Kazz’s MO2 suggestions

Thread starter #1
So, I have been playing the combat alpha, and then jumping back into mo1 to play with a friend who just made his first character, and being a new player he has some interesting ideas and a unique prospective, as we talked one of the things that cam up is how a lack of tangible activities set by the game would turn a lot of new players away from MO2 at launch, at first I scoffed “its a sandbox game!” But I started thinking about it and we started talking and an idea coalesced.

So, what if in every town there was a guild(adventure’s or what ever the fuck you wanted to call it) and they had a randomly rotating pool of pve hunting quests, like “go get twelve Risar heads as they are harassing the people on the road” or something. Maybe five different quests a day(you could repeat them as many times as you wanted, and could turn them in back at a guild hall for a monetary reward that was worthwhile)

This would get people out into the world, give both new and old players something new to do, and would potentially make non stagnant pvp hotspots as some went to do the quest and others went to kill the questers. And if there were multiple quests per day and you didn’t want to go to the spot where the pvp was you could just do a different quest where it was less hot. It would also make creatures and npcs that wouldn’t normally be valuable for anything really have a purpose as now you would be able to earn money off of them by turning in the quests.
 

Teknique

Junior Member
I actually agree. MO isn’t a sandbox game. A sandbox game is life is feudal a dead boring world.
MO is a fantasy world with lore
 

MolagAmur

Well-Known Member
Sounds like dailies. And dailies ruin a lot of MMO's. I like the idea of something to get people out into the world...but I don't think this is the way.

I do however like the idea of quest chains possibly. Especially ones that would be very difficult, but would reward you with certain unique and valuable items. (Ogh Lore, Weapon/Armor books,, Animal Mag, etc)
 
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djbthatsme

Junior Member
Eww no gross. That's the very opposite of what mortal is the only way it would be funny is if everyone got the same quest so all people went there and it was so much death.
 

Teknique

Junior Member
Eww no gross. That's the very opposite of what mortal is the only way it would be funny is if everyone got the same quest so all people went there and it was so much death.
MO has quests already, apart from haven I hated them all. Quests to get the elementalism flames, necromancers heart w.e. I don't think the fact that these quests were awful and literally couldn't have been designed in a worse or more short sighted way, necessary invalidates the whole idea though.
 
I don't know the right answer. I agree that a new player with like zero understanding of the game or how it works, what the game-play loops are, or how they can overcome their pauper doormat existence...they need something...but idk what it is. The way it mostly ends up working is that those who are that green join groups who then teach them those things, and the group goals help also develop some personal goals and things to work towards, those things together help them to find purpose and fun over time....or they languish alone and probably quit before their free 1 month sub is over.

I don't know how SV can design around this because like Djbthatsme said, you give a new player a quest to get them out in the world, and when they're there just trying to get that little reward they need to feel like they're making progress, they're gonna get curbstomped by vets, who despite not needing any of the piddling rewards that activity provides, will be there to collect heads... because..why not right?

But, that conflict is important to MO, that's like central to your existence, you're going to have to fight for whatever you have if you want to keep it, and there's always someone you don't see until it's too late who's going to be there trying to take it from you. A lot of people don't like that because they're more often the victim than anything else..but that is MO isn't it?

You can't design around it as far as I can see because if you do all you're doing most often is delaying that quitting moment by some small amount, so instead of quitting after a week when you lost your stack of granum or springbok carcass or whatever this new player thinks is soooo valuable too many times, they're quitting after 3 weeks when they finally move permanently away from haven and actually face some adversity on the mainland. In either case the guy quits because the reality of MO wasn't what they thought it was going to be for whatever reason. Mostly because they were alone, and alone they were responsible for having goals and whatnot, their progress was only measured in resources and those meager things were easy to lose.

In the end, I really think it comes down to playing with a group because it makes the game much more than just a lonely resource collection simulator. I might be the most anti-social person around, and even for me playing with a group gave 100x more fun and purpose to this game than all the time i've spent doing my own thing. I don't know if any quest can circumvent any of this.
 

Speznat

Senior Member
i think, quests in any way should never be implemented. quests are shit fuck stuff that get implemented when you have not enough content.

Quests would kill the freedom of mo.

better they focus on gameplay risk vs reward and time vs gold balancing than any other stuff.
 

ThaBadMan

Exalted Member
I think quests could have a place in MO, but not those generic MMO quests go kill that many of this and that and hand it to me for a small reward.

Quests in MO should be LOTR, D&D type quests where you venture out on an adventure with a group to overcome a dungeon or something of that kind. Or PvP quests through a faction based NPC guild where you are sent out to fight other factions.

Epic quests also involving stuff not used in MO like the dragon, the syenah and lore based things.

Or the most generic I will allow in MO things like hunt down x amount of Thursars.

Basically real quests not generic boring typical MMO quests like wow and all the other themeparks have.
 

Najwalaylah

Exalted Member
So, I have been playing the combat alpha, and then jumping back into mo1 to play with a friend who just made his first character, and being a new player he has some interesting ideas and a unique prospective, as we talked one of the things that cam up is how a lack of tangible activities set by the game would turn a lot of new players away from MO2 at launch, at first I scoffed “its a sandbox game!” But I started thinking about it and we started talking and an idea coalesced.

So, what if in every town there was a guild (adventure’s or what ever the fuck you wanted to call it) and they had a randomly rotating pool of pve hunting quests, like “go get twelve Risar heads as they are harassing the people on the road” or something. Maybe five different quests a day(you could repeat them as many times as you wanted, and could turn them in back at a guild hall for a monetary reward that was worthwhile)

This would get people out into the world, give both new and old players something new to do, and would potentially make non stagnant pvp hotspots as some went to do the quest and others went to kill the questers. And if there were multiple quests per day and you didn’t want to go to the spot where the pvp was you could just do a different quest where it was less hot. It would also make creatures and npcs that wouldn’t normally be valuable for anything really have a purpose as now you would be able to earn money off of them by turning in the quests.
Oh, good luck, if you try this on your own.

I once set up a non-repeatable, partly-escort quest series just for Wessex, to get some set of practical things done-- that only needed doing once-- for rewards monetary & other that had actual value within the society, with optional RP elements (to suit those who like RP, and those few who did not-- because they were optional), and had no takers. People, even those people, had better or at least more pressing & competitive things to do in MO1. If it doesn't have GM spawns and special loot, I'm not optimistic that this idea from you and your friend will work, no matter how randomised or how lucrative.
 

Necromantic

Well-Known Member
The biggest problem in this regard has always been the lack of features to enrich the day to day life/tasks of different play styles in MO.
You don't need quests if people "naturally" have shit to do or an agenda. I know it's hard to keep people busy without quests nowadays because people are used to being held by the hand but MO doesn't help that by not providing that many tools for a lot of play styles. Longer processes that aren't just wait time would also help for some things.
 

Najwalaylah

Exalted Member
You don't need quests if people "naturally" have shit to do or an agenda.
This man^^ knows how to GET SHIT DONE [TM]

PS: NOTICE ME, SENPAI.
PPS: Haters Gonna Hate.
 
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