As a member of Something Awful I've only been playing for three days, and I thought I'd put out some of the issues I feel I've spotted, and various other suggestions in a thread.
Permadeath and Crime
Permadeath is always a bold move for game developers to move towards. On one hand it offers a unique, and for some people a very attractive element of massive risk, of real fear of losing something that is not present in most other MMOs. On the other hand, it can also lead to massive bleeding of the playerbase for a number of reasons. A few of these just to elaborate my point:
*Losing thier character due to lag or other connection issues.
*Losing their character in some way that the player deems 'unfair'
*Losing so much that the player feels they can never 'catch up' to their previous levels of advancement, and lose the motivation to play.
I'm not a huge fan of permadeath, full item loss is fine, property loss is fine, but I dislike the concept of losing a character I placed a great deal of energy into. This is somewhat remedied by the personal beliefs system, which lets me greatly reduce the detrimental effect of death.
I cannot however find any real merit in a system that allows players to kill other players while they are offline. It seems to go against the concept of a high-risk PvP game. While it is indeed a strong deterrant for committing crimes, as it adds a huge risk, it seems to me to not work as intended. For example, right now if you murder someone, the most serious possible crime, if they have anyone remotely close to your combat level, and you are not bricked into a building, you will more than likely be killed in retaliation. You cannot hide, the safest possible course of action is to not log off at all, which is obviously impossible. Some people may disagree and truely believe that this is a fair and balanced system, but below I have made a few alternate suggestions that I'd like to get some feedback on from the community, and for the developers to consider.
Suggestions
1. Remove the ability to summon players, instead change scents so that they decay differently. Instead of, for example it being 8 hours of RL time before it decays, whether the thief is logged on or off, be it 8 hours of RL time that the thief is online for. So, if THIEF1 steals a steel bar from GUY1, for the next 8 hours of THIEF1's playtime, he can be tracked, hunted down and 'punished'. Murder therefore means for an entire week, you will have to constantly watch your back as your enemies will be able to track you.
2. Remove the ability to summon players, add a timer to crimes. If you commit a theft, you will be unable to log out for a select period of time, just as if you were in combat. The time for murder would be longer.
I personally favor the first option, as it removes the lack of fairness that can destroy a players motivation.
Customisation
While it is rather clumsy at the moment, the inability to see a players name easily from a distance is one I actually enjoy, and is one of the reasons I am opposed to a village chat system. You do not want to be able to tell who is in a town just by looking at a list of names, as that makes it far, far harder on trespassers and thieves. Dispite this, visual variety would add a lot to the game.
Suggestion
1. It would be fairly straight forward to impliment, simple pallete swapping of armors to allow different colours and the inclusion of a dyeing trade skill. Perhaps even make the plants ungrowable, requiring the player to search for them in forests and add more utility to plant lore.
Salvaging
Simple really, if a building is destroyed on a claim you own, recieve a % of the materials back, possibly add into the crime skill tree as 'pillaging' on a much lower percentage.