My Thoughts on Patch Notes 2.2.2.58

finegamingconnoisseur

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May 29, 2020
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Not sure what everyone else thinks of the latest patch notes, but me personally the new caravan campsites feel like SV is turning their back on the idea of player-run caravans, wagons and convoys that have been suggested all the way back throughout MO1 years.

This to me feels like a final nail in the coffin to that idea, I don't understand why they called it caravan campsite when it doesn't even move. It could've been called anything else, dungeon staging point, adventurers' campsite, dungeoneers' rest stop, etc. Calling it a caravan campsite feels like a slap in the face to everyone who have suggested or supported the idea of player-run caravans.

I don't even want to imagine what SV will do with thievery which after almost four years now has yet to be implemented. Will they add a new hostile npc mob called Thief that will drop spawned stolen items that the player can then turn in at another npc vendor called the Fence who will give them coins or another medallion to trade for a Thief's Cape? Is this how thievery will die in MO2?
 
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manure

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May 7, 2022
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Not sure what everyone else thinks of the latest patch notes, but me personally the new caravan campsites feel like SV is turning their back on the idea of player-run caravans, wagons and convoys that have been suggested all the way back throughout MO1 years.

This to me feels like a final nail in the coffin to that idea, I don't understand why they called it caravan campsite when it doesn't even move. It could've been called anything else, dungeon staging point, adventurers' campsite, dungeoneers' rest stop, etc. Calling it a caravan campsite feels like a slap in the face to everyone who have suggested or supported the idea of player-run caravans.

I don't even want to imagine what SV will do with thievery which after almost four years now has yet to be implemented. Will they add a new hostile npc mob called Thief that will drop spawned stolen items that the player can then turn in at another npc vendor called the Fence who will give them coins or another medallion to trade for a Thief's Cape? Is this how thievery will die in MO2?
Agreed man... Caravans should MOVE... How lame.
Imagine how cool it would be if players were able to raid caravans on the road...? Thats CONTENT !

Regarding Thieving, man, when I think about it I also keep wondering... How in the heck would they make it even possible with the current pathetic guards rule ? The elite tindremic guard kills you with ONE shot, in less than one second, with Xray vision or teleporting next to you when you become criminal...
How in the thirteen hells would we be able to steal from someone if we know that as soon as we get GRAY, a tindremic guard will pop up nearby and insta kill us ?


By the way, another subject here that is also lame.
Did you see they gave us like 10 more health points after this patch ? The explanation for this was to make battles last more time !! To increase the TTK, time to kill.

Are these guys serious ?
The most intelligent thing to do if they want to raise the TTK is just DELETE TRINKETS.... Or at least put a damage cap.
Its beyond pathetic to be killed by a lancer who makes 190 damage in ONE hit...
Or being hit by a Thursar filled with trinkets doing like 90, 110 damage each hit...

Put a damage cap, maybe 50 or 60 damage cap per hit.
THERE, you have your desired long lasting TTK !

Please, SV, hire new designers !
 

Emdash

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Sep 22, 2021
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This is why words matter.

I for one am not upset at them being called Caravan Campsites, and I don't think I am paranoid enough to think that means anything in regards to player caravans.

However, their refusal to implement Thievery is hard to understand. I don't know what their plans are, but yeah...
 

ElPerro

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Player caravans were dead the moment Henrik decided not to put regional resources in the game and make them available everywhere.
 
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Emdash

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Player caravans were dead the moment Henrik decided not to put regional resources in the game and make them available everywhere.

I dunno. I think it's wildly stupid that they put like... granum by duli. I think it's even stupid that they dropped a few sab nodes around Bakti. I think it makes more sense to have a node here or there, though.

However, as I had suggested before, IF there was something that gave mastery (yea that's the game now hehhh,) like say TAKE A STACK OF COAL from Bakti to Meduli then when you handed it in, it put it on broker for a price that was determined by need, maybe weekly, player caravans would happen.

There needs to be group tasks, though. They could make massive transport tasks like take 5 stacks of coal, 2 stacks of coke, 5 stacks of calx powder, e t c, to the point where you could run it solo, but it would be worthless. Then make the reward like 1000 clade for 1 person, or if two people do it, each gets 800, three 750 etc.

All of this shit is easily addable to the game, the only issue is how people will find out to exploit it, but this at least would drive the game. It would get JUICY CARAVANS, it would get players grouping, it would get mats being produced, and it would divvy out clade in a way that doesn't involve pve or supply boxes.

That shit is basically all day. I think that people would like to have an NPC that you went along with, and that would be awesome, yeah, but what I said could happen within a week. Might need a bit longer to iron it out, but the framework could be set.

That would be a player caravan imo?

It'd be nice to be able to take everything you wanted and have it pay out clade based on the total money value opposed to having it be set like deliver x items. I dunno how close we are to that, though. I am just trying to work within the system as is.

So, things we need asap: production tasks, transport tasks, and the ability to take tasks as a group. Not like 50 people, but like y'know within reason. 5 or like maybe 8-10 if shit is gigantic, could adjust if game ever showed more life.
 
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