teleport
- Remove teleporting across the deep ocean = Bring back local continent markets, enable more places to live away from the toxic players aiming to kill the game.
- Allow only realm holders or those sworn to realm to thingwall jump = removes lots of griefing at the cost of needing to build a few roads for local communities.
additional fix
- ADD realm swap/oath cooldown of 30 RL days = should reduce the realm hopping and mass realm creation for war declaring somewhat. ensures oath is actually meaningfully.
- Allow only realm holders or those sworn to realm to thingwall jump = removes lots of griefing at the cost of needing to build a few roads for local communities.
additional fix
- ADD realm swap/oath cooldown of 30 RL days = should reduce the realm hopping and mass realm creation for war declaring somewhat. ensures oath is actually meaningfully.
World changes
- Increase the world size to enable more continents and places to play = gives more hermits and hermit groups the feeling of solo or relaxed play without the removal of PVP.
- bring back quality on questing make it global and to everything = give world progression a thing and improves longevity/overall experience over time and is a nice catch up and means over time bad nodes become good. This includes rock types, trees, foragables, animals, water, clay EVERYTHING
- bring back quality on questing make it global and to everything = give world progression a thing and improves longevity/overall experience over time and is a nice catch up and means over time bad nodes become good. This includes rock types, trees, foragables, animals, water, clay EVERYTHING
Gold/silver
- Remove nugget chance from gold ore = Gold needs a nerf to increase its value till you give it more uses.
- add pebel chance to silver = Silver needs a nerf to increase it's value till you give it more uses.
- add pebel chance to silver = Silver needs a nerf to increase it's value till you give it more uses.
Dungeons
- Increase rewards = the number of needles given in dungeons, more rewards to keep them engaging and reasonable to farm.
- every 3-4 months should be a decent patch containing 1 new dungeon going beyond bat and before ant = Dungeons are one of the few good reasons to not bot everything. they are fun till you've done your 100th beaver dungeon. More variety is good and solves economic week areas
- Crab dungeon = crab meat, shell fun and nice
- Clay Slime dungeon = high ql clay from their corpses e.g. high ql grey clay = more options
- Bug dungeons = Spiders, dragon flies, lady bug. = good source of bugs low level
- every 3-4 months should be a decent patch containing 1 new dungeon going beyond bat and before ant = Dungeons are one of the few good reasons to not bot everything. they are fun till you've done your 100th beaver dungeon. More variety is good and solves economic week areas
- Crab dungeon = crab meat, shell fun and nice
- Clay Slime dungeon = high ql clay from their corpses e.g. high ql grey clay = more options
- Bug dungeons = Spiders, dragon flies, lady bug. = good source of bugs low level
Wells
give digging wells a catch up with NO double cost up to best well.
dig deeper
should be usable on ALL strategic resources