Игра в раннем доступе
Приобретите игру и начните играть — примите участие в ее развитии
Примечание: Данная игра в раннем доступе находится на стадии разработки. Она может измениться в будущем, а может остаться в текущем состоянии, так что, если вам не по вкусу то, что игра может предложить сейчас, рекомендуем дождаться её дальнейшего развития. Узнать больше
Почему ранний доступ?
“MMORPG Tycoon 2 has been in development for a long time, and is now to a state where I’m happy for new players to join in and give feedback and help shape the direction of further development!
The basic game and core simulation loops are all now present, but at this stage the game needs a lot of tuning and additional content to make it properly complete. I’m hoping that a new set of players will join and provide us with fresh eyes and fresh feedback to help us take the game further!”
Сколько примерно эта игра будет в раннем доступе?
Чем планируемая полная версия будет отличаться от версии в раннем доступе?
Каково текущее состояние версии в раннем доступе?
Изменится ли цена игры после выхода из раннего доступа?
Как вы планируете вовлекать сообщество в разработку игры?
“I’m extremely open with my development process, and regularly chat and discuss upcoming changes with players and testers. The whole point of opening up to Early Access is to bring in more people, to help guide development.
This happens mostly in our Discord server, but also on the game’s own discussion board. And once it’s available, I’ll be looking over the discussion board here as well!”
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Купить MMORPG Tycoon 2
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Об этой игре
Delight your subscribers as you build the simulated MMORPG of your dreams.
Take charge of a full-sized MMORPG world and fill it with monsters, towns, NPCs, and quest chains. Design the player classes for AI subscribers to use, and keep them entertained!
Design the monsters, balance the combat, and keep your subscribers happy and playing (and paying!) so that you can cover your server and bandwidth costs, all while building new regions for your players to explore as they increase in levels and power!
Build:
Manage your Community
Profit!
Mmorpg tycoon 2 моды
This is a guide for MMORPG Tycoon 2 as it currently is in V 0.18.0, as I currently understand it, and with what information I can throw in to help people understand it better.
Open note to the developers: Keep up the great work 🙂 I’m excited to keep this updated with the kick-ass content you guys are putting in here
[EN] If you would like to help translate this guide to your language please let me know and we can work on it together. 🙂
[ES] Lo siento por mi espanol, mi comprension y vocabulario is masomeno, pero, si tu quisiera ayudar traducir esta guia al espanol entonces por favor avisame. Podemos trabajar juntos en eso 🙂
[DE] Hallo, entschuldigung fur mein Deutsch, es ist nicht gut. Wenn sie beim ubersetzen dieses leitfadens helfen mochten, lassen sie es mich bitte wissen und wir konnen gemeinsam daran arbeiten 🙂
Like Trevor (The guy who made and is working on this game) as said, «Take charge of a full-sized MMORPG world and fill it with monsters, towns, NPCs, and quest chains. Design the player classes for AI subscribers to use, and keep them entertained!«.
The game, as of making this, is a good ways from a full game; however, it still has a good bit of entertainment value for what it does currently offers! From making leveled zones in detail to just spamming elites in hoping your players can take them just because, the game currently has a good bit of entertainment value, with more to come (Including the Steam Workshop from what Trevor said too, and I think that’d be awesome)
With that being said, the game is a Sim/Management type game where you have to focus so zones don’t get overloaded, players stay happy, and you remain profitable.
Additionally, you can be hands-on and hands-off with your approach to the game by either hiring GMs to help control and regulate your game, or do it yourself by keeping an eye on players and their interactions (Not recommended but I’ve done it and it went okay until the playerbase shot up).
Lastly, is the absolute depth you can go with design, like the below. These are just two really nice builds I’ve seen from the MANY that are out there, and I dig them and can’t wait to see more, but these are just examples of whats possible currently.
Stats in the game come in a few different forms with the first one being encountered at game setup. After selecting your game icon and name (see Part 2: The Start for this), and game type (Again see Part 2), you are confronted with the option to put points into the 5 primary game stats which all affect the game in a few ways.
Okay so the game is good and straight forward to start at the time of making this guide. Like super straight forward. I’m still going to explain it because I’m assuming the person reading this (You) haven’t played this before or are deciding on getting this game, and you’re checking out this guide as a deciding factor. Maybe. Maybe I thought about this a little too much. We’ll see.
