Feedback:User/I approve this pwn/a bunch of random suggestions
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a bunch of random suggestions | |
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User | I approve this pwn |
Categories | Mechanics |
things to put into gw2 and things to address
- i may update this suggestion list more, so check back on it if you'd like
- foes that
- evolve(non-generational or generational with instant offsprings that are adapted to the players weaknesses. foes which can grow longer arms, grow extra legs to shoot more projectiles, shoot fire instead of poison etc)
- can change states (cocoon, larvae, pupa, etc like a caterpillar...)
- can stay dormant in a stationary state be and very difficult to kill (like an endospore)
- have hives, layers and homes
- depend on other foes to survive type (leeching, symbiosis etc)
- can damage pieces of armor
- can create holes and portals to transfer allies to new areas
- build traps (covered spiked pits, animal traps, webs)
- camouflage themselves
- morph to other foes
- blindness that cause foes and the environment to go blurry, visually
- load-up screen that starts in different places like your home instance, different areas of the map, or places of your choice
- slow-motion condition that causes one to have slow-motion actions (slows down all movements with varying degrees or possibly be stack-able for strength and duration)
- freeze condition - stay totally frozen until thawed but be vulnerable to a shattering kill (with shatter gauge) for an instant death
- decals to character, weapon, armor, item, environmental, etc models to show damage level
- race or profession holidays
- in-game calender that can be edited to help with guild planning etc.
- targeting to the left or right with buttons
- mini flying, swimming, digging, tower building, mount racing game, possibly added each holiday
- button to fall safely when dropping from a high altitude(to be used before impact); with each profession having its own way of preventing death. (maybe good to have...)
- pets in home instances that can be named also
- racial pets found only or usually in a races homeland
- pet(domesticate animals) game-play in home instances like feeding (foods, snacks), petting, pets that start as babies and grow with time and nourishment, pet tricks, pet games, pet cleaning, pet illnesses, pet mood states(happy, sad, excited, bored, playful, curious, calm, active, talkative etc) pet families, pet ownership and sales and trades, pet accessories (tags, clothes..,collars, leashes), pet exercise, pet weight, pet grooming, pet toys (chew toys, scratching toy, carry toys, fetching toys etc), pet bedding and housing, pet preference in what it likes in everything, pet favorite areas, pet friends, pet vocalizations (bark, purrs, meows, howls etc). essentially virtual pets. a few to start with is fine, maybe cats and dogs. a few breeds should suffice.
- all companions(pets, minions, elementals) have a name editing option
- city strategy game-play like ones found in browser game Indomitus...
- things on the water like non-stationary interactive ships, animals, buoys etc.
- short duration-span full-screen blurriness effect when going into the water instead of just having the splash when going out of the water
- have slight infrequent water distortion effects while a player is submerged underwater to make the water world more watery, even though it looks like an underwater camera is used behind the player when one is submerged...but whatever...
- volume control for types of sounds like skill actions(e.g. gunshots)
- make gunshots and other sounds sound different inside a building compared to outside (possibly louder inside with some reverberation), or all skills for that matter..
- cross weight-class armor usage but with penalties like impede movement, reduction in skill accuracy or precision, increase in skill-activation time or reduction in skill attribute values and things of that sort etc, but preferably something not too hindering in game-play or it may suffer too much. or gain moving and skill usage speed by using lighter armor.
- give foes more personality and character i.e. evilness, charm, fighting behavior types, inclinations to fight in certain patterns
- add more movement to pve foes when they are fighting. improve their dodge at higher levels.
- be able to increase dodging speed like dash dodging instead of just rolling etc(Kingdoms of Amalur did a fair job with that).
