MMORPG Tycoon 2

MMORPG Tycoon 2

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Pathing using Quests - Reducing Region Crowding/Overloading
由 lou2 制作
As this game is still fairly new there isnt alot of guides and tutorials on how to properly set up quests and how to move your players from one region to another. It took alot of trial and error to figure this out but this is my method of controlling overcrowding and player level progression.

One important thing - this is NOT the only way to play this game. Play the game however you want, this is just what has worked for me. Also if people really like this guide I can make other guides as well on other areas people might be struggling to solve.
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Create Pathing using Fetch Quests - Reducing region crowding


First - lets talk about creating a PATH for your players using FETCH quests

When starting a new game you always want create a MAIN QUEST (Story) and SIDE QUESTS

Main Quests - The main quest givers is what will move your players along the different regions and keeping overcrowding down as your players are progressing at a steady pace from one region to another. You want to make sure to use the same NPC model whenever you're doing the main quests. This makes it easier for yourself later down the road to easily find your main quests giver.

Side Quests - The side quests givers is what will help give your players additional XP / Gold to help boost their levels to be able to progress to the next higher region. Side quest NPC can be whatever you want as long as it isnt the same as the Main Quest giver.

Starting a New Region

When you open up a new region you want to always first plan out where and how you want your players to flow through the region area before creating anything else.

Fetch Quests - As long as the fetch quests is the only quest or the last quest in a quests giver's chain, it will not require the player to return to the original quests giver. This is great for migrating players to another area without them turning back to a previous region.


Questing for a small region:

When creating a quest chain with a quest giver I always have them do two quests:

Hunt Quest - Kill the Elite enemy and or hunt a mob

Fetch Quests - Go see the next quest giver

-Note: Even for Side quest givers you want to make sure the last quest given leads your player to the next Main quest giver.

Questing for a large region:

When you have a large region you can have your main quest giver fetch quest to a landmark. From there surround the landmark with side quest givers that the players can pick up. The side quest giver can follow the above chain and keep moving the player to another side quest giver then back to the main quest giver at the end.



PATHS (Roads)

One thing you will notice is I don't use roads to move my players from one quest giver to another. The reason for this is players tend to stay on a given road if given the option. This would reduce the chances for players to veer off and explore or hunt mobs. Roads actually causes overcrowding as players tend to prefer to travel on roads which results in more player just traveling than actually leveling or hunting.


So what are roads good for?

Roads are great for when you want players to not veer off randomly. For example respawn areas and towns. The reason is you want them to be hitting up the Inns, potion shops, blacksmith, etc - You can charge real money in these areas and force them to check it out and have a chance to buy something.



I hope this guide is helpful to new players who are having a hard time dealing with overcrowding / region overloading issues.

This game is in early access so lots can change so feel free to try out different things and feel free to comment and let me know if this was helpful to you!

Guide Created on 7/4/2022

Notes to dev:

please add a new quest NPC with a different color exclamation mark above their head so it’s possible to differentiate the main story quest vs side quests.

please add Split Quest option to the game. For example: Quest giver can offer 2 choices for the player - go to quest giver A or quest giver B. This would allow for players to split into different zones or regions which helps split up the player base and region crowding.

currently when clicking on the NPC tab it's also showing flight path information. Please please remove this, there's too much UI going on already. Instead it be a nice QOL if when click on the NPC tab it shows an overview of where all the quests are going - similar to the red arrow that shows up when you click on an individual quest. This would help major when trying to fix quest path issues.
11 条留言
Sasha the Slayer 2024 年 11 月 30 日 下午 7:16 
is there a way to make a quest required to progress?
Zé do Caixão 2024 年 4 月 29 日 上午 12:43 
YOU DON'T NEED TO DO THIS

If your players are not migrating when they level it's a bug. If you have a player who has a home (inn) in a zone that is lower then their level and they are not migrating wait for them to logout and back in. If they still don't migrate you have a BUG report it.

If your zones are overloaded it's bad design.

Looking at the first picture on this guide says to me ... Over designed, complicated, hard to troubleshoot and fix. KISS
King Roald 2024 年 1 月 22 日 上午 5:25 
you just give a npc only one quest?
Oceanyss 2023 年 12 月 11 日 下午 8:22 
If you let players venture through mob areas on their way to the quest giver, they will just go kill the enemies if aggro'ed and then evaluate their next action which may or may not be continuing on to the intended quest giver.

Roads are actually useful in the scenario when you don't want unnecessary interruptions.

Also to add on a comment to your Notes to dev:

You can kind of achieve the Split Quest option by having two or more Quest givers near each other which point to the zones or regions that you want. Granted, the players will accept both quests but they will then choose which quest to actually go for based on distance, personality and danger levels.
Selezin 2023 年 11 月 25 日 下午 12:36 
@Mogg, players sometimes walk around the world just like that, doing nothing. This can be achieved by filling the world with showplace, then player may have the goal of “Admiring the scenery” and will simply walk around the world aimlessly. However, in this case, if he comes across questgiver, he will simply ignore him, simply because he has a different purpose for the activity. The player can notice the quest giver only in one case, if questgiver is located near the end point of player’s current goal (this is why “random” quest givers must be placed near functional buildings, sometimes they can be placed near elite mobs). To create a truly “random” quest, you need to place a tavern/shop not in the main activity areas but at a distance; and make sure that there are no mobs on the way to it. Then there is some chance that the player will reach this quest giver when he decides to go to the store.
Selezin 2023 年 11 月 25 日 下午 12:36 
The information about roads in the manual does not correspond to the true state of affairs at all. The thing is that the game does not implement memory for players; any player can remember only one task at a time and having finished it chooses not the one he did before, but any arbitrary one (the exception is returning to the hotel but this is not a memory, this is a trigger “the player’s activity time has run out”). Therefore, traveling along a random path through mob territory (as depicted in the picture) has a greater than 80% chance of causing the player to not complete the quest. It is in this regard that roads are much more useful, player who starts the quest has a high probability of finishing it.
Mogg 2023 年 8 月 15 日 下午 9:03 
So Dev(s). If you are reading this how much of what is above is true concerning paths, because I have seen in the past players not exploring, and just squatting at mobs, grouping in towns to chat, or walking along paths. No player ever explored of their own accord if it wasn't in a town, and near to them. It meant secret quest givers outside to those areas wouldn't be found unless directed to by other quest givers.

@Fadek2 Please explain. Not at all helpful to just state, "I highly disagree on some parts" without providing any sample of context and proof. Not to call you out, but I'd love to know the ins and outs of this game, much like many others. All helpful information that can be backed up, and not just an opinion piece would be really helpful.
Fadek2 2023 年 8 月 15 日 上午 2:32 
Even though this guide is not perfect and I highly disagree on some parts. It still has some good info and is way better than the in-game tutorial that says "Place 3 quest givers near the inn".
Will Hugs 2023 年 4 月 15 日 上午 8:08 
very useful information!
SaibaX 2023 年 1 月 4 日 下午 2:33 
I would honestly request an icon pack for more varied symbols above NPCs. Maybe add a few new icons and symbols with each major content update.

Either way, great guide. I spend more time decorating than building but this will def change how I build my questlines.