Economy / Task System

Emdash

Well-known member
Sep 22, 2021
3,471
1,108
113
gonna post this, then maybe I won't suggest anymore (??) I am going to be as simple as I can, and hopefully it doesn't seem redundant.

If you look at the brokers in the game, there are a lot of basic materials lacking from the 'economy.' One might say that players need to handle this, not brokers, but why are there brokers, then?

I am always proposing differing ways to clade up, and I believe the Task System could offer a lot more. Daily tasks are good for bored people who want to do something, but they do not contribute much except gold to the economy.

I would like to see tasks that are like buy orders. There are many ways to do this. Here is one.

Create a buy order in a city with a set reward and clade amount. I would like to see it offer a reward per stack or 1k, but I would like to see it have more headroom so that multiple people could do it.

As time passes, this reward would increase. At least clade, but probably gold, too, until someone filled it.

Mats would then be available at the same person who offered the initial buy order to 'buy' for the gold amount of the initial reward. Then, there would be a break down of tasks you could take. You could process the mats, if applicable, you could transport the mats, etc, and when you got to the next town task master, the gold and clade value would be different, depending on location. THIS COULD BE ADJUSTED once it gets working.

It SOUNDS complex, but it's not. Say you process stacks of ore. Let people keep a little bit for their effort, then they load the mats into the npc, the mats become available, to be processed more, to be transported, etc, and over time, the longer it is before... y'know someone fills aloe vera gel, the more the reward gets, so eventually someone will HAVE To do it.

One more comment: the people in this game are so fkn wack in some ways. They are sitting on mats and not letting people have decent gear so that they can have the best gear. Absolute clown show. This would help break that up and create a clading loop for people who are into production opposed to just people who like to farm 6 akreps.
 

Yeonan

Member
Nov 28, 2020
81
64
18
Tasks were unfortunately a dogshit introduction and shouldnt be expanded upon. Rather, deleted.
 

Iloros

Active member
Dec 14, 2023
236
23
28
Focusing on all the least relevant issues when balance is nowherr combat is unfun and zergs dominate and only they get content. Almost like no game that does these things has made it for a reason.
 

Dargelar

Member
Nov 1, 2021
30
4
8
Well, I liked the idea with quests, so personally I'm in favor of developing them further — and it wouldn't require much effort. The current quests fall into two categories: short shuttle runs back and forth, or a long run there and back. It's boring and bad.
How they could be improved:
  1. Allow over-completing a quest in multiple stages, with an additional reward for each over-completion tier — say 100%, 70%, 50%, 30%, 10%. You're ordered to kill 5 bandits for 10 gold and 1 coin; you can either keep running back and forth to get 50 gold + 5 coins for 25 bandits, or go once and get 26 gold and 5 coins. Quest experience should be proportional to the gold reward.
  2. Shared bounty. A quest is launched with a shared pool of experience and gold; the payout is higher, but the reward goes to those who manage to turn it in before the reward pool runs out.
  3. Quests that trigger dungeon boss respawns — these could be shared bounty quests. The boss respawn timer wouldn't be tied to the moment of its death, but to the completion of a quest chain to summon it. The boss respawn is announced via a world message, like PvE events: "A new master has appeared in the lair, tremble, mortals."
  4. Let the bounty hunter buy the heads of criminals killed in the region — each sold head would give money (only for the heads of players with a mastery level above 50) and further lower the criminal's status in the region (to prevent karma laundering through friends).
It's always seemed like a strange decision to spend prominence on buying arrows or selling resources. It's more of a band-aid fix for a problem the developers created themselves — free building. Requiring players to be present in cities to use the auction and transfer resources from the bank is another sad issue with MO2. The game should be doing everything it can to spread players across the map, not funnel them into cities where nodes overlap and people get kicked out of the game in batches. Cities should be a place for solo players, small guilds without houses, and PvE events. Personally, I'm in favor of full PvP protection in cities. I just don't understand why PvP is needed there; it would be better to announce a season of unrest through events and stage city battles that way.
  • Players should be able to build a courier service on their spots and use it to place or fulfill orders on the regional auction, and move resources to and from the bank. All of this would cost prominence. This would give people additional motivation to join guilds. Within guilds, add an option for weekly prominence spending from the guild pool for each guild member rank, so everyone could use it without crashing the guild bank with a single purchase. Make prominence a tradeable resource, but prominence farming should only be available to players who are in guilds. It shouldn't be an enrichment scheme for solo players.
  • Players still retain the option of personal transport and buying resources in the city — it's just less relevant now, especially for large guilds.
  • Guild players become more interested in farming spots with high prominence yields, since their guild's logistics security now depends on it. And that's where other prominence hunters will be waiting for them.
  • Killing a guild player by members of another guild is always rewarded by gaining and stripping prominence points depending on the rank of the killed guild member. The higher the rank, the more points.