- good and interesting loot - fun to play with loot, loot to use in home instances, loot that one would like to have as prizes to show off, useful loot...tbc (to be continued)
- be able to quickly switch between more than two weapons, maybe as an option for some professions
- have animations for siege doors like shakiness from high damage hits
- have animation for high damages received by characters
- more fortifications
- strategic units and facilities to protect and assist defensive and offensive teams like large mobile ladder devices to move players up keep walls, mobile ballistas, mobile trebuchets, catapults, battering rams, moats, land mines, canons, mortors, tanks, turrets, heavy and light artillery, large and small arms, things that can catch on fire inside and outside of keep walls, distructable walls breachable by things like catapults
- make nighttime very dark and player name visibility very short ranged so that players can try to sneak around walls and fortifications etc at night.
- have obtrusive rivers with distructable choke point bridges
- river gunships and other naval ordnance
- river mines
- have water vehiclestransport boats (and others like rafts) and land vehicles (carriages, wagons..)
- fortified gun emplacements (maybe something world war 2ish like a thick concrete structure with mounted guns in them)
- some protective measures for sieging teams against a flanking third party team. maybe inexpensive easy to build protective cannon-like things and sandbag type walls to protect the rear area, to take along with raids... or be able to dig trenches to shelter from large arms fire (cannons, mortars etc).
- blockades and obstacles (terrain objects like blocks etc) to hinder siege weapons (battering rams, tanks and such)
- crowd dispersal weaponry
- bunkers, be able to create underground or above ground bunkers near enemy areas to protect against enemy fire and bombardment.
- towers
- trenches
- defensive alarms. camp, tower, keep and castle wide auditory and visual alert alarms to warn of incoming attacks
- underground passages into and out of keeps with traps and gun emplacement defenses
- defensively built keep wall (architchurally shaped to protect against many angles)
- food and provision needs for armies
- player buyable npcs to protect keeps and man defences like gun emplacements
- light towers for nighttime surveillance
- perimeter fences that can be broken and repaired
- a trojan horse like vehicle to safely transport large amounts of players into bases, forts, keeps etc, that is heavily armored and armed that prevents other servers from seeing how many players are being carried and transported to a destination. A heavy surprise attack could easily be formed with one or more of these vehicles.
- vehicle mechanics like wheels that can be broken, acceleration speeds, fuel, carrying capacity for passengers and cargo like weapons
- specifications for vehicles: armor level, firepower capacity, speed, size, visibility (stealth, camouflage), cargo capacity, curb weight, turning radius (maneuverability), fuel capacity, cargo capacity type
- vehicle and arms transports that can carry smaller vehicles inside them and other things like larges arms weaponry (cannons, turrets, small siege weapons etc) to protect and conceal them.
- things that can stop vehicles like mines, big potholes, tough large road blocks...
- areas of high armor and weak armor (front, top and side areas heavily armored but low armored in the back area etc)
- vehicles that can jump ramps, tip over..
- vehicle classes (naval: destroyer, battleship, frigate, carrier) (land: transport, cargo, combat; light, medium, heavy weight; light, medium, heavy armor; low, medium, high speed)
- land, air and water vehicles
- stealth vehicles and counter stealth things
- for gw1 have an option to restart each characters story and game but keep their characters and stats intact once they've finished their stories so that they can replay each character without erasing their old ones with higher dificulty choices
- apply as much strategy gameplay (RTS, tactical strategies etc for example) elements as possible to beef up the gameplay
- wvw options: basic wvw - play as peasants and farmers fighting for territory with limited skills and weaponry etc, intermediate wvw - play as tribes and lords fighting with scaled up skills and weaponry etc, advance wvw - play as emperors and kings waging war for land and resources with skills, weaponry and game mechanics scaled up
- have easy to take stationary objective points like gun emplacements and towers, medium difficulty objective points like home defensive walls, difficult objective points like fortified defensive keeps and very difficult objective points like castles
- have a massive stationary autonomous defensive unit that can be placed, with a players choosing, somewhere in the homeland area of a server. this defense unit would be heavily armed and armored and would serve to protect an area while players are away or are on a siege raid
- have area-of-influence for captured points with area buffs like increased in range buffs to weapons or players etc
- have non-stationary capture objectives like war plans, secret weapons, secret maps, war documents, rare resources
- have protective weaponry and protected areas
- have plenty of spoils of wars
- game title - guild war 2 the new dawn of tyria or dawn of a new tyria
- guild relations tools like friendly guilds, ally guilds, enemy guilds, have a guild tree of relations of guilds, guild resources, guild resource sharing options, guild merger options, guild division options, guild pact options between guilds
- guild ranks with rank rewards
- guild member ranks with assignable permissions(have lots of important permission available like guild name change, emblem change, guild upgrade, assign ranks, recruit, change guild info, dismiss members, ban players, change guild relations, remove posts on guild forum, edit guild calender, etc...) for higher up ranks...and rank and titles that can be given names.
