Quick list of SOLUTIONS; not just poking open wounds while saying, "hmm, that's a problem you should fix that!"

SHORT-TERM (IN TERMS OF URGENCY)

(1) Add titles for exploring and collecting lore.
People complain about a lack of content, so why not take the time to highlight these activities with titles?

(2) Transmute gear appearances.
Sacrifice a piece of gear to turn it into a transmutation orb; sacrifice the transmutation orb to make its target appear how its original item did while retaining all of the target item’s stats (is still dye-able etc.). Since it is vanity-only you could sell in the cash shop - though it would probably need to remain player-bound or it would piss-off the player base.

(3) Create bot bounty hunters.
Every x bot-reports, bot has to pass a CAPTCHA. Bot fails the CAPTCHA, the bot’s account receives a progressively longer ban and the resources it is carrying (including gold) are spread between all of the players who reported it. Perhaps make it so that the resources are picked up at town hall as a legit bounty for immersion? Helps return the resources to the people the bot stole from. Yes it wouldn’t stop all bots, but automated versus automated is just an arms race so nothing will work categorically.

(4) What’s the status on pets?
Allow for each player to equip a single pet, and also add craftable pet harnesses (a second slot near the pet slot) that change the pet’s behavior to have it perform a different minor enemy debuff that doesn’t aggro, minor ally buff, or minor ally heal depending on which harness is equipped.

(5) Two accounts for the community manager (Shadowfox and Shadowfax?) on the message board
One account when new information about the direction of the game is shared, second account for socializing. VERY good idea to have optics person balance out the vitriol, but it shouldn’t show up in a feed for game developer responses.

LONG-TERM (EXPANSIONS)

(6) Magic Pet Gauntlet!
Instead of just minor buffs/debuffs/heals, pets have HP and attack enemies on command (light/heavy attacks with pet gauntlet marks the hit enemy which sics the pet on them).

(7) Endlessly exploring for the end-game: Minecraft the endgame by creating seed-based LABYRINTHS (yes, I am being vain)
Deep BENEATH Aeterunum is an infinite network of winding/changing/eldritch paths. For players to enter these spaces they must use a magic circle to carve a pathway downwards through them. The path is a Labyrinth, and is based on which reagants were used to open it - the same set of reagents in the same spots on the magic circle always create the same paths (each reagent composes one part of the seed). As expansions are released, new permanent reagents could be purchased from the cash shop. There would also be a reagent that vastly increased potency of rewards but forced you to cross paths with others while everyone in the Labyrinth is PvP-flagged.

(8) Traps and lockpicking?
Not so much a suggestion as a lament, as it seems to be too late. Traps and a disarming/lockpicking skill would have added a lot to the game; shortcuts, secret areas, and treasure chests that could only be accessed effectively with a sufficiently developed lockpicking skill would have been a huge contribution to the game (“effectively” because everything should stay on the table, but no one wants to stand there for 3 minutes attacking a door to break through.)

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