MMORPG Tycoon 2

MMORPG Tycoon 2

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Jodster Jun 14, 2021 @ 12:08pm
Zone help
So I've been playing this game for a few hours now, enjoying it a lot. Not 100% sure how zones should be setup because they seem to overcrowd certain areas and just completely ignore the other parts of the zone. They're not even going to my new zone I made. Please help.
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Germaine's Bra Jun 14, 2021 @ 3:01pm 
You set this up either with The Network item that add more users (which can still get too crowded for mobs), or you do what MMO-RPG's have been doing for ages, Go the other side of the world and start a new level 1 zone, and then 2, 3 etc. Try to meet them up around level 6 ish. Make sure to add to add the starting point, and some of the new players will start there. Once you connect them both, you will see People doing the old Wetlands Run of death from World of Warcraft.
Last edited by Germaine's Bra; Jun 14, 2021 @ 3:02pm
Zalfir Jun 20, 2021 @ 5:56am 
Try making quests that point from the area where they're milling around that point to the area you want them to go. For example, if you set a level 3 zone's quest giver to point to an inn in a level 4 area, the instruction will be to "make a home here" and the quest will be level 4 - meaning only level 4 players will take it.

I also noticed that I had areas where people didn't go, so I did a test. The area with lots of monsters didn't get much attention, but the completely monster-less area with lots of fluff objects like houses, plants, etc. got a lot of visitors despite the transport system to get there costing gold. Both areas had an equal amount of quest givers and shops of each kind. The players that did go to the monster-heavy zone tended to hang around.

It seems as if it's the beauty and detail of an area that attracts players, not the quests and shops available, but it's the monsters that keep them there.

I also set up strange little outposts (with high beauty) in inconvenient locations on the other side of monster zones. People pretty much didn't go there until I built a monster-less road. I think that that's all to do with the "convenience" stat, I'm not entirely sure how it works, but it seems to not just be for an individual building (in fact for individual buildings it only seems to be "how close am I to an Inn?"), but to affect the entire zone.
Last edited by Zalfir; Jun 20, 2021 @ 6:00am
DragynDance Jun 20, 2021 @ 10:05am 
Setting up quests to point people hasn't worked in my experience. My game has a huge disparity between quests accepted and quests completed. A ridiculous one like 10 quests completed for every 1000 accepted, according to the graphs. I thought maybe it was a convenience issue, but even setting up quests with the quest giver in front of the inn in town, and the objective right next to them, people accept the quest but never turn it in. Instead, they prefer to go grind on mobs. Usually mobs too high level for them.
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Date Posted: Jun 14, 2021 @ 12:08pm
Posts: 3