Customization of Unused Areas

Started by Mrew2, Aug 27, 2014, 09:07 AM

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Mrew2

I've been juggling the idea of a custom storyline and coming up with quests/premise to go on and I am wondering, is customization of unused areas in an attempt to get more traffic towards them bad? For example, Culvert is hardly ever used now a days, even on low rates. Most people go straight to payon cave because it's better experience at a faster pace, so would it be okay to tweak culvert, not in an attempt to push people to level there, but to tweak it to follow the story? Is customization bad if it's in areas that people do not travel most frequently and does not give an advantage for traveling there?

eKoh

Quote from: Mrew2 on Aug 27, 2014, 09:07 AM
I've been juggling the idea of a custom storyline and coming up with quests/premise to go on and I am wondering, is customization of unused areas in an attempt to get more traffic towards them bad? For example, Culvert is hardly ever used now a days, even on low rates. Most people go straight to payon cave because it's better experience at a faster pace, so would it be okay to tweak culvert, not in an attempt to push people to level there, but to tweak it to follow the story? Is customization bad if it's in areas that people do not travel most frequently and does not give an advantage for traveling there?

i think it is a good idea, that's one of the things that i am working on

to make different dungeons enjoyable to play, like you say in this case, culvert instead of payon, what i was thinking on is on making the dungeon of the week, to attract players to play in these maps, but i was only thinking on making the monster's exp/drop rates higher, never tought about a quest on it, and i think it is a very good idea.

it is not hard to make a quest, currently i am working on a custom novice grounds quest, that i use little effects ( sounds, NPC images, client effects, storyline ) to envolve the player into the game and make it more enjoyable. btw, i will work on that too, it sounds good, on making a quest on different dungeons

+1

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Chilly

Go for it, maybe make a nightmare culverts since it seems to be what kro is doing with all the older dungeons to give them more traffic too.  I would love to see more servers buff up monster difficulty and maybe add custom mvps to each dungeon that doesnt have one (looking at magma dungeon and coal mines).  Do it in a way that forces people to party up for much better exp if they can kill the harder mobs instead of just letting them solo for the best exp.

boxlunch

Anything that pushes for more immersive gameplay is good. Just make sure the quests give ample rewards otherwise no one will bother going to those areas. People are used to farming in the same old parts (which is terrible given RO has soooooooo many maps no one ever uses), so there needs to be some sort of incentive. I've personally made a couple of quests that forces players to farm in areas they've long forgotten about and it generally works without a problem given the nostalgia factor.