I've had a love hate relationship with MO since the Beta. During Beta and early launch, I loved exploring the beautiful landscape, eventually with an intern-developed weather system, hoping to discover little secrets hidden in small coves, caves, ponds and lakes. Of course, none of these were in the game yet, but I was hoping soon™. But, it would take years, and even then, the lackluster chest system, recipes, and predictable events just became a hot spot for farmers. The landscape turned into a neon green mess with crap textures and a bright, uplifting and motivational sky dome. I felt like I went from exploring listening to Wardruna, to listening to Enya. I also couldn't forget the exploding horses, lack of swimming (just drowning), a temporary flagless system that couldn't be exploited, capture-less territory control (fully destroy only), and simple resource gathering and selling for coin. Then came butchery, the mindless time sink, good for coin, good for bots, good for inflation, or making players grind their time away to save for a maxed breeding pair or armor recipe fragment in a future release. Anyways...
Most non-combat things I'd hope to see within the first year:
World
Please feel free to add or subtract!
Most non-combat things I'd hope to see within the first year:
World
- Dynamic, unpredictable events (c'mon, we are in 2020)
- Weather (I'm sure that intern is doing great things now!)
- Events and AI activities based on day/night cycles, moon phases, and weather
- Seasons
- Migratory and roaming animal herds based on seasons or player pressure
- Foliage and gatherable resources based on seasons
- Roaming, intelligent, hostile and friendly AI (scrap static bandit camps)
- More places to discover, less dead-ends. No more fallen dreams of maxing swimming skills to explore the bottom of a lake, just to find more rock and sand, and if you're lucky, a pyrite.
- A trade system consisting of a broker (like before) and merchant tables for rent (no brokerage fees) for players to display goods in categories to incentivize person-to-person trade negotiations rather than spam yell, and benefit the merchant.
- More support for those who don't want to solely PVP so guilds like Thirteen want to stick around. Trade and commerce is a must. MO turned into a giant empty arena. It lost it's MMO status imo. We need the merchants, the farmers, the fighters, the sheep and the wolves.
- A better environment for new players or players that do not wish to engage in PvP constantly (ie. more AI driven things in towns to earn coin or develop skills, and do more than sit around and spam what they need help with or want to sell)
- More interesting use of cities, laws, and NPC populations. Possibly a reputation system for each major city. For example, if you're a thief who is caught, then it's a strike to your rep and the more negative rep you accrue, NPC's are less likely to trust/talk to you (banks included), then possibly banished, so you'd have to find a place outside of town to store your goods. You could earn back your rep by doing xyz. This would go for griefers too. It can be done, but the more it's reported/caught, the harder it is in town. I played a thief for a while in MK. The flagging system is just archaic and a time sink. It was incredibly easy to play a naked thief and harass people. Positive rep could me access to higher end NPC's specific to that city. You'd be more of a trusted local/citizen of that city, offering different privileges. Territory control could also have an effect on how reputation and influence of the local NPC's is handled.
- Integration of capitol laws, making the flagging and bounty system more interesting and dynamic based on the proximity of a major city. These zones would extend a bit outside the walls of a city and along major routes, otherwise feather off into lawless, flag-free zones.
- Capitol routes - patrolled by local guards, reputation and TC system could come into play here.
- A dynamic capitol bounty/quest system. Sorry, leaving this up to players doesn't work. It's like wanting players to create and run CHAZ. It fades away.
- Flag free zones - lawless areas where things can't be reported. These areas would be a majority of the wilderness areas, until a guild claims it as a territory and sets their flagging guidelines.
- How do we get rid of blue-blocking?
Please feel free to add or subtract!
Last edited: