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What's wrong with MR Started by: Tabu on Aug 31, '21 22:16

It would be rude to say this game isn't worth playing without explaining why.

1. Credits enforce a class-like struggle that benefits exactly one person.

The prolific use of credits and their ability to translate directly into in-game power is absurd. It corrupts the game and separates users into two groups: naive purists and spenders. MIAs, Durdens, Hustle Points, Bodyguards- all available to the biggest whale. Not only does it distort how the game ought to be played, it creates a ceiling where every new player has to come to terms with whether MR is worth spending money on- and if they decide it's not, they leave.

Then, when you learn that some players already have tens of thousands of these credits, it promotes a disinterest in playing.

2. Lack of mobile usability.

Users want to use their phones, and there isn't even so much as a mobile-only quick menu. For how many hours are invested into this game on mobile devices, how many more would come from new users, and how successful native and web games can be with good mobile interfaces, this game is absolutely hedging users on this issue alone.

3. Lack of compelling or consistent theme/genre.

This game is a battle royale game dressed up as an RPG. You've got threads that describe how a character behaves but then no players actually playing the game that way. Imagine you were invited to play a Witcher-style RPG and the entire game was you describing your (fictitious) exploits to other players? That's not an RPG. That's a support group.

None of the features echo any consistency in theme either. "Corrupt agents" bought with out-of-game credits? Durdens? Made IAs? Hustle points? The few features that even resemble a mafia RPG are a coat of paint away from being a cookie clicker elimination game. There is nothing inherent to this game that promotes role-playing in its gameplay or its style.

4. Lounge

Lounge itself isn't a problem, but putting so many features through the lounge absolutely is. I don't know why this became a focus, since very few users are consistently active on lounge, but it has created an "all or nothing" situation where the user is either glued 24/7 to the game or frustrated with it. Credits, Rogues, and RATs make it too good to pass up, despite how little anyone actually cares about chatting.

5. Hustle points and skill balancing.

Players may think the daily requirements to earn hustle points are the crux of the feature, and they're not. It's for power players to buy or win and set up insanely powerful characters that defy the reason to even have skill training and differentiation. If a single character can "max" every skill with enough money and must spend hundreds of days accumulating HPs to do it for free, the intention of the feature is to reward spenders. It creates a direct gap between the two groups of players.

You might as well allow players to purchase fully-maxed characters when they create them. At least then the intention to grab money is transparent.

6. Bodyguards and BG wacking.

I've said it before and I'll say it again, bodyguards are hideously misbalanced. So much has been said, often with fixes suggested in the very threads that outline them, that it's bordering on administrative negligence.

7. Refreshing and 4-hour Protection

I don't know how far back this rule was established, but it is pointless. A gangster who lives for 30 seconds after his shot "protects" his Don for four hours? It extends wars that hammer Izzy's servers and yet the only solution that I've ever seen to try and solve this problem has been to accuse users of "attacking" the server to gain an advantage, throwing them in admin jail, and instituting a new system that's even harsher on mobile or slower connections.

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