Okay, sweet! So we have a name and an icon, the two most important things for a new MMO. We’ll ramp this experience up and click «Next» on the bottom left of the screen so we can move on and select our game type!
Okay, so we have a cool game name and great icon, we wisely chose our MMO type, and thoughtfully put our stats in the correct spots. You should see a world and screen like this (below) on your screen.
If you see something similar, then congrats! You’ve kept up. If you don’t then you messed up and should start again.
So. Zones. The first question to ask yourself is how you want your game to progress. Do you want a starting island and move to the mainland? Do you want a mainland primary game and move to an island for end game content? Fortunately for you (and for me, this guide is already long but I have a lot more to do) there’s not an overwhelming amount of content within the game to have to min/max about. I personally like starting islands and moving mainland later.
Pro-tip: If you dislike your starting world and want to change ANYTHING with the regions and areas before you start making things, I suggest doing it. Just click «Grid» on the bottom-left UI bar, and use the Raise Region and Lower Region tools. They do as they say, and can help you craft a world to your liking (Almost? Mostly?) before you actually start.
I’ll use this tool and you can see the change from the above picture to the new one below.
Okay so, you’ve played God with your world. What now? Well now we pick a starting zone. I’m going to use the 9-region island above as a starting zone, the single island on the left as an intermediate zone with a lot of content, and some upper level zones on the mainland starting from the top left of it. If that confused you, then it’s okay, you’ll see what I mean as I go along.
Anyways, be sure to pick a zone with flow in mind, like player flow. Where will the player go when they hit the max level of that region? Keep that in mind. So find a zone to start in and we can move on (Or don’t just yet and see what I do in the next section to help you better pick?)! to the next section!
So for me, I picked a nice corner spot of my starting island continent area. The top right. (Fun thing, you can see which zones you own by clicking the «Interact» UI option, and the game will shade unowned areas and leave your owned areas lit) as seen below.
Now if you don’t like the theme of your starting zone, lets say you have this desert but you want a forest here simply click your region and it’ll show this (below) popup. (You can also rename zones here too by the way).
Then click «Terrain» and see the 4 options your zone can have for diversity. Mine has Desert, Forest, Icy and Mountain.
Since the desert here is the primary zone, that means the Type 0 is the primary zone of the region, and changing that will automatically change the zone itself. Lets show you. I’m going to change Desert to Field because I want to start in a field (I’m also changing the name and other 3 zones but thats not important this second)
Oh also as a reference, I’ll go into details about them later, but I’m picking this zone based on my starting 3 NPCs. You can see the starting NPCs you get by clicking «NPCs» and click the wolf with a plus symbol on it (see below) and it’ll show your starting things.
So if you don’t care, you can find a place to just plop down the ol’ Graveyard and Inn. If you do care then pick where you can expand. If you’re like me you have an idea for a starting zone sort of thought out, at least the town. So I’m going by the sea.
Now the zone is still shaded and theres no blue. We can fix this. Click the little electrical cord looking thing 6 things to the right of that Uplink. This Cable will help us connect the game! Try and cover what you need in an efficient way if possible. Check below for my example
The highlighted area show the areas that can be connected. If you didn’t pause your game, then your 2 buildings should stop glowing red as your Dev enabled them since they’re connected now. Also, your zone should be turning blue to show its online.
Okay so we have the setup going, we need a few more things to finish it. Lets start by putting a few more things down. Specifically, a few monster zones. If you checked earlier what monsters you have so you can prepare your zone a little better, then you already know how to get to the menu. Otherwise, click «NPCs» and click the wolf with a plus on it like below
You should have 3 monster types, I have a bear, kobold and wolf. For animals I don’t really care too much for where I put them, but I’m going to do some neat stuff because this guide, or try to anyways. So I’m going to place a few zones and show you below how they are. Also before I do, and before you do, keep in mind that these zones cost money per like.. Inch. It adds up.
Alright so we have the connections, the minimum of a town and 3 zones. What else? Well, I’m going to put some elite monsters down now too! Named monsters. Theyre stronger than the regular mobs by about 1.75x I think. Something like that. So with that I’ll place those in some spots.
