Swedish studio Star Vault launched Mortal Online 2 in late January. A hardcore MMO with skill-based first-person combat rather than auto-attacks, full PVP where everything you're carrying can be looted from your corpse, and over 600 skills to learn, you can see why the studio might have expected a relatively low turnout. It sounds a wee bit niche. The original Mortal Online, according to SteamDB, had an all-time peak of 1,185 players. Well, Mortal Online 2 has sold 110,000 copies and was number four in Steam's top sellers.
Of course, not all of those players are online at the same time. Again according to SteamDB, Mortal Online 2 has peaked at 9,657 concurrent players, and has been hovering just under 10,000 since launch. It's still proved too many for a game that, as one of its selling points, puts everyone on the same continent on a single persistent server.
Queue times have apparently been around 24 hours long, with one player claiming to be in a queue for 36 hours straight. Exacerbating the situation, Mortal Online 2 doesn't kick players no matter how long they go AFK, meaning many of those who do get in don't log out, preventing others from having a turn. Of the recent user reviews on Steam, 60% are negative. One says, «I was lucky enough to play for a few days post launch which required me to leave both my PC and game running without logging out or I would have to return to the 6-24+ hour queue if I was able to get back in at all.» Others complain about «horrendous ping for NA players» and one had an in-game pet die because they couldn't log on to look after it.
On January 29, Star Vault CEO Henrik Nyström announced that subscription time would be paused until the issues were solved, and suggested that players
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