Here is a video from H1Z1 with timestamp.
In this game you could aquire a shovel and dig a lootholes, that looked like Mole Hills and could be looted from anyone who find them.
I think this should be able in MO2 aswell.
1. This would allow you to bring one more gearset to a siege. in MO1 we brought additional horses, but they was always way too easy to spot.
Unless it was a Ninja Sige, the whole server usually noticed and moved close by.
2. This would allow you to bring one additional gearset to a dungeon.
The guilds that reserved all the house slots before the dungeons have an enormous advantage!
In my opinion there should be hotspot dungeons *** to relieve the other dungeons and the advantage to have a house nearby is simply too huge.
3. Sometimes you have a lot of loot or find a lot of loot and not have the carrying capacity to bring it back to your base ! This would allow you to hide our stuff in it, if your horse die on the way to the base or to the next town after farming the jungle. This can be very frustration. The horse loot despawn fast. Many times you not make it back in time with a new horse, till your horse lootbags despawned and sometimes the horse spot is empty.
I personally think that every player should be able to dig 1-2 lootholes. if you dig more lootholes the
previous lootholes should despawn. Same if they are empty, or if players looted them clean.
This also makes the game more interesting for explorers when they get the chance to find treasure.
In addition we need some "wandering healers" like in UO, that ress blue players.
Now some words to the Hotspot dungeons and the best way to gain Prominent Points.
*** Hotspot dungeons
This Idea would require a Town crier who declares one of the dungeons to be a hotspot for the next week and that this NPC should demand specific items for certain rewards that can only be found inside the selected dungeon at that time and delivering them should generate TC Points (Prominent Points).
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 for a specific time. The other dungeons would be relieved. Some players want hotspots for PVP and enjoy to fight each other all day and the pure PVE players want to farm their dungeons on the weekend without getting involved in major conflicts. The Hotspot Dungeons should be the only Dungeons that give Prominence Points for delivering the specific Items out of the Hotspot dungeon to the Town Crier, so that the other dungeons get relieved. During the specific Time the Hotspot dungeon could spawn specific Loot that can be traded for prominence Points, rare Mobs for Dominating, much harder Elite Mobs (for bigger Groups) a bit higher loot chance, the Boss could drop legendary trinkets (with the chance to roll a clade Gift on it) or be able to increase a skill over the lvl 100 cap (maybe 105) or whatever. I loved this raids in UO and ther skill scrolls you could find.
I hope that the developers will add this recommendation, because the game should offer something to all types of players ,and according to the developers, they want to put more emphasis on PVE and roleplay features this time. In addition, the new dungeons would have to be scattered on the map, so that the players are evenly distributed across all cities.
From cave camp you can easy reach the sharewood forest Risar triangle , 5 dungeons, 4 trolls, different Necro Spots, Bandit Camps and so on.
We need such Risar Camps or
comparable mobs, with compareable loot (that can drop golden trinkets trinkets and have a high respawn rate) in the other forests aswell.
By that I mean the Bakti, Mokhi, colored and the Vadda Forest.
If SV doesn't want to put Risar camps in the south, they could just add a new category of mobs. Maybe much stronger Elven Bandits that can also use Elementalism magic?
I think the whole world should have the same mob density as the cavecamp zone everywhere and the influence of the kingdom should make their zone of influence more lucrative.
MO1 had expanding camps. Every 10 minutes that the camp was not farmed, it expanded. more mobs, tents and bosses (commander/chieftains) spawned. A more influential kingdom could have an impact on the spawn rate, the time it takes for that camp to upgrade to a tier 2 camp, and the loot drop in a specific zone. By that I mean 10% increased gathering yield, + up to 10% increased loot ammount, increased loot luck and so on.
This has an impact on where players choose to build their homes, and more residents means more taxes for the guild that controls a territory. Higher Lootdrops would justify higher taxes and if your Kindown loose influence the Guild might have to consider to lower the Taxes,
so the players don't move.
Maybe it should also have some impact on the taxes how often the mobs are farmed somewhere.
With 10% increased gathering yield, 2-3% of mats could automatically end up in the guild chest of the guild controlling that area.
Another idea would be to tax the use of crafting benches,
or increasing the taxes for the AH in the cities, so that the city planners of the player villages have more leeway for their broker taxes, from which a small part of could be used to pay the taxes to the guild controlling the area.
