There seems to be a recurring theme of players wanting new dungeon mechanics, more specifically the encouragement of joining ACTUAL players instead of using 7 different accounts.
In that light, i'd like to suggest some mechanics used by some of the more successful PvM Servers. One such mechanic is to have a fixed reward for all participating players in a dungeon (either unique per IP or a minor reward for all participating players. These rewards can be based on the Existing farm-block and possibly only given to the participating players that have it enabled as a way to not having to resort to IP or HWID shenanigans. So at best case 2 rewards regardless of how many clients you have open.
Also, additional loot dropped scaling with the amount of UNIQUE participating players, will allow for actual co-operation and make guilds actually useful in terms of recruiting etc.
This will give incentive to lower level characters to ditch the 35-55lv sticking point for potentially better rewards if co-operation and actual synergy is used with their friends, guildmates etc.
What will separate WoM2 from other grind-heavy servers will be a unique goal, a way for players to work with each other instead of working against each other in a never ending battle of who'll soak up all the resources. Give the players some common goals to work towards.
The biggest issue that our friend group is facing is having no way to combine our goals towards the common benefit. There is none. Someone either had to sacrifice time and yang/loot to lift a specific person up instead of the game being able to offer a little something for everyone. This could be applied to some degree on metin stones but Dungeons are the KEY as they are a core aspect of the game's identity. Metin2 is inherently one of the few mmorpgs that actually punish you for being in a group instead of farming solo.
WoM2 stands to gain a lot by giving the option for co-op experiences that will not shoot the participating player in his foot. You lighten the burden of someone having to spend humongous amounts of time and yang towards being able to solo dungeon content yet at the same time makes progression easier, minor equipment changes have more effect and fosters a co-op enviroment for the players that would like to engage is a more challenging content or players of LESS PvM Competitive classes.
Look into possibly adopting ways to make group content actually rewarding. There's nothing to be gained by investing in the solo grindfest that metin has always been. Time and time again players have said how unrewarding party content is. Everyone is aiming to solo everything or stick to solo farming. It sucks that i'm unable to assist my friend group in any meaningful way other than farming solo and feeding them resources.
Enhance the player experience in a community-aspect and you improve both player satisfaction as well as player retention.
In that light, i'd like to suggest some mechanics used by some of the more successful PvM Servers. One such mechanic is to have a fixed reward for all participating players in a dungeon (either unique per IP or a minor reward for all participating players. These rewards can be based on the Existing farm-block and possibly only given to the participating players that have it enabled as a way to not having to resort to IP or HWID shenanigans. So at best case 2 rewards regardless of how many clients you have open.
Also, additional loot dropped scaling with the amount of UNIQUE participating players, will allow for actual co-operation and make guilds actually useful in terms of recruiting etc.
This will give incentive to lower level characters to ditch the 35-55lv sticking point for potentially better rewards if co-operation and actual synergy is used with their friends, guildmates etc.
What will separate WoM2 from other grind-heavy servers will be a unique goal, a way for players to work with each other instead of working against each other in a never ending battle of who'll soak up all the resources. Give the players some common goals to work towards.
The biggest issue that our friend group is facing is having no way to combine our goals towards the common benefit. There is none. Someone either had to sacrifice time and yang/loot to lift a specific person up instead of the game being able to offer a little something for everyone. This could be applied to some degree on metin stones but Dungeons are the KEY as they are a core aspect of the game's identity. Metin2 is inherently one of the few mmorpgs that actually punish you for being in a group instead of farming solo.
WoM2 stands to gain a lot by giving the option for co-op experiences that will not shoot the participating player in his foot. You lighten the burden of someone having to spend humongous amounts of time and yang towards being able to solo dungeon content yet at the same time makes progression easier, minor equipment changes have more effect and fosters a co-op enviroment for the players that would like to engage is a more challenging content or players of LESS PvM Competitive classes.
Look into possibly adopting ways to make group content actually rewarding. There's nothing to be gained by investing in the solo grindfest that metin has always been. Time and time again players have said how unrewarding party content is. Everyone is aiming to solo everything or stick to solo farming. It sucks that i'm unable to assist my friend group in any meaningful way other than farming solo and feeding them resources.
Enhance the player experience in a community-aspect and you improve both player satisfaction as well as player retention.