In my opinion they should use the Task system to add more RPG elements. Maybe creating Hunters guild hall somewhere on the map where you can get high level task/missions and it implies also brining animals and monsters. The same with the Soilder guild, and maybe add them an small arena. Tasks behind having a good reputation with a faction, some special "war" missions between Tindremic and Khurite. From just kill guards to actually do something more complex(caravans xD). SV use your world!
Thank you for make a video about the post! For sure this topic will have better visibility. OBS: My name should be pronounced like Markióro. Yes, you must mime Italian with your fingers when saying it 😆.
Yeah, I agree. 100%. You need me a lot more things to do that are fun instead of just being a walking simulator or horseback simulator if anyone ever noticed that these cities are exceedingly large and empty with only guards and vendors ...
Problem is if the increase the rewards of the specific tasks like bosses. The only guilds who gate keep that content will reap the rewards. Maybe instead of having individual tasks they can add guild tasks which would be broadcasts to every other guild. Then they can add counter tasks for guilds to go distrupt that group doing the boss task. Makes doing content easier and adds in a pvp element to the task system. Just thinking out load.
A Group Task system could fix many problems the game have. Ultima Online was a very popular full loot game, becuase it respected the time of the players, offered something to PVP and PVE players and tried to balance their interests. We need a system that takes the pressure off the dungeons for our PVE players by providing more content for the PVP players to keep them always busy fighting each other in specific Hotspots at a specific time in the open World, which PVE players could try to avoid and use the time to complete a dungeon, which would normally be camped. The worst mistake a developer of a full loot game can make is that the PVP players get bored, who then grieve the new players. Complex Group Tasks could be used to create Hotspots. There could be complex guild quests for chefs, alchemists, and any other profession imaginable. For excample Get the King's Alchemist a Minotaur Head, Risar Chieftain Head and several alchemical ingredients from the Talus Risar Dungeon chest. The contract leasts 72 h. This would make these 3 specific dungeons a hotspot for PVP for the next 3 days, thereby reducing the ammount of PVP Players in the other dungeons. To make this work, the rewards for the guild tasks would have to be made super interesting. Thats why i had the Idea of adding influence points as reward that could be spend to make a kingdom more interesting for its inhabitants. So we get a competition between the Kingdoms for the most valuable area, for which residents could be charged higher taxes, which then adds more money to the war chest. The ammount of influence points compared to other Kingdoms should have an effect on the amount of resources (double Nodes) and the PVE. For example, there could be inactive Troll and Risar Cheiftain Camps spawns that only become active when you have reached a certain number of points or top the list of season points (Inbfluence Points). The winner could then get a special mount or something at the end of the season, like they do in Albion. Keeping PVP players busy with enough guild quests and world events should be Starvault's most important task, otherwise their game will never make enough money to deliver enough content quickly enough. The fewer players the game has, the harder it is to find opponents roaming arround and therefore they have to be concentrated on the map through interesting events to get these 50 vs 50 men battles every 2 h. In Battle Royal games, the few surviving players are concentrated through a fog of death so that they can find each other. In Mortal Online this has to happen through interesting world events. So Mortal Online doesn't need hundreds of thousands of players, but events at predetermined times. For example, a meteorologist NPC could inform players when a meteor impact will occur and whether it is expected in the northern, eastern, western or southern hemisphere. Players who are short on time could prepare and schedule time for such an event.
