Alright, so Star Citizen found a really interesting method to do this. They're called "Missions". So, the stores in every area are all opened to players to contribute. If a city begins to run low on supplies that the NPC's can sell, then it's the players jobs to refill those orders by selling to NPC's. It works to also stabilize the market, since NPC's will NEVER sell under price, but how much they're going to buy will fluctuate depending on the % of materials left in store versus how much it needs. If they begin to get low on stocks, then they begin to pay more to the players for items, like Calamine, Rock Oil, etc. This would HIGHLY influence extractors jobs and income and truly make it a proper market for lower tiers. Mages can run through mats SOOOO quickly, that by providing these functionalities, it would truly impact the inclfluence the players can have on thd market. Or Horse Food, when we sell to Vendors, Hop! That new item is now being sold at the price it should always be bought at Forcing players to drop the price they're selling on the Market to match what NPC's are buying it for. So, once the NPC begins to drop under 25% of stock minimal requirements, oh, they're now purchasing the item in question for 6 cuprum coins and selling it at 7.
@dj-jojosan2 жыл бұрын
Funny^^ Tasks are in its base simple redundant quests, there is no special design or creativity behind it, just 8 hours each day lumbering wood and deliver it for x of y - like work in rl So just one fast creative idea. Combine Tasks with territority control, regarding the situational advantage of a guild, nation etc. So the available Tasks " What, how much, where, with whom, for which recipient) dependends on who needs support in TC for having better chances against, par example a strong siege army, a faction/guild word more controlled keeps. Tasks can be^^ 1.) Talk to x npc, to get more npc soldiers to guard target keep 2.) collect wood, stone, and bring it to outpost/city/keep for repairing/building up thing 3.) Defend target sieged keep and kill x player of attacking army 4.) maybe combine bounty system with TC and tasks. 5.) craft x armor bring them to target to improve npc soldiers 6.) etc... Nextgen Tasks will be dynamic regarding the geopoliticacal situation on the world map^^ Quests are in its base more single player story like, but i want to play a mmo
@haltheviking5752 жыл бұрын
I honestly like task systems better and I think that we do need a bit of lore behind mortal online 2. Maybe the players can put down monuments with short texts for certain events like battles, succession of a certain region or a statue of a famed player. I personally think that this is a good idea because as I explore the continent in rl I see ruins that detail an older civilisation. To add abandoned homes/castles turn into a ruin that can be removed or environmental factors such as burnt trees during a bushfire. These detail history and a sense of belonging for the player. To imprint a change into the world of mortal online 2 with every passing player or staying player. A place where stories can be told. Now from these stories tasks would allow people to venture around and explore the history of the people that have played the game. Maybe a task shouldn't be to find items but rather piece together certain events that happened before in the past. Maybe make it an achievement to give people their own destiny so that they may make their own monument as it provides an artwork for people to make a name to add to the game as-well. We the people live for a 100 years max, but the game lives on and so should the memories. The lore isn’t a warriors tale but a bards lullaby.
@moldiworp91432 жыл бұрын
"The lore isnt a warriors tale but a bards lullaby" What?
@haltheviking5752 жыл бұрын
@@moldiworp9143 I'll let you think about it. And here is a clue don't go bashing answers 🤷
@MrFangsea2 жыл бұрын
Its this easy. You sell any mats to quartermaster NPC. You code into the quartermaster in each town to raise value of buy order for x ore 1.25 times other town if lower in quantity. You can step this at different rates. Then as a lore reason each town faction is trying to keep parity with other towns. That then makes a reason to move ore to x place to sell and sets a floor value for the prices of ore.
@drabheart94262 жыл бұрын
i agree with henrik on his take on the "quest" system but i think task system needs way more content.
@zu15902 жыл бұрын
Star Vault should make it to where if someone has a parcel when a player kills them, it can be looted and opened and it should have like 5 gold pieces but -10 reputation with that parcel's nation
@Frater13372 жыл бұрын
Man Wolfszeit, don't apologize for contradicting Henrik's BS. The parcel runs are the same crap like fetch quests, you'r basically roleplaying the UPS man.
@WolfszeitYT2 жыл бұрын
UPS online. or delivery simulator game xD
@Frater13372 жыл бұрын
@@WolfszeitYT Seeing as you can get ganked while doing it it reminds me of: kzbin.info/www/bejne/fpC1q6Jjqt5krrM
@WolfszeitYT2 жыл бұрын
@@Frater1337 hahahaha #true xD
@professoroh25902 жыл бұрын
It always felt to me like tasks were kinda an afterthought as a punishment for murderers. I would love to see it fleshed out as it would bring more PvE players into the game, but the current fetch "tasks" are terrible, and I'm primarily a PvE player.
@deathstrik32 жыл бұрын
We know already that reputation is going to be a lot more important in the future. But right now, it does feel like an afterthought for sure.
@professoroh25902 жыл бұрын
@@deathstrik3 for sure reputation will be more important, but if the only way to get it is parcels, nobody will want to farm rep anyway. There will likely be other ways (turning in bandit heads, risar ears, etc.)
@WolfszeitYT2 жыл бұрын
Yes I totally agree
@captainharlock39982 жыл бұрын
@@professoroh2590 Risar and bandits heads are much too easy. Ganking a blue in the vacinity of a major city should be massively punished by gameplay mechanics. Like turning 30 red. And after doing it too often, being perma banned from said city. This way criminals will live like criminals. Outcasts or in red cities like Gaul Kor.
@professoroh25902 жыл бұрын
@@captainharlock3998 oh I totally agree the murder/criminal system is inadequate and needs to be reworked. I mean right now you can get killed outside Bakti and not be able to report your murderer. This happens regularly.
