New World Wishlist
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Wishlist:
1: Cross Server Everything. This will minimize many of the downsides of the current server structure. Limit need for frequent merges. Enable ranked PVP modes/role queue. This is coming but just emphasized I suppose.
2: True Global Storage with tabs/sorting/searching. Remove the dual weight limit AND unique item limit. Weight limit makes sense for inventory storage. It doesn't for storage in towns. Remove it and let players gather and hoard stuff like every other game. I've not been able to freely gather for 2 years without worrying about where to place it, forced to refine, sell, craft, or just ignore open world gatherables.
3: Search for "not learned yet" schematics/music sheets/etc on the trading post.
4: At an extra 0.01 decimal place to weights and revisiting items such as cooking ingredients, potions, and other common offenders that weigh so much in your inventory. The zero weight ammo change was a huge QOL.
5: Revamped Achievement system for end game completionists. Add a ton of skill based ones. Very hard ones. Cosmetics, skins, housing items, mounts, and music sheets (functionally a cosmetic).
6: Revamped Company system with company housing. Company quests/progression/achievements/buffs/perks. Reason to keep logging in to support your company. Company bank/storage for items.
7: End game cosmetic chase. M3 mounts, M3 rare housing items, etc. Make them very rare to get instead of getting 10 M3 mounts a run. It's okay that not everyone will get these. Give us a cosmetic chase if we not doing a typical progression grind in this game. Since maxing level and gear is much easier than other games now.
8: Pets? Functional ones that pick up loot bags?
9: Hippos. (839 days without them)
10: New OPR map
11: Vertical PVP Map such as a massive multi floor ruined castle. Being able to attack from upper and lower floors. Really dig into the action based combat system here.
12: City based PVP Map.
13: Another 5+ mutations so that we have enough combinations that we get truly unique mutation weeks that have never been seen before. Electricity, Arcane, Slash/Thrust/Strike, Poisonous, Rust, Darkness, Infested, Virus, Rabid, etc. Just made those up but unique ways to revisit a dungeon. Using darkness and requiring someone to hold a torch. I'm sure people can think of better things than I can here.
13b: Mutate Boss mechanics. Make a "Hard Mode" for boss fights. Similar to ESO to my understanding.
14: New PVE end game activity that is endless? Infinitely scalable? Rogue-like? Has random elements? Tied to the leaderboards. Maybe an old broken down manor that have the Lost as "zombies" and an endless wave mode. That or a tower where we keep fighting bosses over and over again infinitely until it just becomes impossible.
15: Stat Page. Show current luck. Current empowerment bonus and show the empowerment cap so this is visible to players since it's not intuitive. Current enchantment ward total bonus, total cooldown reduction, etc, etc. Current resistances. Additionally lifetime stats that are missed by achievements. Current number of Lost/Corrupted/Players killed. It stops tracking after you get the final achievements. Number of times revived players. Number of songs played. Gold obtained so far in-game.
16: Solo boss arena to re-fight previous boss fights. Continue until you die and gets harder and harder over time. Mentioned above but I thought I would mention the solo option. Revisit old soul trials, mutate them, make them harder.
17: Repeatable mount races and add them to leaderboards. Have hard ones with obstacles, dangerous mobs, mines, fire exploding AOEs, etc.
18: Scrimmage War mode so companies can practice. Even better. Cross server ranked mode that opens a queue at 8-9pm every night and matches companies together based on their skill. Maybe both.
19: Tools for player made content. Being able to flag against own company or against a specific company in the open would for player made events. Adding other tools such as balls that can by dyed and enable passing and other mechanics. It's an action based game so this could enable some really cool player driven content. (The ball idea is from discord, not my original idea but really cool)
20: Instanced Sandbox area that enables the old building system. Maybe have it so it's limited to one per company. Then based on your company "level" it determines how much space you get to work with. Company level based on number of players and an upkeep system so that we don't overload the servers and have it so everyone can build massive structures. Ability to enable PVP flagging in these areas. This opens more player driven content.
21: Farming skill and player owned farms.
22: Revamp housing system. Maybe even offer complete sandbox plots with old building system enabled, if this is feasible with server resources? Instanced of course. Add functional housing items that are not just cosmetic. Armor dummies to show off gear/weapons.
