- Territory Control & Seige. There is nothing more necessary for the games longevity than the implementation of these core game mechanics.
- A temporary item/ability to destroy doors. PVP vs impenetrable houses is just dumb. No one likes it. Currently dozens and dozens of players are frustrated with immersion breaking pvp that involves hiding behind impenetrable walls. Players should also be able to destroy walls/workbenches and furnature blocking their paths in houses/strongholds.
- Ability to have a home priest AND be able to revive in your personal house. This allows for faster yet restricted travel and prevents priest camping.
- More PVE content. Pve content brings more pvp content. We need more pois, more dungeons, more camps and more variety.
- Game breaking flux farming to end. You had a good thing going with the legacy trinkets. Things were interesting and fun then you nerfed it into oblivion. Good trinkets should be much more common to allow for more variety of builds etc.
These are just my top 5 changes i feel the game needs. What do you all think?
I don't agree, i don't know why people expect sieging to save the game. It would only be a tool for another and more punishing way to grief people. We know zergs and keep owners will allways have the upper hand. I think its a mistake to give sieging such a savior role that won't deliver, at least not right now.
Theres houses from quitters going boom and you think making the people playing to be vulnerable by sieging is going to bring much more population.
I also see some sort of door breaking-lockpicking mechanic being a good asset but not before addressing other more important issues, you clearly have a thing against people using houses, theres things that could be reworked im sure but it wouldn't be my choice for urgent development.
I myself rather see other things being taken care before sieging comes out.
For example the rework of the placeholder pve content in its many forms.
I was planning to do a thread about this but ill summarize it.
Crafting
Rework crafting or add new features that would require interaction between crafting classes.
We can see how extraction and butchery are professions that are bridges between tier 1 materials and crafting classes, such as armor, weapon, equipment and more. But other than that theres no tie or link between these crafting classes which ends up making crafting a more or less isolated activity.
Now, what i mean with this is that crafting should require in certain degree a diversity of activities that respond to a collective production line, for giving a random examples.
An alchemyst should be able to do metal polisher that applied by a weapon crafter would enhance the properties of a weapon.
A chef could do decoctions required by alchemists on doing certain items or an alchemyst could do specific mixtures for cooks to make better foods.
Now, these examples serve as a general idea.
But i'd even vouch for a remake of several of the crafting classes to be more organic and require another layer of healthy player interaction.
Cooking has a lot of potential, to even help balancing combat. Right now its on a terrible placeholder spot, i don't know why nobody see the potential that crafting class has for the game. Player buff foods, nothing gamebreaking just minor buffs with a somewhat complex crafting system, food for pets, baits for fishing, you name it.
Alchemy, needs kegs and vial crafting, purifys, combine option, that according to henrique its already ingame. Not to mention the bast variety of things alchemy should be in charge of but its just there...
Gathering should be a profession, a valuable well rewarding profession. Gatherers should prob have to spec on gathering tools for gathering speed and yields, with the knowledge of gatherables.
Crafting tools should be a thing, all mining, woodcutting, herbs and fruits should have a positive effect on the activity by making it less time consuming and more yield rewarding.
You want people producing shit thats gonna be used, contemplating a variety of low tier and high tier crafts for a diversity of gameplays is key.
More than just gold sink features the game needs more content to use materials, materials that have no use whatsoever and re-value the materials that are ingame.
Combat pets
Need beast mastery features, pets should be PVE directed mostly. They should be designed as a support role for pvp but not a main role till theres proper active command skills that require a little more effort than just sending a pet to auto attack some motherfucker.
Pets need to be more accesible, les time consuming to get and lvl but less OP in pvp.
AI needs to be reworked.
AI
Needs a rework, while some creatures have a very very basic AI including a somewhat working pathing. Their actual AI should have behavior, a behavior that mimics a little better the environment reality.
Lets say, bandits killing/taming fauna. And Fauna fighting eachother, its a little nuts to be running around and seeing the whole forest is just standing there, bears by razorbacks, wolves standing next to springboks, this may not be considered a first need type of feature but damn AI does definitely need a proper rework, it really is terrible.
Mounteds
Mounted archer problematic needs to get balance, including mounts balance, mounted mage tweaks and mounted combat rework.
Environment
Take off PVE content thats next to town, mining shouldn't be allowed in towns. Leave low tier gold incomes such as pigs, springboks and graveyards (until a proper rework).
Players should be taugth and rewarded to explore and use the vast geography of the map, not condensed in towns for semi-afk safe mining thats just something you don't wanna encourage.
Gotta say its great they addressed the wilderness pve problematic by not having crushers and shit, but now despite houses and strongholds not being able to have refining ovens it opens the playfield for people to own a house and collect shit around it, which is absolutly great to take some pressure off towns, obviously at a real cost, which is not minor but definitely rewarding.
Change of the law.
First step for balancing pvp, remove ress to report feature.
Add alive whitness report system. If a player sees a grey dude/s in the wilderness and manages to escape to town and report thats gonna have an impact on the criminal's reputation. Implementation could vary, but i'd say to be reported only once per criminal timer cicle as it should be considered one crime, will have to measure and define what would a single crime be and the difference between multiple crimes. But it would definitely be a concept thats more fit to the player interaction concept of the game, it really is straight forward and better than the bullshit we have at this precise moment.
Other things should be tweaked/changed, such as parcels and murdercounts for example.