MO2 P2W (Final 100k Suggestion!)

Emdash

Well-known member
Sep 22, 2021
3,471
1,109
113
This just occurred to me. Maybe because I am going to buy NBA 2k tomorrow.

The next step for MO2 is to SELL MASTERY! Sell mastery coins. Don't let people just juice to max off of money, but allow people to take a big chunk out of it, like up to m50 or something. Whatever you would say is norm viable, let people buy that.

As for clade 20, I really think it's redundant, and I have other ideas, but I won't discuss them here.

Further, I propose the introduction of MASTERY BOXES, which would be kind of like a spirit box except more complex. I can't balance all the math right now, but let us assume that as you play you gain clade/mastery. A percentage of that mastery is copied into the box. Small amount, but enough to keep the number rising. Let's say 5%.

Since MO has gone slightly away from the full loot aspect, I propose that in some way when you die, you lose some of your mastery box fill and the person/people killing you gets it. Maybe make it so that if you die to PvE anyone can 'loot' it. Make it so that the number also goes up from killing unique players, so people who PK can fill their mastery box, too, but they also become more valuable as a target.

Then, allow a chance, maybe once a day, to 'store' a percentage of your mastery box into a soul bound box which you can sell on broker, give, save... I propose a limitation on this, so people don't just creep farm their box into merchant mastery, so that other people have a chance to claim their clade loot.

Could even make it so the person killing you doesn't get actual mastery, but it goes into their box.

This suggestion is based on two ideas.

ONE: Mastery is one of the most valuable currencies in the game. It equals sweat hours even if you are safe spotting or looping gather quests.

TWO: The integrity of MO that we would be 'losing' by allowing people to buy into mastery is less consequential than it has ever been. People can boost into mastery, cheez into mastery, it's really just buying TIME. People will also buy more re-rolls prol :)

The mastery box suggestion is an aside, but I think it might add some level of gain to make the game worth it more than it is now. Dudes like to have their top numbers and keep them when they die, but they need to lose some soul other than a throw away set. Eyy??
 

Iloros

Active member
Dec 14, 2023
236
23
28
This just occurred to me. Maybe because I am going to buy NBA 2k tomorrow.

The next step for MO2 is to SELL MASTERY! Sell mastery coins. Don't let people just juice to max off of money, but allow people to take a big chunk out of it, like up to m50 or something. Whatever you would say is norm viable, let people buy that.

As for clade 20, I really think it's redundant, and I have other ideas, but I won't discuss them here.

Further, I propose the introduction of MASTERY BOXES, which would be kind of like a spirit box except more complex. I can't balance all the math right now, but let us assume that as you play you gain clade/mastery. A percentage of that mastery is copied into the box. Small amount, but enough to keep the number rising. Let's say 5%.

Since MO has gone slightly away from the full loot aspect, I propose that in some way when you die, you lose some of your mastery box fill and the person/people killing you gets it. Maybe make it so that if you die to PvE anyone can 'loot' it. Make it so that the number also goes up from killing unique players, so people who PK can fill their mastery box, too, but they also become more valuable as a target.

Then, allow a chance, maybe once a day, to 'store' a percentage of your mastery box into a soul bound box which you can sell on broker, give, save... I propose a limitation on this, so people don't just creep farm their box into merchant mastery, so that other people have a chance to claim their clade loot.

Could even make it so the person killing you doesn't get actual mastery, but it goes into their box.

This suggestion is based on two ideas.

ONE: Mastery is one of the most valuable currencies in the game. It equals sweat hours even if you are safe spotting or looping gather quests.

