Blackford wrote: » And he runs off into the bushes and comes back with the Ashbringer.
Blackford wrote: » Imagine the worst MMO player you've ever encountered.... the one who can't ever do a single mechanic. Now you and he are walking down a road and he's all "hey what's that?" And he runs off into the bushes and comes back with the Ashbringer.
Zythtyz wrote: » With the already Dynamic nature of the World of Verra, I don't see why it would be overly difficult for the Devs to put in a number of one-time or x-activation events for certain legendary(cosmetics). To be clear, these would be UNIQUE cosmetics unobtainable anywhere else, and after the event time is over or the number of people completing the event has hit some arbitrary threshold, they are gone forever. This enables them to add small bits of flavor without taking up too much time, and would have players actively engaged with the world, vying for opportunities to show off your new, one-of-a-kind, fence post.
Zeshio wrote: » I think the idea is good, but the implementation would need work. If it were just one time locations, they'd all be gone the first week from hardcore folks scouring for goodies. I think the devs would need to think about how to make these spots more deep and meaningful.
tautau wrote: » Instead of getting 'stuff' when exploring, maybe the remote and beautiful spot could have a plaque that you could sign as the first person to ever visit there. Your name would be recorded for the posterity of the server. Perhaps the plaque could list five names, or seven, like the Gods. After all, if an item is given and that player quits the game, then the history of that event is gone. But not if it is a plaque that says "On the second day of the first month of The Return, mfckingjoker found this Oasis of Perpetual Sorrow."
Sathrago wrote: » I don't think we should reward players with legendary, best in the game loot because they walked somewhere. This kind of thing works amazingly in single-player games and fantasy light novels about mmos, but not an actual mmo.
Nuxib Kiin wrote: » I've been thinking about it, and I'm suggesting a reward mechanic for exploration. Some games give you exp and fancy achievements, even a title for exploring, but I feel this isn't enough to do this. I know you are planning to drop legendary named items in game, one per server, by defeating a dragon or a legendary boss. That's nice, but I could suggest through exploration you could find a legendary sword stuck on a stone. Or walking by a lake you hear the sweet voice and as you approach you see a sword. An abandoned forge still burning hot and inside there is a warhammer. A haunted library and you could find a book illuminated by a beam of light coming down from a hole on the ceiling even though there is a storm outside. I think these would be great moments to have, that could encourage rewards like this. Maybe they are not legendary, maybe they are rare, epic items. Not everything should be acquired through killing, I think having some epic moments is also important for a game.
Grihm wrote: » Nuxib Kiin wrote: » I've been thinking about it, and I'm suggesting a reward mechanic for exploration. Some games give you exp and fancy achievements, even a title for exploring, but I feel this isn't enough to do this. I know you are planning to drop legendary named items in game, one per server, by defeating a dragon or a legendary boss. That's nice, but I could suggest through exploration you could find a legendary sword stuck on a stone. Or walking by a lake you hear the sweet voice and as you approach you see a sword. An abandoned forge still burning hot and inside there is a warhammer. A haunted library and you could find a book illuminated by a beam of light coming down from a hole on the ceiling even though there is a storm outside. I think these would be great moments to have, that could encourage rewards like this. Maybe they are not legendary, maybe they are rare, epic items. Not everything should be acquired through killing, I think having some epic moments is also important for a game. Through exploration is not enough by far. This would become a Youtube FAQ in 3 min, and people would flood to these locations, and the " legendary " Sword could just as well be from Aliexpress. Modern day questlines are 8 out of 10 times, walk from A to B and tadaaa = Reward all with " Epic Legendary Rareness of unheard uncommonness doohickey " Anything that even closes in to a classification as " rare " and above should include a massive investment from the player. Massive investment as in, if you want this....you really really put in the effort. When people hear the word " rare " basically none connect that to it´s rarity, but instead either what the damage would be, or what it can sell for.