#Player Feedback Request: Top 3 Requests and Issues for PvP, PvE, and Crafting

1 messages · Page 1 of 1 (latest)

marble kraken
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Greetings!

We value your input and are eager to hear your thoughts and experiences regarding three crucial aspects of the game: PvP, PvE, and Crafting.

Please understand that this thread is exclusively for data collection purposes and things discussed here may not necessarily be added or changed. We kindly request that you share your top 3 requests and issues for each of the following categories without engaging in discussions or debates about other players' feedback. We want to focus on gathering your insights and experiences.

Here's the format we'd like you to follow:

PvP:

  • Request 1:

  • Request 2:

  • Request 3:

  • Issue 1:

  • Issue 2:

  • Issue 3:

PvE:

  • Request 1:

  • Request 2:

  • Request 3:

  • Issue 1:

  • Issue 2:

  • Issue 3:

Crafting:

  • Request 1:

  • Request 2:

  • Request 3:

  • Issue 1:

  • Issue 2:

  • Issue 3:

Feel free to be as detailed as possible while listing your requests and issues, as it will help us better understand your perspective. Your feedback is instrumental in shaping the future of our game, and we greatly appreciate your participation.

Regards,

Kelsier

novel pond
#

Crafting request 1: fletching bods

Crafting request 2: give gm item ID a small chance to ID a runic wep and slayers

nova fox
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PvE Request 1: Too much empty space in open world, need to add some more spawns out there

PvE Issue 1: The "Lords of The Undead" Daily Quest to kill 15 Lich Lords in Covetous needs to be adjusted down to require fewer Lich Lords kills or the re-spawn timer needs shortened. Currently there are only 2-4 Lich Lords that spawn in the Lich King room and they're on a long timer

north needle
#

PvP:
Request 1: PVP should be optional, there would be cool to have pvp on/off switch ( with pvp off of course there would be some cons like less gold, lesser chance of geting rare item, less ore/wood per spot etc.) at least as experiment for some time to see how it works, it should fix griefing issues. Factions and guildwars should be main pvp not pking, and that is how everyone will win players who want pvp will join factions players who dont want pvp will not.

Request 2 : PKing punishment needs to be more harsh everything as it is + perma skill and stat loss on death - 1 kill 10% loss 2-20% 3-30% 4-% 5 and more 50% perma stats and skill loss. This will also help to fix griefing issues we have.

** PvE:**
Request 1: More usefull drops,F.X Champs and bosses could have chance to drop 0.1% skill tokens, perks like crafting perk x% better success rate of making slayer/exeptional, x% more gold drop perk, x% more ore/lumber perk, x% skill gain perk.

Request 2: Mayabe it would be possible to make summonablle bosses in dungeons. Folk farm dungeons f.x. despise collect boss tokens from drop and when collected x number of those could summon some kind of boss at altar or whatever ( in my opinion it would bring more farming parties in to dungeon and farming would me more fun)

Request 3: PVE hunting quest. Would it be possible to make that one has to kill monster not only in one or another dungeon but anywhere, f.x kill 15 lich lords, and player can kill them and collect in whole map not only covetous.

Request 4: Gravediging, would be nice that there were possibilitty to find necro scrolls also in graves, also would be nice to dig headless horseman tokens and after collecting x amount of those summon that mini boss in any graveyardor just one of those graveyards could have summoning spot.

Request 5: Paragons everyday not only on seasons events, with chance for them to drop paragon chest

sturdy quail
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PVP

Request 1: Switch on/off (conditions same as Kaspa mentioned) but at least make power hour a pk-free time.

PVE

Request 1: More stronger mobs on open world

Request 2: More town-invasions, maybe longtime defense or recapturing districts

Request 3: More recall-spots in dungeons to enter to faster reach lower levels

celest crypt
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PvP:

  • Request 1: Turn PVP into an end game mini game (WoW style). Rather than full loot on death, you drop points. Points = rewards. More points, more chance to obtain rare rewards or just trade the kill tokens for gold. Allowing PVPers to make money without disrupting the other players bank account. Upon death from a PVP player, you drop kill points and are respawned instantly at the nearest inn with all of your items. To make this work, you’d probably need to remove Murderers from Britannia and give those partaking in PVP a new PVP icon on their name informing the player that someone nafarious is coming to them to take their points.

  • Request 2: Add PVP Battlegrounds. No drops on death. PVP Tokens for killing folks. Tokens = rewards.

  • Request 3: Not a request – just a note. I dont think PVP should be removed, nor do i think a toggle will resolve the issue the game currently has. I think more issues would arise from a toggle, creating gameplay inbalance for those with pve toggled on. Would require massive rework of the drop tables to ensure those with the pvp toggle off dont make massive amounts of gold farming safely.

  • Issue 1: People that dont want to pvp are forced to pvp (even though it clearly states Full Loot game on the website) in SoB. The PVE is very good here attracting lots of players. Lets keep them!

  • Issue 2: People dont have enough time to train their skills and to become accustomed to their new toon before being killed by a PK and then having their items removed from their body. Occlo should/could help with this though!

#

PvE:

  • Request 1: Santuary Dungeon? Provide -35% drop chance for a PVP free santuary dungeon for those wanting to farm safely?

  • Request 2: Make bosses require groups. Not groups of 4 summoners on one account – actual people grouping – Min 4-6 unique IPs to open a boss fight? . If player numbers are an issue, create a new way for people to look for these groups. LFG tool? Not sure how to combat this being abused by a few people on SOB – but, if pvp removed and pvp tokens added (see request 1), wont create a problem other than the boss resetting and all folks dead being sent to an Inn to start over.

  • Request 3: More content in the open world please. Feels like you need to go to a dungeon to get real loot and see real monsters. Create new villages filled with mobs, new camps, new towns, new secret towers filled with random hard mobs as you scale up. I can help here – reach out, lots of ideas for more things to do in the overland.

  • Issue 1: I left in 2020 as all i was doing was Dungeon running churning out massive numbers of gold. Got bored, left. Pretty sure I’m not the only one. Make PVE awesome. Note – SEASONS is just sooo good! I’m finding myself logging in and going to many different places to complete my seasons rewards. Really good job here Devs!

maiden star
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PvP:
Request 1: re-do the orc guild, maybe make it so they are only able to loot gold off player corpses, and make whatever orc players type auto translate to ork talk
Request 2: if someone is killed in pvp (or pve) let everything drop except for their containers and tools that they had in the bag; make containers belssable (but not the contents) and make crafted tools blessed but make them still loose durability like normal
Request 3: add a free for all dungeon or zone where anyone can kill anyone without receiving a murder count
Issue 1: need alternative content to interest pvp players during low population times
Issue 2: runic weapons are unbalanced vs characters with no combat skills, maybe make it so players with less than 600 skill points have a base 80 wrestling and resist
Issue 3: the red restrictions seem overly harsh, maybe look at other popular games, or UO servers and come up with a compromise that works for everyone

#

PvE:
Request 1: blue wandering random npcs out in the wilderness that -give murder counts- same as if they were a player, but drop loot similar to a player that has been farming for quite a while 👍
Request 2: something like Brutal suggested might be interesting, add a way to change npc weapon drops to exceptional tag
Request 3: add a gore mode where there is random blood spatter, possibly decapitations to make the characters limp or crawl if they loose a limb

