Compilation of Feedback & Ideas

Woody

Well-known member
Apr 4, 2021
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Arrow types and fletching
  • Add arrow heads (crafted from bone, alloy or stone materials which modifies base damage and flight speed)
    • Broadhead
      • Has a % chance to inflict a "Bleeding" condition which does 'Damage over Time' until healed past X threshold of HP
    • Bodkin
      • Adds weak spot chance across all body parts at a reduced chance
    • Barbed
      • Has a % chance to inflict a "Deep wounds" condition which gives '% healing reduction' until healed past X threshold of HP
  • Add arrow shafts (crafted via wood materials which modify flight speed and arc)
    • Long (for use in long bows)
    • Short (for use in short bows)
      • Greatly penalise arc, speed and damage when fired from the incorrect bow type
  • Allow the combination of arrow heads and shafts at the bow crafting table to create arrows.
  • Have vendors sell headless arrows only. They have standard damage and no head effect aforementioned.
  • Headless arrows can be crafted as well.
Town Crier/Trophy system

As of now, Trophies become less relevant the more you play the game (and accrue wealth). To fix this, implement a scaling reward system dependent on the location of the town and how frequently trophies are handed in so there is some consideration for doing them.
  • Add town criers and/or trophy boards that generate trophy bills for hunting down specific animal or humanoid AI types:
    • Trophy bills identify the going price for handing in trophies at that particular town
      • Example: an individual town might cap out at wanting: 250 undead heads. As players hand these heads in, this number drops for that town. The higher the number, the greater per head reward you get from handing them in.
      • The more rare or difficult the mob, the less trophies individual towns will want and the less frequent they will ask for them. E.g. a town may ask for an additional troll head every 6 hours and cap out at only ever wanting 3. Other towns might have higher or lower caps, or not offer this trophy at all.
    • Bounty bills/tickets can be taken from the crier/board which adds a physical inventory item, however you don't need one to hand in trophies.
    • Towns will always accept trophies however if the number they're asking for is at 0, they will give lower than base gold and no reputation gain. Low level trophy bills like Zombies should have a fast enough replenishment rate that this will never occur.
    • Trophies can be handed in at any of the nation's towns, via a new Guard Barracks and the Commander residing within.
      • Town NPCs no longer accept trophies
    • Handing in certain trophies should increase reputation with that nation depending on the difficulty of the trophy. (obviously zombies shouldn't give reputation - or if they do, only give reputation over a certain threshold of hand ins)
      • A potential issue here is "holding" onto trophies and storing them for a rainy day. To counter this, a decay mechanic for these items could work so that they "rot" if left for too long.​
    • (See patrols/highwaymen below) If certain trophy bills (e.g. Risars, Bandits) are in high demand for a particular town, increase the number of patrols and highwayman spawns that travel or reside near that town. This simulates a "threat" mechanic in that area.​
This system is to help encourage players to move out into the world, maintain relevance with hunting mobs and also give a sense of direction for newer players starting the game. It has a degree of travel to it as well, for example, Risar heads will naturally be handed in less frequently throughout Tindrem so may fetch a higher price there. Tindrem may also have a lower cap that they're after because of this (as Risars aren't as big of a threat out west).

Points of Interest/Camps

Adjust points of interests to target group play and solo play respectively, and enable proper AI leashing/group aggro when pulling
  • The interior of the point of interest/camp itself should be focused on group play
    • Mobs already reside in close proximity to one another and therefore should leash/bark to aggro as a group. To counteract this, balance the interior of a point of interest around group play.
  • Around the exterior of the point of interest/camp should be patrols/lookouts of 1-2 mobs that are far enough away from the main point of interest
    • This gives the solo player content they're able to do at these locations
    • It also encourages them to socialise and group up with other players to tackle the interior where the loot is held
AI patrols between camps

Create AI patrols that travel in groups between camps/points of interests. This makes the presence of these humanoid mobs feel more dynamic & meaningful
  • Create a number of predefined paths between a network of camps that make sense for patrols to travel between
  • Have the patrols return or travel to another camp in the network of camps, should they reach their destination.
  • The patrols should be balanced for group play and aggro together
Hunger

Allow players to eat whenever they want. This lets players use food to replenish reserves when and how they see fit but also makes food a consideration in "maintaining" your weight class.
  • Do not lose or gain weight until the value is either maxed or at 0.
    • At max hunger, have the character start to lose weight at certain intervals while sprinting (holding shift)
      • Show an icon when starving
    • At 0 hunger, have the character start gaining weight if they continue to eat
      • Show an icon when they're full
This gives a clear path to control weight without gaming certain mechanics (suicide etc).

Restore mob HP upon hard leash

Hard leashing a mob should rapidly regenerate it's HP while it travels back to it's spawn or until it's able to be soft leashed again. Soft leashing a mob returning to it's spawn should aggro it's "group" AI again.

Add Highwayman mobs

Add standalone highwaymen that spawn along roads. These mobs should be suitable for solos to manage.

