First off, if you have issues with being twfpwn'ed by a lvl 75 you wouldn't be playing the game.
In lineage 2 we would have high levels come to the noob towns and take people out and we were like sea turtles trying to get to the ocean when we left the city - all run enmasse they can't get all of us.
That was the game.
And then we leveled so we were high enough to take care of ourselves and definitely joined a guild.
However, it's a good point in that developers need to be realistic about player population in their games. Especially if they don't have a lot of money and they can't make a high-quality game.
Not to be a bum, but the old days are gone. The current player base would not tolerate such behaviour.
In the past, there weren't that many choices to play mmorpgs so you either sucked it up or not played anything at all. Now there's way too many games catering to almost every playstyle for someone to stick with a game they find frustrating.
But the old players are not gone.
Developers need to know who they are making their games for and realistically figure out if they can make their game given their current player base.
Look, there are people playing EVE. There are people showing up for Mortal Online 2 beta. There are players.
Now the developers have to develop for those players and be able to make the game they want given how much they will realistically make.
Some (probably many) of these old players are too busy with life now to waste their precious time being ganked. When I was younger I had no issues spending hours to form parties to grinding for hours in the same spot to gain levels. Now? there's no way in hell I'm going to do that when I can play other games that are more user friendly.
Time is precious, I as probably many others don't want to waste their couple hours of playtime being frustrated.
But again, and I feel like I'm a broken record at this point, those who do not want to be ganked would not be playing these games.
As I said, there are people playing EVE, there are people showing up for Mortal Online 2 betas.
The challenge that the developers face is to figure out who their market is, how many people are in that market, and whether or not they can get those people.
People who don't have time to be ganked wouldn't be part of that market.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
First off, if you have issues with being twfpwn'ed by a lvl 75 you wouldn't be playing the game.
In lineage 2 we would have high levels come to the noob towns and take people out and we were like sea turtles trying to get to the ocean when we left the city - all run enmasse they can't get all of us.
That was the game.
And then we leveled so we were high enough to take care of ourselves and definitely joined a guild.
However, it's a good point in that developers need to be realistic about player population in their games. Especially if they don't have a lot of money and they can't make a high-quality game.
Not to be a bum, but the old days are gone. The current player base would not tolerate such behaviour.
In the past, there weren't that many choices to play mmorpgs so you either sucked it up or not played anything at all. Now there's way too many games catering to almost every playstyle for someone to stick with a game they find frustrating.
But the old players are not gone.
Developers need to know who they are making their games for and realistically figure out if they can make their game given their current player base.
Look, there are people playing EVE. There are people showing up for Mortal Online 2 beta. There are players.
Now the developers have to develop for those players and be able to make the game they want given how much they will realistically make.
Some (probably many) of these old players are too busy with life now to waste their precious time being ganked. When I was younger I had no issues spending hours to form parties to grinding for hours in the same spot to gain levels. Now? there's no way in hell I'm going to do that when I can play other games that are more user friendly.
Time is precious, I as probably many others don't want to waste their couple hours of playtime being frustrated.
But again, and I feel like I'm a broken record at this point, those who do not want to be ganked would not be playing these games.
As I said, there are people playing EVE, there are people showing up for Mortal Online 2 betas.
The challenge that the developers face is to figure out who their market is, how many people are in that market, and whether or not they can get those people.
People who don't have time to be ganked wouldn't be part of that market.
Yes, totally.
To tell you the truth (sorry haha) my message was mainly to answer this thread's question by using your example as emphasis. Companies needs to understand that if they want such a game, they're getting a niche player base. If they're happy with that, good! if they're not, then perhaps don't develop such a game.
I have the ultimate solution to make the BEST and most POPULAR PVP MMORPG the world has ever seen.
1) Make the best PVE game ever.
2) Make 40% of Servers PVE ONLY, 55% Optional PVP with Safe Zones no looting bodies/items, 5% of Servers make Full Loot PVP 0 Safe areas 0 Flags.
3) In the Optional PVP Safe Zone Servers - have 85% areas PVE ONLY, 15% areas PVP Only, Also allow Flagging to be turned off anywhere so people can fight UO style Chaos/Order.
4) On all Servers have in game bulletin boards that display various stats, like kills, kill ratio... for 10 or 100 top players so people can brag about their leetness.
I have now explained how to create the most popular PVP game and PVE game ever made.