dude building a tavern as a guild building would be dope af! First btw ps. henrik should add a bonus loot table when killing things for a task like in osrs when you do the slayer skill you get a chance to get something specific from the creature when you are on a slayer task
soldier/hunting task needs to have Multiplier for gold and Glory depending on how much you hunt or kill. if the quest is 60 gold for 6 bush pig. assuming 10silver per bushpig. if i sit at the spawn undisturbed for 1h and killed 56 pigs. come back to town and turn in the quest during the bonus reward timer i should get : 56x10= 560 x2 (double rewards bonus) 1120 i should get 11gold and 20 silver + 400glory or so. not just 1.2g. and 40 glory... same with scoundrel and bandits if i sit a the camp or sewers and kill 100+ bandits i should be rewarded for 100+ bandits or scoundrel. same with any of the quests. if i kill 2 forest troll back to back and turn in the quest i should be rewarded both trolls people will argue just do the quest over and over. do you know how much time you lose traveling to and fro objectives? yo even doing walking deads walking/riding to GY you lose 3m going another 3-4m selling stuff and banking the gold/buying arrows and horse feed etc...and another 3 m coming back. every run is 6m wasted. if you do 20 runs, you just lost about 2h of your time traveling. thats no calculating the time lost butchering carcs to maximise gold gain. just sit in gy and kill 200 walkers and be rewarded for the 200 in one go. yes you lose on carcs and heads but you gain in time lol
maybe u can invite ppl to ur task - like u take a 20 kill bandit quest and then u get the paper and u can open it and tipe the name of ur friend and he have to accept it like a friends request
I just quit MO after coming back, i get excited to play again with the new tasks and things. But it just made the issues of the game ever more apparent. SV is finally adding more POIs? After how long? They finally released some type of quest/task system and its so broken and shallow. They finally added an in game map? It just takes SV too long to realize what they need to do for the better of their game. Id stick around for the POI and Task improvements, but i just feel like these improvements will be hardly noticable or just not implemented well enough... Maybe one day MO will he a game ready to play for me, but right now, its just not worth the large amount of time investment sadly
i really like that. Thats why i recommended the black market system from Albion. A Group Task system could fix many problems the game have. Ultima Online was a very popular full loot game, becuase it respected the time of the players, offered something to PVP and PVE players and tried to balance their interests. We need a system that takes the pressure off the dungeons for our PVE players by providing more content for the PVP players to keep them always busy fighting each other in specific Hotspots at a specific time in the open World, which PVE players could try to avoid and use the time to complete a dungeon, which would normally be camped. The worst mistake a developer of a full loot game can make is that the PVP players get bored, who then grieve the new players. Complex Group Tasks could be used to create Hotspots. There could be complex guild quests for chefs, alchemists, and any other profession imaginable. For excample Get the King's Alchemist a Minotaur Head, Risar Chieftain Head and several alchemical ingredients from the Talus Risar Dungeon chest. The contract leasts 72 h. This would make these 3 specific dungeons a hotspot for PVP for the next 3 days, thereby reducing the ammount of PVP Players in the other dungeons. To make this work, the rewards for the guild tasks would have to be made super interesting. Thats why i had the Idea of adding influence points as reward that could be spend to make a kingdom more interesting for its inhabitants. So we get a competition between the Kingdoms for the most valuable area, for which residents could be charged higher taxes, which then adds more money to the war chest. The ammount of influence points compared to other Kingdoms should have an effect on the amount of resources (double Nodes) and the PVE. For example, there could be inactive Troll and Risar Cheiftain Camps spawns that only become active when you have reached a certain number of points or top the list of season points (Inbfluence Points). The winner could then get a special mount or something at the end of the season, like they do in Albion. Keeping PVP players busy with enough guild quests and world events should be Starvault's most important task, otherwise their game will never make enough money to deliver enough content quickly enough. The fewer players the game has, the harder it is to find opponents roaming arround and therefore they have to be concentrated on the map through interesting events to get these 50 vs 50 men battles every 2 h. In Battle Royal games, the few surviving players are concentrated through a fog of death so that they can find each other. In Mortal Online this has to happen through interesting world events. So Mortal Online doesn't need hundreds of thousands of players, but events at predetermined times. For example, a meteorologist NPC could inform players when a meteor impact will occur and whether it is expected in the northern, eastern, western or southern hemisphere. Players who are short on time could prepare and schedule time for such an event.
we need something, i refuse to play right now its abusive xD some games get away with it because you are rewarded with endgame content like legendary 7 boss ragnaros raid ect but this game does not follow those patterns so the grind is a huge problem for me as i think it is the worst aspect of the whole game we already gather ect for power and we can choose our path but this is restrictive to the sandbox i think, please no more trash mobs sv why is most of new content behind bs part of your game! :P (love this game so much just want it to be fun was already difficult to get friends to play now impossible for me at least :D )
Give 10000k mastery clade for mino king..... take a second to think about those words... dungeon is already under controle from one of the biggest,strongest guild,mino king is under timer and you want to empower them more... seriously think about smaller guilds/solo players already struggling and you would give 10000k mastery clade (10 players+- to kill king) will turn in 50+ zerg to get contract done and all the guild will have max mastery making them even more OP ? Wow real smart idea there
Surprised your guild even talks about TC, Try to build anywhere at all in GK and your entire army of rat alliance TC grief whoever it is with 0 thought or reasoning
I really do not know what you guys are hoping for. SV is making the same mistakes as MO1. They are showing they haven’t “learned to code” since the first game. The game is riddled with bugs, exploits, rmt and dupes. SV couldn’t even code out the legacy items and op pre patch trinkets.
So true, every time I enter our guild discord I hear "They could", "they should", "they will", "not yet", "next patch" but nothing ever really happens. By the way what about all the houses next to the new dungeon? Are they still there? I guess so.
In my opinion they should use the Task system to add more RPG elements. Maybe creating Hunters guild hall somewhere on the map where you can get high level task/missions and it implies also brining animals and monsters. The same with the Soilder guild, and maybe add them an small arena.
Tasks behind having a good reputation with a faction, some special "war" missions between Tindremic and Khurite. From just kill guards to actually do something more complex(caravans xD).