@ZenWit852 жыл бұрын
Each town should have its own jobs unique to that city.
@Saruman10002 жыл бұрын
I wouldn’t call the tasks a “system” is all I’m sayin
@DavidKarapetjan2 жыл бұрын
I can only react to the task system that was first in-game since I have not played much after, but it depends if we are talking about PVE and PVP systems, meaning are NPCs the ones giving the tasks or players- so far what I have seen there is not much of NPC influence in the game and as such this type of tasks(get this task and take to this city and you will get X Gold) could be just used as a way for new players to have a bit of something to do, to see the places and to have the motivation to go forward I guess, I do not think this type of tasks are ever going to have any more important reason for existence as long as NPCs are there to be grinded on for mats or a merchant to get a yale from. In this case, Player driven taskboards would fit this task category much better. I am a crafter I need a diamond I don't wanna risk getting killed, so I put a task on the taskboard in exchange for an item or money. I can see the PVE task system working maybe with secrets, you have a secret room and to open it you must go through secret NPC quests or even dynamic quests(which change if someone else has done a different quest and succeeds or not). I could even imagine mundane or more difficult tasks being helpful connected to Rumors as a reward, you know you do a task and as a reward, you will get a rumor that somewhere is something and supposedly there is a legendary creature that appears at night or a chest of old pirate that is hidden at the spot XYZ. When it comes to tasks themselves given by NPCs I would divide them into starter tasks that are aimed to show the world(maybe like an explorer task that would reward you a scenic place or nic POI instead of items or money). Maybe an adventurer task: getting Titles after lengthy and time-consuming quests(something like achievements even?), titles could be just decor or have a certain function connected with it? allowing you access to an area or giving you special utility? I think there are a lot of ways to make tasks fun, and meaningful but there needs to be proper PVE content for it. And to be honest I have not seen many MMOs or games overall to have meaningful cool task or quest systems which is a shame.
@themanager49832 жыл бұрын
I thought the parcel system was to add a cost/friction to murdering (unless you're happy to never go into town) so isn't like a traditional quest at all? I agree that "story" driven quests are a bad fit for a genuinely open world single server game. They're also very cringe imho. What would work for me is something tied into end game skills eg I'm never going to grind 8k for the spiritism books and I'm not in a guild that does the bosses that drop the items that unlock them. So, something that involves working for the Spiritist Guild in various ways over time could be cool. Some sort of apprentice arc. I'd want it with timers where you have to wait x days before the next stage so that casual players can get it as quick as full-time types. Also, as is fitting for end game items, it should take 3-6 months to complete. It could be tied in with POI's to add depth there and force players to migrate around the map. Finally, it should only be doable a few times per account or once and then again as a vet perk. One of the underlying design ideas for open world single server games is that it is the players that create the content. Another reason to encourage all to join a guild. Thing is though it currently doesn't and, I suspect, never will work. The game needs to be in a financial situation where SV can pay the likes of Barados, Lordus and that Tox fishing dude to drive content such as this evening's Fab Militia battle and to make official events more appealing and less wooden.
@moldiworp91432 жыл бұрын
Damn that solves all issues and wouldnt be particularly hard to implement. You should slap it in feedback and suggestions on the forums, worth a shot and I personally would love this system.
@WolfszeitYT2 жыл бұрын
I would also love this more events. Like we had in beta nearly every months or two months was something big.
@themanager49832 жыл бұрын
@@WolfszeitYT It's a real shame SV fell out with that dude from Events. He was great.
@tylerstrong27462 жыл бұрын
Genuinely a good idea. Make quest lines for spiritism grind and Necro grind. Quest lines for a certain cape. Maybe quest lines for specific weapon skills since weapons will have abilities, and quest lines for things like draco armor book
@jab30202 жыл бұрын
osrs has quests
@kingm1ll2 жыл бұрын
Mail man online!
@moldiworp91432 жыл бұрын
Seems odd he'd make a point of quest systems in OTHER games being repetitive and droll...... he is aware of the single Task ig rn? Sometimes i wonder if henrik plays a different game and thinks its MO2 lol.
@WolfszeitYT2 жыл бұрын
He plays undercover often. xD
@moldiworp91432 жыл бұрын
@@WolfszeitYT Oh im aware thats why it blows me away he can ignore facts so much
@JamesBond-ux1it2 жыл бұрын
tasks in mo2 feel different than boring quests in wow, henrik is right
@moldiworp91432 жыл бұрын
Yeah theyre longer and much much simpler versions of the same thing
@SphinxIsland2 жыл бұрын
Called tasks because they are boring and you meander to do them. Quests are quests because of high adventure and epicness
@POMEH2 жыл бұрын
To know best quest system I reccomend Henrik to play not WOW, but ESO - Elder Scrolls Online. From that game he will know what is success MMO game... and btw he will know about team finder system
@Peckh2 жыл бұрын
The task system is honestly just a fetch quest. Id rather do PVE quests than the tasks and I hate themepark mmos with a passion. Running my guild that enjoyed guild v guild pvp, the tasks were a major reason people quit, especially since a lot of them also liked the pve crafting and trading aspects of the game. Henrik forced people to pick between crafting/pve or pvp. It made the game far less fun.
@captainharlock39982 жыл бұрын
The solution was to make it impossible to PvP in cities and put ungodly amount of guards around major cities and roads so the game isn' t ONLY about ganking, which right now, it is. There is nothing exciting in guild vs guild PvP. There is nothing interesting in not being able to enjoy the game without being part of a ganking group. So to me, the fact one has to choose between being a fighter or a crafter balances things out.