Akata

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Something that most MMOs are missing out on is a very integrated lore system that doesn't just feel like a bunch of pasted in text. I remember playing CoH many years ago, and when clicking on the info button on an enemies portrait I was surprised by the little bit of info on that mob's race and significance in the game.
Now that is a pretty basic game in retrospect, especially when you have single-player RPGs to take inspiration from.

The Witcher for an example, has a wonderful bestiary that not only gives a detailed description of mobs, but also reveals their strengths/weaknesses, and what items are dropped from them. For those not familiar with the game, you can learn about mobs either by putting your skill points towards a skill that gives you the info, or by buying scrolls/books that teaches you what you need to know about the monster.

Something similar to that would be pretty amazing in PO, where some players would automatically be able to identify beasts thanks to various selected feats/abilities, others could purchase tomes/books/scrolls that have been inscribed by the former players in order to learn detailed information about the monster.


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With all the inspiration paizo seems to be getting from eve, I hope for them to incorporate the contract system of EVE. For those who don't know what it is, it is a game mechanic in which players can post public contracts with X conditions that when fulfilled nets you Y reward.

For an example, a player in EVE might need a valuable item or group of items moved from one system to another - but either do not have the time to do so or don't want to take the risk losing their goods as they're traveling with valuable cargo/through dangerous space. What they can do to solve this is to put up this up as a contract, with a contract giver determined collateral so that the contract giver won't lose out in case the contract taker steals the items for themselves or fail the mission.

Implementing something like this in Pathfinder Online could be done through a "Notice board" set up in non-player and player created towns. There you would post up your contracts, making them available to any player passing by in need of some extra cash. But in Pathfinder Online, the contract could demand so many more things - in some ways, turning them into player created quests of some sort.

The contract would have X objectives, and list the reward for completing said fulfillment. Most of the time, I imagine the reward would just be a set quantity of gold - but there's no reason one couldn't attack items to the contract or perhaps guild membership if the contract has been created by one. The objectives would by wildly different, ranging from transportation from Y to Z, "kill ten boars", or assassinate a particular player outlaw or someone the contract giver is at war with(in order to minimize griefing, assassinations might only be permitted in this fashion and turn you into an outlaw yourself). Or it could be used for some items your local market do not permit, illegal goods and the like.

A guild might for an example be at war with another guild, but still need to defend their territory from a growing number of NPC bandits that has caused some disturbances in the area. This would enable very interesting player dynamics, as the guilds could set up a notice in the local noticeboard "Slay 10 bandits, get 10 gold" that would outsource an essential guild objective to non-members of said guild.

That's just one example of a guild to non-guild interaction that might be better enabled through player contracts, a guild might also for an example want a valuable shipment transported to another town they have presence in - and do so by hiring neutrals that the other guild they are at war with will not recognize.

So in conclusion, noticeboard would as you can see fill a number of interesting roles and add a lot to the game. It would add player-created content without resorting to generic mission builders and the like, it would foster player-to-player interactions regardless of guild membership, and it could even work to make for a more interesting economy.