TWO: The integrity of MO that we would be 'losing' by allowing people to buy into mastery is less consequential than it has ever been. People can boost into mastery, cheez into mastery, it's really just buying TIME. People will also buy more re-rolls prol :)

The mastery box suggestion is an aside, but I think it might add some level of gain to make the game worth it more than it is now. Dudes like to have their top numbers and keep them when they die, but they need to lose some soul other than a throw away set. Eyy??
Unc has completely lost it
 

Dargelar

Member
Nov 1, 2021
30
4
8
This just occurred to me. Maybe because I am going to buy NBA 2k tomorrow.
The next step for MO2 is to SELL MASTERY! Sell mastery coins. Don't let people just juice to max off of money, but allow people to take a big chunk out of it, like up to m50 or something. Whatever you would say is norm viable, let people buy that.
As for clade 20, I really think it's redundant, and I have other ideas, but I won't discuss them here.
Further, I propose the introduction of MASTERY BOXES, which would be kind of like a spirit box except more complex. I can't balance all the math right now, but let us assume that as you play you gain clade/mastery. A percentage of that mastery is copied into the box. Small amount, but enough to keep the number rising. Let's say 5%.
Since MO has gone slightly away from the full loot aspect, I propose that in some way when you die, you lose some of your mastery box fill and the person/people killing you gets it. Maybe make it so that if you die to PvE anyone can 'loot' it. Make it so that the number also goes up from killing unique players, so people who PK can fill their mastery box, too, but they also become more valuable as a target.
Then, allow a chance, maybe once a day, to 'store' a percentage of your mastery box into a soul bound box which you can sell on broker, give, save... I propose a limitation on this, so people don't just creep farm their box into merchant mastery, so that other people have a chance to claim their clade loot.
Could even make it so the person killing you doesn't get actual mastery, but it goes into their box.
This suggestion is based on two ideas.
ONE: Mastery is one of the most valuable currencies in the game. It equals sweat hours even if you are safe spotting or looping gather quests.
TWO: The integrity of MO that we would be 'losing' by allowing people to buy into mastery is less consequential than it has ever been. People can boost into mastery, cheez into mastery, it's really just buying TIME. People will also buy more re-rolls prol :)
The mastery box suggestion is an aside, but I think it might add some level of gain to make the game worth it more than it is now. Dudes like to have their top numbers and keep them when they die, but they need to lose some soul other than a throw away set. Eyy??

Explain what goals your proposals are aiming to achieve? And what problem do they solve, exactly?

The mastery tree is a late stage of character development and customization, deliberately stretched out over time to keep players in the game longer. It's essentially a "carrot on a stick" that creates the illusion of progress. Selling it for money breaks the gameplay experience.

Maxing out all mastery slots costs a substantial amount (over 5K gold) for any regular player, not counting the exploit of building houses on spots with top-tier mobs. (The developers' decision to allow building houses anywhere looked good on paper, but turned out to be one of the most fatal mistakes for the game — dragging the economy to the bottom. The fairest and most reliable option for this game would have been village slots scattered across the region (like in ArcheAge), with the ability to build 1 castel and expand the construction zone through its development. Mob and resource placement around these slots could have been properly balanced so that resources aren't just lying at your feet and animals aren't roaming right next to houses.)

Guildmates should be gathering prominence for the guild, not mastery points. The entire guild economy and guild actions should be tied to influence points, not mastery points. Guild spots and dungeons should yield more of this resource to lure and push guilds toward the same spots. Why regular spots are just as effective for a guild is unclear. Sure, let them give money, but 0 prominence .

On a personal note, what I liked from what I read is the ability to take mastery experience from a player for killing them in PvP. It's a workable scheme overall, but it needs to be limited right away to prevent experience transfer between players. A maximum of 10% of the experience from the mastery level pool within a certain period, with a cooldown of 10 in-game hours (active play). You drain 10% experience — the next drain of another 10% is only possible after 10 in-game hours. You can only take it from a player of equal or higher mastery level — this is to protect new players from genocide at the hands of fully leveled players.

Agreed — after the introduction of the mastery tree, the clade gifts tab should be reworked. It should only retain passive and active abilities + PvE abilities. All stat boosts should go into the mastery tree, under race-specific customization.