Issue 1: bosses seem to be headed in the right direction, i have not really enjoyed doing bosses previously because they were tedious but the recent changes to the mechanics seem interesting and challenging to figure out
Issue 2: some dungeons and events seem kind of the same every time going through them, would be interesting to add some random wandering mini bosses to dungeons and overworld
Issue 3: players coming halfway to the end of a boss and just hitting it a few times being able to loot is annoying, maybe increase bag drop rarity for players with top damage

#

Crafting:
Request 1: make a method to trade in BoD's that you do not want to an npc in exchange for ones you do want
Request 2: add unique rares to mining and lumberjacking, i have rarely gotten a golden apple from mining not sure if it was a bug, maybe at least add gem drops to mining as an extra income
Request 3: maybe add runic arrows or bows for archery, and runic clubs and quartertaves for carpentry, also would be great to get house wall dye (tub), waterfountain dye, and dye we can use on the season statues

Issue 1: just about everyone has a crafter so the cost to level it does not yeild gold back for the average player, npcs buying exceptional weapons and armor for an enhanced price might help
Issue 2: salvaging NPC dropped lutes and drums gives a lot of wood back, salvaging NPC dropped leather and bone armor gives a lot of leather back, none of the npc metal armor or weapon drops are worth salvaging because they give back so few ingots not worth the weight they take up in inventory (especially mage bucklers just give 1 ingot back max)
Issue 3: my main crafter has a reflection on it so i worked out how to be able to make just about everything on 1 character with 2 reflections (minus cooking) might be interesting to consider making a list of additional skills that could be added to the secondary skills that do not count twords the 700 skill cap, things maybe like item ID, cooking, tinkering (things that do not give advantage in pvp and can not collect BoDs for)

hallow current
#

PvP:
Request 1: make PVP optional let player choose what they want to do stressfree gaming or stressless pvp -> switch pvp flag on or off with timer
Request 2: guildwars /townwars
Issue 1: noobkilling, minerkilling just to ruin palyers game, game time, fun and force them to leave server
Crafting:
Request : Fletcher Bods and ability to craft runic wooden wapons PvE:
Request : dynamic bosses loot depends on players hit them abel to solo but loot just for solo-> more players scaling up more HP more "groupe-loot"

covert compass
#

PvP:
Request 1: Keep the Ultima Online core tenants of unrestricted open world sandbox PVP and full looting. It’s the only game like it.
Request 2:
Update both the UI and notoriety system to match Ultima Online. See this thread and poll agreeing with it #1170336297416671242 message .
This means that someone that is currently flagged grey for committing a criminal action such as stealing, looting a corpse with no rights, healing another grey/red, attacking a blue, etc. should not receive a murder count if they are attacked by another blue that they did not initiate a criminal action against in the first place and defend themselves and kill that person.
Along the same lines, that grey person that was attacked by a blue should then see that blue person as “grey” on their UI making it easy to understand both who attacked them, and that they would not get a count for defending themselves. Also, all of this holds true for a red who was attacked unprovoked in Ultima Online though less of importance compared to updating it for grays who are attacked.

Request 3: Allow booting of players in factions that don’t participate by creating a council of three people that can agree to boot someone in each faction. The members can be determined by a mixture of faction points and opposing player kill counts. AND

Force Balance factions to not allow anyone to join a faction if another faction is not equal in members. Current players in factions could be grandfathered in as long as they have a certain amount of faction and kill points to their character.
Request 4: Continue building upon the awesome content created to incentivize faction participation. This includes continuing to add more then just DECO rewards to faction coin vendor that are EXCLUSIVE to actually killing a person in PVP not just killing mobs. The invisibility cloak and 100/200 pack bolas are great examples of good items. See this link for more suggestions https://discord.com/channels/369023244038045697/1171737269502226502 .
Request 4: Revisit archer mage and LJ Axer balancing to make both those hybrids viable again specifically. In general, look at making skills such as item ID have benefits that can be translated to PVP somehow to open up more hybrid builds. Another example is to make camping torches useful in PVP with GM camping, alchemy have bigger potion usefulness/less toxicity outside of better explode damage. The more hybrid builds the better.

Incentivize open world faction tag wearing by increasing resource generation of harvesting, mob loot, gold drops, higher percentage of rares, etc. by 50%.

Create new Faction exclusive dev spawned and player activated events and bosses both open world and within the faction dungeon in general AND also ones that can only happen if two (or three) factions are currently logged into game world at once.

Issue 2 Notoriety system is different from Ultima Online
Issue 3: With the departure of a lot of former UO/FCKD guild TB players, BMF SL really the only faction left. This issue has created an imbalance.
Issue 4: Archer mage hybrid build can no longer be used due to most recent nerf. LJ usefulness still debatable after rollback.

#

PvE:
Request 1: Create true server rares as a reward. This can be only one or only a set amount per server such as 5 or 10. Also, make each dungeon unique for specific rare drops and/or currency to use at a vendor.
Request 2: Make armor and/or equipable items that add buffs/utility/armor/damage for other classes outside of melee dexers. (Tamers, bards, thieves, fishermen, crafters, harvesters)
Request 3: Design a progression system specific to characters exclusive to PVE that can be grinded on Mobs that makes them better at killing mobs.
Request 4: Continue the awesome work on end game boss balancing that requires teamwork and multiple builds - (spider boss is awesome with the teamwork it needs and because it isn't just summon spamming it)

Issue 1: There is very few true rares in the game. Destard (corrupted dragons), Deceit (Blue gems/rares), Shame (dungeon tokens) have specialized reasons to farm. Despise and Covetous need the same reasons.
Issue 2: Right now, only dexers have need of equipment to kill mobs.
Issue 3: Once you accrue all the loot and 7x your character, there is less reason to PVE anymore.

Crafting:
Request 1: Come up with a rare drop that allows adding the GM exceptional property to monster dropped magic items. It would make them more relevant since we have runic magic weapons/armor
Request 2: Make special wood/iron do more than add durability. Make them add other properties such as increased AR/damage/chance to reduce a poison etc.
Request 3: Make cool craftable (and expensive) arrows (and try to balance using them ahah).

Issue 1: Magic weps/armor dropped from mobs are not really worth it since runic weps/armor are better in every way. They are almost trash tier except for some items.
Issue 2: Only weapons have better mods with better iron color (accuracy). Give that same love to iron armor and wood and Cloth/leather crafting.
Issue 3: Archery is bleh at the moment. Though balancing this would be key with any additonal stuff.

distant birch
#

PvP:
Request 1: Test whether a PVP on/off button could fit well into the game. This can only be activated/deactivated in cities. If the PVP button is activated you get a bonus for monsters and chopping wood etc.
Choose a dungeon that can only be entered with PVP but has important loot.

Request 2: PVP Arena with points. Monthly profit for the best PVP players. In the arena you don't lose anything if you die.
Weapons and armor do not receive any damage.
Potions, bandages and reagents etc. are consumed.

