Make Tindrem Awesome to hang out in. Switch up your thinking. Keep those blues, roleplayers, lore dreamers.

SeaShadow

Active member
Jul 16, 2020
167
61
28
Instead of Tindrem being known as a boring place to leave from to find the "real game", why couldn't Tindrem be built up as a special place of it's own?

It's one of the first places players will see. They will wonder as to the Tindrem backdrop with it's intricacy scaling the mountain... and may think what are all these back alleys and the Noble district. I found it a bit unfortunate the game doesn't offer any kind of mechanics system, or special tasks, or similar to dig into ..... Blue Players. Get what I mean? It's interesting the game seems to only focus on making Tindrem a dry place to get out of, and where the "cool" people go-- "those reds who do the seiges, trust me bro". Talk about a glimpsed dream of wonder and lore, then a missed opportunity.

Here are a few things I thought of--

The same ideas also for Morin Kur as the Tindrem of the East, so to speak.

-- Instead of punishing people for having LOW standing, reward for having HIGH standing. Very basic game design logic -- catch more people with honey than vinegar. For instance, if there were great rewards for building up Blue Town Social Standing, would you even need to lock people out of Blue towns for Low Standing anymore? If you added something of a system mechanic like this, you could just remove Guards attacking for Low Standing. (Unless they have a Crim Timer of course.)

-- High Standing offers the ability to acquire Tasks, information, and trade with from the Noble District.... Rare Items Dealer. Goodies like engravers, special clothing, and yep, for Fist Weapons too perhaps.

-- Also in the Noble District is

-- the Tindrem Knight Lord -- he's like a Task Giver for Blue Players to specifically protect Blues, & kill Red Players. This means UNIQUE KILLS. So people can't just kill their friends in a loop to game the system here. In other words once you've killed a specific red player, killing them again won't gain progress.
------The reward is a Knight Weapon Engraver Crafting Book (for the engraver I mean, so any weapon can be made a special Knight Weapon). It's a holy weapon that only Blue Players can pick up.

-- Also in the Noble District is the Master Merchant --- he gives advanced Tasks for mining, wood cutting, collection, Auction, and Crafting. Completing his tasks would be great if it unlocked some new crafting books. But the idea is to specifically make Solo Blue Miners and SLAG HAULERS feel there is a game system for their playstye. If that makes sense? (Yea you got the Sieging and TC for the Sandbox. How about a Fantasy RPG also?)

-- In the Tindrem Library you might find....
--- Not just skill books to buy, but also an updated Lore book case system. This is from the MO2 lore writer. Matts, was his name? This has everything from Mage Tower, to Lava Falls, Sheevra Cave. Bits and pieces of useful Lore to solve advanced tasks of Archeology and Exploration -- bringing in the varoious Landmarks and Ruins locations scattered around the map as destination points. For example you go to Fire Shrine and find a secret, if you know where or how to look (perhaps you need to find the Clue for your Journal). And if you update the in-game Lore tomes secretly here and there, like something reasonable, every month or so, with a new tidbit, it would be well worth digging thru for the Lore Buffs and Roleplayers.

In other words, rewarding those playstyles with real game mechanics (instead of making them and after thought compared to BIG FIGHT ZERG as they only real thing to do, win and feel good!)

-- Oh yes, the Tindrem Back Drop should be explorable too. It might be a very nice place for a new Dungeon as well as some intrigue Below the Tindrem Arena in the Labyrinth. What's up there? Well, a Throne Room. And in this Throne room, you can find special things that spawn every so often. So it's worth "holding the Throne" - but as a PVP destination. Titles, tasks, etc. can fill out here also.

-- Altars to various deities referenced in the Lore that act like Relics where you can get a special Buff. But this is based on your Standing (functioning as a Social Status rank.) The buffs can only be taken every so often, but do stick around even if you die.