23: Nerf mana potion cooldown so that mana is an actual resource finally. Balance around this so mages are not nerfed either, but make it so we finally have to make decisions when casting spells. Mana siphon abilities finally have value in builds. The gray mage hat finally has value? We can finally get a second main healing weapon if it uses mana since they would be pulling him the same resource pool to prevent it from being overpowered? Obviously would need many things balanced around this.
24: Fix the lore pages finally T.T At the very least give us that final WW page.
25: Reset the MSQ when it's finished. Give us the option perhaps? I know there are those that don't care and don't want to see the quest markers return. There are so many achievements and lore pages locked behind the new quests that legacy accounts cannot obtain. Maybe even make a quest prestige system around this to encourage playing through a second time? Since there are not many strong reasons to make a and account in a classless system.
26: Treasure maps. Have it so you can find random maps that bind to one of the random thousand chests in this game. You see a zoomed in picture of the map where it's located and need to figure out where this is and loot this chest. Even better is to do something similar to treasure scrolls from Runescape. A really great way to lock rare chase cosmetics and force players into the open world and to do puzzles. Reason to farm certain mobs that drop these things or have them randomly spawn in the open world and you stumble upon them. Even better.
27: Harder music mode that's insane. Free play music mode. Make music more useful in terms of the buffs? Make it so playing on a harder mode gives a longer duration of the buff but the strength of the buff is based on playing on 4 stars. We don't have to punish players without the dexterity to play on Expert but let's reward those that can. I think duration is a good compromise.
28: More social features. Reasons to chill in a tavern in-game.
29: Have it so when you run over a turkey/rabbit it gives you mount stamina. Or whatever you call the blue bar that lets you sprint. This can be utilized in races and make them more dynamic and skill based.
30: Long-term Global Leaderboards? The fastest M3 ever. Which is likely mutator dependent but that's okay, just keep track of world records. Fastest Sandworm. Number of PVP kills and other the non-skill based grind leaderboards. Aptitude levels. Global PVP rankings when that goes live. RuneScape Leaderboards are/were purely time invested when I used to play at least and I think that's fine. It keeps the hardcore and grind crowd busy. Then have PVP skill based ones of course as contrast.
31: Black dye!
32: Name change token.
33: Barber shop/appearance change token.
34: Cape Slot. Make it so the leaderboard cosmetics have option just to wear the cape. Also lengthen the cape a bit, it's kinda short.
35: Corruption events, add ultra rare versions. Portals that you can go through into instanced area. The hive is the best one but could use a major version. One that you can enter with multiple stories.
35b: Angry Earth events. Lost events.
36: Combine all crafting and refining gear into "Ultimate" versions so we can use only one gear slot. Can make it into another money sink if you want.
37: Consider combining the gathering gear into an ultimate set as well.
38: Remove the respec gold cost. Make it Azoth.
39: ???
40: Have it so you can bind attributes and skill trees to a gear set. Maybe have it so you pay a larger gold/Azoth price up front to bind this so it's free for future swaps. Then pay to permanently change it again but swaps remain free.
41: Encumbrance potions and the music encumbrance song are pretty worthless. Would be nice if they got some love and had more value. Scale these up.
42: Mounts not giving and real storage benefit is unfortunate. The encumbrance mount charm is awkward and rarely used, even if it's useful. Adding a bag or two that adds straight encumbrance would honestly just be more helpful.
43: Pseudorandom node system. The treasure maps (above idea) can utilize these and spawn randomly in the open world alongside many other things. I've made complete posts on this in the past but essentially it's a way to make the open would gathering experience more dynamic and promote exploring. These are essentially hand placed nodes with spawn tables, it's more complicated than that but that's the jist.
44: Random fishing events that are ultra rare but could trigger a sea monster world boss or other shenanigans.
45: Dynamic Weather. Have weather impact players and gameplay to make the open would experience more dynamic. An example is how Reekwater has that thick fog which makes for really unique PVP situations, but having heavy rains and snows that heavily impact line of sight, buffs and debuffs, etc. If a pseudorandom node system is used, then what spawns at each node can be impacted by weather, day/night, etc.
46: Museum in-game with collected game lore and has books and scrolls you can interact with that replay cutscenes. Maybe include a bestiary as well.
47: Collection log for completionist players. Integrate transmog, lore pages, collecting all armor/weapon/gathering/refining/crafting sets, titles, mounts, quest list, mount attachment/charms collection list, housing item collection list (especially the rare BOP PVE and PVP arena ones), artifacts collected, music pages collected, cooking recipes collected, furnishing recipes collected, etc.
