Section 1 - Market
The market is due for an upgrade.
*Storefronts should allow for individual buy orders.
*Allow for players to reduce the price of listing (but still not increase) without reposting.
*Remove 3 day listing. The player will self-regulate their own storefront.
Section 2 - Guild Functions (low priority)
Surely in hot demand, but a guild bank and guild tax function would be nice.
Section 3 - Gathering
I would be interested in a more RNG factor involved with gathering. Instead of static 2 (small nodes) or 5 (large nodes), make the return RNG. Have less small nodes in the world, but increase their chance of higher rarity returns.
Kind of a reworked idea of the pylon. Add a craftable backpack that when activated gives 5 minutes (example only) of gathering buffs. A backpack shows up on the player and a banner is raised up from the backside for additional visual indication the player is using the buff and the player becomes PVP flagged.
Where is the hunting system? It may be worth it to split hunting into two categories, similar to fishing. Make one aspect of hunting and combine it with sportsfishing (call it game hunting or whatever) and the other the afk fishing version of hunting by just having a chance for a carcass drop based on hunting gear level after killing an animal. (note: game hunting would be the only way to get mounts)
Section 4 - Crafting
For the love of god, please incorporate reagent costs straight into the crafting stations instead of having to separately purchase them from a vendor. Also, make reagents craftable and or drops found in the world. Create a separate inventory tab for crafting materials aka reagents.
Consider making recipes more flexible with materials used. A bear hide could be a substitute for a wolf hide as an example. I would go further to make stats on items more dynamic by having effects tied to the materials. Wolf hide gives an added quality rating while a bear hide gives an added spoils rating. Also, a player could mix the two in the recipe for a desired rating, or just because that is what is available.
Consider refocusing crafting costs away from profession level (apprentice, journeyman etc.) and instead have it based on overall rarity value.
Consider increasing crafting times further based on overall rarity value. Let a legendary item or processed material take 5 days (or whatever) to craft.
Where is the value in crafting? If every 10 levels we’re just advancing to a new set of gear, what becomes of the previous 4 gear sets after reaching max level. Could it be made possible to upgrade existing gear as we ourselves level up? Do the recipes need to be set as they currently are? Maybe I like the name “Ashen Cloak” or an ability it possesses, and I’d like to upgrade it and keep it relevant throughout my leveling progression. Just a thought.
Consider changing the approach to recipes to allow for more flexibility. Unique recipes can exist, but others can simply provide a base ability and the rest of the values are determined by the materials imputed by the player. (copper gives physical damage, or quality rating), (zinc gives physical crit damage, or spoils rating) (ruby gives magical damage or speed rating) etc.etc. Additionally, higher rarity materials can give multiple effects (Epic Copper gives Physical damage +25, and physical defense +25). Just random examples. Open to refinement..
Section 5 - Repairing Gear
Increase vendor repair costs by a lot(particularly for higher quality items). Allow professions to craft cheaper repair kits that can only be activated within a settlement. Repair kits quality must match that of the gear. If you have a blue item, then a blue repair kit is needed. For simplicity, a repair kit will repair all items at and below the quality level of the repair kit.
Spread the love of crafting repair kits to other professions with a goal to allow each profession able to craft at least one type of consumable.
As an aside, consider allowing broken gear to be droppable upon death.
Section 6 - Dynamic Markets
Maintaining/building up settlements requires lots of resources. Tie that into a dynamic settlement market that utilizes crates. I would get rid of settlement, commodity and construction crates and combine everything into market crates. Change settlement buy orders from requiring two resource types, to just one type, but multiple single types. People put these resources into crates and turn them into settlements.
Each building/level a settlement adds, another base resource type is added to the dynamic market where the player can turn crates full of these materials. The price is determined by laws of supply and demand. Demand is generated by the mayor’s buy orders. Local materials would have less value with turn ins, whilst materials from neighboring regions would have increased value. When supply is high the price remains low (as if vendoring). Though the idea is that it would still be better pricing than vendoring.
When the demand is met (either for maintenance or a new building) when enough materials enter the dynamic market then the demand is satisfied and the effect takes place. This could be expanded for the creation of buy orders for special node specific buffs. (somewhat similar to how commissions act now)
Section 7 - Crate Running
Running crates should be considered a perilous venture, often requiring support of others to thwart any trouble along the route. While a single crate runner (crate on players back) should not flag pvp, a mount used for crate running should always flag for pvp.
Exception - When a crate is created in a settlement it is protected from flagging for pvp within the boundaries of the settlement and any vassal territories. When exiting these areas, then the player is immediately flagged for pvp.
Section 8 - Where is the adventure?
Currently it’s just a grinding mess. Groups stuck in a corner just to kill the same mob for 3 hours. Open world dungeons is a nice thought, and not too shabby when you’re the only group around. But in a world opened to everyone, it is often crowded, thus diminishing the adventure aspect. This is just my perspective of course. Maybe I just long for instanced dungeons. Where are the foreboding entrances and thrilling theme music. Where is the discovery and noticeable detail to be found within dungeons? Where is the slight breather before advancing to the next mob fight? I just feel like i’m either going in circles, or just standing still awaiting the mobs to respawn.
Section 9 - Bots/Dupers
Please handle them harshly and visibly. Sooner rather than later is preferred. Where is the list!!!!
Section 10 - Recipes
I don’t know why this area is difficult. Please use a white board and brainstorm how to improve recipes and their impact upon the world. It feels materials are either under utilized or overly utilized. I’ll supply the coffee, you got this.