@BECKFAST said in Suggested improvements from an addict:
Attributes:
In the future, I would like to see removal of attribute hard caps for the races which have an affinity for that attribute, which would help provide a different playstyle for each race, on top of racial passives.
As i understood from the initial game design, there will be differences because of Race/Subrace, Alignments and Gods.
Mining/Smelting
Add random mineral nodes to the open world, aside from the city nodes (which would be more resource dense than the open world nodes).
I am agreeing here, because it would give solo or small group players a chance to collect this stuff. Not in a big amount, and not enough for maintaining yourself, but a slightly chance to find nodes to be able to sell that stuff to towns and get a chance to step into the economy.
For some Farming Stuff it is already like this, since you can find wild Wheat and Cotton. Why not making this for Mining stuff too.
BUT i am suggesting a random spawn, if they take this possibility into the game, to prevent camping a node, thats always on the same place.
Well i wished all ressouces would spawn at random places, wild animals aswell.
Crafting
Further Character Development
As for crafting, all your concerns are valid, but i think we already have to wait a bit for full crafting experience.
We don't have all Crafting Stuff in game yet. Also we don't have any kind of knowledge system for Crafting yet.
If i understood the game design idea right, they want to add Crafting receipes, that you have to learn, like you can learn abilities already. For all the Crafting Materials you just get a single time Knowledgepoints, nothing else.
So i am expecting a more detailed system for this.
Also if i remember, they wanted to make the system like "If you explore a material, you will learn to craft that."
That means, there shouldn't be any kind of "knowing to craft with all materials" as long you didn't discovered them.
Not sure how they stick at their intitial idea, that just can answer the Devs itself.
Events
Other than the legendary NPCs which will come sometime this year, resource events such as meteor impacts, whereby large amounts of minerals are scattered around an area, but cannot be mined for a period whilst they cool down. This should increase the amount of combat between players, as they work to defend resources other than their own cities.
If you look to the farming, you will see, there are weather effects planned.
Also there will be a kind of Bloodmoon Event, where Demons can invade Syndesia.
Asteroids also will be temporary things.
So i think, we will get Events in future.
Quality of Life
Give us a "deposit all" option for depositing stone, coal, ore, logs... into their relative storage areas in a city, it is overly tedious to pick up each and every one of the pieces, and place it in the required spot; balance realism with "gaminess".
Mixed feelings on that, but can understand well the suggestion.
We already have this option with the Townhall deposit and at the marketplace.
For Storage swap this funktion would be nice, but at the same time it would take the immersion out of the game.
An auto-deposit option for placing material in chest, such as shift clicking.
Absolutely agreeing. Shift-Click-Swap would make Inventory Management way easier and is something that should be in games where inventory management/movement is a regulary thing.
An auto-run key, which toggles movement. This would prevent my hand from developing carpal tunnel when transporting goods across the world. Do this for our physical health, please.
Using click-hold instead of multible clicking makes it better for you.
But the Devs already said, they will think about auto-run and how and with which restrictions they want to have that.