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So I bought this game full well understanding that it would be very rough in the beginning. Whether I stay or not all depends on what direction they intend to take this game. My primary focus is on game content: Is there a sword in the stone at the bottom of the dungeon or is the trip just for the sake of making the trip as to be entertainment for the red waiting at the enterance.
Will the game be mainly about pvp with only a hint of pve mixed in there ? Will there be a lot of pve mixed with the pvp element? I want to know what the toys are going to look like in this sandbox and right now there are not enough toys.
The early UO was not a pvp game imho. The term hadn't even been invented yet. UO was pvp and pve.
I can get behind a game that will grow but I only want to get behind games that are growing in the direction of my interests. I, personally, would participate in the pve world while expecting and anticipating pvp encounters (rather than the other way around).
I'm just now doing the bootstraping thing. I haven't really left the newbie town in a couple days. I've just been cutting down trees to make some silver. I'm starting to understand the skill system but there are still many many unanswered questions. It seems skill books are the only way to unlock certain skills and you cant use certain tools without these skills but I need to wait in game, real time to "finish reading" ?
I feel like the community resources are lacking, I'm very glad to hear that there is a new UI in the works (dear lord) and I see promise for this game. If the next 20 patches are all about pvp fixes I guess I'll have my answer. If we see some interesting content slip in then I'll have my answer too.
I don't know where it says that sandbox games have to be void of interesting things to do. My hope is that its simply a time issue and that these types of interesting pve elements will indeed make their way in. The world seems nice enough.
Comments
I understand your concerns and questions about the direction of the game, and I'm pretty much in agreement with you on the direction I'd also like to see the game take.
To be honest, if I'd wanted a PvP-only game, I would have probably stuck with Darkfall.
But, I was hoping for more of a virtual world, with a lot more avenues for play. I do believe that is the direction that SV intends with Mortal Online.
The game is certainly at a core level right now, which is what they said it would be. The things they start adding from this point on are obviously going to start defining the actual type of world we can play in.
Fortunately, the things that the devs are talking about are what I look at in terms of direction. Of course, things like stability and bugsquashing are paramount right now, but they are also going to have to trickle in some features as they work on those things (it is a development team, after all). And, as seen on the official forum, everyone has their own personal bailiwick that they firmly believe should be the top priority and addressed NOW.
They definitely should work on the PvE: more mobs, improved AI, and more "dungeons" that have a purpose. Regarding that, I believe the Risar boss dropped something like a ruby to the Forsaken guys that killed him. Additionally, one of the ideas I liked a lot in development was the concept of the "one-time boss" - a big-time, named mob that, once it was killed, it was permanently dead (to the fame and glory of the folks able to kill it).
From what the devs have said, I believe that PvP isn't the only focus of the game. A recent example that stands out in my mind: there was a thread on taverns not long ago. I didn't start it, but I might as well have, because that's something that I would like to do at one point - run a tavern in a game like this. A dev responded, saying:
"Inn/Taverns are already on our table. But they will be put into the game once we have features to support the purpose.
atm I can not reveal how taverns will work but I could at least let you know it is planed."
(the entire tavern thread can be seen here: http://www.mortalonline.com/forums/49490-taverns.html#post962328)
To me, this type of system (and there are more examples) illustrates the ultimate direction that the game is going: a virtual world in which we can act with greater freedom and choice, whether that be PvE, PvP, RP, economic, social, etc. And, that's exactly the type of gameworld I've been looking for.
I just think it's going to take time for them to get there.
Hell hath no fury like an MMORPG player scorned.