- robust alliance options
- server ranks, server relations(alliances, enemies, neutral), rank benefits and disadvantages, server pacts to keep server relations, server leaders, server sub-leaders
- have a twirl skill where the player grabs the foe by the feet swirls it around and then launches the foe away from the player
- have a wrestling\hand-to-hand\light weapon\warrior type of profession
- skill to high-jump upwards or different directions out of melee reach and perform an attack
- overheat function similar to the energy bar that builds up and quickly drops but once it reaches an overheating level your character is overheated for short while before cooling begins. while overheated skills become less effective and possibly elite becomes unusable, or skills could cost more. this function can help stop skill spamming. there could be three or more overheating ranges. lets say 1-90 can be cool ranges with no effects 90-160 can be redline levels and anything above that will be overheating. redline levels are a warning range that will hint to the player that they are about to overheat and they are spamming too much. each skill would use an X amount of skill like energy. or perhaps the heat level may never reach overheating unless you are redlining and trigger it with an overheating skill. overheating can be used in addition to other gauges like adrenaline, initiative, etc, it could even also affect all gauges.
- thief steal skill where your foes skills quickly scrolls through (shown somewhere on the screen) and you click when to stop the scrolling to take the skill that is stopped on. so, if you have quick reflexes then you can get the skill that you want. this also shows you the skills of your foe too.
- keep game frame rates up high even when lots of players are playing on screen throughout the game. new games like Rage for example have optimized to make that possible and essential because a game is no fun with lag or slowdown no matter how good things look
- pve is all about loot and inventory room so don't skimp out on it. consider the amount of desirable loot that drops after playing for awhile of an rpg. it's a whole lot! people want to keep all their mini pets, armor sets, unique and rare weapons, weapon parts and all that stuff that took them so long get and so much effort to get. a paltry amount of inventory room just doesn't cut it an rpg. so limiting inventory space is not a good thing.
- add an easy to use option to paste things like items, weapons etc into chat by use of a text string link<-computer talk. like the skill paste into chat feature of gw1 but for other things like loot, player info or other useful stuff. an example would be an option menu that is brought up when you right-click on an object and this menu has an option that allows you to paste a link into the chat window.
- have a beer drinking mechanic where players who drink beers in the game have chances of getting into a fight with a person near them
- have a pvp only character slot that lets you change the characters race, profession, etc without having to change its name or have an option with keep the name when you reroll the character
- mesmer skill, have skill(s) that changes your appearance into an ally, enemy or whatever other thing(a turret or rock hehe) and your clones would match it too also, obviously)...so that you can appear to be anyone, anything, or anywhere. when you change into something else, your skill and your clones' skills would match whatever it was copying(maybe only weapon skills with reduced strength if needed)... this thing would kind of be a like a doppelganger type of skill though, i suppose.
- mesmer skill, be able trade positions with any clone by instantly switching places with it in order elusively evade an opponent, also applying a glow or have some kind of visual effect on the original and all copies when this is happening so as to make it not too OP(over powered)). this could make clones more elusive against the opposition. call it clone shift or whatever may be aptly sounding.
- mesmer skill, all clone skills become fantasm skills and all fantasm skills become clone skills so that you can change to a more damaging play style than an elusive one. multiple versions of this skill could be used as subset of the main skill. one skill would modify the clone skills to create fantasms that look like fantasms and have fantasm health and damage capacity but have the clone skill functions instead. a similar sub-skill would make the clone skill keep the clones appearance and skill function but have the health and damage capacity of a fantasm. so you could make a bunch of fantasms that behave like clones or make a bunch of clones that have fantasm capacities. call it illusionary inversion or whatever.
