Hi,
Whoever played UO may remember bulk order deeds (BODs). For those who did not, BODs were a form of task. The player was asked to deliver a set amount of craftable items to an NPC, the rarer the items, or materials used, the better the rewards.
You could have a certain chance to receive special, unobtainable, items (not soul-bound/blessed) with special properties. E.g. a 45% chance for a gargoyle pickaxe, 45% for prospector tools or 10% +3 mining gloves, for turning in a batch of craftable goods. Some examples of MO2 rewards: pickaxes that increase the gem yield, fishing rods that give you a higher chance of catching rare fish (or trinkets), or whatever the devs see fit.
So, rather than vendoring items or for some weapons to never see the light of day, we could use those as turn-ins. Suppose you're tasked to craft 10 impeccable skadite 2H hammer with high STR req, or 50 good quality ironbone decurve asymm bows, then imagine we could deliver them to a task vendor and have a chance of receiving unique items. In essence, BODs would introduce an item-sink mechanic.
BODs may increase trade for certain items and foster player-driven economy, as well as increase PvP in areas where BOD task vendors are. For instance, city-dwelling BOD task vendors could give low tier item rewards, whereas those in more dangerous (or hidden) areas could give higher tier item rewards. Discovering hidden BODs' location could be tied in with the lore system, so finding lore scraps could address the player to the right direction.
UO greatly inspired MO2. Introducing BODs to MO2 would further give the game we like the same flavour that UO had.
Whoever played UO may remember bulk order deeds (BODs). For those who did not, BODs were a form of task. The player was asked to deliver a set amount of craftable items to an NPC, the rarer the items, or materials used, the better the rewards.
You could have a certain chance to receive special, unobtainable, items (not soul-bound/blessed) with special properties. E.g. a 45% chance for a gargoyle pickaxe, 45% for prospector tools or 10% +3 mining gloves, for turning in a batch of craftable goods. Some examples of MO2 rewards: pickaxes that increase the gem yield, fishing rods that give you a higher chance of catching rare fish (or trinkets), or whatever the devs see fit.
So, rather than vendoring items or for some weapons to never see the light of day, we could use those as turn-ins. Suppose you're tasked to craft 10 impeccable skadite 2H hammer with high STR req, or 50 good quality ironbone decurve asymm bows, then imagine we could deliver them to a task vendor and have a chance of receiving unique items. In essence, BODs would introduce an item-sink mechanic.
BODs may increase trade for certain items and foster player-driven economy, as well as increase PvP in areas where BOD task vendors are. For instance, city-dwelling BOD task vendors could give low tier item rewards, whereas those in more dangerous (or hidden) areas could give higher tier item rewards. Discovering hidden BODs' location could be tied in with the lore system, so finding lore scraps could address the player to the right direction.
UO greatly inspired MO2. Introducing BODs to MO2 would further give the game we like the same flavour that UO had.
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