These are just some things I think could be changed/fixed/added to the game! Items - A potion(or some other thing) that doesn't let you lose items on death. - This item is used instantly upon death. - Will come in handy in the future with those high-risk pvp zones with extra ores n' stuff. Equipment - Add special effect to "Epic" grade items. (Similar to skystones.) - Spend a certain amount of platinum to turn a normal piece equipment into a cosmetic. - Maybe like 10 platinum? - Would also consume the previous item being turned into a cosmetic. - Or atleast a gandor garb cosmetic... PvP - When a monster kills you, you lose your pk status(red name). This shouldn't happen. - If a red named player hits first, and dies, they don't lose their red name. They should lose their red name. - When logging out in battle, there should be a 10-second countdown before their character actually logs off. - When pressing "E", it should not select dead players. Monsters - Rare spawns of "Rare" or "Elite" monsters. - Would be generally stronger, but not too strong, and would give more gold and xp. - Maybe a higher chance at other items dropped by the normal version of the monster. - Simple effect would be to make them glow orange like pumpkins or honor/blood topaz does. - Monsters should generally be weak, but not too weak. - It seems you're trying to make them stronger because of tanks, but tanks will always survive better in general. - Making them weaker would make it easier for non-tank classes like Wizard or Shade. - The only reason not to make them really weak, is it would break the fun of the grind. - Most players(non-tanks) should have to heal every once in-awhile.- Weaker would be, less hp and damage. Their defence is ok. Chat/Command - In-game roll (/roll). Returns a random number between 1 and 100. - Message returned would be similar to the "-msg" command. (Ex. "Zetasis rolls a 57!") - PKers don't need red chat... maybe just make their name red in the chat. - F4 for party chat. - Make party chat green.- Option to hide certain messages. - Ex. Hide combat messages(stun, skill/food cooldown, etc), and Hide death messages Gameplay - More hotkeys/bars. - Visual timer for blessings. - Display the amount of gold in your vault next to the gold under your xp bar. - Ex. "1000 | 5000000" > "Bag | Vault" - Option to hide other player's damage/spells/etc that floats up. - Display guild tag above title. Not sure what the point is in titles if they just get hidden... - Darken skills, and add a white cooldown number on the skill, when used. - So we know how long a skill has before we can use it.- There should be short cooldown to use items after dying. (Like 5 seconds.) - I've wasted countless foods as a tank trying to survive bosses, only to suddenly die and mistakenly use a food right at that second.- Warden transformations should only last a few seconds. - Quite ridiculous the amount of def/speed/etc they get for something that lasts so long. - Some of them even out-tanking the actual tanky class; guardian... Guild Towers (Guild v. Guild event) - These are towers in each town that can be controlled by guilds. - They would get their own map, by maybe interacting with the teleport/respawn thing would give the option to go to the tower map. - These maps would be similar to the conclave map, where you will respawn in certain spot within the map, with full pvp. Controlling Towers - Offensive guilds would need to go in and hit the tower to damage it. - The defensive guild would need to hit the tower to heal it. - If the offensive guild can destroy it, they have taken the tower from the defensive guild. - In this moment, all members of the previous guild would get teleported back to the map's respawn area. Other Notes - The towers shouldn't be up 24/7. They should be available at a certain time of the day, and for only a few hours. - This makes it so you dont have to worry about some sneaky guild coming in and taking your tower while your sleeping... - And would make it into an event that players can flock to and actually receive that GvG experience.- Maps should be designed for pvp, closed-areas and lots of walls to get around. - It should easily be able to defend, while also not too easy to just walk right up to the tower. Rewards - The guild in control of a town will have it's tag over all the NPCs in that town. - Can't really think of anything else. Just bragging rights... and something guilds can fight for. End Game - Once level 100(or whatever is high enough) skills come around, I think a cosmetic cape or weapon representing that skill(hatchet/pickaxe/sickle/etc) should be rewarded for all that hard work - Once reaching the level cap, an alternative level should appear. - This alt. level would be extremely hard to increase, requiring far more exp to level. - Exp for this alt. level can only be farmed from monsters. - Would need to check on that monster suggestion above to make it more fair to squishier classes. - Each level would grant 1 free attribute point you can invest. - Would not effect the "raw" stat. - Note: This can work on any level cap, even if you plan to increase it higher in the future.