Prio 1 improve everday gameplay and current content
1) Clade
Option 2: for a easier fix just make it so everything is shared with everyone within 20-30m who you do not want to share with you can kill
Reason: currently it just feels lackluster to play in a grp for mastery and a lot of the everyday stuff you do while waiting for bigger stuff to happen as it's no fun in a group to time hits for tasks on mobs, a helaer basically gets nothing and overall 30 clade a mob being split is ridiculous looking at what is needed for mastery.
Benefits: overall when there is more grps around farming it will also create better pvp fights compared to now where most farm solo for clade, while those looking for pvp are mostly in a grp. this change would basically make everything in the game more fun instantly and create massive grp content for pve and pvp.
i know this might be used to have ppl leeching but tbh who cares the benefit is way to big to not have this
2) Dungeon and POI chests
Option 1: change dungeon and poi chests to be on a personal cooldown of 2h so everyone can do their daily routine alone or together when they got time and not have those playing off hours have all the benefit. 2h seem to be long enough to make you travel around but still offer some replay value.
Option 2: reduce chests respawn to vary between 15-20 mins and not let them fill up slowly but instantly, rare drops should still be rare but it's more about gold/h so it feels worth your time - everyone hates riding around for nothing all the time
Option 3: remove chests and add loot only to mobs
reason
Time invested in running around or do dungeon should be rewarding somewhat. Rare drops in dungeons should still be super rare but it's more meant so that when you go into a dungeon with a grp it's not looking at empty chests but if you survive you at least carry home some gold value and with the current design it's not the mobs having the loot but chests. just seems a waste of dungeon and POI content when lets say compared to the jungle POI dungeons are so often just a low profit run. On top an area should always be designed that it could "hold an alliance" and currently 1 ppl farming/doing stuff renders whole areas more or less useless
3) outlaws
having outlaws spawn out of the ground seems kinda not fitting and more annoying than anything else and the 1h respawn renders a whole area useless when even 1 player does farm them yet again...this is an mmo after all so we need a better system.
make outlaws camps that are empty with a chest in it. as soon as you open it outlaws spawn and after you killed them the chest is lootable. also put this chest on a personal cooldown of 2h or as option B a cooldown of 20 mins (personal CD would still be way better).
reason
this would yet again promote playing in a group and also remove this very unfun fact that they spawn on you when mining which is already tedious and unfun to beginn with but you are never geared to fight outlaws when doing so. they also negatively impact pvp fights often enough
4) Boss mobs
let us spawn boss mobs like trolls or dungeon bosses with tokens you can buy with prominence so guilds can do them when they got time. maybe cap it to like 5 a day.
reason
all this having mobs on cooldowns doesn't create pvp if you look at trolls as an example. they die fast and only those having it on cooldown know when to return, rest of the time it's empty. same for dungeon bosses...if you can spawn them a few times ppl will be there longer also creating opportunities for pvp
5) Mob spawn scaling
make mob spawns scale on how many players are there.
reason
i remember the fun times in darkfall when more players in the area meant more mobs spawning...was good fun. on top this way an area could offer enough things to farm for an alliance holding it and working together in the area they live in is yet again promoted
6) meteors
currently they are to sparse and most types are lacking decent rewards. make more valuable resources drop mostly by meteors and drop meteors in bigger numbers, maybe even increase the time they drop. increase open timer as it was before.
reason
they should be more part of the everyday gameplay and currently depending on time zone you got like 3 chances and if they don't drop in your area the fun is elsewhere to be found
Prio 2 current TC and alliance mechanics
1) rework siege mechanics (already planned yay but as long not ingame this has to be listed)
2) make keeps a social place also benefitting it's owner, allies and friends.
you know your players
3) alliance system
same as for the clade stuff...mortal really needs to start making changes to benefit all those that attend stuff, on a player, guild and alliance level
1) Clade
- Make it worthwhile to farm in a group for clade
Option 2: for a easier fix just make it so everything is shared with everyone within 20-30m who you do not want to share with you can kill
Reason: currently it just feels lackluster to play in a grp for mastery and a lot of the everyday stuff you do while waiting for bigger stuff to happen as it's no fun in a group to time hits for tasks on mobs, a helaer basically gets nothing and overall 30 clade a mob being split is ridiculous looking at what is needed for mastery.