-- Buffs give incentives to respect playstyles for those solo and small group blue-berry miners, gatherers, and explorers.
-- Specifically this is because since the game is Zerg driven. If the buffs reinforced players who go solo or in small groups, from Tindrem, yes.
-- High Standing or "Blue Reward Buffs":
--- Kind of the Altar Buffs example:
--- Magical Shield -- 20 bonus HP, these are lost first if damaged by getting hit by a player, but if someone HEALS YOU for restoring actual lost HP, then the buff fades off at a 1 for 1 rate. The idea is to make Solos more tanky instead of being squish to Zergs in 1 v. X. (Hopefully that makes sense? Reward all those players for their efforts so they stick around too.)
--- Nature Blending -- aggro radius of Animal creatures shrinks. Letting you move around overland map without as much unintended aggro.
--- Slag Hauler Buff -- increases the rate at which you can deplete a node that is gathered from.

And for the Underworld of course--

-- Eaves Dropper style Character to inform players of new rumors. And clues for where these Advanced Tasks might be completed

-- Please add Snooping and Pickpockets as Theivery Action skills (200 pts total), and Lockpicking as a Theivery Profession skill (100 points total), where Lockpicking is akin to FISHING, just with working chests (or doors) in a mini-game of tumblers where you try to open it while conserving picks.

-- The Tindrem Sunken District would again be a great way to deliver the Book Vendor for Theivery -- maybe he has a variety of Thief Tasks, in addition to these books? Plus an intresting Grey area adjacent to Tindrem for some intrigue mysteries, task collection points, pickable chests and so on. The idea is close, fast action for Tindrem -- making Tindrem Fun...Not Boring!

-- Please add the Assasination System. Similar to Bounty Hunting, but it gives a task for non-Murder players (can include Reds too, if the algorithm needs something in reasonable range.) Guild Leaders and people with High Standing are targets that give special "score" bonus. Can only reroll the target Once per hour.






--
 

Emdash

Well-known member
Sep 22, 2021
3,196
1,031
113
Remember: INSTANCE TINDREM! Let there be a nub area that can cross with the actual game, that people who simply want to grief nubs can be removed from. Let there be content! Let there be a pvp thing that you can queue into and farm points for things like capes and, even, for the best players, subs. All are welcome to the pvp zone.

I should be getting PAID by these bros.

I think Henrik should fake his own death and let me be the head of SV. Then once we fix MO2, he can do a big reveal superstream like I'm alive!!!
 
  • Like
Reactions: SeaShadow

SeaShadow

Active member
Jul 16, 2020
167
61
28
Ah yes, but SV has tried everything else to get the population up. Or almost everything? Adding a dragon won't do it. RECOKONING is just more of the same Chickaboom, so a SMALL interest spike from veterans but that's it. Adding Sarducca will give an interest spike but we look back to MO1 and the pop curve goes up, then takes a nose dive to about...200-300 online, but now spread over TWO maps. So even the PVP graba$$ isn't the game anymore because of distance. Then 100-200 players online, then dead like MO1. Unless that's the plan then MO3 comes out?

So I will say again for Henrick ---

The Solo Blue Explorer and Farmer SHOULD'VE BEEN THE BACKBONE OF THIS GAME!
 
  • Like
Reactions: Xunila

CherryKush

Well-known member
Jan 25, 2022
284
336
63
Ah yes, but SV has tried everything else to get the population up. Or almost everything? Adding a dragon won't do it. RECOKONING is just more of the same Chickaboom, so a SMALL interest spike from veterans but that's it. Adding Sarducca will give an interest spike but we look back to MO1 and the pop curve goes up, then takes a nose dive to about...200-300 online, but now spread over TWO maps. So even the PVP graba$$ isn't the game anymore because of distance. Then 100-200 players online, then dead like MO1. Unless that's the plan then MO3 comes out?