48: Add a crafting earring artifact that has all of the crafting buffs in a single earring.
49: Consider non-combat artifacts. Artifact tools/bags/etc. Maybe add these to extremely difficult achievements rewards.
50: New Invasion Types and randomly cycle through them. Have a ghost ship crash into the fort gate releasing a swarm of Lost or have the Angry Earth attack. Mix it up and keep it interesting. Make invasions more dynamic and random and less predictable. Consider forcing players to communicate even more and send out hit squads to attack elite mobs behind enemy lines that are buffing their troops/spawning them.
51: Bounty Hunting mode for PVP in the open world.
52: Open World Caravan escort missions. Could be similar to cart push modes in Overwatch/TF2 and push a cart between two territories while flagged.
53: Consider a MOBA mode or Battle Royale mode. Consider PVP modes that remove gearing and focus entirely on performance within the mode itself and not what gear you bring in. Leave the gearing/RPG element for wars/open world content.
54: Add an Iron Dweller mode (Iron man modes) that you can set on character creation. These accounts prevent players from trading or using the trading post among other restrictions. Similar to Runescape. Consider hardcore variants where death is permanent or it converts into a regular iron dweller mode on death. This requires name plates to be unique for these players to show off the achievement. In a classless game there are not many reasons to play more than one account and this is how many games create different game experiences and challenges and replayability. These are great for streaming content.
54b: Consider a PVP only account as an alternative to PVP servers, similar to iron dweller modes these would be set on character creation. There would be a unique name plate for these accounts to show off that you are a real PVP player. You will auto flag when leaving towns. You can combine this into a hardcore PVP account that coverts to a regular one on death, only allows a single death before losing the status.
55: Rework luck to just make more sense and have more of an impact. We still need very rare items out there that no matter how much luck you run, will still be very rare, but loot luck needs some love and to feel like it has an impact.
56: Create a system so that factions can interact with enemy tents and spawn points in the open world, such as destroy them. Perhaps make it so flagged players can only use ally flagged tents. But make it obvious these are PVP tents to prevent any confusion.
57: Have it so crafted jewelry can have the gem swapped. Swapping gems is so important in this game that I feel this is a significant disadvantage to crafted jewelry that should be addressed.
58: Let us craft Azoth vials so we can store our extra Azoth we don't use.
59: Instead of the game being strictly "quest to level," perhaps adding some "level to quest" options? These are difficult quests skill wise or required high level trade skills to gain access to. Very side story rich, puzzle rich, or very difficult to complete skill wise. The MSQ is fine keeping it as the main way to level your character. I think that is actually a really good system. Minimal grind to get in and enjoy the game. But we need really unique and interesting quests that are not designed in a way that everyone can complete it.
60: Let's get some master level quests for each tradeskill. Kinda like a capstone quest.
61: Convert all mount attachments to skins. Small QOL.
62: Weekly universal player income opens instead of daily ones. I think most players would prefer being able to get something 7 times in a week versus instead of once a day. Yeah I get the strategy to get people logging in daily, but I think this can accomplish similar results with weekly cooldowns. It's less stressful. Look at the chromatic seal from winter event, having it be 2/week feels better than every 3 days even if you can technically get more of them with the latter.
63: We need more ultra rare cosmetic chase items. Have some function with pure RNG similar to the fish bowl for more housing items but also rare mounts/single use BOE transmog patterns (that makes a BOP item)/music sheets. But also consider other grindy cosmetics that have a pity system but require numerous hours to get the item, unless you are super lucky. One of these functions as something that a single player cannot realistically specifically grind for but creates some awesome moments where you get one of these items. That instant wealth moment. But! These must be BOE so they can be bought with gold. The other items function as something that players can grind specifically for and fill out their collections/completionist needs/cosmetic chase and can be BOP. All of these items should be cosmetic in nature. I think the game needs more grind for people that want it and cosmetics are perfect since for this since they are not mandatory. This way we can make it super easy to max level/gear/etc to keep the game accessible to new players but satisfy hardcore/mid-core players.
64: Remove the cooldown on item sinks for music pages, schematics, legendary craft items. I just want to get rid of these without spending an entire year to do it. Add more item sinks but also consider revisiting these items to give them alternative use as well.
65: Make it so housing items use a more descriptive rarity. The wooden wall torch should be legendary, same with all of the other items on this ultra rare housing item drop table. Players need to understand what they got.
