Mortal Online 2 Supply Run Tutorial Guide 4K and some feedback

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  • เผยแพร่เมื่อ 14 ต.ค. 2024

ความคิดเห็น • 46

  • @EvinsWardlaw
    @EvinsWardlaw ปีที่แล้ว +6

    I whole-heartedly agree!! The current iteration of Supply Runs are an embarrassment and disrespect the player's time. The supply runs need to reward far more "supply inventory" for the time it takes to complete. Also, the 5% back to store-operating guild is also an insult... since it would actually cost the guild much more money to continue providing supplies than what they would EVER get back in that 5% per transaction. After a guild supplied a TC general store and all sales were made to an outside guild, EVERY supply crate would have to provide for 100g in sales, at least, just to offset the 5g spent by owning guild to supply the store. Otherwise, supplying the store is just a continuous gold sink for no benefit for the owner... who just gives away gold for benefit?? NO ONE, beyond RP storekeepers, would continue to operate such a store.
    Minor gold creation at TC general stores, gets gold from out of the guard zones and into conflict areas... providing a bit more or risk vs reward AND then it still has to be transported to town if people wish to use.it for brokered goods, postal service, CoD, Buy Orders, etc. So, either way, it gets back to the populated NPC cities.

  • @mattryan2774
    @mattryan2774 ปีที่แล้ว +2

    I swear I see you in game at bakti often. at least your guild members. Love the content! Keep it up bro

  • @MomoWangAU
    @MomoWangAU ปีที่แล้ว +1

    I enjoyed your rants today :) keep up the good work

    • @WolfszeitYT
      @WolfszeitYT  ปีที่แล้ว

      Hahaha xD awesome, i call them rants of love.

  • @Denkimon
    @Denkimon ปีที่แล้ว +1

    Great video, as always! keep it up bro

  • @dj-jojosan
    @dj-jojosan ปีที่แล้ว +2

    people want a game, no second job.

  • @msmaa5
    @msmaa5 ปีที่แล้ว +2

    sucks that henrik lied about supply run being distance based , i take 30 min to deliver supply and a guild near a city can just go and deliver 10 in 3 mins

    • @MrBearMia
      @MrBearMia ปีที่แล้ว

      He didnt lie though. they ARE distance based, but its linear and doesn't make sense. but it IS distance based.

    • @msmaa5
      @msmaa5 ปีที่แล้ว +1

      @@MrBearMia that just means how much the distance doesn't effect anything , its such a chore to go 30 min trip for supplies when u min is 50 , i want a equal waste of time for all guilds

  • @xX_BangsGames_Xx
    @xX_BangsGames_Xx ปีที่แล้ว +1

    Fix over used plant models that aren’t collectible (steppe nettle), add more variety of creatures, add bards, new hair styles, and add quivers for arrows

  • @ReasonIsNifty
    @ReasonIsNifty ปีที่แล้ว +1

    Amen, in no particular order
    All clade abilities working, I know maybe we're waiting for UE5 and dark pixels or something
    Broker revamp, why no cost per unit?
    Criminal status revamp, maybe kill rights?
    Weapon abilities, so maybe not great sword online?
    Dynamic PVE
    Dynamic resources, not sure about this one wasn't there for meteorites in MO1
    Probably a lot of other things
    edit: shield durability loss, crafting rebalance, etc etc etc

  • @LordAikido
    @LordAikido ปีที่แล้ว +1

    It's not the responsibility of the consumer to improve the product, Henrick needs to fix this stuff or people just walk away from his product.

  • @TurakGames
    @TurakGames ปีที่แล้ว +2

    I havent done any supply run for the moment, but Im taking a break from MO2. What I noticed since MO1 is that SV puts a lot of effort on making a game to punish the player: they dont give basic info about how a mechanic works, they dont prioritize tutorials, they put mechanics that are not rewarding enough, like most dg in the game is not lucrative enough, since you have to group up and split the spoils which is not enough for a group. So basically the game discourage you to group up, but at the same time is nearly impossible to play solo. Proeminence is another thing that should go away. Why we have that? Its another mechanic there to make ppl unconfortable in their guilds and you could simple use just gold to buy stuff.

    • @EvinsWardlaw
      @EvinsWardlaw ปีที่แล้ว +2

      I agree that Star Vault needs to rethink their tutorials and new player experience. I've brought in 10 players, and all left the game pretty soon after feeling like the game was a "running simulator" and the fun moments were time-gated by too much boring and mundane stuff.
      One simple fix would be to make the combat tutorial an interactive, guided session with an NPC. For a game that is so proudj of it's minimalist UI... it seems odd to have an entire training tutorial in UI panels but claim this game is the "Most Immersive" anything.