- mesmer skill, all illusion skills become fantasm skills. fantasm domination
- mesmer skill, all illusion skills become clone skills. clonefest hehe
- mesmer skill, create an illusionary copy of an inanimate object like a turret or whatever that has little or no mimicking affect at all of the original object. illusionary dupe
- mesmer illusion movement mechanic, have one or all illusions follow the movement of the mesmer or move in opposite directions, so in the latter case, if the mesmer moves away from the target then the illusion(s) moves towards the target and so on.
- for bosses and foes try to look at things from their perspective and see what exploits are possible against an army of hundreds of pve players rushing that thing. perhaps have bosses that can push all players very far away giving room to tactically defeat the players, or a boss that like to kite players into a den of evil spawnlings. Another boss type could be one that players can jump on to and climb all over like in Shadow of the Colossus.
- a good read on boss creation http://www.giantbomb.com/profile/sweep/what-makes-a-successful-videogame-boss/30-77990/ wikipedia's version of a video game boss http://en.wikipedia.org/wiki/Boss_(video_gaming) some boss examples http://www.destructoid.com/a-spotter-s-guide-to-videogame-bosses-155191.phtml to link a few
- have a message forum built into the game, again a essential tool for community and guild building to keep a message log for communication when other players are not online. also to discuss plans, give news updates, have ongoing chat threads. etc.
- have in-game voice-over-ip, if not for whole world chats then for guilds or limited usage, if bandwidth may be a concern etc.
- have a forward-charging attack skill, that if it hits something early on in the move, knocks the thing back and pushes it on to its back with a sliding on-the-ground stop; but if the hit was at the end of the charge then a damage would apply only(this type of physical mechanic can apply to all thrusting charge move also). it only makes sense in this situation. rolling backwards can also apply here too if it was hard hit, like one with a charge up skill or something along that line.
- crouch and prone mechanic, this would help introduce more height based game-play skills where crouching and going prone would come into play, where one would need to dodge head height level projectile like an axe by ducking or going prone instead of moving to the left or right of it, like how jumping may avoid ground objects. i suggest there be be an option to able to change the position by toggling it or by holding down a key to remain in position so that players can choose according to their own preferences. In this situation, race (since charrs move in a hunching manner) and size would play a role in whether one would jump or crouch to avoid a hit. this also brings up leaning which in some cases might be quicker or more effective than crouching or proning.
- vary the wall skill and other skills so that they're not so perfectly geometrical or symmetrical. they look unnatural and too similar to other skills that way. make some squiggly or jaggy or imperfect in some way. or perhaps you can make some curved, concaved or convexed, instead of just flat, in order to alter the angle of reflection from the incidental projectile.
- don't reveal the profession of a player or foe to foes by default in PVE or PVP (maybe in guilds or some other situation), but let the players guess or find out by watching the actions of the player instead. it makes the action and game-play more challenging and less easily predictable in pvp if players are not sure what they are against.
- show hint's in pve as to what type game-play reasoning is required for puzzle-like game-play in pve to show what type of play logic is needed to go about in the game. you get the gist of what i'm saying.
- use a adaptive, progressive, non-linear, not too repetitive, varying, placement varying puzzle/challenge system generator in pve dungeons to surprise players whenever they take on one. puzzles (piece a map, image or document back together)(or lock-picking), challenges (collect all pieces of a trap riddened item), environmental game-play (platforming etc) and many others compliment combat very well in a pve game and make it fun. take the series Deadspace, Tomb Raiders, Resident Evil, Portal, Tom Clancy Rainbow Six, Borderlands, Left for Dead, Hitman, Diablo; Sins of a Solar Empire, Company of Heroes, Starcraft, Anno, The Settlers, Patrician, Civilization, Total War(not rpgs but great games none the less) the list goes on for example. find the best game-play types and put it in there.