/mic drop
Devs who follows these simple steps, please message me to pay me my consultation check for making you rich.
To be honest, the pvp flagging could be incorporated with instances. Anyone who doesn't flag for pvp will be in their own instances, and those that want to pvp only see people that want to pvp.
To be honest, the pvp flagging could be incorporated with instances. Anyone who doesn't flag for pvp will be in their own instances, and those that want to pvp only see people that want to pvp.
You know that's an amazing idea, has any game every even did this? Basically layering with PVP flagging that's genius.
You know that's an amazing idea, has any game every even did this? Basically layering with PVP flagging that's genius.
To tell you the truth, some people would still find something to complain about even with such a system. It would solve many issues with open world pvp, and the technology is already available.
There has been a lot of free to play mmos I tried that had multiple channels with some having pvp enabled and other not. Its not really something new, but using layering it would make it more seamless which would be ultimately better.
To be honest, the pvp flagging could be incorporated with instances. Anyone who doesn't flag for pvp will be in their own instances, and those that want to pvp only see people that want to pvp.
You know that's an amazing idea, has any game every even did this? Basically layering with PVP flagging that's genius.
To tell you the truth, some people would still find something to complain about even with such a system. It would solve many issues with open world pvp, and the technology is already available.
Yeah the more I think of this, its basically just like trammel patch in UO where you could port to the PVP clone world or PVE world. Its a good solution for PVE'ers not so good for many PVP'ers.
Alot of PVP'ers want to show off their skills, which is why so much PVP is happening in populated areas, dueling in populated locations etc... There is a large contingent that wants fame, and like having a crowd form to watch them show off their skills.
Another faction do not even want flagging, they want to force you to play in their world, they don't want people to have any options.
I have the ultimate solution to make the BEST and most POPULAR PVP MMORPG the world has ever seen.
1) Make the best PVE game ever.
2) Make 40% of Servers PVE ONLY, 55% Optional PVP with Safe Zones no looting bodies/items, 5% of Servers make Full Loot PVP 0 Safe areas 0 Flags.
3) In the Optional PVP Safe Zone Servers - have 85% areas PVE ONLY, 15% areas PVP Only, Also allow Flagging to be turned off anywhere so people can fight UO style Chaos/Order.
4) On all Servers have in game bulletin boards that display various stats, like kills, kill ratio... for 10 or 100 top players so people can brag about their leetness.
I have now explained how to create the most popular PVP game and PVE game ever made.
/mic drop
Devs who follows these simple steps, please message me to pay me my consultation check for making you rich.
Fractured
I doubt that, just looking under tags on steam it has only "MMO" and "Online PVP", pretty obvious they not trying to make the best PVE game which is the primary point I made.
In the end, PVP needs players to be fun. I bet there is more PVP in WoW than most PVP MMO's. Even if you build a PVP game, you get a few thousand players to PVP, most of which have likely played WoW PVP so WoW got their money too.
I remember UO/DAOC were considered great PVP games but really like 5% or less of the people were PVPing at any given time. Maybe if you are making a huge push to open darkness falls you could convince some PVE'ers to come help, but soon as you open DF the zerg evaporates straight into DF to PVE.
In the end, PVP needs players to be fun. I bet there is more PVP in WoW than most PVP MMO's. Even if you build a PVP game, you get a few thousand players to PVP, most of which have likely played WoW PVP so WoW got their money too.
I remember UO/DAOC were considered great PVP games but really like 5% or less of the people were PVPing at any given time. Maybe if you are making a huge push to open darkness falls you could convince some PVE'ers to come help, but soon as you open DF the zerg evaporates straight into DF to PVE.
But the PvP in DAOC was woven into the gameplay from the very beginning. EVERYTHING was impacted by the war effort. PvE players were very invested in the success of their realm, not just for Darkness Falls, but also due to the benefits that Relics would give.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
In the end, PVP needs players to be fun. I bet there is more PVP in WoW than most PVP MMO's. Even if you build a PVP game, you get a few thousand players to PVP, most of which have likely played WoW PVP so WoW got their money too.
I remember UO/DAOC were considered great PVP games but really like 5% or less of the people were PVPing at any given time. Maybe if you are making a huge push to open darkness falls you could convince some PVE'ers to come help, but soon as you open DF the zerg evaporates straight into DF to PVE.