In this game you could aquire a shovel and dig a lootholes, that looked like Mole Hills and could be looted from anyone who find them.
I think this should be able in MO2 aswell.
1. This would allow you to bring one more gearset to a siege. in MO1 we brought additional horses, but they was always way too easy to spot.
Unless it was a Ninja Sige, the whole server usually noticed and moved close by.
2. This would allow you to bring one additional gearset to a dungeon.
The guilds that reserved all the house slots before the dungeons have an enormous advantage!
In my opinion there should be hotspot dungeons *** to relieve the other dungeons and the advantage to have a house nearby is simply too huge.
3. Sometimes you have a lot of loot or find a lot of loot and not have the carrying capacity to bring it back to your base ! This would allow you to hide our stuff in it, if your horse die on the way to the base or to the next town after farming the jungle. This can be very frustration. The horse loot despawn fast. Many times you not make it back in time with a new horse, till your horse lootbags despawned and sometimes the horse spot is empty.
I personally think that every player should be able to dig 1-2 lootholes. if you dig more lootholes the
previous lootholes should despawn. Same if they are empty, or if players looted them clean.
This also makes the game more interesting for explorers when they get the chance to find treasure.
In addition we need some "wandering healers" like in UO, that ress blue players.
Now some words to the Hotspot dungeons and the best way to gain Prominent Points.
*** Hotspot dungeons
This Idea would require a Town crier who declares one of the dungeons to be a hotspot for the next week and that this NPC should demand specific items for certain rewards that can only be found inside the selected dungeon at that time and delivering them should generate TC Points (Prominent Points).
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 for a specific time. The other dungeons would be relieved. Some players want hotspots for PVP and enjoy to fight each other all day and the pure PVE players want to farm their dungeons on the weekend without getting involved in major conflicts. The Hotspot Dungeons should be the only Dungeons that give Prominence Points for delivering the specific Items out of the Hotspot dungeon to the Town Crier, so that the other dungeons get relieved. During the specific Time the Hotspot dungeon could spawn specific Loot that can be traded for prominence Points, rare Mobs for Dominating, much harder Elite Mobs (for bigger Groups) a bit higher loot chance, the Boss could drop legendary trinkets (with the chance to roll a clade Gift on it) or be able to increase a skill over the lvl 100 cap (maybe 105) or whatever. I loved this raids in UO and ther skill scrolls you could find.
I hope that the developers will add this recommendation, because the game should offer something to all types of players ,and according to the developers, they want to put more emphasis on PVE and roleplay features this time. In addition, the new dungeons would have to be scattered on the map, so that the players are evenly distributed across all cities.
From cave camp you can easy reach the sharewood forest Risar triangle , 5 dungeons, 4 trolls, different Necro Spots, Bandit Camps and so on.
We need such Risar Camps or
comparable mobs, with compareable loot (that can drop golden trinkets trinkets and have a high respawn rate) in the other forests aswell.
By that I mean the Bakti, Mokhi, colored and the Vadda Forest.
If SV doesn't want to put Risar camps in the south, they could just add a new category of mobs. Maybe much stronger Elven Bandits that can also use Elementalism magic?
I think the whole world should have the same mob density as the cavecamp zone everywhere and the influence of the kingdom should make their zone of influence more lucrative.
MO1 had expanding camps. Every 10 minutes that the camp was not farmed, it expanded. more mobs, tents and bosses (commander/chieftains) spawned. A more influential kingdom could have an impact on the spawn rate, the time it takes for that camp to upgrade to a tier 2 camp, and the loot drop in a specific zone. By that I mean 10% increased gathering yield, + up to 10% increased loot ammount, increased loot luck and so on.
This has an impact on where players choose to build their homes, and more residents means more taxes for the guild that controls a territory. Higher Lootdrops would justify higher taxes and if your Kindown loose influence the Guild might have to consider to lower the Taxes,
so the players don't move.
Maybe it should also have some impact on the taxes how often the mobs are farmed somewhere.
With 10% increased gathering yield, 2-3% of mats could automatically end up in the guild chest of the guild controlling that area.
Another idea would be to tax the use of crafting benches,
or increasing the taxes for the AH in the cities, so that the city planners of the player villages have more leeway for their broker taxes, from which a small part of could be used to pay the taxes to the guild controlling the area.
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