Now I’ve placed 1 elite monster per respective zone. You can see 2/3 from this draw distance. Also I let my game run a little bit to stop the red zone thing too. I forgot if I mentioned but I’m keeping my game paused as much as I can for this guide.
Now before we start doing the questlines, lets add a few more things. Under the «Buildings» tab, I have the «Landmarks» selected, it looks like a tower next to the Respawn Point (Graveyard) button, and I have the tower selected. Put it where ever you want. Again, Im doing my placement deliberately for later in this guide. I’m also going to place some more things for my town. This includes a Tavern, and 1 of everything under the shops tab. Again, be mindful of your cash. Afterwards, this is what I have below.
I hit the character limit again. ♥♥♥♥♥♥♥♥♥. Go to the next ♥♥♥♥♥♥♥ section, ♥♥♥♥♥♥♥ Steam..
First: ♥♥♥♥ Steam and their character limit. ♥♥♥♥♥♥♥♥♥. I was thinking I’d be able to touch on Advanced Zone stuff in the last part, but I guess not.. Damnit. Whatever, I’ll finish the basics here.
So. We left off at essentially having 1 of every building type. Well, before we go on I want to interject with something. 3 things specifically. In the top right you may have noticed a flashing «Upgrade» button. Don’t click it yet if you’ve held off the urge, we’re almost there. Let me talk about how progression works in this game.
Everytime you spend money on in-game things like buildings and props (not mob zones, network stuff or buying zones) you get a game version point. The «0.0.111» on my screenshot below. Everytime you get #.#.100 you can put something in upgrade to make your game better. From game stats like we talked about earlier, to actual tech. Now if you hit that 100 mark and keep going and think «I can rack up points and just upgrade at once!» then no. You can’t. At least not yet? So if you get to #.#.300 (I have done this before) and thought that, the second you open Upgrade, you can only use whatever it is, once. No matter what. It resets the #.#.100+ to 0 and changes your game version to #.1.0 version, and about every like 4 middle version numbers you get a technology. Otherwsie you get a stat.
Now we carry on from the last section for zone basics.
So go back to your quest giver(s) and click one. Try and keep track of them if you can, otherwise we can just check later. So as soon as you click them they get a popup screen like this
Im going to make my first quest to visit my tavern (red building with keg) so the player can enjoy the scenery before they hate themselves. Youll also notice a red arrow showing where the quest is going.
After that lets start an easy kill quest. So well make the 2nd quest into a kill quest by clicking it, then «New Target» and then click «Change Task» until the kill requirement is 1. Lets get the players a nice feel for the game.
Nice. Okay so theyll go check the tavern out, then decide to murder a wolf (or whatever you have them to kill for your MMO?) I’m not satisfied with that. Now if you did as I did in the last part, you put 1 elite mob per respective zone. If not then skip this I guess? But elites are free so whatever. Now, well do another kill quest for the elite. In my case, the elite is called «Mother Wolf», which makes me feel bad but I don’t care because exhaustion is creeping up on me. So, we send them to kill the wolfs mom by clicking «Add new quest» under the quests tab, clicking the «Change Target» and clicking the elite mob. Sometimes this is annoying and wont select the elite mob right away but you just have to roll with it.
Also a neat thing is if you dont want a quest anymore you can delete it. Drag the quest name via the quest giver menu, and drag it right. This will remove it
>I had a small brake and came back and added quests to my other 3 quest guys. You’re caught up with me again.
So under the «Grid» UI option, go and buy a neighboring region, and then while still under the «Grid» toolset click the «Set Region Level» button, it looks like a 1 with an arrow above and below it. Youll see a popup on the upper-left side of your screen with an arrow set, click once up and set it to «2» then click your new region and its set
Now well be able to make a mountain path. Below is my idea for what Im wanting, the red is the town and the road is white, with the I look showing estimated mountain path start/end
So doing that path and road, you can see how it looks from here. I have a plan for those empty spaces in the Advanced Zone section, but lets stick basic.
Wrapping the basics up, below is a basic zone for me with props
Note: This is a very basic zone, a lot less than I would regularly do but its late and Im tired so heres the end of the Zone Basics! In the next section well focus on advanced zone ♥♥♥♥ and I dont know what else after. Theres a lot, but I hope this has been helpful so far for everyone.
