troubleshooting game for players along with the combat and developers are moving quickly away from that. Mo has old/good selling points and now people can move in groups to Myrland with gear

I disagree that everything put in their q&A has a problem with it and a flatter learning curve along with help from veterans that can't kill them outright basically the most repeated idea.

I don't think the concept that the game "failed" means it's a bad game. I think if you are here that's pretty much evidence Starvault suceeded on their first game. I think with a MO 2 release even a year off I think it's great
 
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I don't presume to say he likes, or dislikes, how it works, but some kind of flagging is a non-negotiable part of Mortal Online, 'cause Henrik Said.

It only comes up because many, including me, over the years have suggested that there be no flagging. There will... not... be... no... flagging. (Counted twice. Double negative, means: "yes, there will be".)
For those who remember it, UO apparently started out without any flagging system. Anyone could murder to their hearts’ content without any fear of turning red, except gaining notoriety. So, it’s kind of how simplistic and, one might argue, a more freeform social design. It allowed players to police and create watch/wanted lists themselves that held weight because many players would have evidence (screenshots or video, for example) of the murderer’s deeds.
 

MolagAmur

Well-Known Member
It was only fun for dedicated PvPers. PvP trumps all other activities in MO which means it is not a sandbox. That is fine, but MO needs to be designed as a PvP-only game without all the time-consuming, non-PvP hoops. Then you will attract more dedicated PvPers and improve retention.
How can you say that? The time period he is talking about literally had multiple guilds whose main activites were gathering/PvE. When there were big wars these trader guilds were basically depended on by guilds who where part of the war to supply resources and weapons/armor. Keep in mind this was before afk mines which totally ruined the economy...

PvP may trump all other activities in MO because you allow it to. At the end of the day though, this is a full loot game with no safezones. That is why many of those guilds hired mercenaries to defend them on transports or even get the the guild they were selling to have them escort them. I'm kind of going off on something unrelated....but my point stands that this not just a PvP game...nor should anyone want it to be. I can guarantee you majority of the traders in this game get off on the thrill of being able to be killed while being out in the world...and that is what made it unique for both PvPers and non.

Long story short, you can blame Star Vault (surprise) for ruining the game economy and pushing out the dedicated traders/farmers. Those people used to have a place and a need in this game. Now anyone can do anything by themselves and most people do. Yay for individualism amirite!?
 

MolagAmur

Well-Known Member
The OP did a lot of good if it prompted these answers:

Q: How will the flagging system work on the Island?​
A: You will be yellow flagged (Safe from being attacked by other players) during your whole stay on the Island.​
However, we will add the option to drop your yellow flag and go blue, but once you drop it, you can't get it back, so we will make it very clear and​
advice players to NOT do this unless they 100% certain they know what they are doing. (So they can't be tricked into doing this.)​
We feel that turning off the yellow flag will be a great way to let our current veteran player base also enjoy the Island, and play it​
side by side with our new players who can watch and learn from the veterans as they engage in PvP with eachother.​
==​
Q: Will there be a way to try PvP without dropping your yellow flag?​
A: Yes, there will be the duel mechanic that we have today, and also an underground arena where everyone who enters will be grey flagged,​
and you can attack and get attacked by anyone without risking murdercounts.​
This arena will have an instanced door that requires that you to talk to an NPC that explains the dangers to you before he opens the door,​
so you can't enter it by mistake.​
==​
Q: When you decide to leave the island, is there no going back?​
A: Once you leave, you can never go back.​
==​
Q: Can already existing characters travel to the island?​
A: Existing characters can not travel to the Island.​
--Herius, via​

This is not content.
If you are SV and you want to be paid by your players for the sake of your stockholders, you design your next game with no F2P -and- if you get paid twice by the same player for separate accounts, you shut up and take the money.
So the starter island for us veterans will be like MO Classic!? Im interested.

No breeding-Check
No pets-Check
Only Ecu Spells-Check
Only Mid grade materials-Check

Shit lets have some fun boys and girls.
 
I wounder how many well organized guilds of skilled players are going to return for this. I just hope SV does not mess this up with more data breaches, hacking, DDOS attacks, corrupt GMs and unforeseen exploits just to name a few.
 

Dalacor

Senior Member
So the starter island for us veterans will be like MO Classic!? Im interested.

No breeding-Check
No pets-Check
Only Ecu Spells-Check
Only Mid grade materials-Check

Shit lets have some fun boys and girls.
We have been asking for exactly this for like 5 years :cool:
 
So the starter island for us veterans will be like MO Classic!? Im interested.

No breeding-Check
No pets-Check
Only Ecu Spells-Check
Only Mid grade materials-Check

Shit lets have some fun boys and girls.
do you think..... this is the true purpose of newbie island?

i mean it removes all of the super op materials, removes the accumulated wealth from untold numbers of exploits over the years, provides a fresh start for everyone. will the bank have a red access area? yellow flags and an instanced world would kinda ruin it but the rest does seem rather on point...

why bother calling it newbie island, just remove any way to exit and call it MO2 instead.

-barcode
 

Najwalaylah

Exalted Member
will the bank have a red access area?
"Will Haven have red flags, or will that be the EXIT sign?"

That is the great as-yet unanswered question. @Herius has spoken of yellow and grey and blue flags so far. We deserve more of his words on this.
 

Herius

Quality Assurance Lead
"Will Haven have red flags, or will that be the EXIT sign?".
Being red on the island will be possible, but very harsh as you wont have access to your bank, you will be a true outlaw and will have to rely on other characters to bring gear outside of the town for you.
 

Najwalaylah

Exalted Member
Being red on the island will be possible, but very harsh as you wont have access to your bank, you will be a true outlaw and will have to rely on other characters to bring gear outside of the town for you.
Who ARE you and what have you done with the Real Star Vault?!?

[EDIT] That's such a sensible plan. Thanks for answering.
 

Dalacor

Senior Member
New unofficial profession: The Smuggler
Im actually a bit excited for the island after reading this thread. Sounds fun, not something that I have had in MO in the longest time. Only thing missing so far is a goal, id love it for guilds to be able to control a single keep on the island, the us vs them might be a good laugh. Id also love to see PVP designed places, maybe ruins like GK which provided some of the best fights of all time. The ruins could hold random mid tier loot so that reds that lost gear could go there to try and get some bits back, this would then provide a great place to fight and a place for blues to get back at the reds etc. None of us really want a big ass guardzone fight to be the only action...ewww
 
Being red on the island will be possible, but very harsh as you wont have access to your bank, you will be a true outlaw and will have to rely on other characters to bring gear outside of the town for you.
Are you really an outlaw if everyone youve killed to become red had to consent to it.
 
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