Dude, I'm bored of all this grinding, Ragnarok Online could do better than offer us a pack of mob killing as PvE activity,
the game itself have a huge world, being that a huge part of It is not even used by the game, or is rarelly visited by players.
It really saddens me that one of the only mmos which have a TRUE world map, with variety between them, alongside monsters
and their loot, It's maps with their unique environment, doesn't even make use of part of it as goal to the player, beside, what is the
goal of Ragnarok Online? Get stronger just to do WoE or PvP? Or hunt for MvPs at higher levels. What about those who are still
leveling up? They will eat cold grinding everyday until their maximum level? No, this shouldn't be what happens.
This game could have more focus and special care of Gravity on the in between the start and the end of the game, since
everyone who leaves the training field will meet the fierce reality of this game, that It's a grind hell (literally), since the quests
are very scarce, and the other activities the player can do does not offer much help to the player progression (not stating
leveling only, but also gear and items).
If at this moment you thought about the Eden group, then no! The Quest boards in the towns? Not even! It's not that kind
of thing I want to be a side activity, first, the Eden Group is the worst thing that could come to Ragnarok Online, why? Because
It completelly broke the need of getting new equipments from store or looting from monsters, since their equipments are
a lot better than any equip for sale, and their quests are a grind hell! There is no plot! Just go there and start killing mobs!
I don't need the game to remind me that I need to grind to level up, don't force me into that! Let's have other ideas that could
make the game have interesting PvE.
One idea would be If Gravity does quests that sends the player into an adventure, through places that the player wouldn't
have thought about going, while they are graced by a good plot, a writer could help with this, even that guy who made the
Ragnarok Manwa could attempt to give a help, and have to face a situation where the player have to help someone, or do
something that will end up solving the problem, but please, DON'T, JUST DON'T make the quests stacks each other (finish
one quest line, be sent to another one), beside this can turn the game into a routine, would also cause the game to end up
like any other mmo (Like the situation about the Doram race), where to level up you have to follow a line of quests, which
SHOULDN'T HAPPEN! The rewards of those quests could range between experience based on player level, to equipments
and items that would be useful for the player, or even unlock a new function to the player (Like unlocking crafting recipes
of some head gears on an npc, or even the entrance of a hidden dungeon). Some of the adventures could reward more
the player by doing the situation while in a party, alongside some of the quest steps requiring a party to complete (like facing
a boss, entering some place with a ambush, or raiding a dungeon).
Even though Ragnarok Online has a plot Itself, no signs of it is seen in-game through the gameplay, not even many mentions through in-game npcs and quests, look's like the players are in a paralel world from the Manwa Itself, there could be a connection between
the Manwa and the game Itself, which could be seen in-game, not really saying that needs to be through several quests, but
sometimes refferences could be found when talking to npcs, reading books, or even finding an item. Did you even thought
about meeting a character from the manwa or anime in-game? Beside I don't know if the game is based on the same age as the
characters.
Another idea could be add an activity that involves all players in the map, this game is a mmo, right? Why can't the players
grinding with you aid each other by solving a situation that appeared? Everyone in the map can help solve it, be it a monster
over population, a npc got something stolen by the monsters, pillars appeared from the ground and need to be destroyed,
or even a tough boss (or bosses) appeared and everyone need to help take him down, without risk of ks or thievery, once the activity
is completed, the players could receive a reward through the RoDeX, alongside some experience, but such activity should't
be too overpowered to the map, beside the major problem could be the high level players in the area, who could grief the
event...
The Instances system that were added on Renewal is a good idea, the bad is how It is implemented, since It is only for high level
players, some instances, like the orcs dungeon one, could have a easy mode version for players ranging the map level, the instance
could offer lower leveled monsters and rewards from around the player level, so low level players can break the taboo of grinding all
time and do that as a side activity for gaining a few exp and gold. I believe would not be so hard for a player to find party to do those
kinds of instances. The addition of new instances for low level players can be helpful too, just don't make them choreic like a certain
other game we know do.
Having secrets can turn things more interesting, even more when not predictable, I saw on the achievements window that you have
added Treasure Chests on maps (at least on Renewal server, probably), but what about making so random Treasure Chests with
a number of useful loot (Fly wings, potions, and other things) could spawn randomly on all maps of the game? They could stay
there for a few minutes before teleporting again (If they are destroyed by a player, It teleports immediatelly), this would turn the
game more interesting, even more if the treasure chests had levels, which the higher their level, the rarer they appear
(lower number), but the more interesting loot It can have (have a chance of dropping Gold Bar for example).
Wouldn't be a one time thing, but would also be like a Jackpot to the players exploring the maps.
I've thought about this once, and I dunno how hard would It be to implement, but what if the GMs could act like those D&D games
Dungeon Masters? Where they have a tool to make up an event with multiple stages, and once the GM ends setting up the event
stages, they make it run and happen on the place they want, after that, the game sends a warn to all players in the nearby regions
about the event. This could help make the game more interesting and less random, and everyone can attempt to participate,
depending on their condition (Level, Party (If monsters are too tough)), the GMs could also setup which reward could be given to the
players, and what chance they have to get it when the event ends.
Making use of the Dungeon Masters ideas, the episode progression of the game itself could turn around that, being that events that
happens in-game, alongside the results acquired from it, could influence on future updates (on good and bad side, depending on
results). That to make like the players action really matter to what happens in the game.
With more PvE activities, the player would need to bother less about leveling up, and more about exploring the Ragnarok Online
world, which could also turn the game more interesting to be played, and also increase the gameplay time. It's not only of End Game that a game needs, If you just make the beggining and the end of the pillar beautiful and well structured, the center of It may collapse
because It is not treated right, so please, don't forget about the in-between of the game.
Edited by Nakano15, 10 September 2017 - 07:19 PM.