So I will say again for Henrick ---

The Solo Blue Explorer and Farmer SHOULD'VE BEEN THE BACKBONE OF THIS GAME!
They just need Unreal Engine 6 to make it work.... There's just things they could not do in Unreal 5...

lol..
 

Xunila

Well-known member
May 28, 2020
788
874
93
Germany
Nice ideas, some of them mentioned by Henrik years ago. Maybe with the next major patch with increased standing range and even titles (?) for standing we may go into that direction.
Years ago on MO1 we heard about official ideas to use the Sophistication value to get access to some areas and NPC like the cathedral in Tindrem. Now with nation standing this becomes more realistic. But we have to wait. Maybe after the next continent.
 

Emdash

Well-known member
Sep 22, 2021
3,196
1,031
113
The Solo Blue Explorer and Farmer SHOULD'VE BEEN THE BACKBONE OF THIS GAME!

Kinda. I am a solo blue, believe it or not, even tho I would go in on people since MO2. I made a promise to never PK people in MO1 haha I was super mad at how people would just PK people. You run into someone on an alt and they kill you, and it's like yo?? I dunno. I am over it.

But I think the solo blue and the solo red / grey need to have game play loops. The larger structure of guilds should be outlining content for the smalls, not destroying their game play loop.

Like take Hyl. I haven't played in a grit, but I remember before I quit, I was thinking that we would get Hyl popping, there were people around, and every once in awhile, a group would come in and try to do something, but we'd handle them. Then I left and came back and Overt was killing everyone and the only people in the town were their allies and their guildies. It was like wow ok.

And once they have that level of a stranglehold on a spot, what can people do other than grief them? And what is their incentive to have non-tagged players succeed? There isn't one. For some reason, I enjoy re-directing the energy of places. That is my sandbox experience. So I try to go in places and make an impact. Most people aren't like that, so they just get loot and prom and there is no reason to cultivate anything then. Red or blue, it's solo that needs fixed. And few are truly solo... just someone who is not a zergling.
 

SeaShadow

Active member
Jul 16, 2020
167
61
28
Nice ideas, some of them mentioned by Henrik years ago. Maybe with the next major patch with increased standing range and even titles (?) for standing we may go into that direction.
Years ago on MO1 we heard about official ideas to use the Sophistication value to get access to some areas and NPC like the cathedral in Tindrem. Now with nation standing this becomes more realistic. But we have to wait. Maybe after the next continent.
Yes, MO1 Sophistication was my thinking, I suppose. Wondering about that from my MO1 days, perhaps. (Is it capable of adding end game content also? )
 

SeaShadow

Active member
Jul 16, 2020
167
61
28
Kinda. I am a solo blue, believe it or not, even tho I would go in on people since MO2. I made a promise to never PK people in MO1 haha I was super mad at how people would just PK people. You run into someone on an alt and they kill you, and it's like yo?? I dunno. I am over it.

But I think the solo blue and the solo red / grey need to have game play loops. The larger structure of guilds should be outlining content for the smalls, not destroying their game play loop.

Like take Hyl. I haven't played in a grit, but I remember before I quit, I was thinking that we would get Hyl popping, there were people around, and every once in awhile, a group would come in and try to do something, but we'd handle them. Then I left and came back and Overt was killing everyone and the only people in the town were their allies and their guildies. It was like wow ok.

And once they have that level of a stranglehold on a spot, what can people do other than grief them? And what is their incentive to have non-tagged players succeed? There isn't one. For some reason, I enjoy re-directing the energy of places. That is my sandbox experience. So I try to go in places and make an impact. Most people aren't like that, so they just get loot and prom and there is no reason to cultivate anything then. Red or blue, it's solo that needs fixed. And few are truly solo... just someone who is not a zergling.
It really seems like Henrick's ideal end game is

everyone is in a guild and gears up for a TC or Castle Defense style siege event. It's really easy to see this in the Reckoning patch. And do any of these abilities, Adrenaline, or Masteries make it easier to defend yourself against superior numbers? From what I've seen the answer is ---

NO ABSOLUTEY NOT. WITH MASTERIES AND HOW ADRENALINE LOOKS TO WORK YOU ARE EVEN MORE LIKELY TO GET BEATEN EVEN FASTER BY GREATER NUMBERS OF PLAYERS NOW EVEN IF IT'S JUST YOU VS 2 OF THEM.