- mini game that has gw1 characters and settings in it. maybe some mini characters and a little mini gw1 cut scene cinema sequence that you can watch.
- if a players characters can't change professions then players should have 8 character slots for the eight professions available.
- have foes that try to lure and kite fleeing players back into battle and insult the players when they run away or taunt them to come back. Or have foes that have more dialog when they fight, like if they're losing little health over a long fighting period they'll say things like "that's all you've got?" or "when are you going to really fight?' etc..things like that(trash talking foes or other kinds of dialog like some humor). something that may relate to the fighting would be good. Having lots of character in a character during interaction is a good thing. Responses appropriate or relevant to a players interaction is a big plus in character appeal.
- when a boss or a high level creature dies, it has a chance to be revived to be more difficult and drop better loot. kind of sadistic but whatever. two or more players need to revive it so that one player doesn't revive something when no one else wants to kill it again, unless its a solo player i guess. have a good animation when it revives too. this makes bosses more farm-able, but sure it can't be that bad.
- show what loot everyone is getting so that players can see what is being dropped to everyone so that players don't have to ask each other what they got from the drop.
- be able to craft weapons and potions etc on the go so that players can free up their inventory to make more useful stuff while searching for loot or venturing a dungeon. maybe a separate crafting pane could be used for crafting items with a separate crafting inventory for players. on the go crafting could be limited compared to in town crafting i suppose... almost something like a horadric cube from diablo it seems.
- have chance or ability to try to get more loot from a dead foe in addition to the regular drop using an item or ability stat
- have foes that don't completely die but come back with less health after a short period, without an option to finish it yet, then have and option to finish it off after in dies the second time to keep it from reviving a third time. each time it could be subsequently weaker with each revival.
- be able to try to loot foes for extra crafting materials that they(foes) may possess
- have an extra party loot pool thing that gives the party an extended storage capacity. players can throw their excess loot into this pool so that other players can use it if they need instead of littering or destroying it. this gives bonuses to having parties in the persistant world and dungeons etc. perhaps this loot pool could scale up with increased party sizes, promoting group playing.
- add more benefits to partying to encourage partying
- have pieces of a rare, unique or item-set item that can be combined to make a whole one. this improves drops without lowering the rarity of rare drops.
- give health bonuses to players rezing other players
- for pvp, have a real-time list of who is killing who so that people can tell who is killing who and also add a kill count based play type, something like a first person shooter type of game-play.
- for pvp, in real-time, show who is applying damage to who to, by color coded numbers floating up next to the damaged person when damage is accrued or placing icons or names next to the floating numbers or whatever way possible. show this to fellow team members only(makes sense usually). this shows people who is doing what.
- in the mini compass map with the drawing capability, color code each persons drawing to show who is drawing what also
- add lots of replay value to everything
- consider what is needed for an e-sports of gw2
- have real landmark sites like stonehenge or the great pyramids or the easter island statues etc.
- have areas where there are no foes but have quests that are based on mini-game types of tasks instead
- high-speed water-craft devices to ride on the water with and to do tricks and other stuff. basically water boating activities.
- beach clothes for water events..
- snow sports for the mountains
- ice skating on frozen lakes
- rock climbing on rocks or mountains
- contests and festivities
- have crafting, trading, farm as a means for guilds and servers to buy weapons, items, etc to wage a war with another server in WvW. MMORTS aspect of GW2. Resource collection (raw materials, food, currency) through purchase and trade of goods by server through auction house or npc merchants from players which is shown on server resource statistics. the accumulated resources are sold to WvW players at costs associated with market prices.
- give purposeful reasons to go into a dungeon. by that i mean have dungeon objectives (interesting ones) like rescue some important characters, kill a big boss, clear out a home dungeon of a people or something of that sort, find lost treasure like a relic or something, find important worldly items, etc etc. maybe make this affect the outside world somehow through some sort of game-play related thing. have themes of different objectives that could be cycled through for each dungeon. have a dungeon similar to diablo where it is randomly generated for people who a randomly generated dungeon.