But the PvP in DAOC was woven into the gameplay from the very beginning. EVERYTHING was impacted by the war effort. PvE players were very invested in the success of their realm, not just for Darkness Falls, but also due to the benefits that Relics would give.
Yeah I agree, but what made PVP seem popular was the sheer numbers of players in the game. If the pop was down to a few hundred you would see the PVP die completely.
Why was the servers populated? That was because of safe/semi safe PVE zones.
In reality much of the relic battles on most servers where dominated by 1 faction. Maybe the other couple of factions could get a hundred of so people together for a measly 1-2 hours once in a while.
I know our 8 man group would roam day in day out looking for anyone to kill, usually just end up at Alb PK doing circles. PVP wasn't exactly non stop.
Some of the more populated servers had more action I agree, but what are the real percentages of PVE to PVP play even on those servers?
In the end, PVP needs players to be fun. I bet there is more PVP in WoW than most PVP MMO's. Even if you build a PVP game, you get a few thousand players to PVP, most of which have likely played WoW PVP so WoW got their money too.
I remember UO/DAOC were considered great PVP games but really like 5% or less of the people were PVPing at any given time. Maybe if you are making a huge push to open darkness falls you could convince some PVE'ers to come help, but soon as you open DF the zerg evaporates straight into DF to PVE.
But the PvP in DAOC was woven into the gameplay from the very beginning. EVERYTHING was impacted by the war effort. PvE players were very invested in the success of their realm, not just for Darkness Falls, but also due to the benefits that Relics would give.
Why was the servers populated? That was because of safe/semi safe PVE zones.
This is why I have always despised "flags". In DAoC each realm had their Homeland where they could not even see the other realms. But once you stepped into a Frontier... you knew that anyone from another realm was there to kill you, and you them. No silliness with turning "flags" off. See enemy- fight enemy
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
In the end, PVP needs players to be fun. I bet there is more PVP in WoW than most PVP MMO's. Even if you build a PVP game, you get a few thousand players to PVP, most of which have likely played WoW PVP so WoW got their money too.
I remember UO/DAOC were considered great PVP games but really like 5% or less of the people were PVPing at any given time. Maybe if you are making a huge push to open darkness falls you could convince some PVE'ers to come help, but soon as you open DF the zerg evaporates straight into DF to PVE.
But the PvP in DAOC was woven into the gameplay from the very beginning. EVERYTHING was impacted by the war effort. PvE players were very invested in the success of their realm, not just for Darkness Falls, but also due to the benefits that Relics would give.
Why was the servers populated? That was because of safe/semi safe PVE zones.
This is why I have always despised "flags". In DAoC each realm had their Homeland where they could not even see the other realms. But once you stepped into a Frontier... you knew that anyone from another realm was there to kill you, and you them. No silliness with turning "flags" off. See enemy- fight enemy
I hate flags.
I dunno how they came up with something worse than levels in a PvP game... but there you have it.
Levels aren't bad in a PVP game IF the game is following a true role-playing idea where you are not solely the combatant but your character is more front and center.
Heck, it's like those robot wars where you design a robot and control it but what you've done in the design is a part of what makes it win.
I have no problem with levels in a pvp game. However, to my taste, I also think that a level 1 character should at least be able to touch a max level character and not whiff on every attack.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
In the end, PVP needs players to be fun. I bet there is more PVP in WoW than most PVP MMO's. Even if you build a PVP game, you get a few thousand players to PVP, most of which have likely played WoW PVP so WoW got their money too.
I remember UO/DAOC were considered great PVP games but really like 5% or less of the people were PVPing at any given time. Maybe if you are making a huge push to open darkness falls you could convince some PVE'ers to come help, but soon as you open DF the zerg evaporates straight into DF to PVE.
But the PvP in DAOC was woven into the gameplay from the very beginning. EVERYTHING was impacted by the war effort. PvE players were very invested in the success of their realm, not just for Darkness Falls, but also due to the benefits that Relics would give.
Why was the servers populated? That was because of safe/semi safe PVE zones.
This is why I have always despised "flags". In DAoC each realm had their Homeland where they could not even see the other realms. But once you stepped into a Frontier... you knew that anyone from another realm was there to kill you, and you them. No silliness with turning "flags" off. See enemy- fight enemy
I hate flags.
I dunno how they came up with something worse than levels in a PvP game... but there you have it.
