PODCAST Z GARMORY - JAKIE PLANY NA PRZYSZŁOŚĆ?
If you like my content and want to support me, please support the channel - / @gandarth Link to our Discord - / discord Chapters: 0:00 - Intro 0:39 - Who is the guest? GENERALLY ABOUT THE REWORK: 1:20 - Do you have a larger plan for this that you're implementing? 4:28 - Why do you think, for so many years, people have been ingrained with the idea that Margonem has a weak plot or no plot at all? 7:44 - Will the consequences of our choices extend across dozens of levels in the future or even have a deeper impact on the game world? ABOUT QUEST REWARDS: 8:38 - Don't you think people won't take these longer paths anyway, but will just skip quests to finish them as quickly as possible? Wouldn't it be better to introduce some bigger and more enticing rewards for these longer options? 11:43 - Why are quest rewards still so weak, and there's nothing truly encouraging about them? 13:46 - Weak quest rewards were one of the pillars of the game's shift towards simple leveling for so many years. Of course, there were a few better story items, but I still think it's not enough. What are your thoughts? NEW HERO QUESTS, PROFESSIONS, AND THE GAME'S OPENING: 15:08 - What's the point of writing such a good story and putting in the work if people just ignore it because it's a waste of time? 18:18 - Don't you think the game's opening should still offer some intrigue? Should we be drawn right into the world and given more motivation to explore? Because right now we have this "gothic" storyline where the character doesn't remember who they were, and that's fine, but it lacks epicness. But was the idea to gradually, slowly build the atmosphere, like "from zero to hero"? 22:19 - Don't you think it would be better if an NPC told us in detail about each profession, with plot twists, and then when we select them for testing, we'd be taken to some kind of memory or flashback where we could test the level 300 character on effigies or something similar and see what they look like in practice? 25:46 - Generally, I think profession quests should be developed as a separate storyline, introducing elements closely related to our class and unlocking necessary items, mechanics, and locations. Something like hero quests, but as a longer storyline, perhaps tied to the revitalization of the Order of Balance. Have you considered this approach? ABOUT CONTENT OVER LVL 300: 28:00 - If you have plans to change the storyline to level 300, don't you think it would be an amazing step for Margonem to bring it to level 500? We've all been waiting so many years for new lands, like the now-memelike Elance or Hironia. 32:50 - The game shouldn't have a climax; the story should be developed over the years, like in most MMORPGs. What do you think? For me, this is a very important question for the future of the game. ADDITIONAL QUESTIONS: 33:42 - Along with the storyline, are you planning to add extensive, classic crafting to the game? 35:19 - Don't you think you should give more choice about who we want to flirt with, and if we even want to? 37:34 - I've noticed that during quests, our character often gets hit in the head and faints or suffers serious injuries, only to quickly recover. However, don't you think it would be worth looking for other solutions to make these simple thread-switching techniques less noticeable? 39:50 - Gold in Margonem is a bit of a meme. Have you ever wondered about this? How much of a mess is there in such details, and do you have any observations or plans in this direction? 41:49 - Do you have any plans for an honor point rework? #margonem #gaming #garmory

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