Hello! Welcome! For you, this might be just the next chapter of this guide, but for me it’s coming back to this for this update! So welcome back to me! Anyways lets cut the ♥♥♥♥ and get right into it. This XP update adds a lot of neat little things. It adds Quest specifics from quest givers, as well as monster XP, level requirements, and so on.
So we can see a few things here. The edit button and delete button, as well as a few things. The quest name at the top, quest summary on the left, some things on the right which I don’t know what they are, and the rewards! Lets click the edit button.
So with this, we see that we can change the location of the target, or the target itself with the lefthand bullseye. On the right we see «Use default rewards» and the XP and Gold earned. Let’s change the rewards (Ill let you do your thing for what the quest will be).
Now we can change the gold and xp rewards of this quest. This means you can make currency in your game more difficult to get, making it a premium, or lowering XP by the quest to make certain chains slower or faster to level. It unlocks some neat dynamics of your game.
Level and XP
Now lets check Level and XP. On the bottom right of your game, click the book icon. Then well click «XP and Leveling» at the top. Then we have this screen
So we can see a few things. The Monster XP which means the base or minimum XP a monster gives, and the extra XP they give per player level. The formula is seen under this section.
We also see the Kills Per Level which shows how many kills are needed for them to level specifically from killing monsters. No quests to kill them, just killing them. Like killing 65,340,285 boars to get 30 levels in 3 weeks. The horror. Anyways, it gives the 3D dynamic to how levels work by throwing it in with quest XP and required XP a level.
Now, on the right we see XP To Next Level. This shows that if the player is level #, they will get # XP per monster, and the needed monsters for that level if they only killed monsters, with the total XP needed per level on the very right.
Want to change things? Change a single digit and then click Apply. Like this.
So with this, you can set the 3 dynamics of your players leveling. You can do a 3.5 if you modify the quest XP on completion like we talked about above too.
TL;DR A few things in this update give you a HUGE change to your game, and you can do some really cool things with it like change the entire game economy, allow players to power level, or have a horrible grind to max.
Now remember the second zone from earlier? Well start setting that up a little for future use bu getting the networking started. So lets place a Capacitor in the middle of this zone like below
So we got this, now what? We need to connect this bad boy to the Uplink! If you recall before, we used a cable to hook our first zone up, but for some reason a cable can’t cross zones. Fortunately a Fiber can. So lets select the Fiber which is 1 to the left of the cable and connect our Uplink to the Capacitor.
An idea for this was given to me by a commentator. This isn’t exact but its the best I can gauge it as without using tools. Testing was done mixing network pieces and sections and repeating tests over and over. Anyways; heres a percentage breakdown on efficiency of network items
Note: The gold stats means I’m unable to actually gauge the in/out of these items but from my tests it appears they have more input than output which means you could chain certain network pieces together for max efficiency.
So we have two kinds of paths in the game right now. Roads, and flight paths (my favorite feature. You have no idea, man.) According to the tutorial, and my experience, players explore the world mainly using the roads. Additionally they can travel between zones using flight paths and if they have the gold for the flights. I personally set my flight path cost to 6 gold per flight, which is under the «Services» tab if you click on a path point.
Walking paths also afford the player to go near new quest hubs, mob zones, and so on. If theres interesting scenery or something interesting to the player (Story players like to explore, Achievement players like challenges and etc). So if you have a path going near somewhere mildly interesting to the player they tend to explore a little sometimes.
Edit: As of 0.17.49 this across the water is not really needed anymore since you can just do it now, but Ill leave this here as a relic/possible helpful thing for people.
Here Im planning to jump across this water with a flight path, see my outline below.
To work around this, simply go to the Grid UI menu, raise the water up then buy it. So we own this and can fly over the land now! Yay! Place your flight path like below
Now just sell the region (Option to the right of buy) and submerge it again. Badda boom badda bing, you crossed the ocean.
In the next section I’ll make a kickass zone out of the level 1 area and show some additional things off.
«Azurn how are you going to ruin the experience? You’re doing a good job at this guide and everything checks out so far!«
Now, count to 3 with me. 1.. 2.. I don’t care. You already see the picture below. You know what I did.