SV use your world!
Thank you for make a video about the post! For sure this topic will have better visibility.
OBS: My name should be pronounced like Markióro. Yes, you must mime Italian with your fingers when saying it 😆.
Yeah, I agree. 100%. You need me a lot more things to do that are fun instead of just being a walking simulator or horseback simulator if anyone ever noticed that these cities are exceedingly large and empty with only guards and vendors ...
Problem is if the increase the rewards of the specific tasks like bosses. The only guilds who gate keep that content will reap the rewards. Maybe instead of having individual tasks they can add guild tasks which would be broadcasts to every other guild. Then they can add counter tasks for guilds to go distrupt that group doing the boss task. Makes doing content easier and adds in a pvp element to the task system. Just thinking out load.
A Group Task system could fix many problems the game have. Ultima Online was a very popular full loot game, becuase it respected the time of the players, offered something to PVP and PVE players and tried to balance their interests. We need a system that takes the pressure off the dungeons for our PVE players by providing more content for the PVP players to keep them always busy fighting each other in specific Hotspots at a specific time in the open World, which PVE players could try to avoid and use the time to complete a dungeon, which would normally be camped. The worst mistake a developer of a full loot game can make is that the PVP players get bored, who then grieve the new players.
Complex Group Tasks could be used to create Hotspots. There could be complex guild quests for chefs, alchemists, and any other profession imaginable. For excample Get the King's Alchemist a Minotaur Head, Risar Chieftain Head and several alchemical ingredients from the Talus Risar Dungeon chest. The contract leasts 72 h. This would make these 3 specific dungeons a hotspot for PVP for the next 3 days, thereby reducing the ammount of PVP Players in the other dungeons. To make this work, the rewards for the guild tasks would have to be made super interesting. Thats why i had the Idea of adding influence points as reward that could be spend to make a kingdom more interesting for its inhabitants. So we get a competition between the Kingdoms for the most valuable area, for which residents could be charged higher taxes, which then adds more money to the war chest. The ammount of influence points compared to other Kingdoms should have an effect on the amount of resources (double Nodes) and the PVE. For example, there could be inactive Troll and Risar Cheiftain Camps spawns that only become active when you have reached a certain number of points or top the list of season points (Inbfluence Points). The winner could then get a special mount or something at the end of the season, like they do in Albion. Keeping PVP players busy with enough guild quests and world events should be Starvault's most important task, otherwise their game will never make enough money to deliver enough content quickly enough.
The fewer players the game has, the harder it is to find opponents roaming arround and therefore they have to be concentrated on the map through interesting events to get these 50 vs 50 men battles every 2 h. In Battle Royal games, the few surviving players are concentrated through a fog of death so that they can find each other. In Mortal Online this has to happen through interesting world events. So Mortal Online doesn't need hundreds of thousands of players, but events at predetermined times. For example, a meteorologist NPC could inform players when a meteor impact will occur and whether it is expected in the northern, eastern, western or southern hemisphere. Players who are short on time could prepare and schedule time for such an event.
dude building a tavern as a guild building would be dope af! First btw
ps. henrik should add a bonus loot table when killing things for a task like in osrs when you do the slayer skill you get a chance to get something specific from the creature when you are on a slayer task
soldier/hunting task needs to have Multiplier for gold and Glory depending on how much you hunt or kill.
if the quest is 60 gold for 6 bush pig. assuming 10silver per bushpig. if i sit at the spawn undisturbed for 1h and killed 56 pigs. come back to town and turn in the quest during the bonus reward timer
i should get : 56x10= 560 x2 (double rewards bonus) 1120 i should get 11gold and 20 silver + 400glory or so. not just 1.2g. and 40 glory...
same with scoundrel and bandits if i sit a the camp or sewers and kill 100+ bandits i should be rewarded for 100+ bandits or scoundrel. same with any of the quests. if i kill 2 forest troll back to back and turn in the quest i should be rewarded both trolls
people will argue just do the quest over and over. do you know how much time you lose traveling to and fro objectives?
yo even doing walking deads walking/riding to GY you lose 3m going another 3-4m selling stuff and banking the gold/buying arrows and horse feed etc...and another 3 m coming back. every run is 6m wasted. if you do 20 runs, you just lost about 2h of your time traveling. thats no calculating the time lost butchering carcs to maximise gold gain. just sit in gy and kill 200 walkers and be rewarded for the 200 in one go. yes you lose on carcs and heads but you gain in time lol
i like this idea they should do that
how about dynxmic TC tasks? help guild defening stronghold. or just static like destroy x towers or a strong hold.