Levels aren't bad in a PVP game IF the game is following a true role-playing idea where you are not solely the combatant but your character is more front and center.
Heck, it's like those robot wars where you design a robot and control it but what you've done in the design is a part of what makes it win.
I have no problem with levels in a pvp game. However, to my taste, I also think that a level 1 character should at least be able to touch a max level character and not whiff on every attack.
Another thing that DAoC got right. Sure, a level 50 could gank a low level character in the Frontier. But to make that gank they had a LOOONG travel time as the lower mobs were closer to the games of the homeland. Also, there was little/no benefit to ganking a grey or lower level character. And if a ganker stayed in an area they would get killed fairly quickly by a defensive force. As soon as someone died, you would instantly get /tells asking where so they could come clear out the gankers.
When they added the Battlegrounds it also gave folks a place to go, fight for their realm, get great XP, learn the game (how do catapults work... what's a ram do..) and only face similar levels.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
I'd like to apologize for continuing to go back to this point.
I really dislike progression expressed by levels. Not only does this absolutely doom an open world PvP game but I'd argue it is really bad for PvE games as well. There is no immersion with 'levels' - it is a lazy mechanic that should have died out a long time ago.
Skill systems are much better - showing progression by faction with a community - even filling out a map as you explore - all of these are so much better and can be rolled into the lore/exploration of the game.
Take the idea of a person who created a sword is the most capable of using it effectively. That is something that would help with a PvP game but I think it is an idea that would make PvE more engaging as well (crafting would be more rewarding). Tying the use of magic to standing with a diety could also help balance PvP - but also offers all kinds of questing opportunities for PvE - have you ever played a game where a player refused to eat certain types of food because it would harm standing with his diety?
I really believe that solving the "problem" of open world PvP could force creative design choices that may end up making a game better for everyone.... especially if the goal is immersion/lore/fun instead of punishment.
Or we could just cough up another level based theme park.
Whatever.
Because there are a bunch of people that cry about how UO & DAOC was the best games ever, so, as opposed to doing something new, they try to copy those games, and realize that those games were only somewhat remotely popular because they had limited competition, and were very unique for their time.
I'd agree that is a very large problem.
ESO is made by a DAoC designer. ESO is probably game closest to DAoC as far as design goes. ESO is unquestionably a massively successful game.
With all due respect, if someone wants to lump in DAoC with a full loot open world PvP game, they are utterly wrong. I mean, in DAoC you could literally hit max level and have a great time and never once even engage in a PvP battle at all...
Played DAoC. Never did any PvP.
DAOC and ESO are cases where the PvP is done right. It's optional. And of course, not full loot.
Games where PvP is optional, and the rewards for winning help your entire faction, are popular. Give people a reason to PvP, and the option to do it when they want to, and it sells very well.
Full loot can also work well, again when the PvP is optional and there is a good reason to want to do it. Like in PoTBS or EvE.
Odd, I remember getting stonewalled in leveling around 20ish, and PvP/RvR being the best way to level/earn exp from that point onward.
But then again, I only played for a few weeks at the start of the game, so, no doubt there may have been a lot of changes over the years, or even later developed tactics what a transient like myself to DAOC, would not have actually cared about. But when I played, PvP was in fact the focus of the game, maybe that changed as time went on.
And I think that is what a lot of people forget, and often end up with Head-up-ass syndrome, which one poster here has a chronic case of, is that successful MMO's evolve and change over times, sometimes being quite different a few months after launch then what they were at their start, and by the time some people leave an MMO, they legit forget what it was in fact like at the start. No doubt this is multiplied by any kind of Rose Colored Glasses effect, where they magically forget the sucky parts.
Case in point, GW2, the game evolved a lot over a somewhat short time, within a few months from launch, and things were different from it's launch set up, and they continued to evolve over the years, so the way the game mechanics for GW2 worked at the start, were very different from how they are today, and no doubt players that had been playing for all the years through, would have a continually evolving game experience, I know in GW2, after 9 years later, and no joke, there are a lot of people that have forgotten a lot of the more suck aspects of the game, and then the rose colored goggles kick in.. and the rest.. well.. the rest can seen across this form endlessly.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Sometimes you just have to accept that developers don't care or want to listen to what the masses want. The developers set out to design the game they want and if that includes FL PvP, so be it you're not the intended market.