- in addition to regular loot drop maybe have other types of drops like...to be continued...
- have defensive modifying traits and other defensive support
- all professions should have at least one team heal and team protect skill so that no profession would be too unsupportive
- avoid a barren or desolate landscape if possible. they can be dull and uninteresting unless it's intentional i guess.
- Blackout1 skill 45 seconds recharge time, your utility skills add 10 seconds recharge time and your weapon skills reset and have 12 seconds recharge once. Blackout2 skill 45 seconds recharge time, your weapon skills add 10 seconds recharge time and your utility skills reset and have 45 seconds recharge once.
- a health stealing skill that steals health and also raises max health level once you've reached it. this could be a skill that allows you steal health for 10 secs to raise your max health level up for example. Or another version can raise the max level while stealing without having to reach full health as a stronger skill. a high ceiling for the max would be interesting. this could be applied to all health stealing skills but with different max ceilings if needed... this skill type is sort of like a leech skill where the more blood the leech leaches the bigger it gets and then later on slow returns to normal size (or a little bigger if the blood contributes to its growth).
- have the ele Rock Barrier skill quickly pull rocks and boulders from the ground towards it with some more impressive animation. each rock could be different sizes with different effects to match with it when shot too.
- have a skill that can levitate a foe and disorient it for a short while
- a skill that creates a pair of hands that puts a shaking choke hold on a foe, preferably the neck region(maybe a flying pair of hands or ones that appear instantly...which ever). while being choked, both the skill user and the foe are immobilized and all skills reset with 10 seconds(or the duration of the choke hold)recharge time added to all skills. add in some conditions, damage, effects and nice animation and this skill looks ready to be used.
- in pvp have sort of trap-like spots in the environment that can be triggered by players like trap doors on the ground or pointy tipped poles that pop out of the ground to trap players within it, or cages that have doors that can be triggered closed by players with deadly gas or some other damaging thing inside it. that kind of environmental thing that players close tactically use in pvp.
- have a trigger in pvp that shrinks the size of all players but also increasing their speed.
- have a pvp mode where teams are required to transport an object to a destination area near another teams base. if all players of one side dies the other side wins or if one side completes the transport then they win (might work well in this game...)
- in pvp add underwater areas to on-land maps to add some underwater combat and game-play.
- have frozen surfaces on water that prevent players from surfacing with areas that have opening spots of course (something like a frozen lake). also have the ice be able to crack causing players to fall in and get cold damage or be stranded on slippery pieces of ice floating around where player have to platform to other pieces to move around.
- have icebergs that behave like one (floating things that drift from area to area sort of thing...)
- add slow walking for easier platforming and edge gripping to hang and traverse edges when platforming, and also edge grip climbs to get up from an edge hang.
- have auto edge griping if a player is near an edge and accidently gets to close to it and falls off, the player would hang on to the edge of the edge if the floor to save the player from falling. this helps from griefing and frustration from an accidental over walk.
- add grip-able objects that can help traverse terrains when platforming
- add bridge rope traversing to game-play with obstacles and traps etc to obstruct pathways
- add swinging and climbing ropes/vines to tranverse
- have very dark areas that require torches or other illuminating things to use during game-play
- have game-play that require multi-player interaction to complete
- use slippery, brittle and other types of surfaces in platforming
- use air and water current mechanics to mitigate movement and move things around
- have mechanical things like conveyor belts etc that move things around and be part of the game
- use destructible objects as part of the game-play
- have wall climbing and traversing as a game-play mechanic, with slippery walls also
- use crouching to improve stability when on a shaky object like a bridging plank to prevent imbalancement, or use spread-ed arms to increase balance when traversing a tight-roped elevated path
- in WvW have mines and traps to counter siege weapons and some kind of mine and trap detection and disarm unit
- have creature and foe home areas in the pve world that creatures can go to and rest and congregate when they aren't wondering around in the world looking for things like food to eat. for example, places like nests, caves, burrows, hives, dunes, shells, cracks, hollow logs etc
- have NPCs trade shifts to create a sense of realism to the games world
- add more realism by significantly reduce drop depth before injuries occur when landing on a flat hard surface but have less damage on a sloped or soft flat surface. the drop of double or triple a persons height will cause major bodily injuries on a hard surface so lets work around those heights to improve world realism appeal, even though a giant burning ball of meteor falling on someone doesn't kill them, lets keep all the none combat stuff more realistic.