Request 3: Season with PVP Zone - every season there is a new PVP area for this period - this can be anywhere in the world.

valid tree
#

PVP:
Request 1: Refocus the system on punishing PKS, lower the permanent gold cost on death to 100g per kill. Remove the lockout entirely. Enable the bounty hunter class. Bounty hunter is a pvp enabled class (can only be logged into one character similar to being on a red or factioner). You join the bounty hunting guild similar to thieves guild or factions. Bounty hunters need to have GM tracking. Bounty hunters can get unique quests to kill x amount of reds for non decoration rewards (say items with bonus vs reds), they can use the bounty hunting board to see where currently logged in reds are in the game. Board has a 1 hour cooldown on use to avoid it just being used as a tracker for reds so others can immediately leave when a red logs in.

PVE:
Request 1: continue the move to make harder mobs in game that require builds other than summoner/tamer. Max health aoe hits, auto dispels ect, or require summoners/tamers to actually wear gear to avoid this. Make monsters harder in general, requiring more gear in order to kill them efficiently.

Crafting:
Add more craftables similar to the inscription magic books, make them like add ons to current runic weapons, potetially with a chance to fail/break each time so that there is a constant need for more items, this with the PVE request will mean people taking more risk will gain more reward, as opposed to now how people are able to make a bard tamer/summoner and just naked kill the hardest mobs in the game.

Request 2:
Remove recall into and out of dungeons. Add teleporters dungeons to leave (teleports to a safe zone)

gusty rune
#

PvP:
• Request 1: - PVP toggle or a dedicated tram area
• Request 2: More rules and enforcement on griefing,
• Request 3: More risk to reds
• Request 4: Faction events more then every 4 hours, make them every 1-2, make them more then just death matches, Capture flag, king of hill, Free for all etc.
• Issue 1: - Not everyone that plays SOB wants PVP, let those who want it play those don’t don’t. This would draw back and retain a lot of players
• Issue 2: - Most players left due to griefing and lack of enforcement when brought to devs attention as well as reds play style
• Issue 3: - Blues currently don’t fight back against reds, mostly for lack of interest since its not their playstyle, making more blues leave the game, letting reds run the show, they have no risk. They tell us which dungeons are safe, knowing no one contests them but preach about blues need risk even though other then an npc at a boss event, they have zero risk themselves.
• Issue 4: Factions are stale, create more structured events to encourage players to try pvp, balance faction events so its never 2 v 3 , 1 v2 etc but allow stanbys to stay in base still collect silver while they wait for other to join.

#

PvE:
• Request 1: - Unlock the rest of the map and towns
• Request 2: - More dungeon level mobs in the open world, kind of like the way WIND is with drakes, or hedge maze
• Request 3: - More tamable pets ,with different skills for different areas, mobs etc, pets are stronger or weaker depending on where you are
• Request 4: - Real rares that once collected don’t come up again but new rares that continue to be added, and not just house deco
• Issue 1: Lag, population will always struggle as long as lag persists, maybe grouping of items like deco to turn 10 items into 1 and then allow them to be unlocked, but while locked they are seen as 1 item and can be moves as 1 item if this is even possible it could also cut down on lag
• Issue 2: fix the mini map

Crafting:
• Request 1: Make crafting weapons and armor more complex, that can have different attributes for different scenarios, that allows some end game crafting
• Request 2: Balance crafting so skill gain is more rng based and less about consuming an insane amount of materials or increase material drops like ingots, make skill gain fun so people don’t want to macro or just sit there making the same wep over and over again
• Request 3: Bods for all crafting skills and more bod rewards for all crafting types, more furinture should be added for the variety of different homes there are
• Issue 1: For the love of god please make a globe for deciphered T-maps or allow them to go into resource chest most of us have to have a separate house just to store them all
• Issue 2: Mining doesn’t produce enough ingots for how expensive leveling and bods are, and the population is to small for a decent economy, so increased mining drop rate.
• Issue 3: Allow blank runes to be stacked

daring sail
#

PvP:
• Request 1: Make PvP optional. We simply cant afford more people to leave, playerbase is critical. Being someone’s content will for sure not drive population, pk’s wont drive population and a healthy population is key for success. If population is high enough, there will be enough people for factions and other forms of pvp automatically. Just don’t force players to be content of the handful of pks/pvp minded players. They are very loud in discord, but few in numbers.
• Request 2: For pvp styled activities make other build viable too. Remove the “mage” meta from the pvp builds, make tamers and other able to defend.
• Request 3: Strict enforce rules on griefing

PvE:
• Request 1: Update loot tables across everything (fishing, treasure maps, chests). Have a chance of special loots.
• Request 2: Keep mid-range bosses for solo players. Especially at European prime time but also with the current population, the need of groups of 8 players and more are just unrealistic.
• Request 3: Finish the map, especially Trinsic. Consider players buying a single house in the city itself. As end pve endgame content.

Crafting:
• Request 1: Add Evolving Pets/End-game Taming as already proposed.
• Request 2: Add plot areas to houses allowing to customize players real estates. Add appropriate items as craftables.
• Request 3: Get some randon runic weapons / crafts at a low drop rate on normal crafting

upbeat niche
#

PVP resquest: Don't touch anything. i like the feeling of farming and the risk of been attacked by other players. i accept the fight and like it. i play this game for this reason. i agree with a starting zone but the open world needs to stay.

#

PVE: Its fun, continue to add things and bosses, i like the fact that this game can be played solo or in group

midnight bramble
#

PVP request 1: make a separate season for PvP only inside a designated small area (think pigeon hole) PvP request 2: Keep up with the rewards such as static crystals and items useful in PvP request 3: Keep the game as intended and advertised as it is a full loot PvP sandbox. PvE: Walrus mounts (no brainer it’s a big brain suggestion). PvE request: keep listening to ideas from that guy who suggested seasons (that guys a genius) also look into the league system LoA had it would also be a great addition in this game Issue: mini map needs desperate fix (it looks terrible to new potential players)
Issue 2: continue working on and investigating lag Issue/request 3: balance all the classes and look at lumberjacks and archer mages , if it’s intended for lumberjacking to increase damage then other dexxer skills shouldn’t hit for the same or more as lumberjacks because they aren’t spending any skill points to do so (seems obvious but maybe not)
Issue/request 4: make archers good , 7 second cool down in between swings is horrendous it feels bad in PvP and PvE

leaden inlet
#

Some random ideas that may or may not work but staying away from saying fully pve toggle though it is tempting.
PvP:

Request 1:

Make gear level irrelevant in pvp, this would stop rich guys using high end items to just mow down newbies. Basically cap pvp damage/armour level to the exceptional equivalent when heat of battle is entered in pvp. Make skill and build be the deciding factor.

Request 2:

Have a rotating pve dungeon even if slightly reduced loot.

Have a rotating dungeon with slightly increased loot that does not give murder counts. Make it so people with counts can't enter so basically if you want to pvp in the dungeon and get the better loot then you can't go around murdering people outside it such as ganking miners.

Request 3:

I often people in discord complaining that tamers should need more items/gear etc to pve. I some ways I get this I can't help but feel as tamers are so poor in pvp it's just an attempt to make tamers more lucrative to pks. If you plan on them needing more items to pve then they must be balanced to be competitive in pvp.

Issue 1:

New player killing - it still drives people away. New player zone and dungeon is a must.

Issue 2:

Dry looting of all items, restocking stuff such as high-end potions/bandages etc can be a pain in the ass to get up and running if you're not fully established to be competitive in pvp. Can these be made no-drop so it may encourage more people fighting back.

