Speznatz adressed one on the biggest propblems of MO2 in his latest Video. Many PVE Players are unhappy with the current state of the game and i wanted to give some feedback how SV could create a world that offers something for all players ! MO2 can only achieve a high number of players if if it piques the interest of PVP players, PVE players, crafters and role players. This was the secret recipe that made Ultima Online so popular.
-The only and most important way to make the game more interesting for PVE Players are hotspot dungeons that releave the other dungeons.
-1. That is why we need a quest NPC who declares one of the dungeons to be a hotspot for the next week
-2. this NPC should demand specific items for certain rewards, that can only be found inside the selected dungeon at that time. This prevent players to only farm the most lucrative dungeons. This way the luncrativity of the dungeons would change and these dungeons would then become a PVP hotspot. The other dungeons would be relieved for the PVE Players. Some players want more hotspots for PVP and fight each other all day and other players want to farm their dungeon in peace, without getting too much involved into conflicts. During that time special Elite Mobs could spawn, that require a much bugger group to kill. Special Monsters could spawn, that make the dungeon interesting for Dominaters. The loot luck for trinkets could be higher during that time.
-3. We need at least 2 exits for every dungeon, so it can´t be camped that easy.
-4. We need world Events that trigger PVP in the open world to releave the dungeons.
-5. We had the fights for terretory in MO1. If a group attacked a controll tower everyone on the server got a massage, that this specific controlltower is currently under attack. Players moved there and this triggered a groupfight. We had meteor impacts that triggered PVP. People could see the Meteor dropping from miles away. Same for relics that spawned randomly. There was a lightbeam that players could see from miles away. Wer had deamon stones that worked like an airdrop in other games. All this PVP Events happened in the open world. Atm all PVP Hotspots are inside the dungeons and this is a huge problem because this turns off new Players and especially the PVE Players.
-6. Make the loot paterns more exiting.
It is always hard to balance NPC Loot in a Game where everything should be player crafted. There is always a competition between crafters and Monster loot. What about making the monster Drops being player crafted items ? A Black-Market NPC could read the Database and look for Items that are barly used or sold and offer the salesman more money as the players have to pay for those items in the AH. The BM NPC could for excample buy 5 tungsteel swords, destoy 3 of them and add the remaining 2 Swords to the pool of Monster loot, that can be dropped by slain monsters. Then most of the dropped Items would be player crafted ! They could drop as unidentified items and the game could randomly roll 2-3 magic stats on them.
-7. Reduce the travel time to the dungeon
-8. Make the trinkets and legendary weapon crafting more exiting !
-9. Add the long awaited Minigames and roleplay features !
-10. Add tressure hunting that randomly spawn a point of itnerest with tons of mobs ! Those randomly spawning points of interests could not be camped. The mobs would not stress the server all the time, but only spawn when someone opened the map and is doing the quest.
-The only and most important way to make the game more interesting for PVE Players are hotspot dungeons that releave the other dungeons.
-1. That is why we need a quest NPC who declares one of the dungeons to be a hotspot for the next week
-2. this NPC should demand specific items for certain rewards, that can only be found inside the selected dungeon at that time. This prevent players to only farm the most lucrative dungeons. This way the luncrativity of the dungeons would change and these dungeons would then become a PVP hotspot. The other dungeons would be relieved for the PVE Players. Some players want more hotspots for PVP and fight each other all day and other players want to farm their dungeon in peace, without getting too much involved into conflicts. During that time special Elite Mobs could spawn, that require a much bugger group to kill. Special Monsters could spawn, that make the dungeon interesting for Dominaters. The loot luck for trinkets could be higher during that time.
-3. We need at least 2 exits for every dungeon, so it can´t be camped that easy.
-4. We need world Events that trigger PVP in the open world to releave the dungeons.
-5. We had the fights for terretory in MO1. If a group attacked a controll tower everyone on the server got a massage, that this specific controlltower is currently under attack. Players moved there and this triggered a groupfight. We had meteor impacts that triggered PVP. People could see the Meteor dropping from miles away. Same for relics that spawned randomly. There was a lightbeam that players could see from miles away. Wer had deamon stones that worked like an airdrop in other games. All this PVP Events happened in the open world. Atm all PVP Hotspots are inside the dungeons and this is a huge problem because this turns off new Players and especially the PVE Players.
-6. Make the loot paterns more exiting.
It is always hard to balance NPC Loot in a Game where everything should be player crafted. There is always a competition between crafters and Monster loot. What about making the monster Drops being player crafted items ? A Black-Market NPC could read the Database and look for Items that are barly used or sold and offer the salesman more money as the players have to pay for those items in the AH. The BM NPC could for excample buy 5 tungsteel swords, destoy 3 of them and add the remaining 2 Swords to the pool of Monster loot, that can be dropped by slain monsters. Then most of the dropped Items would be player crafted ! They could drop as unidentified items and the game could randomly roll 2-3 magic stats on them.
-7. Reduce the travel time to the dungeon
The player should be able to choose between the two nearest Prists when using the nearest Prist function as a ghost.(Quality of life improvement)
Or at least he should get shown which one is the nearest prist. In which direction he get teleported. I would also love to have two different spawn locations. This would significently reduce the ghost walking time ! We shoudl be able to select between a home City spawnpoint and between the...
mortalonline2.com
-8. Make the trinkets and legendary weapon crafting more exiting !
Ideas to improve legendary weapon crafting
Some days ago i read statements such as "Legendary weapons" were a total disappointment and a waste of time and i have to agree on that ! I personally would like to see the engraving tools drop more frequently, allowing the player to add magic Stats to the legendary weapon. Henrick is a big...
mortalonline2.com
Ideas to improve Trinket crafting
With Flux you can reroll the stats of a ring. This can be compared to the devine Orb in Path of Exile. In POE we had so many orbs that did different things. The System in POE was great and developed over years and one reason which made the game such a success ! a reason why it could inspire...
mortalonline2.com
-9. Add the long awaited Minigames and roleplay features !
-10. Add tressure hunting that randomly spawn a point of itnerest with tons of mobs ! Those randomly spawning points of interests could not be camped. The mobs would not stress the server all the time, but only spawn when someone opened the map and is doing the quest.
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