66: Somewhat controversial but consider labeling fresh start worlds as "Fresh Start 2022" just for more transparency for new players. That's all. Don't need anything else drastic.
67: Fix the missing music pages.
68: Collection area that checks off every piece of gear that you have collected and stored within it. When you "store" and item inside it reverts the item to a basic predefined form. Basically no uniqueness to the item ,so when you take it back out it comes out at a predefined 680 GS upgradable named purple, or 625, or 450, or whatever is relevant for that item. If it was upgraded to 700 it loses the extra perk and it gives a warning before you do this. This functions in two ways. It lets the devs create a much lower resource demanding "storage" for collectors since its never storing a unique item like our current storage. In fact on the back end it would just have a "yes/no" checked if you have this item collected and stored and when you pull the item out, it generates a completely new item. So a mock storage essentially. Players would naturally keep the items that are good, they are actively using, and that they spent resources to upgrade and just store weak versions to help fill out their collector itch. This is far better than giving us 10,000 unique slots for our storage I imagine.
69: Revamp the territory standing system. We were promised a reset about 2 years ago but obviously things have changed. This system definitely needs some love and needs to provide more useful and unique bonuses.
70: Dagger weapon woo! I honestly would love to see a way to make this into a stealth weapon without going purely into invisibility and use some of the unique features of the game. Have it so some skills impact your name plate visibility, hide DoT effects from appearing, etc. This is the one game that I can run around a corner, jump prone into a bush (reduces name plate visibility) and then people will literally run past me. It is amazing and more natural. One issue is the NVIDIA effects that removes foliage. We also have a smoke screen in-game (used to be part of the bow?) but the enemies in Genesis use them. This would be a neat ability as well.
71: Pistol. I am not exactly sure what I want from this but I think it would be pretty cool to see pistols in the game. I think this game feels so unique because of the use of guns in a fantasy world. It would be cool to continue to lean into them. I would try and make it so this can be used with one of the other two though since the musket/BB never really overlaped enough to make it viable which was very sad. (That can be remedied by a musket or BB artifact that changes scaling so its fine).
72: This game needs more optional grind for those that want to do it. This is more of a comment and addressed by the achievement revamp above or introducing a cosmetic grind with is above as well. I think what is important is to make it so the grind is not mandatory, which I think this game does a really nice job doing this. But having the option for the more hardcore/mid-core players that enjoy this content.
73: Trophy QOL - this was one of my most consistent pieces of feedback in the past, but it got lost after I got all of the ultimate trophies. The issue is, that grind is pretty significant and leaves most players feeling pretty bad. We need a way to have it so you can place all of your trophies in your house but you can set form the BIO menu which ones are active at any given point. Ultimate trophies still have benefit since it makes it so more can be active at once but makes it so new/casual players are not hurting as much.
74: Add a random bench in the open would but the only way to interact with it is to be flagged and it's nowhere near a shrine. This suddenly just becomes a random PVP hotspot. Have a leaderboard with "sit time" based on company and it's kinda like an open world KOTH? But instead it's King of the Chair.
75: More "finisher" emotes. These are emotes that deal very small amounts of damage to other players when used in PVP. These should be labeled as such because many players don't even know these exist! They can be bound to any key as well! There have been many times that I kill someone in a 1v1 in the open world, then flip a table on them to finish them. I imagine they might be popular in the in-game store.
76: Killing enough of a certain low level mob creates a possible random event chance. That or a 0.01% or even lower chance at a "champion" to appears. I was killing lizards for dark hide for the seasonal challenge and thought, how awesome would it be if a large version of this appeared and kicked my butt? What about one for rabbits? cows? turkeys?
77: The ability for 2 players to queue for 3v3 random queue should not exist. This is being abused/exploited more so than it is giving access to 2 friends playing the mode together. You can find a random 3rd in recruitment if you want to queue premades, which is what the system is doing anyways.
78: Obligatory swimming!
79: Day/Night indicator
80: Aptitude System for traditional XP/seasonal XP/PVP track levels.
81: New Professions*(Archeology, exploring, etc)*
82: Insane hard open world bosses that spawn randomly and very rarely. Have it announced to the entire server.
83: More named trees, foliage, plants, wildlife (frogs, crabs, turtles, etc). Have some randomly spawn as a replacement for a regular tree or other mob, but extremely rarely. For cool exploration effects. Others are more common like bananas and function in the greater economy.