    • @WolfszeitYT
      @WolfszeitYT  ปีที่แล้ว +1

      Yeah feels like a second job online instead of a game.

  • @ForTheBoyz
    @ForTheBoyz ปีที่แล้ว +1

    TC has been a bust. Sieging cost too much, supply runs feel pointless. No one wants to siege when and war when it takes 30 mag's to take down a SH.

  • @santaras8536
    @santaras8536 ปีที่แล้ว +1

    Can you make a video on TC problems? Feels like supply runs are not the biggest problem right now and your platform is quite big to show the problmes of tc

    • @WolfszeitYT
      @WolfszeitYT  ปีที่แล้ว +2

      What do ypu think are the problems of tc. Just curious

    • @EvinsWardlaw
      @EvinsWardlaw ปีที่แล้ว +1

      @@WolfszeitYT in the MO2 official discord there are several, really detailed "talking points" of exact complaints that directly causing players to avoid/abandon TC, altogether. I'll go find and share it.

    • @EvinsWardlaw
      @EvinsWardlaw ปีที่แล้ว

      Like other game concepts - this TC patch feels half done, so here are the issues with that half patch:
      1 - you can place priest structures along with other npcs; but enemies can use them, encouraging griefing
      2 - you can siege, but defenders can place a claim stone without any type of cool-down timer and this will be utilized to generate an instant 100% defensive bonus to mitigate all structure damage
      3 - the make point 2 even detrimental to Sieging, if that defending guild for some reason loses his defense bonus then you can just place the claim stone of another guild
      4 - to make points 2 and 3 further detrimental to sieging, if you siege an alliance with several keep owners they can just share the claim stones between the buildings, making it just impossible to siege
      5 - to make points 2,3,4 even MORE detrimental to sieging, capturing supply lines give instant defensive bonus if your enemy is sieging you - so the optimal defense is to just send out 10 guys roaming and capturing supply towers, you can effectively counter a 300 man attacking siege force with 10 roaming defenders playing musical chairs with claim stones at supply towers
      6 - you can claim stuff that is not on your territory, so with a jungle keep with 100% def bonus you can build a house in the other part of the map in the middle of an enemy village and make it invulnerable
      7 - even without the guild claimstone swapping - defenders can constantly repair walls while beng hit by mangs, yet the repairs are at such an accellerated rate that it nullifies much of the potency of the mangs.
      8 - sieging becomes a war of atrophy more than skill - attackers must overcome an unlimited respawn rate while defenders have a priest within the keep. Attackers must ensure they have an equally close location to resurrect from. Consecutive, rapid deaths should result in a more punitive rez sickness, stat loss, timed-lockout - to actually incentivize combat skill, tactical planning and surviving through the siege.
      9 - there is an immense cost in number of mangs neeed and the man house required - with literally nothing to gain from actually winning a siege.
      10 - there are many other things, like many TC buildings not doing what they should do at their tier3 upgrade
      11 - supply maxing at 1000 making it tedious since the per trip reward is so excruciatingly low. It takes between 3 ,000 - 6,000 gold to build and fire mangs to take out "non-claimed" Houses and Strongholds (if those structures put up zero defense)... why is Star Vault then worried about 1000g being the hard cap on gold generation from a "general store".
      We needed a month for a simple server building decay timer fix, so timetable to fix TC is not exactly promising
      This is not my list - but a combination of ideas that I saw were being copy-pasted by players in the MO2 discord

    • @EvinsWardlaw
      @EvinsWardlaw ปีที่แล้ว

      "the #1 reason why i am displeased with TC is because capturing TC towers requires you to woodcut/mine and go to town to spend. logistics is the last thing people want to do.
      if it was just capture the flag, it would be so much easier to motivate people to participate. instead i have to go "craft mauls... everyone start hammering..." and it's boring.
      people do not like mining, woodcutting, bob the builder, or left clicking to siege.
      " - Diphrael
      "This literally happened recently...
      Mid siege, with 250 people... "Shit... they got 2 towers, taking a 3rd now (multiple teams) in the jungle. we're at Cave Camp.... fuck it. Log off." - Pox
      "I am disappointed that the multiple systems (all but 1 I reckon) released with TC have flaws so severe that the entire game, not just me, is not sieging after 4+ weeks. It's a symptom, only.
      I wonder if this is what Henrik wants. It's what we have, a fightless game with no one contesting anything, because it's impossible.
      And, if you are bad ass enough to do what we've done now more than 10 times... and destroy a SH, even big important ones key to big large scale battles.... the reward is nil. Not 'smaller than defense cost', not even 'small', literally nil" - Pox
      "All strucutres that are destroyed should have a cool down to prevent just placing another. guildstone swaps should drop defense to 0 for some time frame. Those two things would make it at least possible to seige something down.
      "All strucutres that are destroyed should have a cool down to prevent just placing another. guildstone swaps should drop defense to 0 for some time frame. Those two things would make it at least possible to seige something down." - Phaneronic the Wise