All these PVP devs talking about how the entire MMO's genre is dead because they cant get any people to play their trashy griefest/gankfest hardcore PVP game. If you want lots of customers then make a game that appeals to lots of customers.
I'm totally shocked that they keep trying the same exact thing.
How does it not occur to them that a level 75 is going to wtfpwn level 1 characters for lulz all day long?
THeres alot of bullies out there....In games and in real life too
How about this? If you kill a player who is lower than you and had no real chance, you are flagged as an outlaw and burdened with guilt. So burdened that you are over-encumbered and can only walk very slowly for the next 10 minutes. That makes you an easy target for the bounty hunters.
It sounds great in theory but don't these players usually just log off and log on another account or character? Also if the game has a bounty system don't players either kill it with an alt or have a friend they work with kill it so they get the money?
Comments
As I said, there are people playing EVE, there are people showing up for Mortal Online 2 betas.
The challenge that the developers face is to figure out who their market is, how many people are in that market, and whether or not they can get those people.
People who don't have time to be ganked wouldn't be part of that market.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
To tell you the truth (sorry haha) my message was mainly to answer this thread's question by using your example as emphasis. Companies needs to understand that if they want such a game, they're getting a niche player base. If they're happy with that, good! if they're not, then perhaps don't develop such a game.
There has been a lot of free to play mmos I tried that had multiple channels with some having pvp enabled and other not. Its not really something new, but using layering it would make it more seamless which would be ultimately better.
Yeah the more I think of this, its basically just like trammel patch in UO where you could port to the PVP clone world or PVE world. Its a good solution for PVE'ers not so good for many PVP'ers.
Alot of PVP'ers want to show off their skills, which is why so much PVP is happening in populated areas, dueling in populated locations etc... There is a large contingent that wants fame, and like having a crowd form to watch them show off their skills.
Another faction do not even want flagging, they want to force you to play in their world, they don't want people to have any options.
I remember UO/DAOC were considered great PVP games but really like 5% or less of the people were PVPing at any given time. Maybe if you are making a huge push to open darkness falls you could convince some PVE'ers to come help, but soon as you open DF the zerg evaporates straight into DF to PVE.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Why was the servers populated? That was because of safe/semi safe PVE zones.
In reality much of the relic battles on most servers where dominated by 1 faction. Maybe the other couple of factions could get a hundred of so people together for a measly 1-2 hours once in a while.
I know our 8 man group would roam day in day out looking for anyone to kill, usually just end up at Alb PK doing circles. PVP wasn't exactly non stop.
Some of the more populated servers had more action I agree, but what are the real percentages of PVE to PVP play even on those servers?
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Heck, it's like those robot wars where you design a robot and control it but what you've done in the design is a part of what makes it win.
I have no problem with levels in a pvp game. However, to my taste, I also think that a level 1 character should at least be able to touch a max level character and not whiff on every attack.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
When they added the Battlegrounds it also gave folks a place to go, fight for their realm, get great XP, learn the game (how do catapults work... what's a ram do..) and only face similar levels.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
But then again, I only played for a few weeks at the start of the game, so, no doubt there may have been a lot of changes over the years, or even later developed tactics what a transient like myself to DAOC, would not have actually cared about. But when I played, PvP was in fact the focus of the game, maybe that changed as time went on.
And I think that is what a lot of people forget, and often end up with Head-up-ass syndrome, which one poster here has a chronic case of, is that successful MMO's evolve and change over times, sometimes being quite different a few months after launch then what they were at their start, and by the time some people leave an MMO, they legit forget what it was in fact like at the start. No doubt this is multiplied by any kind of Rose Colored Glasses effect, where they magically forget the sucky parts.
Case in point, GW2, the game evolved a lot over a somewhat short time, within a few months from launch, and things were different from it's launch set up, and they continued to evolve over the years, so the way the game mechanics for GW2 worked at the start, were very different from how they are today, and no doubt players that had been playing for all the years through, would have a continually evolving game experience, I know in GW2, after 9 years later, and no joke, there are a lot of people that have forgotten a lot of the more suck aspects of the game, and then the rose colored goggles kick in.. and the rest.. well.. the rest can seen across this form endlessly.
Avoiding Internet tough guys could be one contributing factor I'm thinking.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Awesome
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
It sounds great in theory but don't these players usually just log off and log on another account or character? Also if the game has a bounty system don't players either kill it with an alt or have a friend they work with kill it so they get the money?