by
DarthDominus
» 02 Oct 2014, 19:11
Improvement/Additions - First Dozen Thoughts!
1. Methods to differentiate groups in the game, through clothing styles, emblems, flags, tabards, etc. Differences in ancestral origin or affiliation should be considered. For instance, clan tartans.
2. Increase the storage capacity of devices intended for such use. Chests, barrels, and warehouses – all should have a greater capacity of the storage than the “magical bottomless bag” that is produced on dropping an item.
3. More animals! Cows, sheep, pigs, squirrels, snakes, boar (wild), bears, mountain lions, turkeys, coyotes, dogs (which we could also domesticate), etc. Also, perhaps as a fun addition – add a “Cryptid” or two – such as something akin to a dragon (not a fire-breathing magical beast, but a large reptile that could devour a cow in short order). Another example, a Bigfoot type creature or ape-like beast. There would be very few of these in the world and should be considered “legendary” – sightings being rare and terrifying.
4. Weather … lots of it. Rain, sleet, snow, tornados, and all manner of different elements that could affect terrain, structures, crops, and our avatars. If you want to take this all the way – lightning could have a chance to start forest fires.
5. Disease and infection. Make alchemists even more valuable. Plague could ravage an entire village, making the largest kingdoms potentially a place where sickness could rage if left unchecked. Wounds that are not tended to can become infected and produce undesirable results such as slowed movement, stamina drain, occasional involuntary stops to vomit, good stuff such as that.
6. Gates / Doors / Entryways should have “white-listing” – permitting folks to create a list of players that are permitted entry.
7. An “Oops – let me fix that” tool. When we place something we no longer want, there should be a way to delete/destroy the item – potentially regaining resources. The item should ONLY immediately affect things that you have placed into the world. To use it on something someone else has placed, you will have to get the owner of the item to click on it and “consent” to destruction.
8. Terrain hazards! Quicksand? Fall damage? Mining collapse? Traps set by other players (deadfall pit / snare / etc.)
9. Special ways to customize weapons and items. This should be entirely cosmetic, but something to allow a “makers mark” or design differences. For instance, a substantially polished blade, different styles of hilts, etc.
10. Please, please, please fix the “Observe” bug that screws up the actions and windows of everyone in the nearby area when you close that view.
11. Other item/building suggestions: Signs (Ye Olde Fill-in-the-Blank), Jail or prisoner holding equivalent, gallows or guillotine, stocks. The idea would be that when you have rendered someone unconscious you could carry that person to one of these devices and end their lives or incarcerate them. You could also set up a “cemetery” area where their tombstone would be populated upon their death, rather than pile them up on the component in question.
12. Experimental technologies: Every crafting line would have the ability to “experiment” – using rare components found in a variety of ways. For instance, a carpenter might need a substance only found by those who mine at a high level. Cross-interdependencies are key. Those very rare items allow the user to click the experiment button during item any item creation having a slim chance of producing something never seen before. However, it carries danger too. You may end up wounded or dead on a critical fail, ruining the item. Item examples would be congruent with the time period, but special. For instance, a sword that has a sheath which coats it in oil and can be ignited once per day to do fire damage as well as slashing.