Instead of posting different threads, I am going to post it here. Maybe I will update. I will likely bump. Beyond that, let SV do wat dey do.
This is what I feel the game needs:
Basic visual appeal. SV, you guys have to make it so people can make good looking characters. You have to allow people to make clothes that don't look like generic shit. Add more hairstyles, add fuckin' accessories. Do the same with houses. Maybe let people like wall their houses with a different texture or color. Maybe make the windows different or something. Stuff like that matters, especially to new players and potential new players.
Reduction of grind / friendly leveling (and hardcore play.) Keep the game hardcore, but remove artificial barriers like spurting yourself for 10 hours. Make it so people can get into mastery more easily. Consider removing clade altogether and letting people select skills at creation.
Make junk worthwhile. There should be some way to recycle the massive trash loot you get in this game. Whether it's doggy trinkets (x trinkets should = flux, dur,) or weapons that don't fit your spec, you should be able to cook the stuff down and make something that is useful to you.
Encourage exploring, world interaction. There definitely need to be random spawn treasure piles. There should be relic-like items that have a much smaller beam that a solo adventurer can find. Remove the gathering spawns that pick like 3 units. If you want to have small amounts of a resource, it makes more sense to put like 1 or 2 in an area but make them pick high, so that people will be encouraged to stop and pick it up for value. There need to just be way more instances like that.
Sandbox elements and economy. Tasks damaged the economy in a weird way. I think it can be dealt with if the economy itself is moving properly. There need to be more types of tasks, more things need to give clade. There needs to be some way to encourage people to transport from town to town on a larger scale. There needs to be player brokers. You should be able to trade pets at any stable, like you would a mailbox.
I still think trinkets are bad, and I would love to see them addressed or removed in some way, but if they stay, I would like to see hard caps on stuff like total attributes/skills gained, total dmg, etc etc, as well as caps on each type of damage / att / defense. These caps should align better with what you get from mastery, maybe have trinkets be the other half moon per se. If you want more damage, give everyone more damage.
I still think siege windows are bad, and I would prefer that there was a system where structures that are in more valuable areas are more vulnerable to siege. I think you should be able to damage or pressure, otherwise inconvenience, player structures without sieging them. I would like to see supply towers become more meaningful. Maybe add in another similar mechanic to supply towers. There is no fkn reason my guild should have supply towers loool. But capping them should be something a small group can do for a minor gain.
In short, sandbox is risk / reward... with time factored in. Find a way to reward more types of play and people will play different ways. Risk should increase the further you go, but in the same way it's tough to do a dungeon, it can be tough to climb some mountains, too. Then you get fights on mountains and stuff... just encourage players to get out in the world with rewards that fall within your system (glory / gold.)
DO IT. Then balance the game, hehh.
This is what I feel the game needs:
Basic visual appeal. SV, you guys have to make it so people can make good looking characters. You have to allow people to make clothes that don't look like generic shit. Add more hairstyles, add fuckin' accessories. Do the same with houses. Maybe let people like wall their houses with a different texture or color. Maybe make the windows different or something. Stuff like that matters, especially to new players and potential new players.
Reduction of grind / friendly leveling (and hardcore play.) Keep the game hardcore, but remove artificial barriers like spurting yourself for 10 hours. Make it so people can get into mastery more easily. Consider removing clade altogether and letting people select skills at creation.
Make junk worthwhile. There should be some way to recycle the massive trash loot you get in this game. Whether it's doggy trinkets (x trinkets should = flux, dur,) or weapons that don't fit your spec, you should be able to cook the stuff down and make something that is useful to you.
Encourage exploring, world interaction. There definitely need to be random spawn treasure piles. There should be relic-like items that have a much smaller beam that a solo adventurer can find. Remove the gathering spawns that pick like 3 units. If you want to have small amounts of a resource, it makes more sense to put like 1 or 2 in an area but make them pick high, so that people will be encouraged to stop and pick it up for value. There need to just be way more instances like that.
Sandbox elements and economy. Tasks damaged the economy in a weird way. I think it can be dealt with if the economy itself is moving properly. There need to be more types of tasks, more things need to give clade. There needs to be some way to encourage people to transport from town to town on a larger scale. There needs to be player brokers. You should be able to trade pets at any stable, like you would a mailbox.
I still think trinkets are bad, and I would love to see them addressed or removed in some way, but if they stay, I would like to see hard caps on stuff like total attributes/skills gained, total dmg, etc etc, as well as caps on each type of damage / att / defense. These caps should align better with what you get from mastery, maybe have trinkets be the other half moon per se. If you want more damage, give everyone more damage.
I still think siege windows are bad, and I would prefer that there was a system where structures that are in more valuable areas are more vulnerable to siege. I think you should be able to damage or pressure, otherwise inconvenience, player structures without sieging them. I would like to see supply towers become more meaningful. Maybe add in another similar mechanic to supply towers. There is no fkn reason my guild should have supply towers loool. But capping them should be something a small group can do for a minor gain.
In short, sandbox is risk / reward... with time factored in. Find a way to reward more types of play and people will play different ways. Risk should increase the further you go, but in the same way it's tough to do a dungeon, it can be tough to climb some mountains, too. Then you get fights on mountains and stuff... just encourage players to get out in the world with rewards that fall within your system (glory / gold.)
DO IT. Then balance the game, hehh.