I'd like to have some trade system, because right now trade's just a minor part of the game ignored by most of the players. In the old days it was an important part of the game and a lot of people enjoyed it. As it is now, it's just too much effort for too little profit.spectacle wrote:1. Pathfinding/movement improvements
2. Siege system
3. Furniture
And no global trade system please. Let players have a reason to care about the other players in their surroundings. Trade stalls that work over walls as proposed would be great.
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Asgaroth22
- Posts: 625
- Joined: Mon Jan 09, 2012 8:08 pm
Re: Which features should be focused by devs?
“The story so far:
In the beginning the Universe was created.
This has made a lot of people very angry and been widely regarded as a bad move.”
In the beginning the Universe was created.
This has made a lot of people very angry and been widely regarded as a bad move.”
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Pupsi
- Posts: 550
- Joined: Mon Jun 06, 2011 4:31 am
- Location: heheh
Re: Which features should be focused by devs?
This! Believe me, I have moved more than 50k units of soilcAvu wrote: Lessen the annoyance of soil leveling. (let us hold and move 10-20 times more soil per trip (stamina will still be a limit) and let us store huge amounts in piles; let soil stay longer until it reabsorbs into the ground)
w5 Hermit>Road Ville>Horde>RQ
w6 The Sparta
w7 Isla de la tortuga>A.D>CookieVille (not sure if it was w7 or w6)
w8 Amish Paradise
w9 Amish Paradise
w10 Amish Paradise > Maid Cafe (until april 2017)
w11 Funcy Huts
w12
w6 The Sparta
w7 Isla de la tortuga>A.D>CookieVille (not sure if it was w7 or w6)
w8 Amish Paradise
w9 Amish Paradise
w10 Amish Paradise > Maid Cafe (until april 2017)
w11 Funcy Huts
w12
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Kirby254
- Posts: 31
- Joined: Mon Oct 12, 2015 11:01 pm
Re: Which features should be focused by devs?
My vote goes to pathfinding for players. I don't care if my carts get stuck often, but my characters getting stuck on every object is not a feature. It's an issue that needs to be addressed. It would make the game more enjoyable and user friendly to play.
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tempwad
- Posts: 383
- Joined: Thu Feb 10, 2011 1:03 pm
Re: Which features should be focused by devs?
Trade posts, we need a trade posts.
trapped? masturbate.
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DarkHPG
- Posts: 57
- Joined: Sun Aug 11, 2013 10:42 am
Re: Which features should be focused by devs?
Pupsi wrote:This! Believe me, I have moved more than 50k units of soilcAvu wrote: Lessen the annoyance of soil leveling. (let us hold and move 10-20 times more soil per trip (stamina will still be a limit) and let us store huge amounts in piles; let soil stay longer until it reabsorbs into the ground)
Lol 50k... Try a million.. >.> And still more to go. Oh the joy of OCD.
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ArvinJA
- Posts: 1255
- Joined: Sun Mar 20, 2011 1:02 pm
- Location: Sweden
Re: Which features should be focused by devs?
Darkfall-inspired siege system, some type of scheduling system at least, instead of having impenetrable bwalls for active settlements.
The low life has lost its appeal
And I'm tired of walking these streets
To a room with its cupboards bare
And I'm tired of walking these streets
To a room with its cupboards bare
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Oddity
- Posts: 1983
- Joined: Sun Jun 20, 2010 12:04 am
- Location: BC, Canadia
Re: Which features should be focused by devs?
1. Make moving around less painful. If not pathfinding (which will probably never be done server-side for players), then try nudge my character around the object a little if it's not too large, until I can continue moving to my destination.
2. Siege system
3. http://www.havenandhearth.com/portal/srv-state
2. Siege system
3. http://www.havenandhearth.com/portal/srv-state
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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CaptainMidget
- Posts: 575
- Joined: Mon Aug 08, 2011 4:54 am
Re: Which features should be focused by devs?
Ramble ramble let whoever plants a crop, remove the crop, ramble ramble.
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Bodomfreak
- Posts: 130
- Joined: Thu Sep 29, 2011 5:09 am
Re: Which features should be focused by devs?
1 Magic, as in spells I can cast in and out of combat
2 PVE, as in monsters in a multi leveled dungeon, animal dens and the like.
3 NPCs and NPC villages to trade with, assimilate or destroy
4 More monster/animal taming
2 PVE, as in monsters in a multi leveled dungeon, animal dens and the like.
3 NPCs and NPC villages to trade with, assimilate or destroy
4 More monster/animal taming
A lost mage
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Which features should be focused by devs?
Hunting Rework (Animals Avoid Humans, Stealth Relevant, Trapping System)
Farming Rework (Biomes and Area of Map more relevant to crop type, fertilization, pest issues, fungi and soil disease)
Anti-Siege Buildings (Towers for archery, guard towers, etc)
Optional Mini-games for result enhancement (Manipulation of resources in smelter, air/fuel/water flow in tar kilns, etc)
Farming Rework (Biomes and Area of Map more relevant to crop type, fertilization, pest issues, fungi and soil disease)
Anti-Siege Buildings (Towers for archery, guard towers, etc)
Optional Mini-games for result enhancement (Manipulation of resources in smelter, air/fuel/water flow in tar kilns, etc)
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.