@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.
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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