HUD
  • Stack counts shown on the inventory icon need to display weight value and have a decimal e.g. 10000 -> 100.00kg or 3456 -> 34.56kg. New players are constantly confused about the "stack" number. Alternatively, show in the tooltip a way to make this more clearer.
  • Enhance drag and drop detection so that deleting items when dragging is only possible when you drop the icon anywhere outside of any UI element.
Graphical
MISC
  • Crafting times feel slightly too short in comparison to every other action in the game.
  • Put a toggle in the Audio settings to allow for audio to be played in background
 
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Dayde

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Jul 31, 2020
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AI patrols between camps

Create AI patrols that travel in groups between camps/points of interests. This makes the presence of these humanoid mobs feel more dynamic & meaningful
  • Create a number of predefined paths between a network of camps that make sense for patrols to travel between
  • Have the patrols return or travel to another camp in the network of camps, should they reach their destination.
  • The patrols should be balanced for group play and aggro together

Restore mob HP upon hard leash

Hard leashing a mob should rapidly regenerate it's HP while it travels back to it's spawn or until it's able to be soft leashed again. Soft leashing a mob returning to it's spawn should aggro it's "group" AI again.

Add Highwayman mobs

Add standalone highwaymen that spawn along roads. These mobs should be suitable for solos to manage.

I think these would be great additions to MO2. I always thought it was odd in MO1 that guards patrol, but bandits don't. It would make sense to have NPCs transporting goods between camps, or even just patrolling between camps. It would also make sense to see NPCs in the wild hunting.. both players and animals.

I also like the fletching ideas, but as that has been promised but not yet in the game, I would not be surprised if that system was very similar to what you describe.
 
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Visceros

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Aug 20, 2021
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Restore mob HP upon hard leash

Hard leashing a mob should rapidly regenerate it's HP while it travels back to it's spawn or until it's able to be soft leashed again. Soft leashing a mob returning to it's spawn should aggro it's "group" AI again.

I always hated it in all MMOs where I encountered mobs "rapidly regenerating it's HP" off battle. That's ridiculous, if the game is targeting for realistic experience - then the mobs as living beings should follow the same health replenishment rules as players do.
I am totally and utterly disagree with this proposal.
 
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Woody

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Apr 4, 2021
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I always hated it in all MMOs where I encountered mobs "rapidly regenerating it's HP" off battle. That's ridiculous, if the game is targeting for realistic experience - then the mobs as living beings should follow the same health replenishment rules as players do.
I am totally and utterly disagree with this proposal.

Then you cant have leashing mobs. Whats the lesser of two evils here?
 

Woody

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Apr 4, 2021
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wdym "can't have leashing mobs" What is the alternative you're talking about? :)

As it is abused without it. Currently you can just leash them, chase them back and null and void all combat with the AI whilst doing full damage.

AI can simply use a bandage or potion when leashing, it looks a bit more realistic and makes sense.

Yes that would make more sense and achieve the same effect as healing on leash.
 

Tzone

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May 16, 2021
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Mobs should just bandage like players if humanoid. other then that no, mo is aiming for realist. Full reset mobs make me think of lower quality games and isnt enjoyable content. no hp rest on least is deffinatly the lesser of two evils if it was evil.

What they need is the ai to work to gether and not get baited in the first place.
 

Woody

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Apr 4, 2021
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Mobs should just bandage like players if humanoid. other then that no, mo is aiming for realist. Full reset mobs make me think of lower quality games and isnt enjoyable content. no hp rest on least is deffinatly the lesser of two evils if it was evil.

What they need is the ai to work to gether and not get baited in the first place.

I disagree. Exploitable mechanics is most definitely "lower quality" in this example.

Some form of healing, bandages, regen, potions, whatever - just that a healing mechanic upon leashing needs to be implemented. Something to make exploiting the leash less desirable 'until' they can improve AI or at least make leashing a non issue. Until then, game design > realism.
 

Tzone

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May 16, 2021
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I disagree. Exploitable mechanics is most definitely "lower quality" in this example.

Some form of healing, bandages, regen, potions, whatever - just that a healing mechanic upon leashing needs to be implemented. Something to make exploiting the leash less desirable 'until' they can improve AI or at least make leashing a non issue. Until then, game design > realism.
too bad your wrong tho
 
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Visceros

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Aug 20, 2021
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I disagree. Exploitable mechanics is most definitely "lower quality" in this example.

Some form of healing, bandages, regen, potions, whatever - just that a healing mechanic upon leashing needs to be implemented. Something to make exploiting the leash less desirable 'until' they can improve AI or at least make leashing a non issue. Until then, game design > realism.

Okay, let's discuss exploits that we can encounter and then we'll figure out how to prevent it, or make less desirable/available. Please post your info Woody.
 

Visceros

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Aug 20, 2021
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As it is abused without it. Currently you can just leash them, chase them back and null and void all combat with the AI whilst doing full damage.
I think the best option is to ask to make them "unattackable" while they run back to their group/spawn point. And when they reach it they start bandaging (bandaging process should be interruptable).

What would be more realistic is to make them re-leash and attack player again. But again, there should be some limit, because otherwize you can just "leash" the mob all the way to the city and guards and watch them fight :D