- for the sky lets add the borealis aurora to liven it up a little, add some shiny constellations and a milky way that is visible on clear nights and some shooting stars, maybe two moons and a close visible planet that looks likes saturn with rings or some other kind of planet nearby. have full moons or crescent moons etc depending on the day of the month. have clouds that are visible as it passes by the moon. a red sky during the twilight hours at dawn and dusk or some kind of color change at those times when the sun rises or sets.
- animals like deers, rabbits, hawks should be asleep at night and are crepuscular (active during dawn and dusk). nocturnal(active at nighttime) animals like owls, bats, catfish, cougars, coyotes, wolf, beavers, bobcats, badgers, fireflies, flying squirrels, hedgehogs, hermit crabs, foxes, leopards, lions, moles, mice, armadillos, minks, possoms, pangolins, snakes, scorpions, skunks, racoons, spiders, and tigers would be found wondering around at night. diurnal (active during the day) animals include bees, sheep, bison, bears, moose, caribou, people(a good amount of at least), ravens, lizards, tarantulas, desert tortoises, quails, vultures, eagles etc generally speaking are daytime roamers.
- animal grouping, have animals in groups like herds, flocks, packs, schools, etc which might attack you all at once rushing by stampeding you or surround you and try to flank you. maybe have some formations or group attack methods each type may try form before engaging in a fight with a player. maybe some groups might take turns charging a player or others attack a few at a time or only attack if the player is being attacked by another animal etc. or have some hunter animals that move fast and roam a lot that have long ranged foe detection that only attacks players who are alone or are away from other players. or have some vultures that fly around most of the time following a player or two for a fair amount of time and occasionally will fly down and swoop at the players for some attacks and maybe while they're fighting other foes. have some hawks and eagles that will harass players then fly off to unreachable heights. or some animals that will follow a player for awhile and then attack the player unless the player attacks first, which the animal then runs away. or an animal that just follows and runs away if attacked. or shy animals that will just run away from players to a hiding spot or where ever until the players are gone. have some animals or group of animals that will only attack groups of players. have some animals that will set-up environmental traps and barriers.
- the mail letter that pops up on the screen is a little obtrusive. a medium sized letter on the upper left side of the screen will do to alert a player of the letter.
- have floating things like islands high up in the air that players can get to with things like floating pathways (for example with floating boulders to jump onto...).
- have potions that cause players to slowly and almost uncontrollably float up in the air for a short distance before they suddenly lose their lift, causing them to fall onto the ground
- have potions that temporarily allow players to soar around in the air for a limited height and distance for a brief period of time before landing gradually on to their feet (unusable only in some areas to prevent unintended usages), and also if they get hit they would lose the affects of the potion.
- have some fun-to-use potions and other things
- have a skill where the player shoots projectiles to counter in-coming projectiles or maybe create clouds of explosive dust to stop the projectiles.
- have skills that are non-profession specific
- have skills that are shared among groups of professions, weight classes, races
- in the cut scenes, the characters should be looking at each other when they speak with one and another. looks odd if they don't.
- have personality(mood) sets for each character that changes how they behave in the world(serious, laxed, charismatic, prissy..etc). these personalities change their posture, emotes, expressions etc and can be changed easily anytime during the game.
- be able to ice skate if walking on large ice terrains
- create deep leg imprints in the snow when you walk on it
- cause deep passage ways (that cover up after time) when you walk around in deep snow
- have more different baby animal animations when players interact with them. one is just not enough.
- have areas where someone can dig through dirt or snow to find something or complete some kind of task.