Ashes, Mortal Online 2, and stark terror…
So, I’ve been playing Mortal Online II for the past six weeks or so. And completely immersed - especially thinking through how this relates back to Ashes.
If you’re not familiar with the original (I wasn’t) MO2 is a vast open-world, full loot, pvp mmo with forced 1st-person perspective, action combat, and a frankly over-the-top ‘use based’ skill-system that encourages specialization. ‘Use based’ means you increase skill as you use them. For the old school, this feels like the spiritual successor to UO (sans Richard Garriott’s creative brilliance).
So, what does this have to do with Ashes?
We’ve spent years discussing the ins and outs of world pvp, mat drops, and corruption. For me, MO2 has really helped clarify the middle ground approach Steven (et al) has taken on PvX. There is always a tangible sense of danger in MO2. Since, death has the consequence of losing everything you’re carrying (including your mount), you constantly stay aware of your surroundings. Is that a rock or a bear? Is that a player or a tree in the wind? Player interactions are tense. Cities aren’t safe, even those with guards. You can still be knifed in some shady corners. Those without guards are ruled by local guilds, or simply by how dangerous you appear.
To counter this, you craft or buy redundant gear, and keep it in the bank (which are not shared across cities). This also means that skill (both stat and twitch) becomes the arbiter of combat encounters instead of gear.
There are a lot of naked toons running around this world.
Losing everything SUCKS, but you get used to it. You find ways to mitigate this with what crafting skills you employ. Guilds become important, but also make you a target.
For Ashes, the drops on death feels like it’s going to be balanced. Enough to add risk, but not enough to be a paralytic at the city gates. Corruption feels like it will help just enough, but not overly punishing. Caravans will feel like a sensible way to mitigate risk, and be a tempting target to raid without overly detrimental consequences. After all, where the MO2 devs overtly vie for ‘the most hardcore mmo’ (and in some cases I think attempt to camouflage bad design behind ‘hardcore’), IS is clearly aware they are creating a game we want to enjoy with some hardcorishness factors. Brass tacks: It just amps my excitement for Ashes.
TL:DR: MO2 clarifies some of Ashes’ design decisions in a surprising, tangible way. It’s worth checking out, especially as we’re between A1 & 2.