Player created points of interests (world Events) that trigger PVP

Anabolic Man

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@Henrik Nyström


Open World Events

In MO1 we had demon stones. Those could be combined in a small Quest to create a demon Pillar.
If you placed such a Pillar it opened Portals to the underworld, through which innumerable demons walked through.
These could be compared to airdrops in other games.
These should be much more clearly visible in MO2 and being recognizable from much further distance. Placing a pillar could change the weather- Clouds could gather over the Pillar.



Meteor impacts


Sometimes meteors fell from the sky in MO1. The players andf big guilds fought for the rare loot. They could be mined to get Acronite and rare materials.
Players were certain that they would find PVP at the point of impact.
I think in MO2 we would need an astrologer NPC to predict the meteorite impacts. (e.g. 1 day and 18 hours until the next impact) Then the guilds can prepare for it. But sometimes one could fall out of the sky unpredictably.


Rare relics

This Relics spawned from time to time and could be collected, or could be captured by other guilds. It was clearly visible when such a relic spawned, because they spawned in the sky. There were many different relics. I don´t know all the properties of all relics but some filled up the reserves, let pets level faster and one relic let all relics spawn again in the open World.

These were very popular and strongly contested. (Footage from MO1)



NPC Invasions

Invasions of Towns

Monsters should randomly attack different Towns. During that time the Guards should flee and the Players should fight them.

In MO1 such invasions were GM events and in MO2 these events should be started automatically from the game on a regular basis. (Footage from MO1)

That could also trigger PVP, becuase the guards should despawn during an Invasion.



TC

I can´t wait to get TC ! Sieging is cool but not all Guilds own a Castle ! The world Events should be released at the same time as TC and sieging, so the small guilds get there PVP Hotspots aswell !







Randomly spawning "Points of Interest"

Another way to spawn points of interest is through tressure maps.

Henrick has already announced that there will be Tressure Maps. In Ultima Online, SOS bottles could be fished out of the sea. Then you can go on a treasure hunt. Many monsters protected the Chests and spawned as soon as the Player started digging.
I think this mechanic should be expanded.
Opening a Tresure map might spawn a point of interest, or enlarge an existing one.
The more random points of interest there are, the more players are encouraged to explore the world.

That's why I was a fan of the expanding Risar camps in MO1, that hadn't been visited for a long time. More tents, monsters and bosses spawned in the camp to reward farming in places that have not been visited for a longer time.



Secret Tasks/Quests an Lore NPC´s

All Quests/Tasks in MO1 were secret Quests and were way to hard to solve. Mostly you needed a large Group at some Point of the Quest, becuase they included PVE and killing hard Boss Mobs.

Much more NPC´s should talk about the lore of the Game and give you some hints in MO2. Here is an example. An NPC in Town could tell the Player that the Risar Dungen was once a tindremic outpost before the war and was inhabitated by RIsar Worriors after the war from Gaul Kur. If a RIsar drops a key in the Risar Dungen, it could belong to a Chest in the dungen, or somewhere else. The Lore NPC in town could give the Player a Hint, so that he asks himself where the Risars lived before they have captured that place to find the chestto the dropped key.

If the player finds out, he may also find the place and a box to which the key fits. There was always a Risar Camp at the Gates of Herabalter.


Many hidden lores and secrets make the game interesting. Inscriptions on walls could provide clues. The guards in Tindrem speak English, but partly also Tindremic sentences, which a player could somehow bring into connection with the help of the English sentences in order to get clues about the Lore which helps you with a secret Quest. I hope the Devs will be creative on that.


A lot of NPC´s should tell you about Lore and this Lore should not always be a hint for a secret Task in the game, so people want to share it. Where does the ratmans come from ? What is the Story behind the Sators ? The NPC´s could tell players about the former wars and the gods. In games such as Darksouls people loved the secret hidden Lore.

That moved them to produce videos that promoted the game.



Quest NPC /complex Quests/raid Dungeons


I wrote to the developers that we absolutely need quest NPC's who will declare one of the dungeons as hotspot for the next week and that this NPC should demand certain items for certain rewards, that can only be found in the selected dungeon at that time. This prevents players from only farming the most lucrative dungeons and reward roaming arround. This would change the lucrativeness of the dungeons and those dungeons would then become a PVP hotspot for the next week. The other dungeons would be relieved. Some players want hotspots for PVP and enjoy fighting each other all day, and the pure PVE players want to farm their dungeons on weekends without getting into major conflicts.
Such hotspot dungeons and the mentioned world events would relieve some of the dungeons from PVP and that is incredibly important if there is only one server and SV wants to keep the role players and PVE players.

