A list of updates I believe could make the overall experience more enjoyable, some of which I believe should be either possible by admin server settings or applied to all servers baseline. Starting with the former,
-Added merchant request in Spearmu City, and added “Map Scroll Recipe” from speaking to merchant for the first time. Map scroll crafted from papyrus scroll, inking brush, and black dye, behaves like bedroll and can only be placed down once per player in the world. Placement will allow any player to “interact” with the map and view it. The creator automatically updates the map when it is being placed down with all their points of interest and map markers displayed for others to see. The creator can also interact with the map and ping a location on it to show others while they view it. Once the map is created bring it 5/15/30/50 (example) points of interest discovered and the merchant will offer you increased map markers to place on your map by 1/3/5/6 respectively (example, total 15 extra map markers in this case).
-Added option that when you interact with a thrall’s inventory, you can change their name. One time effect, cannot apply to named thralls. Something to add some fun to do with those generic names.
-Added additional option to cycle through when you interact with a thrall to also “patrol” which will look similar to when you “move” them except the placement will cause them to patrol at a walking pace between their current position and your placement. Using “follow/unfollow” option will cancel their patrol route.
-Added ability to all armorsmiths, carpenters, and blacksmiths you capture where if brought to the slave trader in spearamu city they can be traded in for their “knowledge” including all their known recipes onto a sheet of paper. Additionally added the basic recipes of each station to various thralls dependant on tier of thrall in random amounts. This recipe sheet can be placed into an upgraded armorer’s bench, blacksmith, or carpenter station which will permanently apply the recipe to that station only. The sheet can then be disposed of or stored in either individual slots or in the craftable “journal” which will have empty slots for each recipe to be reviewed. This eliminates the need to spend a ton of knowledge points on a wide list of gear so you can place those points in other places, so end-game is more flexible improving their QoL as they play more. Risk being if they are raided and lose that book…
-Removed map markers from altars. The giant beam in the sky should be enough of a signal.
-greatly speed up wild life attack animations to make contact with moving players if the animal should have the ability to do so. Currently I can outrun wolves by walking
-Provide fire arrows the ability to ignite an explosive jar, makes sense and the distant shot ignition should be brought back.
-DLC seems too easy to reap the benefits with no story to it. Should introduce some unique encounter that grants you the recipes either altogether as one big battle or in pieces. I like the fact that it isn’t stronger than anything else in the game HOWEVER it does have the benefit of costing no feat points. There should be some work done to have this luxury.
-Add upgraded boulder dealing bonus damage. Add ability to each boulder type to persist in the game world for as long as a corpse after it stops moving. These boulders can be attacked and broken, similar to a corpse being “harvested”,and disappear. Feels more realistic and can be used to provide cover for either side in the midst of battle.
-Upgrade T3 foundations and fence foundations to automatically have the “spike knock-off effect” without the need of a crenulated wall. I mean, they do have spikes and they do cost a lot of material to cover an area.
-updated Survival perk 5 to also grant you immunity to knock off from spiked walls, being hit from enemy attacks will still knock you off.
-Slow down sandstorm travel speed, and offer more paths for it to cross through desert. Also add random chances of sandstorm to stop in a particular area and stay for a moment.
-Added effect to have “Blizzards” in frozen regions, similar to sandstorm in how it passes through with different animations of course. The “blizzard” will drastically lower the temperature and visibility in the area until it passes. Same with sandstorm, random chances of the blizzard to hover over an area for a moment.
-Added effect to have fog pass through the northern forests and tundras. This fog, behaving like sandstorms and blizzards, randomly passes through on some mornings of in-game time however they bring undead from the ground to attack anything nearby and drop dead once the fog passes. The undead skeletons are spawned in randomly in any location affected by the fog, with Ghastly glowing skeletons in the far west region. These skeletons can spawn inside player bases so beware.
-Add upgraded “sealed waterskin” to hold additional water charges.
-Upgrade bandages to perform an animation providing large amounts of health every second it persists. The healing animation lasts 10 seconds for all bandages, with the healing increasing for T2 bandages. The first 3 seconds however provide no healing during the animation so impractical use during combat.
Will update as I explore more of each area