Nice. Okay so, youre probably wondering how on Earth I did that? or better yet, why? Let me tell you the answer to those. I did this using a program that hooks into a program and changes values if you know what to change. And the why is.. Well read the section title. Im going to make a Cool Guy Zone. Now before I do anything else, check the game version. Im at 1.0.63. Keep that in mind.
And the zone Ill be working on is my level 1 zone. As a reminder, it looks like this right now.
Note: Something of interest I found while doing this is that if you put a prop house/building down and sell it you get 2 version points for it and your money back. 1 point for placing and 1 point after selling. Exploit this while you can. Anyways.
Heres the zone now, in a few screenshots.
You get the idea. It looks decent. Now check the current cash and game version.
As you see, we’ve spent about 74k on this zone for the props and doodads. With enough work and drive a zone can look pretty amazing, and one step (at least) from the basic zone we had previously. As for the version, I have been putting all of my points into Fluff and am currently at +40%, and into Hugs and am at like +22% for those both. I have also unlocked about 5 different techs as well so far.
In the next part well talk players.
So lets place it down. I placed mine and made a Stonehenge around it.
After waiting about 3 seconds your first players will join!
Meet Ormbe and Hermuckha. Ill say Orm or Herm (UwU) for them. Okay so lets see some basic stuff from them.
Usual Hours can be important later I feel, once the game (MMO T2) is more developed to work with time cycles.
Demand WILL become more important fairly soon I believe. If I remember, Trevor said this will be for telling if the game is too hard, if they want more quests, less running around, etc. In the end you eventually will have to cave in to some of these little terrorists’ demands, even if you don’t negotiate with terrorists. But right now you don’t have to worry or care about it, so you’re golden to go.
Expertise is somewhat important. It shows how experienced the player is with the game and can help move them along in the world instead of getting stuck, dying, and such. Remember the flow idea I talked about? This is kinda why.
Just 2 quick things. The first is you start with 2 player classes and 3 monster types. If you click the Book icon in the bottom-right of the screen you can see character classes available to you, the monster types and even NPCs which are all usable to you. Youll also see a lot of lock icons that say «Unlocks at Subscriber Level #», this means once a player hits that level, the lock is unlocked and you can use it. More classes, more NPCs, etc. Dont forget to check back every now and then, but youll know because you get a notification once someone reaches the next highest level for your game. Example being you see first level 2, 3, etc.
Next and the coolest in my opinion for out-of-game things. In the MMO Tycoon 2 Discord, a person named Goliath made a pretty good spreadsheet [docs.google.com] of player levels and their requirements. I highly suggest checking this out if you’re all about planning for your game, or just want to see estimated things for player levels.
Note 2: I forgot I made the initial guide with a «Steam Guide» world and so I did this portion in my other «Test» world. Sorry for that confusion, but it gets the point across.
Okay so, as of patch 0.17.49 players are required to visit trainers to gain abilities that they don’t start with. So this means that if they’re level 1, they can start with X abilities, and at level 2 if they gain another ability they can talk to a trainer to get it.
Now to find the trainers, well go to «NPC» tab in the bottom left UI, and to the right of the guard option shows a person with a book. Thats the trainers
Then one you click it, youll see a trainer for every class. My classes are modeled from the Horde in WoW (Which will give you an idea for abilities too).
Abilities (Updated 7/2/21)
In the Combat & Abilities update there was an overhaul for the abilities. Those overhauls are explained in a summarized way below.
So first to get to the Abilities, in the bottom right we’ll click «Design» (The book), then select the class we want, as seen below.
For this I’ll be using the Bard. So go ahead and select your class, and a screen liek this should appear
Now afterwards we’ll select the «Abilities» middle tab at the top, and well be presented with a series of ability slots for your class, like this
Select the ability you want to change, or even make one. I’m going to use «Attack 3». So select it, and it should have a screen like the below, with a random animation and such set for it.
In this instance it looks like a weird electrical smoke bolt thing for my example. So just jumping into it, we can check the «Animation» and see how it looks. I’m going to keep the «Attack» one.