84: Very rare BOP fish that you can collect and show off in your house. Drop independent of fishing luck?
85: Make fishing and music aptitude chests actually have some value.
86: More hidden and secret areas in-game. Difficult in the advent of data mining. How about a hidden door that opens into a cave that you need to play a specific music song to open? Hide these things in the lore notes.
87: The random spawn nodes in Brimstone are a really cool idea and I'm happy we have them. Maybe we can build upon them though. We need rare and ultra rare spawns at these nodes, but they also need to be rewarding as well. Spawning an instanced small chest is not very exciting when it's the same loot as any other chest. What if its a single loot chest that disappears after you loot it? The RNG is at the spawn level so you don't need another layer of RNG, so you can create a really rewarding table for these. Maybe a few prismatic items even. Add these to all territories as well!
88: There are so many hidden chests in this game that I find that of course use the same loot table as any other chest. It would be cool if there was an achievement to loot every chest in the game once. Some reason to find these chests that you have to crawl through a small hole to get to. Consider giving these a "one time" loot bonus for the first loot on your account?
89: Lockpicking skill. We have ways to interact and open "locked" chests and have this functionally with the glyphs but it would be neat if it was expanded further and required a skill based mini game up open chests and level up a skill.
90: Whole expansion and territory based around swimming, underwater content, sailing ships, and islands. Ship versus Ship PVP. World bosses attacking ship and crew. As with expansions try and integrate it into the entire game. Reasons to sail around all of the coasts.
91: Whole territory/expansion based around a floating island and city concept.
92: Whole territory/expansion based around underground content and cities.
93: Whole territory/expansion based around going into the "alternate Cthulhu-like dimension" that corruption is from.
94: Randomized Maze PVE Endgame content. Mazes might be a way to make content "random" and repeatable. This can have an infinitely scaling option for hardcore endgame playsera. There could be a daily "seed" that teams sign up for like invasions per region. Everyone runs the same one at the same time for Leaderboards and rewards. So players cannot record their run and feed it to others to cheat. PVE elements.
95: PVE competitive 5v5 dungeons. Dungeons designed to be a 5v5 where two teams compete to the end the fastest. As they progress through the dungeon there are ways to interact with the other team. Send them additional enemies, mutate their run for x seconds, think of Mario Kart and messing with enemies but obviously in a way that makes sense for dungeon versus dungeon content.
96: Thought this goes without saying but I know someone will call me out on it if I don't say it explicitly. Fix many of the irritating and longstanding bugs/irritations in the game or reemerging ones that were previously fixed. My understanding is that many of the reemerging ones might be due to issues with source control with their code? Others are unrelated to that. The spam when entering and exiting OPR, salvage spam, etc.
97: Being able to change the crosshair for the musket or other weapons to different options.
98: More map pins. Perhaps ones that can be set to permanent or you can write a tooltip for that is visible to group and raid members? Would be very helpful when teaching new players.
99: The "Help" channel is local and likely has resulted in a ton of new players asking for help but feeling like they are getting ignored. This should be global. It also keeps things out of the actual global chat which often can be toxic or intentionally misleading.
100: Endorsement system like in Overwatch and other games. Ways to use positive reinforcement to promote good behavior instead of only punishing bad behavior. It's complicated and I could write paragraphs on how it can be done in ways that it can't be abused and exploited, but that's for another thread.
101: More traps and PVE environmental elements that are dangerous both in dungeons and in the open world. Consider a pit trap that falls into spikes, you can see it if you look very closely or shoot it to test the ground. Use pseudorandom system to make it not memorizable. Have 10 potential spawn locations but only 2 active at once. The higher you increase the number of "potential" locations the more random feeling it gets and less predictable yet you get to hand place the locations to prevent bugs. It's more work up front for a very strong reward.
102: More destructible and interactive features in the open world. We are seeing more of this sign Zurvan isle so keep it up!
103: Utilize the blunderbuss for jump puzzles with the hook shot. It needs extended range and most importantly increase the vertical height allowed. This can be an artifact if you want to be safe. Literally just need to create objects that function like enemies or even test dummies. This also opens up assassin gameplay for players getting on top of ramparts by hooking onto a musket player or bypassing those pesky doors in OPR. One way to balance it is to make this artifact not give damage perks, less attributes, etc so we have pros/cons.