maybe u can invite ppl to ur task - like u take a 20 kill bandit quest and then u get the paper and u can open it and tipe the name of ur friend and he have to accept it like a friends request
I just quit MO after coming back, i get excited to play again with the new tasks and things. But it just made the issues of the game ever more apparent. SV is finally adding more POIs? After how long? They finally released some type of quest/task system and its so broken and shallow. They finally added an in game map? It just takes SV too long to realize what they need to do for the better of their game. Id stick around for the POI and Task improvements, but i just feel like these improvements will be hardly noticable or just not implemented well enough... Maybe one day MO will he a game ready to play for me, but right now, its just not worth the large amount of time investment sadly
how about dynamic crafting tasks? AI checks whats missing at broker. no steel sword at broker, so new crafting task
i really like that. Thats why i recommended the black market system from Albion. A Group Task system could fix many problems the game have. Ultima Online was a very popular full loot game, becuase it respected the time of the players, offered something to PVP and PVE players and tried to balance their interests. We need a system that takes the pressure off the dungeons for our PVE players by providing more content for the PVP players to keep them always busy fighting each other in specific Hotspots at a specific time in the open World, which PVE players could try to avoid and use the time to complete a dungeon, which would normally be camped. The worst mistake a developer of a full loot game can make is that the PVP players get bored, who then grieve the new players.
Complex Group Tasks could be used to create Hotspots. There could be complex guild quests for chefs, alchemists, and any other profession imaginable. For excample Get the King's Alchemist a Minotaur Head, Risar Chieftain Head and several alchemical ingredients from the Talus Risar Dungeon chest. The contract leasts 72 h. This would make these 3 specific dungeons a hotspot for PVP for the next 3 days, thereby reducing the ammount of PVP Players in the other dungeons. To make this work, the rewards for the guild tasks would have to be made super interesting. Thats why i had the Idea of adding influence points as reward that could be spend to make a kingdom more interesting for its inhabitants. So we get a competition between the Kingdoms for the most valuable area, for which residents could be charged higher taxes, which then adds more money to the war chest. The ammount of influence points compared to other Kingdoms should have an effect on the amount of resources (double Nodes) and the PVE. For example, there could be inactive Troll and Risar Cheiftain Camps spawns that only become active when you have reached a certain number of points or top the list of season points (Inbfluence Points). The winner could then get a special mount or something at the end of the season, like they do in Albion. Keeping PVP players busy with enough guild quests and world events should be Starvault's most important task, otherwise their game will never make enough money to deliver enough content quickly enough.
The fewer players the game has, the harder it is to find opponents roaming arround and therefore they have to be concentrated on the map through interesting events to get these 50 vs 50 men battles every 2 h. In Battle Royal games, the few surviving players are concentrated through a fog of death so that they can find each other. In Mortal Online this has to happen through interesting world events. So Mortal Online doesn't need hundreds of thousands of players, but events at predetermined times. For example, a meteorologist NPC could inform players when a meteor impact will occur and whether it is expected in the northern, eastern, western or southern hemisphere. Players who are short on time could prepare and schedule time for such an event.
we need something, i refuse to play right now its abusive xD some games get away with it because you are rewarded with endgame content like legendary 7 boss ragnaros raid ect but this game does not follow those patterns so the grind is a huge problem for me as i think it is the worst aspect of the whole game we already gather ect for power and we can choose our path but this is restrictive to the sandbox i think, please no more trash mobs sv why is most of new content behind bs part of your game! :P (love this game so much just want it to be fun was already difficult to get friends to play now impossible for me at least :D )
Give 10000k mastery clade for mino king..... take a second to think about those words... dungeon is already under controle from one of the biggest,strongest guild,mino king is under timer and you want to empower them more... seriously think about smaller guilds/solo players already struggling and you would give 10000k mastery clade (10 players+- to kill king) will turn in 50+ zerg to get contract done and all the guild will have max mastery making them even more OP ? Wow real smart idea there
Lmao, they added the most barebones quest implementation ever and they actually need ideas to improve it? Lmao.
I want my dire wolf armor sv
Surprised your guild even talks about TC, Try to build anywhere at all in GK and your entire army of rat alliance TC grief whoever it is with 0 thought or reasoning
Pity they couldn't code holes into Swiss cheese.
I really do not know what you guys are hoping for. SV is making the same mistakes as MO1. They are showing they haven’t “learned to code” since the first game. The game is riddled with bugs, exploits, rmt and dupes. SV couldn’t even code out the legacy items and op pre patch trinkets.
It's obvious and pretty consistent! that they have no idea how to implement anything in the game.
So true, every time I enter our guild discord I hear "They could", "they should", "they will", "not yet", "next patch" but nothing ever really happens. By the way what about all the houses next to the new dungeon? Are they still there? I guess so.
@@desmichale The whole game is a "could have been". It's all it is, a nebulous potential future when SV doesn't suck balls.
Bunch of cry hards