Issue 3:

Events historically sometimes had limited participation due to 2-3 reds protecting the boss for one or 2 people multi-boxing. The defence for this is often it's to stop people who haven't participated showing up at the end to get the loot. This is however often false and the only reason people haven't taken part earlier is because they have been stopped by pks defending the multiboxers. Bosses should be ip locked for this reason. If people say they want group content make it group content and not just increased multiboxer content.

#

PvE:
Request 1:

I'm in favour of tougher bosses as end game content, Just make sure there's some sort of progression path with bosses that are ok for groups just starting out to attempt with reasonable loot. Also, regarding this please don't balance mobs in general just to make it tougher for the 2-3 people on the server who are capable of multi-box playstyle that's just not fair for the majority if high end mobs are made group only (not talking about bosses) this basically would make multi- boxing a necessity to thrive here.

Request 2:

revamp some more skills to give a bit more pve use random ideas below to encourage more diverse builds.

Thief skills more usable in pve, i don't like to copy a lot of stuff but mugging mechanic is a decent option in outlands , maybe something along those lines ,
Tracking gives bonus mob damage if tracking the mob your fighting (makes you need to choose between safety of tracking pks or extra damage of tracking mob your fighting)
stealth/hide should give some sort of pve backstab damage for first attack from stealth , want to avoid it being overpowered for pvp but pve only could be an option.
Begging could maybe give some sort of necro type death protection - To represent pleading for your life the higher the skill the more hp you survive with. would be once per combat encounter to represent the assailant not falling for it again. Or give increased loot drop chance depending on level.
Taste id could maybe give poison resist chance or something.
Detect hidden could give random chances to find hidden caches or chests out in the wilds maybe.

Request 3:

Fill up some of the empty areas with more pve content - different creature camps etc maybe some new creature types.

Issue 1: lots of empty areas still that could be filled.

Issue 2: pks protecting multiboxers at pve events. Can there be pve only events.

Issue 3: would be good if each dungeon had unique collectibles from tokens, gems rare drops like deceit/shame.

#

Crafting:
Request 1: look at crafting progression, at the moment 1000s of useless items need to be made to level up blacksmithing, carpentry etc, I know this has always been the way but it feels really old fashioned. the super slow progression also makes it harder for new players to get into and therefore can be a factor in them not being interested in pvp/factions as it takes to long to get to be able to resupply yourself. Appreciate people will say players should not be self-sufficient and should buy of others to build the economy, but that only benefits the few old established players here who are already in a position to sustain themselves.

Request 2:

Add more benefits other than durability for higher tier materials being used.

#

Some random ideas like I say but was trying to stay away from just saying to go fully pve.

misty sequoia
#

PvP:
• Request 1: Let players decide to play PVP or not with toggle.

PvE:
• Request 1: Make random temporary popup 1 person dungeons that can popup across the shard. With option you can choose difficulty before entry.
• Request 2: Make PVE only area like newbie island and at least one dungeon PVE only.
• Request 3: Possibility to buy small piece of land that is connected at front of your house to deco it like make a small garden of it.
• Request 4: Possibility to get or find real! rares.
• Issue 1: Lag need to be under control specially if more people join the server.
• Issue 2: Mini map need get fixed.
• Issue 3: Make recourse chest moveable without empty the whole chest.

crude hatch
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PvP:

1.     Remove all speed/damage restrictions from pets, to make tamers viable.
2.    Make PvP consensual, whether by a switch or rotating areas, similar to the daily dungeon, if people want to PvP they can travel there.  People killing gatherers and newer players have driven too many people away.

PvE:
1. Rework loot tables for t-maps, Mib’s, dungeon/overland chests, and mini bosses (you can only have so many stone thrones, ornate beds, and glowing cauldrons)
2. More tames (not just endgame, but a wider variety at all levels)
3. Finish the map.
4. IP limits for bosses.

Crafting:
1. material bonuses for different woods/metal/leather
2. Fletching/carpentry bods
3. Overhaul the skill gain grind, to include mini quests given by related vendors (similar to bods), difficulty to scale with skill level
4. Add the ability to make blank scrolls and/or recycle books.

In General:
1. add possibility of slayer weapons to loot tables
2. Magic weapons should be considered exceptional from the get go (who would enchant a less than exceptional weapon?). This applies to mob dropped, ones that are hopefully added to loot tables for chests, or player made (exceptional would have to be rolled, before applying any magic properties)

Addendum to PvP (tho it really applies to both), restrict stealth looting of corpses, to character or their group/guild.

#

And fix the mini map

unkempt otter
#

pvp:
Request 1: Add council of mages
Request 2: Allow reds in factions (maybe just shadowlords & minax?)

Issue 1: Hiding in base at faction events allows you to give murder counts when killed. This should not be.
Issue 2: multiple players on same IP address has given us (very short) jail time. Very low priority, but definitely needs a solution if IP restrictions are put in place

pve:
Request 1: Keep adding hard bosses
Request 2: Finish map, lol

Issue 1: multiple accounts on same IP addresses presents some issues regarding a certain amount of IPs required, or IP based "bag pop" loot from bosses. Again low priority, but IP restrictions are often brought up so I always like to advocate for a solution to multiple players in 1 household.

crafting:
Request 1: Better tinker golem.
Request 2: More rare boss loot materials that can be used in crafting cool stuff. Similar to unholy flames

chilly rock
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PvP:
Request 1: Create a Sallos style client 😉 (Sorry, had to....I miss UO:Hybrid) ❤️
Request 2: Absolutely DO NOT make this a PvM or "PvP consenual" server/game. If you do - many of us will leave. Feluccia for life. Trammel is for trammies.
Request 3: Quit sending ghosts to the stupid realm to be resurrected. Or, at minimum allow users to OPT OUT of the stupid mechanic.

Issue 1: Playerbase is full of trammies.
Issue 2: Please make the minimap larger, more like Sallos (i.e. resizable, mutable background, shows rune locations, etc.)
Issue 3: Ghosts are sent to the turd burglar realm after <x> amount of time of inactivity. This is my #1 problem with this shard atm.

PvE:
Request 1: You can't kite or coax an enemy like you can in most other games. Allow us to enable war mode and attack an enemy from afar, coaxing them to run to us so we can isolate mobs more easily.
Request 2: Develop the map. Make it like UO:Hybrid used to be. Feluccia only, but complete.
Request 3:

Issue 1: Allow multiple accounts on the same IP. I have 4 computers (mine, my wife, my two kids) -- all of which will likely begin playing and would like to play with multiple accounts to allow for leveling crafters/gatherers/etc. Implement a HWID or something, it's not that hard.

Crafting:
Request 1: Allow us to macro. Period. The internal macro system is horrifically bad.

Issue 1: Macro system is horrible.

worldly yacht
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PVP:

Request #1: Attacking evil player should be slowed up attacking an innocent.

Request #2: Pets should not be nerfed at all. “ever”.

Request #3: Tamers need a way to call pets back if they are led off screen.

Issue #1: Attacking evil players have to many advantages. Taming characters are out of balance.

Issue #2: Attacking evil players can too easily run away from monsters, guards and player pets and can
precast and kill many players with one extra spell or whack.

Issue #3: Attacking players can lead player pets off screen, leaving the tamer almost defenseless.

