Returning player here, I have some quick suggestions that I wanted to post, eventually, depending on how this goes, I have some actual concepts I would like to share, as I’m in the process of upgrading academics to pursue programming, and regardless of the job I will end up in, I will likely pursue game development in my free time. Most of these ideas are not massively detailed, rather quickly implemented ideas that I feel like could offer larger payoffs in certain aspects of the game.

  • Official Servers - This is the big one, you have countless official servers just hanging out. While I understand the majority of the player base plays modded, myself included this time around. I do know the majority of new players trying out multiplayer are instantly going to gravitate towards official servers for ease. That being said, I would seriously focus on implementing a server transfer system with characters, similar to ARK with mild restrictions. While I had my doubts in the past with this, you’re alienating your player base and their progress when they end up on a terrible server and I do actually think this system if properly implemented would be healthy. Instead of alpha’s focusing on majority of one server, they could take off to another server and properly challenge other Alpha clans creating time for smaller clans to build up, and creating a better gameplay loop. (PVP focused.) Suggestions for the system include: allowing clans to build on multiple maps with a limitation, this will allow for a Server VS Server battle format, while not allowing them to keep their structures on more than two - three maps. This would also create a friendly system where players trying to find their server niche are not held back by time limits. While also creating a system that is not ridden with a small group of alphas in control of the majority of servers like seen in ark.

Which leads me to my next point, I would separate official servers into groups, this includes PVE, PVE-C, and PVP. For PVE and PVE-C I would break them off into clusters where map transfers are available within that particular grouping. For example:

PVE | PVE-C

  • Multiple different servers (1 - 4 groups) offering different rates (Exp, Harvest Rate, etc) to better fit different time-frames in peoples lives.

PVP

  • Multiple different servers (1–4 groups) offering different rates (Exp, Harvest Rate, etc) while adjusting clan numbers in response to the increase of rates. I don’t play Ark anymore, but I will say this is what they did well. Official represented large clan warfare, with minimal rates, Small tribes limited clans to 6 people but boosted rates to 3x. I would make three - four different grouping and take feedback from there.

I personally feel like this would be at least a solid move in the right direction, accompanied by fixes and implementing further systems. This is a win-win for all groups, even modded, as you’ll be adding more clan specific options as well as cluster formats, as well as an in-house server transfer if done well.

  • Stables - personally, I feel like this is just an extra building that no longer needs to be present with the addition of the small animal pen. I do feel as if everything could funnel through the animal pen with some adjustments to save on an additional building. I personally would dissolve the stables and implement everything under the animal pens.

*Animal Pens - A in-depth update towards resource generation system by leaving certain pets in stalls with specific resources, mainly the first step I would suggest is the ability to restore an animal in a stall that is currently active on the map as a follower, instead of the current system which requires you to leave the animal in the animal pen.

  • Wallets - tiers available as you progress, but being able to store coins on you at all times.

*Dungeons - reworking dungeons to offer multiple difficulties, whether you have to clear it on normal or easy and create an item to offer before entering or upon entering the dungeon to offer better loot, and difficulties for those yearning for it.

While I have a bunch of more ideas, this is just some of the easier concept ones. Obviously that being said, obviously the main thing I would suggest for FUN COM is to prioritize bug fixing right now, while still pushing out these fixes and concepts if this is something the majority of the player base wants. While I would love a new map, I really don’t think that would be fundamentally smart right now, as the game could use some polish and overall gameplay improvements before releasing a new one. Some other ideas I might post about if reception is well received are:

  • Thralls - getting rid of categories in favour of individualism. Allowing all thralls in the game to fight, while also allowing all thralls to attach themselves to a bench. I would accompany this with a levelling system for: general, weapons, gathering, professions. (eg: blacksmithing, armorer) Possibly even a leadership category providing a category for training other thralls, and providing bonus’s to other nearby thralls.

  • Pets - like thralls they would see a revamped levelling system; mainly offering new attacks, possible armour options, and mount-training, as well as putting in a breeding system to maximize your pet qualities. In-depth look at current mounts, such as Rhino and adding options to be used in sieges. (Such as ramming gates, or using chains to pull gates apart.)

  • Player Driven Economies - free cities have markets where players can trade, presents opportunities for players to bring their resources to the city and sell to other players. While creating a viable option for characters that wish to be a bandit play style. Should be accompanied by a hiring system for guards and a bounty system.

  • Racial Allegiances, as well as Racial Favour - given the race you start as; provides the ability to barter with camps or cities belonging to your racial choice instead of instantly aggo-ing while being given the choice to still attack, and suffer relation pentalities if they wish too.

  • Weapon & Armor Class Leveling, Gathering Skill Tree, Profession system: In depth leveling systems for weapons, armors and gathering as well as giving the player to attach themselves to a bench by training in specific profession system (with a point limit allowing you to master one or two max) giving you the option to fill in a gap left by your thralls.

Those are some of the main concepts, but I do have more, and if anyone’s interested I can elaborate when I have the time. I wrote this quickly, so not nearly as polished as I would prefer, but let me know what you all think.

Thanks.

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