104: Really hard jump puzzles. Utilize the blunderbuss as above but even those degrading rocks on the Isle of Zurvan could be much faster for intentionally hard puzzles. We saw that more with the degrading ice jump puzzle in season 4.
105: More pushy goats but make them pushy-pushy-pushy... x28. Make for some silly boss battles. Make it a mutated mode!
106: Auto promote feature for raids. Helpful for public raids or item farms or chest runs.
107: Redesigned chat system. TP UI further improved.
108: Fix and make the compass more useful, I really like the idea of the compass with non-static nodes. Create a separate tradeskill exploring that lets you see dynamic pseudorandom nodes. To catch treasure maps nearby that spawn or single loot chests.
109: Expedition stats "the DPS meter" but make them immediately personal and not displayed to others. Include healing, blocked damage, number of taunts, accuracy, percentage of aggro held, damage mitigated, rend/weaken uptime, etc. Incorporate other ways to prevent the typical elitism and toxicity that comes with these tools which will still happen, but also recognize they are helpful tools.
110: Orichalcum meteor events. Make them very rare so they are really exciting when they do happen. (Starmetal as well for obvious reasons)
111: Create more large bosses with weak points that need to be targeted. In a non-tab target combat system this is actually pretty cool because you can't tab over to the weak point and need to specifically aim. We see this with the new Glacial Tarn boss and Starstone final boss, but the game should definitely lean into this.
112: Adding objects to display armor sets and weapons in our houses. One option is to have it so if this is done with crafting/refining sets, it makes them always active and limits the number of gear sets we need.
113: More functional items in our houses that do interesting things. Most definitely in company housing for sure.
114: Adding very rare cosmetic chase items to small chests. Rare crafting mods definitely rejuvenated small chests because in the past people would completely ignore them and only loot stockpiles. Adding a very rare chance at a high value item is one way to keep people looting these into the future. Even if it's similar odds to the goldfish bowl, it would get me looting them again.
115: Lightning Staff / Lightning mage weapon.
116: ...
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I thought that I would add this here. Feel like I always have one of these things running in my head or I post it somewhere.
There are plenty more things that would be great that I've lost over time that I'll hopefully remember and add here. What's great is that some things have been added to the game thankfully. They listened to adding orichalcum arrows to elite chest runs instead of iron arrows and Alchemy stockpiles now actually give good things.
Lemme know if you think of anything else you feel would be a good addition or post your own lists below.
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Totally into the guild housing or instanced guild "area". I feel like what really binds people together is building something as a community. It doesn't have to be buildings and forts, but that's certainly one thing that would work.
My wishes:
- Fast travel, gone.
- Trading hubs, unlinked.
- Caravans! Drawn by our mounts!
- Team up with multiple people and mounts to move larger caravans!
- Swimming!
- Big multi-passenger pirate ships (that can also carry cargo)!
- Ship v Ship combat (man overboard! hence the need for swimming)
- Every guild gets an island.
- Supplies must be moved around, things must be manufactured, to supply/repair/build ships and guild towns.
- Armor and weapons must be repaired or you slowly do less damage and mitigate less damage. Must be repaired by player crafting, not vendors. No click to repair.
- Black's infinite dungeon idea for groups, but all kinds: towers, caves, scary forests. You need supplies to survive the venture. Produced by gathering / farming / crafting.
- Bring in survival elements. Food, water, protection from elements.
- PVP flag always on when on the ocean.
- Limit people's professions to however many we have now and introduce enough new ones to double the profession count: Archeology (discover things on the adventures described above, or the open seas, or sea floors!), Science (invent things!), Herbalism (create salves and boons and poisons and stuff), and etc. The idea is to move it away from a solo game and toward one that requires cooperation!
- Black's tavern games, but on ships too.
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59-86 Added!
@grolo it's so interesting because that is very similar to what the original game was. We had unlimited storages and trading posts and the idea was that each town had it's own economy and players could make money transporting things between towns.
I would love dynamic weather and survival elements, maybe they are moving away from that survival mode but even just having weather impact gameplay more. Visibility for PVP? Maybe if we get farming then you want to interact with crops differently? I don't even know haha!
Love the ocean based content idea. I think that would be an insane expansion idea. Have us go to islands, swimming, under water content, boats, an instanced island for for company to do stuff with. I would be SO down.
As I'm adding things I'm probably going to start accidentally repeating things. I know already have some similarities but think I'm trying to emphasize different things within the same idea I guess.