PVE:

Request #1: Quests need to be refreshed and made easier to complete in line with the reward you receive.

Request #2: Rework loot tables more often.

Request #3: More tamables. Maybe with 1 specific skill stronger than the rest.

Crafting

Request #1: BOD books should let you know if there is a matching small BOD in your book
for the large BOD's in your book.

Request #2: We need fletching/carpentry BOD's that would allow us to make runic bows and arrows.

Request #3: We would like to trade in BOD'S we don't want for a chance to get one that we do.

Issue #1: Currently is a pain to see if you have all the small BOD's that would complete a large.

Issue #2: In some cases I have between 10-20 of the exact same BOD, but I am missing usable ones.

Issue #3: Currently melee characters can make high end weapons but archers have to hope to get one, but the drop rate for that is rediculously low.

pastel totem
#

PVP:
Request 1: I'm for classic UO, without insurance, full loot, metal bonuses, wood bonuses, pvp tournaments, weekly faction battles, adding classes and races, adding ability, everything is as it was in classic UO.

fervent crypt
#

PvP:
• Request 1: Give us a toggle to let us decide if that’s how we want to spend our time; griefing others, or playing casually, relaxing, and enjoying our time with the content you create. Don’t force us to be the content for others, ruining our time, telling us our time is not worth anything.

• Request 2: If a toggle isn’t an option, remove non-consensual combat completely and leave it all in Factions. This’ll allow you to spend the time trying to fix the griefing issues, on Factions instead.

• Request 3: If neither of the above are an option, then it’s time to finally have harsh punishments for those who wish to ruin everyone else’s time for their own amusement.
• *Murder Count Changes:
• 1 Murder Count – Upon Death you lose 100 skill points. All Stats are set to 30.
• 2 Murder Counts - Upon Death you lose 200 skill points. All Stats are set to 20.
• 3 Murder Counts - Upon Death you lose 300 skill points. All Stats are set to 10.
• 4 Murder Counts - Upon Death you lose 400 skill points. All Stats are set to 10.
• 5 Murder Counts - Upon Death you lose 500 skill points. All Stats are set to 10. All characters across all accounts now have your Discord Name set as their in-game title; below the character name, permanently.
• 6 Murder Counts - Upon Death you lose 600 skill points. All Stats are set to 10. All characters are now labeled as a Murderer, and are now Red, across all accounts.
• 7 Murder Counts - Upon Death you lose 700 skill points. All Stats are set to 10.
• 8 Murder Counts – Upon Death you lose 700 skill points, and your Skill Gain Chance is reduced by 25% for life, across all characters and accounts. All Stats are set to 10.
• 9 Murder Counts – Upon Death you lose 700 skill points, and your Skill Gain Chance is reduced by 50% for life, across all characters and accounts. All Stats are set to 10.

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• 10 - Upon Death you lose 700 skill points and all Stats are set to 10 on that character. 100 skill points, at random, are removed from one of your other characters, across all accounts.
• 11 - Upon Death you lose 700 skill points and all Stats are set to 10 on that character. 200 skill points, at random, are removed from one of your other characters, across all accounts.

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• 12 - Upon Death you lose 700 skill points and all Stats are set to 10 on that character. 300 skill points, at random, are removed from one of your other characters, across all accounts.
• 13 - Upon Death you lose 700 skill points and all Stats are set to 10 on that character. 400 skill points, at random, are removed from one of your other characters, across all accounts.
• 14 - Upon Death you lose 700 skill points and all Stats are set to 10 on that character. 500 skill points, at random, are removed from one of your other characters, across all accounts.
• 15 - Upon Death you lose 700 skill points and all Stats are set to 10 on that character. 600 skill points, at random, are removed from one of your other characters, across all accounts.
• 16+ - Upon Death you lose 700 skill points and all Stats are set to 10 on that character. 700 skill points, at random, are removed from one of your other characters, across all accounts.

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• Murder counts are cumulative, across all characters and accounts.
• Murder counts are permanent beyond the 5th and will not decay.
• Murder counts 1 and 2 decay at a rate of 30 days.
• Murder counts 3 and 4 decay at a rate of 45 days.
• Murder count 5 decays at a rate of 90 days.
• Account Changes:
• All accounts must be registered under a single e-mail, Discord ID, and Patron Account.
• Only actively contributing Patron Account holders can attack other players.
• Upon cancelling your Patron Account contribution, your characters will be locked if they have a single Murder Count, until contributions are reinstated, or the Murder Counts have decayed.
• Murder counts decay at a half speed when Patron Account contributions are stopped.

#

• Issue 1: PvP is non-consensual. Therefore, it’s prioritizing a person or groups time over another person or groups time. Most of us aren’t here to be content for others. We’re here to enjoy the content the Team creates for everyone.
• Issue 2: Many of us are wanting to enjoy the game and relax with like minded people. Not be harassed or forced to play a certain way. If we’re being forced to do something, then shouldn’t the others also be forced to do something they don’t like? Our time and enjoyment are just as important, aren’t they?
• Issue 3: Depending on the Group you talk to, you’ll find that they’ve lost several dozen, to hundreds of Guildmates playing here on SoB, due to the griefing hordes of 20-40 murderers a year ago and the solo to small groups who continue on the harassment to this day. We’re tired of it. So many more have stopped playing now, hoping things will finally change. If they do, perhaps you’ll see an influx of old players returning. If they don’t, you definitely won’t. For every one griefer, SoB has easily lost a couple hundred casual players. The few are dictating what the many should do, and that’s to be their entertainment.

#

PvE:
• Request 1: Random and Player Started Town invasions. Oh, look, someone in the woods needs help. Now you’ve angered the Lich Lord that was trying to steal their soul to gain more power. Looks like the undead are invading. Let’s go stop them!
• Request 2: Roaming Mini-Bosses with small armies roaming the lands. Something that 3-5 people can get together and have fun with other then dungeons.
• Request 3: Lost Lands & Papua, when? That’ll be more overland and dungeon content!
• Issue 1: The Overworld is lacking things to fight.
• Issue 2: The Overworld is lacking things to do or search for.
• Issue 3: The Overworld locations can only support a few players before everything is cleared and you have to move on.

