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  #84  
Old 01-04-2021, 11:43 PM
magnetaress magnetaress is offline
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Join Date: Feb 2020
Location: Inside of you.
Posts: 9,305
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Also less automation and dialog boxes spamming the screen. Make it annoying AF to macro and target. Keep the UI paired down and do not implement systems that cause people to chase the ever worsening addon bloat.

It should take 10 minutes to craft an item, but decrease the amount you need to repeat a recipe for a skill up. Make this hard to automate. Probably just require a small mini game that requires a little attention to complete successfully.

Tradeskills should take center stage in the economy and gameplay with several tiers of item and have some rarity and RNG. Think tradeskill equivalent of the fungi tunic. Players should be fine to reach max level in the basic stuff and the raid stuff should stay relevant for at least 3 expansions. (Less progression, more variety and content, story).

Dungeons should be really complex and non-linear.

Allow players the pleasure of finding secrets, like a gnoll chieftain who allows you to side with him to teach a secret crafting recipe if you faction.

Make death random and exciting, if you go opening doors in Inns and poking your head in were you weren't invited you should get blasted by an evil lvl 40 wizard @ lvl 10.

Don't break immersion by making every thing glow and flash and sparkle and have arrows.

Allow people to discover good quests.

Allow people to break the game a bit with items, or finding ways to fight 50 mobs at once.

Death traps.

Let players trade with NPCs in cities as an alternative to farming HGs for plat by buying goods low and selling high in another town. Randomize this or give it some algorithm with a bit of RNG.

Make instant travel rare and only between hubs. Every part of the game shouldn't be accessible to every character.

Don't have like 50 abilities. Keep it simple and synergistic. Just like how CH works extremely well on warriors, but not really a wizard.
Last edited by magnetaress; 01-04-2021 at 11:55 PM..