Suggestions for Archery, Taming, Reputation, Crafting and New player zone

aiky83

New member
Apr 10, 2021
11
9
3
Hello everyone,

here are a few things regarding archery and taming that came up on discord and @Casonite suggested to take it to the forums so here i am.

I suggested a change for archery, as right now almost everyone is running around in heavy plate armor with longbows sniping ppl with pinpoint accuracy.

ARCHERY

Some points to think about:

- Remove default pinpoint accuracy and tie accuracy to DEX and armor. Wearing heavy plate (maybe arms only) should penalize your accuracy.
- Higher accuracy means a lower cone of fire. So you can specialize to be a long range sniper with high dex and light armor or only use the bow in close range where accuracy doesn't matter as much. But still wearing plate armor should give heavy penalty like you cant hit something past 10m reliably. Have you ever tried to shoot a bow with stiff plate gauntlets? Thats what crossbows are for.
- Maybe if you are caught with a bow out and someone hits you with a melee weapon make it take very high equipment damage (to the point where a single hit with a very high damage 2H Maul would break your bow in 1 shot if its not of the highest material). This would make ppl think twice to backpaddle while shooting you. A bow is not a melee weapon.

Just a few points to think about.

TAMING

People said a fire and forget pet combat system is kinda boring. I agree with that. So instead of pressing a button and the pet goes of and does its thing, think about this:

- Your everyday pets like boars, wolf an bears etc. should not deal much damage on its own. Only as much so they cant be ignored for minutes.
- They should open up a kind of weakspots for the tamer to exploit - say the boar hits the arm and the tamer has to hit that arm to deal extra damage.
This makes the system not passive fire and forget but active.
- Higher skill levels in beast control open up specific command for the pet to target specific bodyparts on demand. Without, the parts will be randomly chosen by AI.
- Different pets have different weakpot damagetypes - like boars open blunt weakspots, wolfs piercing, bears slashing. snakes could have readuced weakpoint damage but an added DoT effect. Charging attacks like on the razorbacks right now could have a knockdownchance.
- Attacked ppl would have to decide if they go for the tamer and ignore the pet or try to kill it asap while attacked by the tamer.
- Rare tames like minotaurs, dragons and such should have ofcourse high base damage output + skills, but they should require a really dedicated tamer that shouldnt have many other skillpoints left to master archery or melee.
- Thinking about this maybe add a primary pet weakpoint exploitation skil in each weapontype that increases the damage if you hit the weakpoints. This would also force more build diversity.

REPUTATION

- Add NPC to the outskirts of each major city where you can turn in Risar and Criminal/Red Player Heads
- Turning in heads gives reputation for that city, player heads more maybe based on amount of MC of the turned in players head, NPC heads should give very little
- This would create some sort of PvP hotspot, APKers go there to kill reds/criminals, while the reds/criminals go there to kill other reds/criminals for heads if they want to boost their rep with heads.


CRAFTING

- Just a quick point. Veteran system for skills could maybe work like prestige in other games.
You get veteran points and can buy a prestige token which resets one skill of your choice (which has to be max lvl 100) to 0 but you get like a 10 point bonus like a clade gift.
- Will offer continued advancement but takes a sweet while once the real skillspeed is in place. Maybe put a maximum of 5 prestige lvls or.
- This could mean slightly different armor an weapon variation. Like a prestige 5 armor looks the most part like regula armor but has additional stuff each prestige level like a skull shoulderpad and more spikes or stuff.

NEW PLAYER ZONE (HAVEN)

- Keep the x100 in Haven
- Add horses to Haven
- After you leave Haven for Nave your character gets reset to the stats at character creation
- Remove Haven Bankers from Nave
- This way ppl can test character builds before commiting to the real thing
- Maybe wipe every monday so ppl dont get comfortable
- This would allow for free accounts aswell, if you remove the ability to go to Nave from them
- Maybe add a sidestep option you can choose instead of going to Nave, you can go to a PvP enabled version of Haven (lets call it Moshpit) with all weapons, armor and action skillbook available, from which you can only go to Nave and not back to Haven. Maybe put a timer on that like 8 hours after which you get automatically ported to Nave for normal accounts (same rules as Haven you keep nothing and get reset) or char deleted for trial accounts.

Thank you for your time and discuss away!
 