#

Crafting:
• Request 1: Fletching could use some love in the Runic Crafting department. Also, crossbows or slings would be a nice addition. Crossbows being similar to how they were in UO. Slings, however, could have a longer attack delay than any other weapon, and deal highly increased damage to elite/boss monsters.
• Request 2: Tinkering Golems need some love. They’re very useless at current, because they have a weak defense, low HP pool, cannot provoke things to attack them, don’t do any damage of note, require far too many pet slots, and they cannot be repaired. Having different types would be great. One for Attacking and one for Tanking would be awesome. Also, having a pet slot requirement of 2 and, being Golems, impervious to magic.
• Request 3: PvE Only - Blacksmithing and Tailoring – Magical clothes, metal/leather armors and shields that increase stats, HP/MP Pools, reduces magic damage, adds passive HP/MP/Stamina regen, increases combat skills such as healing, tactics, weapon skills, etc. Let’s see what you can come up with.
• Issue 1: Fletching is lacking like its counterparts.
• Issue 2: I’ve tried using Golems and they were useless in comparison to a Blade Spirit.
• Issue 3: We need more tools to counter the insane damage being done by bosses or harder monsters to player characters. Unless we really want this to be Tamers Online.

rich echo
dusty hinge
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Crafting:
Request 1: Static ore locations like early days of OU instead of random every time they respawn
Request 2: match small Bods with Large or at least allow to open more than on BOD book

Issue 1: Completing high end bods can require 1000s of ingots and there are just not enough miners out there selling and the time it takes to mine a specific ore type could take months or longer to complete a a bod
Issue 2: Its supper annoying trying to match small bods to Large when in a BOD book

raven fossil
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PVP:

  • relog pk/blue should be not allowed, there should be f.e. 30 min pause between
  • if somebody is helping pks, he/she should become pk too
  • camping in dungeons with trackers should not be allowed, or more complicated - unhiding, respawn monsters
  • killing newbies should be penalized
  • no pvp zone/dungeon for newbies

PVE:

  • mechanism to avoid running through dungeons, f.e. guards for doors or keys with long respawn (pks can catch up expedition at the end of dungeon)
  • more entertainment in dungeons (maze passages, traps, riddles)
  • extended usage of skills, for example lockpicker is need to proceed in dungeon
  • there should be some ideas how to improve dungeons. Not only kill 'n' go
  • dungeons should be harder
  • treasure at the end of dungeons (not stone throne please)
  • more useful rare items
  • possibility to don't loot scum

CRAFTING:

  • useful glass/stone items
  • books (like BOD) for maps, scrolls, ...
  • better material, better properties

WORLD:

  • finish map
  • add more places of interest
  • ships movement
  • interactive world map (like UOAM)
  • res on body
  • repair group status bars
  • re-full system (takes exact amount of regs from container f.e.)
  • improve scrolls - cast should take less mana, or has less cast time, scrolls can by recycled to blanks and regs
primal wadi
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PvP:

  • Request 1: Safety from PKs for newer players. A safe haven from PKs, but no option to disengage in PvP entirely. I think Occlo will be a great addition. I'd also like to see a low-level dungeon where PvP is not allowed. I think there should be a skill gain penalty in safe havens, similar to that in a house, but no hard cap. A longer period for new players (IP-based) when they cannot be fully looted from PKs. Can still be killed, but only lose gold.
  • Request 2: Make homes safer. Remove option to attack someone in their home. Also don't allow homeowner to attack other players within a certain perimeter of their own home (aside from groupmembers). Homeowners' "no attack zone" should be slightly larger to avoid abuse. Allow the banning of characters within sight of the home, even if they aren't on the property. Have an "expel everyone from this house" option that kicks out anyone not friended to the house, even if they are hiding.
  • Request 3: Broadly speaking, incentivize hunting down PKs. If PKing is getting out of hand, lean more towards encouraging blues to put up a fight and less towards throwing penalty after penalty at PKs. One thought I have is a sort of item recovery mechanism. When a PK loots a victim, everything they take is put in a temporary "Victim Loot Bag" and each item is tagged with the victim's name. This bag does not take up storage space and items can't be removed or stacked. Items remain in this bag for 24-72 hours. If the PK is killed, whoever kills them is given the option of either having all of their own items returned to them (IP based), or is allowed to pick a certain number of items to return to their rightful owner. Items disappear from the loot bag, and appear in rightful owner's bank upon next login. If items are not recovered within the time frame, the PK gets them.
#
  • Issue 1: PKs are a great part of this game, but they can be overwhelming for new players trying to get established. It should be possible, albeit slow, to establish oneself in the game from a safe haven, but the real fun parts of the game should not be accessible to those unwilling to risk the dangers of PKs. I would also like to see less full looting of new players. Speaking personally, it took about three months for me to reach the stage where getting PKed wasn't a huge deal. Focus should be placed on seeing new players through to this stage.
  • Issue 2: Homes are not safe. I think homes should be a safe place. While I fully support PKing, I think killing someone in their home or stealthing into someone's home is just trolling, and should have no place in the game.
  • Issue 3: PKs are not being challenged. Beating them outright when they appear is very difficult because they are on builds specifically tailored to PvP, and their targets typically are not. Not to mention the element of surprise. Getting vengeance after the fact is of little value, because your things are already back at the PK's house. The gold reward is nice, but vengeance would be sweeter if there was a way to truly recover all that you lost.
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PvE:

  • Request 1: Make mages viable for PvE. Create mid-level mobs with decent drops who have very strong physical defense but very weak magic defense.

  • Request 2: Make top-tier mobs spawn one at a time, randomly, at locations across the map. In other words, a really hard mob, at most one on the entire map at any given time, has possible spawn points in every dungeon, and several overworld points.

  • Request 3:

  • Issue 1: Mages are given a versatile spellbook, but are generally only useful in PvP or for support. The breadth of spells available gives potential for many possible strategies, and is appealing to new and old players alike, but at the end of the day they just aren't good for PvE. A lot of new players come in wanting to be a mage until they learn that casters aren't lucrative, and so they're forced into a different class.

  • Issue 2: There are many "hot spots" and "dead spots" across the map. Having a top-tier mob with great loot spawn at random* locations will spread traffic out, and create excitement across the whole map. *Note: Obviously it wouldn't be truly random, but at least one spawn point per dungeon and a few other locations across the map would keep people moving around.

  • Issue 3:

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Crafting:

  • Request 1: Increase NPC buy prices for blacksmith items, or increase yield from mining (preferably a large boost to dungeon mining), or a combination of both.
  • Request 2: Rework BOD rewards to be consistent with cost of materials needed to fill them.
  • Request 3: Find a way for more builds to utilize crafted items. Possible examples: Craftable weapons/armor for summons/pets, "horse shoe" and/or saddle items to make pets move faster, music accessories to enhance instruments (special drumsticks for drums, tuners for lutes, something else for flutes), armor that focuses on defense from spells. Might even consider encouraging these builds to have the crafting skill themselves for full benefits (e.g. A summon can only be summoned with armor if you craft the armor at the time of summon. Pet/instrument accessories have durability and/or effectiveness tied to the crafting skill, so they are most useful if the build also includes crafting, etc.).
#
  • Issue 1: Blacksmithy is a huge investment until a player reaches GM. I'm not saying the NPCs should be paying the equivalent cost of the ingots it takes to make the items, but they should at least pay more than the cost of the ingots you would receive by smelting the items down (1/3 per smelt; mathematically, it approaches limit of 1/2 total ingots back when you smelt, craft from smelted, smelt again, etc.). It would drive the economy if instead of just burning through ingots by smelting to build skill, blacksmiths are encouraged to sell to NPCs then buy more ingots from miners. This, in turn, would increase the demand for ingots, so an appropriate boost to mining should also be added to increase the supply. Coupled with other ideas (from me and others), both mining and blacksmithing would benefit.
  • Issue 2: BOD rewards seem to account for difficulty and material type, but they don't seem to take into account the material quantity. For example, Ringmail Tunics are easy to make, but they still cost 30 ingots each. The rewards for Ringmail are not proportional to the cost.
  • Issue 3: Tamers, summoners, and bards are top tier builds (summoners less-so since the nerf, but still strong for a class that can run around naked). They can afford to pay crafters more money. Give them craftable accessories that cost a lot of resources to make.
somber knoll
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PvP:
Request 1: Allow archers to hold spells while equiping a bow. Like other mage dexxer hybrids can. However restrict certain spells from this feature. Such as Explosion and Energy Bolt. But allow all utility skills, not used for dps. With the exception of magic arrow, because it can be used for interupts for all archers with magery, not just eval mage archers. This would help reduce the meta burst while also improving the feel of game play. For both eval mage archers and archers with magery.