Now under the «Effect Type» lets check out whats there. Theres a lot of neat stuff, and I’d suggest going through it to pick whats best for your ability idea. I’m going to be simple and use «Physical» (Previously was «Electric»)
After we can check the «Path Type». I’ll use «Straight»; I think what was for the last one was «Ballistic». After you set your type, you can change the color. It’s pretty self explanatory for that.
Next lets check the «Flavor» tab. So on this tab it lets you add a tooltip for the «Description», and see it in real-time on the top right. You can also set the name and level it’s accessible from at the top. Selecting «Fully custom» on the bottom will remove the end part shown here «dealing 22.4 damage», and lets you fill EVERYTHING in; I think leaving the checkbox off would be nicer, but thats your call
Now lets get to the meat of this section, the outcome. Select the «Mechanics» tab and we can see some interesting things. Starting at the top 3 bars, in order you can select its cast time, if any. Then the range it can be used at, followed by the cooldown time of the ability. (Note: Youll have to tweak abilities if players want a lot of buffs or nerfs for the class)
Now, for the «Cost to user» and «Effects on target», we can set what it costs the caster/user, like mana, health and rage, if any. Under that we can set the effects on target, which is a lot. (Shout out to the devs for this). Theres heals, damage, heal over times, damage over times, siphons, regenerate over time, roots, slows, and more. Theres a lot of flavor that can be gotten from this section.
For this example I set the mana cost to 10, the heal over time to 20 for 10 secdonds, which comes to 2/hps. (Under the name theres a quick math which shows the dps/hps)
Now the best part. Theres a lot of ability icons to pick from with a lot of color hues. Check them out! After you find one and select it, your screen should look something like this
And thats it! Woo! Okay so remember that if your classes are too strong/weak youll need to tweak all the abilities until the right formula is done. It’ll be a pain.
So in the game there’s some good insights and technicals you can use and work with. These can be found under the bottom-left UI button for «Reports».
Now the first one is a scroll looking this, which is your MMOs Overview. This has A LOT of data, but nothing extreme, but very useful. So the first screen we get is «General» which has information such as the top 5 thoughts of your player base, which the top 2 are usually «I like this town» or «Its too crowded here». Additionally you can see the total subscribers you have and how many are connected, along with the type of player they are. Again, remember the MMO type and stats we picked? Lastly for this page you can see the World Summary, this includes the staff you have working, active regions and average users per active region.
I’ll gloss over the Ratings and go to Advertise. So under Advertise is where you can pick a few options to promote your game and get players coming. Before this I suggest waiting and watching the flow of players so there wont be a massive backup of people doing things. We want gameplay smooth. Anyways, each advertisement costs different amounts of money, and bring in respective levels of players.
Glossing over even more until we get to Sales. On the Sales screen you see two things. The cost of your game in a one-time way, and a monthly cost, as well as MMO averages. You can tweak these as you want, but its good to have a decent price the larger your world gets.
Ill come back to loan later on below. Next is Features. Truthfully I only know of the PvP Duels being in here so far from technologies unlocked. So when you get that make sure to turn it on under this tab or it wont be usable for players.
Past the Scroll in the UI is «Finance» which gives you a detailed look at costs and income. Thats it. No picture for that.
Now what these guys do is the Devs help keep your world running smoothly by making sure buildings, NPCs and mobs are all working for you and your players.
GMs help players.. Not be stupid. A player stuck? Or getting trolled? Maybe ‘bullied’? The Gms are usually there to help.
The game has 2 achievements. One is super easy and the other is.. Easy if you minge like me. Anyways, the first and easiest one is by going to the main menu screen (Press Escape. Save your game, then click Exit Game. On the main menu double click the Achievements button on the mid-left)
And the second one is in-game. Under your Reports tab, click the Scroll, then click «Loan». All you have to do is pay back your loan and you get the second achievement. This is easier said than done though, but by the time you have 5-6 regions unlocked, you should be generating enough for this easily.
Now with both done, you have this game at 100% achieved! Good job.
Okay so this guide was neat to do. There was a lot that went into it, and I still haven’t covered everything, but what I have covered is more or less the extent of the game right now. I hope you all enjoyed this or found it useful. I’ll be doing more as the game is progressively updated and has content added.
If you want anything specifically explained then ask away, otherwise feel free to join the games Discrod (Link found on this post)