Which is FINE if that's really the game someone wants to fit into the mould of. But it offers very little else to truly feel sucessful. Since winning helps. But even if it was survival, for the SLAG HAULER / SOLO EXPLORER, the promise of alternative end game goals was there, I'd probably feel more motivated to log back in and brave the zergs to get to those goodies and feel like I did something on my own.
 

Emdash

Well-known member
Sep 22, 2021
3,196
1,031
113
Like I said before, there should be a game for both solos and guildied / zergs. The 'secret' of sandbox is to have a deep game for both people. Even if the zergs are controlling the overall shape of the world, there should be a place for smaller groups within that. The idea of sandbox to someone like me is to have a living world define the parameters that I have to play within, which is an eternal challenge. When things get stale, the game is failing, but what happened in MO like... since TC patch in MO1 has been a shift to where there isn't a game within a game. It's more like if you are a solo, you are content for the guilds haha.

The guilds should get to explore all of the aspects of the game that require intense logistics: holding down shit like dungeons or GK, but the reward shouldn't be THAT high. Because they already get those rewards, they shouldn't continually be buffed. Like the harder they go on flag system and rep changes, the less likely it is that a solo can get a kill.

If you have a game where guilds get everything and don't really have to think about how they treat solos, you get MO2. You get a game with mostly zerg vets and nubs. And people bore of it. Nothing changes, which is the biggest flaw of a sandbox. Henrik doesn't want people to lose their shit, but the shifting world keeps things interesting.

I guess the best hope now is that they come out with a different version of the game with a hardcore rule set. I really wish the game wasn't so damaged because I would enjoy using my free month (I haven't played since sub introduced lol.) Alas!

Edit: but that's why I think instancing tindrem and making it more solo friendly and adding in (I never would have said this before lol) a kinda ranked pvp also-instanced area where people can queue in and have fun/compete fairly, f2ps and subs and be equal, etc... would be good.
 

SeaShadow

Active member
Jul 16, 2020
167
61
28
I'll pick on these vids. (Edit: if Tindrem was poppin just like this, I'd patch and play instantly)




Oh yes... but I had no problem with reds sneaking into the graveyeard. "GREYS IN GY!"

How the heck did they get in? The aquaduct? Or maybe a secret tunnel from below? (not really but could add!)

It was a fun and fast game loop right there in Tindrem. With all this mist and really cool looking undead and their various forms such as the swordsman and bloated walker shuffling out of the fog. Yes, the new player will get killed but they will feel a NEED TO GET BACK IN THERE.

Henrick built this before and will he do it again ? ?

....

There should be no need to punish PK'ers with extra guard towers and a too safe GY thats locked off. This only drives away even the vital gank game loop from threatening the GY or Tindrem Gates. That used to be fun in MO1. Just add cool rewards for other playstyle of Knight Player (blue), and respect solo vs. zerg with mechanics.

And up to the sky !
 
  • Like
Reactions: ElPerro

Xunila

Well-known member
May 28, 2020
788
874
93
Germany
Oh yes... but I had no problem with reds sneaking into the graveyeard. "GREYS IN GY!"

How the heck did they get in? The aquaduct? Or maybe a secret tunnel from below? (not really but could add!)

I think there has been a way over the walls, but it's too long ago to remember exactly. And the other way is of cause resurrection by a blue guild mate spritist.

Yes, I agree, we had many fight in the Tindrem graveyard and at the Fabernum gates. And in front of other cities, too.
 
  • Like
Reactions: SeaShadow