Request 2: Give Dexxers more abilites. Not a mage spell book clone please... ...Just look to any other game for ideas for melee classes. CC and gap closers. A heal over time.

Request 3: Keep the game open world full loot pvp. no pvp toggle please. Just fix the way spell resistance works. 0% Resisting Spells should reduce more damage than it does currently. This is so PvE players can better defend against red player attacks, in open world pvp. They are playing on builds not meant for pvp. Ideally a pve build, engaged in a pvp encounter, can take and hit and be balanced defensively. What if 50% Resisting spells was the new 0% Base line. I hope you get what I mean...its hard to explain. PVE players in pvp are too squishy and this can be fixed with changes to how spell resistance works.

#

Issue 1: In balance in faction pillar teams. Make a way for us to just fight and it not matter whose team we are on in the pillar event.
Issue 2: Mage burst damage meta makes group pvp very one dimenstional. Everyone just drop spell at same time and heal each other. Burst damage the same target. Heal. Repeat. I got bored. Look to MOBA genre and add some new ideas.
Issue 3: Nerfing changes to meta play, often come at the cost of game play feel. Bad solutions implemented to fix meta game play in pvp have resulted in worse gameplay. There are a lot of experienced players who understand their build and how to play them. Different ways to play the game, but too often that knowedgle is misunderstood, or unknown to devs. Solutions for meta should not be implemented in ways that make builds, feel less fluid and fun to play. Please be careful before implementing nerf solutions you dont break the fun parts to do it.

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Crafting:
Request 1: Bring back plots to the housing system. Give me back my field full of plants that i had on the old map. l had a garden plot and I used my gardening skill all the time. It became my favorite part of the game. and no a gardening station isn't fun...sorry. It doesnt even come close to the feeling of your own plot. Legends of Aria had one of the best housing customization tools. The housing on the old map is a bigger selling point than you realise. You are making your game worse and less attractive by removing most of the functionality available to you. Bring back plots for housing asap and boast the best housing as a promotional point. Brit map housing is sad and killed one of the biggest parts of this game I enjoy.
Request 2: Allowing plots and houses to be placed more freely. The current areas that allow house placement are too restrictive. Dont underestimate the enjoyment that comes from finding creative places to put a plot or home. In the middle of a forest next to a stream? not currently. Just place somwhere here in this green blob area...Let us explore and be creative with housing locations.
Request 3: Allow more idle gathering and make it feel more enjoyable to gather. Why should i have to click the tree on every chop? I could perhaps click the tree once and it chops until its done. Also remove the CAPTCHA from the game and let ppl macro for idle gathering. Gathering shouldnt be a chore, more enjoyable and rewarding and less clunky and grindy.

night socket
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PvP:
Request 1: I like the idea of a PVP-Switch, but at least please consider to make event areas criminal free zones.

PvE:
Request 1: Please check the adjustments for the Dark Guardian again. "Slightly reduced" is kind of an understatement.
I wouldn't have a problem with (a) craftable item(s) with durability, mandatory for the summoner to control his pets.
Request 2: chriss already mentioned it: A finished Map would be nice.

marble kraken
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For any addendums can you update the original post if possible, it will help with collating everything which I am looking to start this week.

lapis hornet
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PvP:

  • Keep this wonderful game full loot as created, modeled after the old ultima we all know and love. before trammel.
  • Reduce some of the PK penalties to encourage some of the newer folks who joined this server to partake in the activities and encourage more in-game battles (maybe a hard cap to res fees and dungeon lockouts)
  • Create a bounty hunter class that would get some bonus, but cannot give murder counts. They would also get more juicy loot/rares when turning in a player head. (The higher the players murder count the more reward and chance at a rare received) This would encourage more players to go out and police themselves instead of relying on devs and patch after patch of pk nerfs
  • Add additional season points for taking out a murderer (The higher the players murder count the more points received)
    -Allow a criminal or pk to fight back against a player and not receive murder counts if they were attacked first as in Ultima. In Ultima the player would appear grey to you if they started the battle first
    -Allow attacking members within the same faction with out receiving a murder count. This would hopfully stop a few players all from joining the same faction and free farming silver and faction dungeon
    -Create more reward for actually battling in factions rather than sitting on a pillar/faction base
    -Maybe create a new faction mode in town (possible king of the hill) if faction action starts to pick up.
    -Maybe add an additional slot for another item insurance item. This would allow for this alliance that is asking for trammel to keep more items upon death

Crafting:

-Introduce a new exciting imbuing system in the game to allow us to more customize our weapons, armor, and equipment. This would add nice effects/boost skill potential for pvp and pve (like the magic books are doing currently) and give crafters endless combinations to create.
-Runic fletching and carpentry

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PvE:

-Create a new player dungeon where all new comers to this game can go and enjoy. Possible reduce gold or use a token system like the moat fishing to spend for useful items to get started.
-Continue this awesome trend of bosses becoming harder and relying more on group play, these new changes on some bosses have made them a lot more entertaining/rewarding
-Create new easy bosses, or add to the minor boss loot tables to allow new players to enjoy some boss content. Keep the loot tables not as juicy for minor boss compaired to the harder dungeon bosses
-Add new useful imbuing ingredients to loot tables for new imbuing system. Maybe make some harder to get than others.

Thank you for your time

lapis hornet
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  • double ore collected from dungeon mining and possibly add some rares collected dungeon mining
  • add some sort of risky lumber location and do the same as mining above
  • add some unique per dungeon ultra rares from killing mobs in different dungeons to increase peoples interest in different dungeons
hot glacier
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PVP

  • Dear God, please don't nerf pks. We knew what we signed up for. We ARE content for pks. I enjoy the risk of being in a dungeon and not knowing if I'm going to get rekt and have my sweet loot stolen. This is my type of game, same with ARPGs with hardcore mode. I want the risk. I accept its consequences.

  • I like SLIME's bounty hunter system idea. I would maybe be interested in having Wandering Healers send out alerts to local bounty hunters (and only bounty hunters, even if they could just hop on discord and broadcast it to the community) when they're sighted in the open world. "Attention bounty hunters, a notorious murderer has been sighted at the entrance of dungeon Shame." Just an example, since there are areas in dungeons where players can recall into. Maybe have some kind of non-existent 'hidden spies' in dungeons. "One of our spies has sighted a notorious murderer inside the dungeon Destard." PKs are in and out, but if they know they've been sighted, maybe they stick around for some consensual conflict as well, if bounty hunters plan to show up. Would need some form of balance so players can't farm themselves for these bounty hunter rewards.

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PVE

  • I love my thief. My thief wants more.