Last edited:

Kebek

Active member
Jan 11, 2021
223
159
43
If you want accuracy to be tied to DEX, at least tie it to STR as well. That's how it works IRL. The easier it is for you to keep a bow drawn, the easier you can manipulate it accurately without the strain destroying your aim.
 

bbihah

Well-known member
Jul 10, 2020
1,111
951
113
ARCHERY

Some points to think about:

- Remove default pinpoint accuracy and tie accuracy to DEX and armor. Wearing heavy plate (maybe arms only) should penalize your accuracy.
- Higher accuracy means a lower cone of fire. So you can specialize to be a long range sniper with high dex and light armor or only use the bow in close range where accuracy doesn't matter as much. But still wearing plate armor should give heavy penalty like you cant hit something past 10m reliably. Have you ever tried to shoot a bow with stiff plate gauntlets? Thats what crossbows are for.
- Maybe if you are caught with a bow out and someone hits you with a melee weapon make it take very high equipment damage (to the point where a single hit with a very high damage 2H Maul would break your bow in 1 shot if its not of the highest material). This would make ppl think twice to backpaddle while shooting you. A bow is not a melee weapon.

Just a few points to think about.
Cones was a thing in mo1, it wont happen again. The non mandatory crosshair will have wobble that is based on your bow skill and stamina state. The primary skill that gives a reduction to wobble is already in the game, albeit doesn't do anything yet. The crosshair or arrow aiming will be harder when they are moving and are not a fixed location.


Melee far out dps/m bows. Especially when there is armor involved. The significant screen shake you suffer from being hit also makes it a lot harder to even land a hit while being attacked in the first place. This makes using a bow against someone without trying to keep distance a surefire way to lose.


TAMING

People said a fire and forget pet combat system is kinda boring. I agree with that. So instead of pressing a button and the pet goes of and does its thing, think about this:

- Your everyday pets like boars, wolf an bears etc. should not deal much damage on its own. Only as much so they cant be ignored for minutes.
- They should open up a kind of weakspots for the tamer to exploit - say the boar hits the arm and the tamer has to hit that arm to deal extra damage.
This makes the system not passive fire and forget but active.
- Higher skill levels in beast control open up specific command for the pet to target specific bodyparts on demand. Without, the parts will be randomly chosen by AI.
- Different pets have different weakpot damagetypes - like boars open blunt weakspots, wolfs piercing, bears slashing. snakes could have readuced weakpoint damage but an added DoT effect. Charging attacks like on the razorbacks right now could have a knockdownchance.
- Attacked ppl would have to decide if they go for the tamer and ignore the pet or try to kill it asap while attacked by the tamer.
- Rare tames like minotaurs, dragons and such should have ofcourse high base damage output + skills, but they should require a really dedicated tamer that shouldnt have many other skillpoints left to master archery or melee.
- Thinking about this maybe add a primary pet weakpoint exploitation skil in each weapontype that increases the damage if you hit the weakpoints. This would also force more build diversity.

Pets in mo1 had specific attacks based on creature level+ beast mastery level. Certain attacks hit certain body parts.

Tamer "weakspot" sounds like a waste of effort, tamers are already weaker by themselves due to their skill investment, it also doesn't synergize with the fact that a lot of tamers are mages. Proper balancing of the creature points and beast mastery is all that is needed.
If a animal is easy to beat in pve, its easy to beat in "pvp". Just cause its a tamed animal doesn't make it stronger or weaker than the actual animal you tamed.

Rare "tames", as in Dominates require a big investment in both action and profession already, nothing that really needs to change here?.
 
Last edited:

pooternackle

Active member
Mar 21, 2021
143
115
43
Haven should just be abolished and replaced with a fun, streamlined tutorial that gets new players interested in the combat and the game’s systems. Give it a story.

I.e: player is captured by bandits. Player breaks free and reads a book that teaches them how to make a weapon. Player crafts a simple weapon. Player fights through bandit camp. Player finds a bow and arrow and needs to shoot a lever to progress. Player finds a spell book and casts a spell. Player gets knocked over the head from behind and loses all skills that allowed them to do these things effectively. Player wakes up somewhere in the world skillless, having forgotten everything due to the blow.
 

KermyWormy

Well-known member
May 29, 2020
270
288
63
California
Haven should just be abolished and replaced with a fun, streamlined tutorial that gets new players interested in the combat and the game’s systems. Give it a story.

I.e: player is captured by bandits. Player breaks free and reads a book that teaches them how to make a weapon. Player crafts a simple weapon. Player fights through bandit camp. Player finds a bow and arrow and needs to shoot a lever to progress. Player finds a spell book and casts a spell. Player gets knocked over the head from behind and loses all skills that allowed them to do these things effectively. Player wakes up somewhere in the world skillless, having forgotten everything due to the blow.
I laughed thinking about starting MO as brain damaged to explain my lack of skills. And then I thought of how many age 23 humans we have in the real world with absolutely no skills to speak of...and I was sad.