In the Horspot dungeons, the highest tiers of rings could drop more often and rare elite mobs could spawn to make the dungeons interesting for Dominaters and Tamers.

I hope that the developers will heed this recommendation, because the game should offer something for all types of players and, according to the developers, want to put more emphasis on PVE and role-playing features this time. Also, the new dungeons would need to be scattered around the map so players are evenly distributed across all cities. Henrick didn't think the suggestion was bad at the time. SV should focus on coding, coding and coding. Sv released a half finished game on Steam and hopefilly wait long enough to release a finsihed product in Unreal 5 engine on the epic games store. The development have been secured with the steam sales for at least 2 years and SV not run away with the cash but reinvesting it. I wish the game would already be finished and offer a lot of the endgame mechanics MO1 had but i can forgive them, as long as they not charge sub, till the game is in the desired state.
 
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Anabolic Man

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The less players are roaming, the longer it takes until you meet an enemy troop and the world is huge. That's why some players don't roam at all, thinking in the back of their minds that they'll probably have to wander around for a very long time or not encounter opponents at all.
If someone know that there will be PVP at a specific Spot at a specific time for sure, then he log in and go there, becuase fighting in this game is very much fun, but the roaming sometimes take a bit too long in this huge world, that is 8 times bigger as the MO1 Map.

Ps atm i am not playing becuase of real life trouble, but i come back for sure and hope SV add some good patches till that day.
 
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Anabolic Man

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I also hope that the complex Quests offer some moving points of interest. Anyone have some creative ideas for complex Quests ?
 

Bloodmasked

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There should be an event where a meteor crashes into the map, destroying 90% of all of the map making it uninhabitable and inaccessible. This way the remaining 100 players in the game will actually be able to find eachother in a map of realistic proportion to the population.

It needs to be done because the only real content in this game is socialising and pvp. Once you do enough grinding to build your base or make armor sets, there is zero point grinding further other than to see a number go up in your ingame bank account.

If they don't make the map smaller I really see zero point playing, I'm just going to play Skyrim for the time being because theres literally more fun in a singleplayer game than MO2 since the population is small and the map is ridiculously over-sized.
 

Emdash

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Disagree hard @ meteors. You know that rock on the road to vadda? There are a lot of juicy looking rock formations that no one will ever mine because there is plenty of rock elsewhere. I would like to see dynamic mining to where it was like "You found tephra!" And like mine under something else lol.

Random chest, lootable corpses (why the keys now??!) those kinda things get people out in the world, and worthwhile stuff. There just needs to be MORE STUFF. I don't agree w/ most of the stuff you suggested tho! Even tho like you said MO1. I think they were bad additions to MO1. OP trinks, meteors, etc.

We need a world where your eye might catch something worthwhile as you ride by and cause you to veer off and pick it up. All PvE shouldn't be farming mobs, there should be a way to get raw drops, just completely random shit, in the open. They can't be static in location tho. Just like I said urns, corpses, chests. You just not go around so much and see NOTHING. Way more pickables, too!

The one thing I do like is the pillar thing, but that was kinda MO. Prol one thing that isn't coming back lawl. Get ready for TREASURE MAPS THo. "Location of treasure 10000m away." :p Treasure! A token!
 
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Anabolic Man

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"I would like to see dynamic mining to where it was like "You found tephra!" And like mine under something else " We had that in Uktima Onlien and i liked that !
 
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Emdash

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"Disagree hard @ meteors. You know that rock on the road to vadda? There are a lot of juicy looking rock formations that no one will ever mine because there is plenty of rock elsewhere. I would like to see dynamic mining to where it was like "You found tephra!" And like mine under something else " We had that in Uktima Onlien and i liked that !

yeah, little surprises continue to make the game interesting. Meteors are a bit too big of a surprise IMO. I think there should just be little stuff and let the players do the big stuff, but adventuring should def be a pasttime.
 

SeaShadow

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Of course they want to give people reasons to stay interested in their character and the game and do a subscription eventually. That much content is like building the Great Pyramid, tho.

Im just curious what they'd do again if it works and people come flooding back by the thousands lol. Still only allow building on one server?
 

Anabolic Man

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Of course they want to give people reasons to stay interested in their character and the game and do a subscription eventually. That much content is like building the Great Pyramid, tho.

Im just curious what they'd do again if it works and people come flooding back by the thousands lol. Still only allow building on one server?

This is an iportant Question. SV improved server capacity, but if 50 k people want to play after the release on another platform they need multiple worlds and if you can´t build on them poeple cause the main server to lag.
 
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