Make it so mobs dont always attack your mount so we can do some pve on mounts If your recall fails by knocking or crashing dont put it on timer Make all spawns scale able by difficulty - not just the amountĭouble click mats from your bag to go into the enchant window Whole party should share the gold and the rewards of vcps Have city messages go off when someone hits one of your nodes Make it so party names dont move all the fuck over when you portĪdd the ability to either bind to someones house even if you own oneĪdd the ability to bind to a second chaos stone Or I'll just get to my spawn and end up getting ganked by 2 vets or some shit. I hop in darkfall and I might have have fun in 30-40 minutes to a few hours. I can hop in any other game and have fun in 10 minutes. instead of just having a decent enough base gearbag to even have a fair fight. Let people fight over enchanted shit + enchant spawns. Make gear easy to craft with the enchants making the biggest difference. Should have just raised the skill rates on everything and left even the small shit like rigor in to make us feel like its still an RPG. People that miss the bloodwall would be there. You'd have more people subbed + playing + macroing right now than you have now. You've wasted SO MUCH TIME combating macroing for nothing. We wanted you to add shit to DF1 and clean it up a bit. There were several changes made that nobody asked for. Make a separate set of tools for people to enjoy harvesting like it was in DF1. I dont feel like fucking walking every 20 seconds. I'd login again and stay subbed just to hit trees. really go to town on the enemy factions, or just screw around with you clan.Īlso, quite a few of the things mentioned in this thread, and much more, but this would be a great start, IMO. make an event type reward, maybe the chance for one of the top 3 contributors to control a mob for a short time, see how long you can stay alive. Top 3 contributors get a choice of fluff item, R70 weapon, etc. Point multpliers the more varied your contribution is.įaction point-leader boards /titles for all types of players. Perhaps the crafters get a low cost rare ingot to replace what they sold to the NPC to help lvl their craft. Gatherers can turn in their items for points and get more faction points the farther they go into enemy territory to get them.Ĭrafters get more points for turning in more high lvl gear and these items can be purchase from NPC vendors for faction points, otherwise this gear is deleted every couple of days. Let new players practice fighting each other in no loot (auto res) safe zones for faction points with anti- camping protections. Everyone from crafters/gatherers, farmers and explorers (chaos chest hunters), and low to high level pvpers. I'd really like to see a faction type system that meaningfully rewards and encourages all types of players to participate. Well since we seem to be going "all in" on this thread. Other mines will use their realm's default window instead. You may also set a different hour for your window of opportunity for all mines in realms where there is a city belonging to your nation. Any player can see what you are harvesting by simply pulling up their world map. If you have successfully captured a mine, you may then order what type of resources are harvested by speaking with a your warehouse's Senechel NPC. The competition begins anew the following day, at the next window. The prospector who holds claim of the mine when the window of opportunity ends becomes the owner of that mine and his or her guild's city will begin to receive hourly deliveries of resources. Any new claims require the destruction of the new tower and will overwrite the previous claim. Once the tower has been destroyed, any player with the Prospector discipline may stake a claim and receive a new tower. During the Window of Opportunity, a mine's guard tower is vulnerable to attacks from players wielding siege weapons or using the Battle Magus discipline. These points become available for capture just once per day, and this is called its "window of opportunity". The closer the city is to the mine, the greater the yield they will receive from that mine. Players may also capture a resource mine in most zones which will provide a steady stream of resources or gold to the owning city's warehouse.