@Anabolic Man Well the crafting only looks good at a superficial glance. You then realize that there is no real depth. But new players wont realized that until later.
Dungeons are kinda boring if there is no PvP, so why would more be a benefit when people don't care about dungeons already. The farm there is nothing special. Unless you force people to go there by making everywhere else horrible for gold when upkeep makes gold actually valuable I dont see people caring about it except to kill sight seers. The queen is the best boss so far and you fight it a couple of times then stop caring about it.
AI being bad for these T2s is also a reason. Its pretty much just comes down to out DPS the boss.
The main thing this game has going for it is that its full loot PvP with no flagging. Maybe they cant look at BDO who had extremely brain dead PvP but still got people to go out and farm. The best thing about BDO was fighting over resources, which were mobs. The PvE was more about trying to find the quickest way to not waste your time on them. The only challenge was fighting others off of the PvE.
I love doing dungeons. If you find them boring without PVP that is your optinion. I don´t find them boring a t all. I love to do PVE and PVP. We do dungeons 2 times a week and we always have fun doing them. If a dungen is interesting also depends on the Loot. Different players have different needs and enjoy different things.
We found many interesting Items for Crafting in the Dungeons from MO1. For excample the weapon Hilts to reduce the STR equirement of a weapon, Scrolls for the Magic Schools, Items for Books and so on. I think we need an Equivalent for the Weapon Hilts used for Bow Crafting. Maybe we could find Items to decorate the weapons
I think not all droped weapons should be the same. Some should have a bit more durability and some a bit less durability. I thinkt hey should be unidentified. Maybe some magic weapons could give you + 5 Skillpoints in Swordsmanship or agressive stance and so on. Ulima Online had a good System. Players should still be able to craft the beast weapons but you should also be able to find a good weapon, but it should be very rare. Most of the dropped weapons should be shit.
If the game want to become popular, it needs more dungeons and at the same time more PVP hotspots. My Idea not decrease the ammount of Hotspots but increase them. If a different dungeon is particularly lucrative every week, then this becomes a hotspot for PVP players. The other dungens are thereby relieved. That's th best solution. Some players just want to farm their dungeon in peace on the weekend. Those players would be pissed off if the Dungeons were the only PVP hotspots. The PVP Players want more Hotspots PVP and in particular reasons to fight for somethign meaningful.
Did you read the full post ?
"In addition, we would need an Event / Quest NPC who picks out a different dungeon every week and demands items from this dungeon as a currency for different items. The Horspot dungeon should change every week. It's about creating PVP hotspots. During this time special mobs should spawn there, the boss should drop rings, special animals and monsters for taming / domination could spawn, etc. The PVP players could smash their heads there and the other dungens would be relieved. Some players just want to farm their dungeon on the weekend without getting involved in major fights and the PVP Community want more PVP Hotspots and reasons for PVP. A place
A place where they can bang their heads in all day.
That would also lead to more players wanting to build houses near each dungeon and transport items around the world. I don't think it's good when the most lucrative dungeon is farmed over and over again. This idea would bring variety. The most lucrative dungeon would change weekly.
It is important to have enough dungeons, world events and terretory controll as fast as possible to get reasons to do PVP, so that the dungeons are not the only PVP hotspots. There is a lot of feedback in this regard.
We need the Meteor Strikes, so all Players go there and fight each other for the Materials.
We need player triggered World Events as we had with the demon Stones. Place a Pillar that opens Portals and let a lot of demons spawn. That was something like an airdrop in other games. A player triggered World Event. Players should see that from far away. Maybe the weather should change and so on. They should go there to fight the Demons or fighting each other for the Loot.
The Terretory Controll is another reason for fighting. The Terretory Controll mechanics in Mortal Online 1 had some problems. The Towers were too squishy. They got destoyed too fast.
Everyone on the server got a message when such a tower was attacked in MO1, but unfortunately they got destroyed far too often far too quickly before a huge battle broke out. Another problem was that some players just hit the towers and then ran away. That's why a repeating message is needed. Every time the tower loses 1% hitpoints this massage should be repeated in the global Chat.
The Players have be distributed in different cities. We need many PVP Hotspots beside dungens, That´s the reason why the World Events and terretoy controll should have priority in the development.
In this article, I'll describe it in more detail.