Benefits: overall when there is more grps around farming it will also create better pvp fights compared to now where most farm solo for clade, while those looking for pvp are mostly in a grp. this change would basically make everything in the game more fun instantly and create massive grp content for pve and pvp.
i know this might be used to have ppl leeching but tbh who cares the benefit is way to big to not have this
- add a group version of every task so you can go farm together in the area you are which is not feasable with 10 bandits or sartors...or even better let us choose how many and just scale it up on the formular you have. current group tasks are just not fitting for everyday content with beging dungeon tasks and also tasks should promote playing together while waiting for big pvp, dungeon runs etc..we got an mmo here after all

- make animals give the same clade as humanoid NPC's as there does not seem to be a valid reason why they do not
2) Dungeon and POI chests
Option 1: change dungeon and poi chests to be on a personal cooldown of 2h so everyone can do their daily routine alone or together when they got time and not have those playing off hours have all the benefit. 2h seem to be long enough to make you travel around but still offer some replay value.
Option 2: reduce chests respawn to vary between 15-20 mins and not let them fill up slowly but instantly, rare drops should still be rare but it's more about gold/h so it feels worth your time - everyone hates riding around for nothing all the time
Option 3: remove chests and add loot only to mobs
reason
Time invested in running around or do dungeon should be rewarding somewhat. Rare drops in dungeons should still be super rare but it's more meant so that when you go into a dungeon with a grp it's not looking at empty chests but if you survive you at least carry home some gold value and with the current design it's not the mobs having the loot but chests. just seems a waste of dungeon and POI content when lets say compared to the jungle POI dungeons are so often just a low profit run. On top an area should always be designed that it could "hold an alliance" and currently 1 ppl farming/doing stuff renders whole areas more or less useless
3) outlaws
having outlaws spawn out of the ground seems kinda not fitting and more annoying than anything else and the 1h respawn renders a whole area useless when even 1 player does farm them yet again...this is an mmo after all so we need a better system.
make outlaws camps that are empty with a chest in it. as soon as you open it outlaws spawn and after you killed them the chest is lootable. also put this chest on a personal cooldown of 2h or as option B a cooldown of 20 mins (personal CD would still be way better).
reason
this would yet again promote playing in a group and also remove this very unfun fact that they spawn on you when mining which is already tedious and unfun to beginn with but you are never geared to fight outlaws when doing so. they also negatively impact pvp fights often enough
4) Boss mobs
- loot
- respawns
let us spawn boss mobs like trolls or dungeon bosses with tokens you can buy with prominence so guilds can do them when they got time. maybe cap it to like 5 a day.
reason
all this having mobs on cooldowns doesn't create pvp if you look at trolls as an example. they die fast and only those having it on cooldown know when to return, rest of the time it's empty. same for dungeon bosses...if you can spawn them a few times ppl will be there longer also creating opportunities for pvp
5) Mob spawn scaling
make mob spawns scale on how many players are there.
reason
i remember the fun times in darkfall when more players in the area meant more mobs spawning...was good fun. on top this way an area could offer enough things to farm for an alliance holding it and working together in the area they live in is yet again promoted
6) meteors
currently they are to sparse and most types are lacking decent rewards. make more valuable resources drop mostly by meteors and drop meteors in bigger numbers, maybe even increase the time they drop. increase open timer as it was before.
reason
they should be more part of the everyday gameplay and currently depending on time zone you got like 3 chances and if they don't drop in your area the fun is elsewhere to be found
Prio 2 current TC and alliance mechanics
1) rework siege mechanics (already planned yay but as long not ingame this has to be listed)
- sieges need a mechanic to be ended by the defender if no attacker shows up. maybe lean on what darfall had there you had to place 3 siege stones (i think it was 3
) that the attacker had to defend for the first hour of the siege, if defended the attack could begin - create more siege weaponry to take keeps
- siege performance
2) make keeps a social place also benefitting it's owner, allies and friends.
- keeps should have more stuff that currenlty only towns have and some local boni in a seperate more accessible area. could be different crafting bonuses with a special crafting station, local auction houses, task vendors, supply npc's etc..
- keeps should add a bonus for owner and allies while being in it's area like more fame, materials or whatever to make playing around an allied keep add something
- do not make keeps impact starting cities as it was discussed, please just don't
you know your players
3) alliance system
- remove the current ally system and let us instead create an alliance where we choose a name and can invite guilds to. make it not cap on guild count but if you really want a cap on total player count of all guilds. no need to force guild merging and hinder small guilds from joining
- finally add an alliance chat
- change boni of points being taken like supply towers, relics, newly introduced OP to be shared between allies either on member size or with options the alliance can choose...it should be a benfit and engaging for every guild in an alliance to take part in stuff and have a benefit for it. overall most boni are so minor it wouldn't even hurt if everyone in an alliance justs gets the current full boni to make it easier to implement.
same as for the clade stuff...mortal really needs to start making changes to benefit all those that attend stuff, on a player, guild and alliance level
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