    • Dungeons - More stealables, please. Short and Looooong timers. Different kinds of stealables. Some of the stealables could be usable items.
      Maybe in Maliel's room, at the bottom of deceit, once every 3 or so months, a leather tunic that protects against undead damage spawns (not game-breaking, but worth the hunt).
      In Destard level 5, every few weeks, a bag of veil shards spawns in the back (simple, but fun to look out for).
      Also in deceit, there's that pentagram room with the hand sticking out of the ground. I keep walking by there wanting some stealable staff/sword/mace with some unique look and qualities to be gripped in its hand, waiting to be stolen.

    • Monsters - Maybe monsters in the open world and dungeons have the chance for thieves to steal specific items from them.
      Maybe once in a blue moon I can steal a bow from an orc that does a small amount of extra damage to players.
      Maybe the Ancient Wyrm has some kind of decorative crystal i could steal from it (homage to the hobbit).
      I want the Piper's hat!!!!!!!!!!!!!!

    • Open World - Stealables in the open world would be great too.
      Maybe a slimy cloak in the swamp.
      Maybe a flaming staff hovering in the middle of the desert.

    • Cities - Risky to attempt, and if failed (guard whacked), the items would disappear until the next respawn.
      Maybe once in a blue moon, there would be a healer's guild robe or halo to be stolen from one of the healer's buildings.
      One of those aesthetically pleasing piles of gold lying on the ground in banks, like the ones in Destard 4. I'd love to be able to try to steal one of those. HIGH odds of failing, but a cool addition to any home if successfully stolen.

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  • I like that deviously locked chests aren't all over the place, but there is one place i think they should be added, and that's Maliel's room in Deceit. That infected gazer would see a thief coming from a mile away, so clearing that room out for the chests should reward players with better chests to loot. And maybe specific areas that have deviously locked chests could offer different rewards. Orc camp chests offer noble coins. How about deviously locked chests in Maliel's room have their own special rares added to the loot table. And this is coming from a guy that probably still wouldnt go through the effort to clear it out. That's why I think those chests down there need an upgrade, especially since it's such a journey getting down that far.

  • Lanterns, in general, would be a fun addition. I'd also like special ones as well. My thief wants to steal a lantern from the bottom of some creepy dungeon that has some special qualities like decreasing the odds that chests BLOW UP IN HIS FACE when disarming traps.

  • Magery - I would really appreciate increased odds of successfully casting 7th and 8th circle spells. Pleeeeeeease. GRANDMASTERS shouldn't feel like noobs when they fail at gating three times in a row. And when I'm trying to resurrect a friend, it feels awful failing 6 times, especially with that long timer. That RNG can turn the tides of battle. Unfun.

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  • Summoning - 🙂 I love my summoners. I understand the Dark Guardians needed a damage nerf. Thinking objectively, it was good for overall balance. I have thoughts on how to improve summoners though

    • Dark Guardian - Buff that AR. Buff that HP. Make him taunt. Keep that damage low. This guy is now the world of warcraft voidwalker. He would be the generic tank for casters/bards/archers. To prevent the summon from despawning so quickly, thus transferring aggro to the player, maybe veterinary increases spawn time, thus requiring summoners to focus on their build with one more skill, since most summoners never used veterinary considering the summons just despawn anyway.

    • Wisps - Maybe the Crystal Wisp and Shadow Wisp gain buffs if summoned by a player who also has GM Inscription. Fun healer class for future group boss encounters.

    • Corrupted Wyvern/Poison Elemental - Maybe an alternative summon for the Poison Summoner. Corrupted Wyvern's/Poison Elemental's poison damage is increased if summoned by a player with GM Poisoning/Taste ID. Maybe the caster and summon can have their poisons stack, otherwise what's the point.... Poison Elemental is stronger but less tanky, wyvern a little more tanky, but maybe less poison damage?

    • Nether Vortex - The debuffer summon. Provo summoners may still be drawn to the dark guardian to have them tank the adds theyre trying to provoke, but maybe this summon increases the odds that the summoner's musical skills succeed, while also offering its own stackable debuffing. Maybe it would do an increased amount of damage based on the bard's musical skills.

    • Stone Gargoyle - You guys can figure this one out. Maybe boosts resource gain for miners or fishermen or something. Have fun with this guy!

    • Strange Gazer - seems ok after nerf. If we're finding synergy with the other summons, maybe this guy gets a buff if the summoner has GM alchemy or something.

snow plover
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PvE:
Request 1: Lower taunt and call to arms cooldowns.
Request 2: Make unwavering stance have MUCH lower cooldown incase of accidental clicking.
Request 3: Chivalry.

Issue 1: Money
Issue 2: Money
Issue 3: Money

clever ridge
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General Request:

• Discord: Only one Discord account per player should be allowed.
in the past, multiple discord accounts have been used to support the opinions of individual players and to suggest to others that this represents a majority opinion. This leads to a distorted discussion.
In the game, everyone can represent and play roles as they wish, Discord is meant to be used for discourse on topics and not for talking to yourself.
Imo this is a main issue, which needs to be fixed urgently to strengthen the community.
As long players can hide behind other discord accounts, they do not have to take responsibility for their playstyle.

• Griefing, toxic gameplay
I do not achieve a pvp-free game. But to make progress, having a growing community, we need some rules which prevents some kind of actions or repeated actions.
I.e. as discussion base :
I. daily kill limits per character with heavy punishing penalties
And/or general daily kill limits for pk’s, including players assisting them

II. Killing and especially reskilling players pets (which are non engaging a player) should be forbidden, limited, whatever, including blue players

III. could be considered to have a optional pvp-protect phase per day or week, for a certain amount of time, might be a compromise for casual players and others not wanting to participate in pvp or having the risk.
It should at least be possible to do a event, and if not on an event might be reduced time

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PvE :
• Add events that can be started by players
Maybe different kinds, with different difficulty and/or amount of players

• Having also pvp-free events, including blues not able to harm other players or their pets (loot reduce of 50% imo is a little bit to harsh)

• There should be a fix on provocation, which prevents, that ie. provoked mobs do not count for season & daily quests. If a player does a xx amount of dmg, it should count

• Additional or separate to pvp-free events, might consider having a certain amount of private-only events, which can only be participated by invitation or whatever

• Spawn-based events :
There should be a reward to players doing the whole spawn, regardless of whether they participate at bossfight. You should also receive this, regardless of whether you are still in the region or even logged out. It would lead more players to do this work

• Automated events: the times should be considered so different time zones can participate evenly

• Drops on events:
I can truly understand that casual players want/like to have drops on events like xmas, halloween, etc.
But in the past time there was some kind of flood of items (personal view) in the game.
There is almost no value for those items at all, which makes them pretty useless.

• Also in general, there came many new things and items up, but with the widespread they become very comon.
Getting true rares, limited rares (from one of a kind to xx only)

• Maybe having options on difficulty levels on certain player started boss spawns

Housing:
• Customized house building would be a nice feature

• As heard it is in development, multi story houses would be very nice too

• The old Celadormap system with an area around the house was also very cool thing

• Lockdown limits. I know itll be related to lag issues, but the lockdowns are still a little bit low for all needs

• Maybe instanced housing to have even more options available on houses.
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last but not least:
There should be seriously considered, how left players can be gained back into the game. Many of them helped to carry this game from early Beta until almost the present day, so i think its worth considering whats needed to regain them.

marble kraken
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Thank you all for the feedback it is very much appreciated! I am going to close the discussion now as I have started to collate all the feedback.