I think the slow moving storm should be more dangerous. I know they talked about adding sand creatures in it such as the opening cinematic depicts but I’m talking more storms across the world. Currently I think we can safely divide the world up enough times to justify new storms for those unaffected. For example
-Tundra, desert, north forests, and swamp- A slow moving fog will creep its way through, sometimes enough to cover the entire region and some of its neighbors. Where ever the fog reaches, creatures and humanoids will return as reanimates to attack any player nearby. This includes large creatures, All reanimates have 33% of their total health upon revival and only revive once from a non-undead stance. Once the fog passes, all die as normal including left over reanimates.
-Frozen mountains and tundra (all the places with heavy snow)- Frost storm furthering your need to stay warm. These can come in short durations or long ones.
-Jungle Night- This end-game zone now furthers the scale of difficulty with a speed boost to all creatures in the area during night time with an extended agro range.
-Desert oasis to safari plains- An undetermined zone between these regions has a flying dragon land on a ledge or mountain peak. This dragon has a very long agro range and will fly down and land to attack the first player it sees. The dragon sticks around for only 10 minutes before flying away on its own.
Equipment====
New off-hand equipment built based on tier (T1-leather, T2-Thick Leather, Tier3-Hardened Leather respectively with various fur/skin variations of each tier for appearance) this off-hand consumes a small amount of durability whenever you equip this off-hand cloth to warm yourself. Takes core leather tier to repair cloth, various skins/furs can change the design of the cloth but no change to stats. This means in the case of traveling to the volcano or transitioning between the frozen mountains to the volcano, you can bring your normal heat resistance gear with a high quality cloth in your off-hand to keep yourself warm, rather than carrying two sets of gear to accommodate.
-Glowing essence thread orb- combine ichor a water orb and glowing essence to create a splash effect that lights up the area (more noticeable at night of course). If an enemy is hit, they get splashed with the glowing effect that lingers for a long duration (60 seconds, glow is faint) or they can wash themselves out with a water source (includes water orb).
-Move harvest items to off-hand so you can defend yourself while you collect resources, or if possible add option to place harvest tools in either slot so those who may like how it is don’t get upset.
-ability to throw a torch or off-hand lighting source and have it stay illuminated until it burns out, with the option to walk up and pick up the item freely (any player). This would help in caves or in general darkness with keeping the area lit as you equip a more suitable weapon for the encounter. Throwing it into water should ofcourse turn the torch off.
-New tiers of water skins using higher tier hides for T2 and T3. Old suggestion with a twist, similar to how you can place poison onto your weapons, a release of 3 enhancements which can be added to your water skin. First two being the purifying and corrupting brew which will be added to all water charges that your container can hold. While affected, you cannot refill the container until it is emptied. This will be more relevant when sorcery is released but I think it the purifying effect for 10 charges could be utilized already. To balance this, only T3 skins can accept a potion effect. The 3rd potion effect would be ice shards, this requires 5 shards at a time and again last until the container is emptied but cannot be refilled until then. With the ice shard, you gain a stronger bonus to “cooling down” which would help those in the desert and volcano to stay cooler. This bonus cooling effect also lasts longer than normal.
These are really cool ideas. I would like to have more control about the weather as an admin or in SP. And more extreme weatther events would increase the survival aspect even in late game.
If they plan to add a sizeable portion of open ocean to the game for the addition of water craft…
-Similar idea to roaming dragon except with a kraken roams the waters for a period of time (or mini yog, I don’t know if they have a “kraken” in conan lore).
-Add “Hunting Party” randomly throughout the world in respect to the region’s faction. These groups spawn in random passive areas (small areas with no creatures nearby) and after a short time will move towards a location where a large or dangerous creature spawns (mammoth, elephants, rhino, sand reaper, Shaleback king, etc). You can assist them kill the creature or slaughter the faction, causing them to turn on you. Helping them kill the creature without deliberately attacking them, they will let you harvest the creature and gain fame among their faction. Attacking them will, of course, turn this fame into notoriety. Trade the meat, glands, hide and other resources in to one of the hunting members to gain more fame. Depending on the level of recognition you can safely travel to their camps and eventually city without being attacked and interact with their merchants and towns people, opening the door for more content. On the other hand harming them will cause their camps and city to be aggressive if they see you. ( Would require a balanced system for what threshold it takes to cause them to turn on you, since accidents can happen and shouldn’t be so damaging.)
-Nobody said all zones should be constantly punished, so I suggest traveling merchants doing a similar spawn-in as the hunting groups except they simply wander around the area until killed. To limit server load only 2 traveling merchants can roam the server at a time with them respawning an hour after death in another location at random (often in passive areas of the map until they wander too far). These merchants ask for unique goods sometimes native to the surrounding area and other times not, in exchange for various rewards such as a surplus of a rare material, a tamed pet or gear. The higher level the zone the higher the reward rarity becomes. This would expand on the life thralls have in each server and further the need to explore all around to catch these merchants. Some thralls could even have a legendary weapon as a reward. Killing them should drop nothing more than the gear they have on.