1.Only the basic attributes/skills should be capped. Therefore, players, who have reached the cap, should be able to have green stat bonuses by wearing jewels or clothing. For instance, if you have reached 200 stat/skill cap, wearing thanes rings could give you additional 60 str.
Advantages:
- Every quality gain for an item is priceless. Therefore, crafting high-q items stimulates the in-game market and becomes more strategically important.
Disadvantages:
- Cannot see any.
2. Replace the caps with 90-160-250 instead of originally suggested 50-125-200
Advantages:
- First of all, it sounds pretty good to have x3, x4, x5 multipliers
- 50 basic survival + 16 survival from nettle clothing is not enough for the free account. Water, soil, clay is going to be capped, which will produce additional hatred of peasants.
- 90 str + 60 str would allow digging at level 3. Therefore, people could obtain gold with a lot of effort (moreover, the golden nodes are expected to be more rare in the next world)
- There is smaller difference between levels (1.33 and 1.25 in comparison with 1.58 and 1.26)
- The stat level difference is big enough to keep paying the money
For the 90 level cap (stats+skills cap will be refered as levels from now on) and q 40 equipment, the item boosted green stats would be:
- farming = 105
- foraging = 106
- str = 156
- perc = 160
- exp = 100
- mining power = 111
- perc*exp = 16000
For the 160 level cap and q 63 equipment, the item boosted green stats would be:
- str = 242
- perc = 247
- exp = 172
- int = 237
- stealth = 210
- mining power = 174
- perc*exp = 42484
- int*stealth = 49770
For the 250 level cap and q 63 equipment, the item boosted green stats would be:
- str = 332
- perc = 337
- exp = 262
- int = 327
- stealth = 300
- mining power = 204
- perc*exp = 88294
- int*stealth = 98100
From the numbers provided above, it is clear that there is a problem with stealth:
perc*exp 49770/16000 = 3.11 verified/free
perc*exp 98100/42484 = 2.31 subscribed/verified
The difference between the levels is more than x2.
I think, it would be appropriate if the free players could somehow see verified, and verified people could see subscribed folk.
This will stimulate the social interaction, since “free” villages would need either ranger mercenaries or allies, or at least one verified account in their village.
3. Change the hardness of the minerals to:
- Code: Select all
Level Hardness min-max Power Example build
1 0 - 50 20 10 axe 40 str
2 30 - 100 40 10 pickaxe 80 str
3 60 - 150 100 40 pickaxe 125 str
4 90 - 200 160 60 pickaxe 220 str
5 120 - 250 190 60 pickaxe 300 str
Max. hardness with taking the hard minerals into the account.
Let the mining in the lower levels to be quite hard. It is fine if some spots underground would be too hard even for a subscribed player in the top-gear. Otherwise there is no challenge and the mining becomes some routine. Additionally, that could degrade the mine-botting levels.
4. Increase the mine support range to 11 and 15 tiles.
In the Legacy we would get 11 tiles radius for 2 nuggets of any metal. Moreover, the metal we had in Legacy was easier to obtain.
5. Re-locate the minehole exit, so that it would be on the opposite side from the entrance.
6. Remove 3 different types of quality and leave only one quality, as in Legacy.
3 different qualities do not really work, since we need only 2 types of industry - essence+subtance for armor and weaponry & substance+vitality for food.
Jewelry, pickaxes need only the best average quality.
In W8 we have made only 1 top-tier q190-160-150 anvil for everything, perfect for crafting armory and weapons & good enough for symbel items.
There is no sense in making the second top-tier anvil with other stat combinations (like essence+vitality)
There is only 1 reasonable scenario for anvil quality improvement: essence+substance. So we have q190-160-150 anvil. There is a point in making q210-190-170, but none for q150-160-190 anvil.
3 different qualities make the resourсe node search harder: good quality nodes are extremely rare nowadays
3 different qualities reduce the average quality of the nodes. The highest node the world has ever seen is 60. Most players have not ever seen anything above average quality 50.
Nodes such as 80 10 10 are not needed by anyone. .
Or make 3 quality system reasonable.
7. Return the white clay.
Troll kiln was a good challenge and end-game goal with massive strategical meaning.
Same with numen metals, but it was too abusive.
8. The tree and cow quality growth speed is too slow
In Legacy the cows would grow for 30-40 quality per month, this world it is twice slower.
The trees quality barely grow, restricted by the quality of the pots, soil, water and herbalist tables. Trees have grown only to q 70 in 5 months time. Therefore, there was no reward in further tree selection + everyone pretty much had the same quality trees as the top factions. Therefore, the trade was quite stale.
9. The taar kiln soft caps the tree nowadays.
If we will take into account the tree growth rate, the quality of the coal will reach q80 (feasible black coal quality) only after 8-10 months of the new world start. Which makes taar kilns pointless.
We could use boards as a fuel, but with the 200-250 level cap, the saw quality would be 140-170. Therefore, the board qualities will be quite low as well.
To compare, q260-280 trollsaws were obtained in the first months of the game in Legacy. A year later it would be q300+.
10. Map generation: big central continent with rivers and lakes, surrounded with ocean, with big islands in sea
The maximum world size should be 7*7 supergrids, if generated without sea;
In case there will be continent, big islands and sea, the size of the map should be 9*9-11*11 supergrids, with continent size 7*7 supergrids.



11. People should spawn all around the map.
Do not make a central SG with noobs. It will lead to top-villages surrounding the central noob grids and wastelands outside of the faction villages. This scheme is far from ideal, as we can see.
We have world-wide party arrows and charter spawn, so travelling should not be a big problem.
12. Client perfomance - add mipmaps on all textures, OGL can autogenerate it on load. Or use .dds textures with mipmaps. Textures without catastrophically reduces FPS on videocards with low memory bandwidth.
13. Nightbanes have a lot of flaws:
You cannot stand afk somewhere, since the ghosts might appear at any minute. See the video below: https://www.youtube.com/watch?v=opxCzv3AmF8
It is hard to kill alts, blocking your gates outside
Many noobs/hermits will die from leaving theft scents
After committing crimes, you have to log in twice a day. Pray to your Gods, if your client will crash while loading.
Leaving theft scents is annoying as making steel. Vandalism is x2, murder is 3 times more annoying.
I would prefer to pay for the crime before or during committing the crime, not afterwards.
Any other mechanics could be better, such as expensive “kill right” item, or long-healing wounds or stat/skill debuff.
Maybe you could also remove the nidbanes for theft? And make them wait if the player is not moving in-game, being afk?
14. There should be an opportunity to destroy/force to leave small (palisade) villages even with a high cost.
Just don’t make it absurd as camping the ram for 24 hours.
15. Recently, I have noticed the increasing number of farmers and noobs posting their suggestions. They are like feminists: they ask for equity, but in reality they ask beyond that, they ask for TOO MUCH.
Hermits are useless - they do not join villages, participate politics, do not create events, rarely trade (mostly buy good items for berries or real-life money).