  • @David-wp2iw
    @David-wp2iw ปีที่แล้ว +1

    Clade gift 300 for each run! Not ducking 50! What is all about 50 clade????

  • @xefiporhouseofzen8383
    @xefiporhouseofzen8383 ปีที่แล้ว +1

    Really... The supply runs are easy as fuck.. And you get 100 Glory and Prom from turning them in. Plus restocking your town supplies. I don't understand why people are crying about this. And if your guild is falling apart because people can't decide on who does supply runs you have larger issues.

    • @WolfszeitYT
      @WolfszeitYT  ปีที่แล้ว

      no we dont have a problem in our guild. but people wrote me about problem in there guilds because of the supply run issue. For us its easy xD

  • @1up3dgames72
    @1up3dgames72 ปีที่แล้ว

    When you go to a subscription model you have essentially made respecting the players time the most important thing. Shouldn't be a suprise since now you are paying for time instead of content. They clearly don't understand this. The game just isn't going to work that way.

  • @MrBearMia
    @MrBearMia ปีที่แล้ว +1

    100% the broker needs to be finished. currently it feels like it's in alpha state.

  • @MrBearMia
    @MrBearMia ปีที่แล้ว +1

    min 50 max 100. youre riding from MK to meduli for .... extra 50? I can do 3 toxai MK runs instead

    • @WolfszeitYT
      @WolfszeitYT  ปีที่แล้ว

      Yeah that was just an example but basicly yes

    • @EvinsWardlaw
      @EvinsWardlaw ปีที่แล้ว +1

      @@WolfszeitYT I don't think the minimum is 50. I have a General Store in the valley between Fab and Kran... I did a VERY short supply run between my guild city and Kran... and I could only sell 10g of items to the vendor before they were out of supply. So, spent 5g on the supply crate, did the short run at Kran... could only sell 10g at vendor - net gain of 5g for the effort.

    • @WolfszeitYT
      @WolfszeitYT  ปีที่แล้ว

      ah ok strange, but good because otherwise it would be hardly unbalanced.@@EvinsWardlaw

  • @youwonder472
    @youwonder472 ปีที่แล้ว +1

    This is the most stupid mechanic. If this is how territory control is intended to be by SV than I dont understand why anyone would even bother with TC at all.

  • @adjacent-smith
    @adjacent-smith ปีที่แล้ว +1

    Calm down with your walls @therealdonaldtrump 😂

    • @unpopularopinionedpariah6102
      @unpopularopinionedpariah6102 ปีที่แล้ว

      The walls are going to be and they're going to be great. Mexico southern border has a big wall tho and that's because mexico is racist.

    • @adjacent-smith
      @adjacent-smith ปีที่แล้ว

      The Sarducaan are not sending us their best. They are sending murderers and rapist..

  • @john255
    @john255 ปีที่แล้ว +1

    Wage Cage Online

  • @xunila317
    @xunila317 ปีที่แล้ว

    In my opinion the supply runs are a nice idea to avoid infinite money at the player placed vendors, but the amount of supply should be at least 10 times higher.

    • @WolfszeitYT
      @WolfszeitYT  ปีที่แล้ว

      Yes that would be good. Awesome idea

  • @jackjr2673
    @jackjr2673 ปีที่แล้ว +1

    10k gold minium

    • @WolfszeitYT
      @WolfszeitYT  ปีที่แล้ว

      Yeah wouls solve some problems

  • @Frater1337
    @Frater1337 ปีที่แล้ว +1

    TC is such a disappointment. I expected something more than 20 years old structure bashing design. Who enjoys this gameplay with as poorly thought up systems as it is...

  • @anobodyproblem
    @anobodyproblem ปีที่แล้ว

    Hey hendrik. Ban more RMT'ers that are ruining the game. Like alot of people in wolfzhit

  • @john255
    @john255 ปีที่แล้ว +1

    Wage Cage Online