Incoming wall of text. I was pretty stoned when I wrote this, and when that happens I Just. Keep. Typing..... My bad, thanks for reading if you commit to it, I think it has good ideas. As a returning player who just made it into Full Plate before an unwanted DF hiatus, I've found it extremely hard to get up to speed with everyone else. Let's ignore the fact that most groups of the server currently are fairly zergy, and pretend I only ever find small scale fights (which does still happen, just more rare.) This is my take on my time back (under a week), and the problems I see with mobs, looting, and catching up: I play as destro, if I gear up in my best stuff I currently have; full plate, maybe a couple infernal things, and rank 60 weapons, I still feel under-geared when I go to villages. It's seems like everyone and their mount has silverbranches, oodles of infernal or dragon, cobrastaffs galore, or some melee weapons I've not seen before that absolutely destroy me. I quickly lose my best couple of gear bags, and decide it's time to gear up and try again. This right here is the point where most people who return quit. Of all the old friends and people I've asked to come back and try the game, this is when they all leave. Gearing up right now for someone so far behind is an absolute nightmare and so fucking time consuming for how fast you lose it. The fact that I can't even mine for rare ores in random nodes anymore was the biggest disappointment I think I have ever had playing darkfall. This change crushes the little guys and clans who can't afford to siege three times a day and front an army at all times. So I turned to golems.. Where are all the golems? What the fuck is an obsidian golem? Whatever, I'll try it out anyways and see what I get. I make it to a selentine golem, the one in human lands, as that's the only one that is far enough away from a player holding that they wouldn't know someone is farming just by bank staring. (seriously wtf why are the spawns to close to player holdings???) I get one kill in and get jumped by 4 people even before I get the chance to loot. They arrived from the player city, they still somehow knew. There goes the last of my full plate, and my good weapons. Now I'm onto plate, weeeeee.......eeeeee..................... I figure I'll try the market at this point, I have about 100k gold, and discover that covers pretty much 1 gear bag for me, just barely. I decide maybe I'll see if I can kill something that drops good gold. This is when someone let me know that most of the higher end mobs don't drop gold anymore. Outstanding. This is about where I give up. I either am forced to join one of the few zergs to compete, which completely eliminates any newer guilds from cropping up btw, or am forced to switch my play-style to be a mage. I hear robes are decent nowadays and pretty cheap..... -_- Anyways, here's what I wish the game had, which I think would fix how stagnant it is, and make it easier to get back into the game. The PvP systems that are in place already work. People who like PvP already like it. Stop trying to add to it. Add more PvE shit where NATURAL pvp can occur. These are a few suggestions to get people into the world, prevent bank staring, and make it easier for new players and returning players to catch up to others. Also I would love to see ulterior methods to gain materials than just mobs/mines. Especially for solo/new/small clans. That's how you increase the population. Zergs are very unappealing to people, and that's all we seem to have right now. Long list, long read sorry, was kind of high when I wrote it and didn't really stop. Solutions: Package 1 (quick fix, easy patches): Bring back rare ore on iron nodes, if you want the localization for them, keep it, have the rare ore only come from the iron nodes on the certain continents, but at least have them as a chance to get mined so the new guys, returning players, or small clans can still compete or catch up without getting zerged out of gear and materials. Increase the amount of Selentine golems on mainland, 1 per racial location, and move them out of range of ANY player or NPC city. Being able to bank stare and know someone is farming one when a missile flies over your bank is stupid. Have selentine tier be the average. Add a bell-curve to other ore to make it more rare, theyril should be very hard to come by, dragon should be for very special occasions, and then so should infernal; leenspar should be a lot harder to come by as well. Buff newly crafted cobrastaff to compensate theyril cost. Bring back gold to mobs so that new players can afford the inflation on the market. Tax holdings if mob gold loot exists, based on the proximity of mobs around city. Add ability to collect tax from clan members, set by SG. Get rid of mob equipment grading system, have all equipment from mobs have 80-90% less durability and cannot be enchanted, or comes pre-enchanted to deal more damage to a certain mob type (not player race). Why do I have to build treasure maps from parts? eliminate that stupid shit and bring back full maps so people are more likely to roam around. Follow DFUW's idea of being able to obtain them from fishing/boat box loot. Package 2 (committed fix): Wipe items, keep character progression. Hard to fix an economy without it, the above package just makes it easier for people to come back and stay relevant, doesn't really fix the economy though. Hard to fix economy without a reset at this point, at least in my opinion. Increase selentine golem spawn on mainland, one per, move away from any NPC or player holding/city/hamlet. Aim for selentine gear to be the average gear tier. Make weapons require more of one type, and not require multiple varieties of rare ore, associate them with the tiers. Add selentine ore back to iron ore nodes, leave the rare ore on golems, and the random ore nodes you can find. The rare nodes are already rare as shit, maybe also allow them to spawn on mainland as well? I ran around all of mainland and did about 25 maps, I found 1 chaos chest, and 1 selentine vein. Seems fairly low considering I probably traveled 100 km or so. Get rid of mob equipment grading system, have all equipment from mobs have 80-90% less durability and cannot be enchanted. Add some of the shit I list below: Content to add to better the PvE side of things (which leads to better PvP) You have a PvP heat-map, use it for something; a new spawning tombstone (like chaos chest or papyrus) has a chance to appear on a zone after a certain amount of time has passed since someone was killed and ganked in that area. When you dig near it, you dig up a new item, weighs 100 kg, it's a coffin. There's different rarities of coffins, and they are based on the average equipment rank of whoever died on the tile previously. When opened you get some equipment (not mob drop quality, but crafted quality, at 25-50% durability) based on the equipment tier. Also includes arrows/regs/potions. Doesn't give 100 kg worth of stuff, just figure why not make the coffin heavy as shit. Only allow 1-2 coffins per tile to prevent sieges/villages being a shit show. Have a random chance they also spawn just because but capped at equipment tier 3 if not based off player gank. Doesn't generate if ganked by ally or party member. Cannot spawn within city limits. Add ranks to dungeons (kind of like how they are already but better) Anything over a selentine chest quality dungeon costs an entrance fee, the highest tiered dungeons cost 5k per entry, but dungeons have increased mob scaling, and all mobs drop gold. Focus on them being even more for groups than solo. Have repeatable quests in each one with no repeat timer, but also have daily quests with the 24h cool-down that give much better rewards. Eliminate Sea Fortresses, or change the reward to give the clan something that lasts till the next one, kind of like how wonders work. Maybe decreased taxes on the market, discounted dungeon fees, a bonus to village reward loot. Make them a king of the hill like villages instead of shoot the tower. A boat has to stay within the towers influence range for a certain amount of time without leaving or sinking to capture it. Impossible to mark runes or use teleportation into it's tile by nexus or other means. Add harbors to launch boats and ability to craft mastery boats in non starter/capital NPC/chaos towns so smaller clans can do those things and add to the amount of boats are on the water. Then add flotsams like chaos chests that you need a boat (not a raft) to pickup, goes into a boat strongbox, loot can be treasure maps, or random tiered coffins (see idea above) among other things. BPG hire someone to play as a mob, kind of like how GMs would play as a devil in the first Darkfall. Give them a map marker so everyone knows where they are. Reskin a dragon, giant, demon, devil, something so it looks unique until you model something new. Increase it's size. Killing it gives good shit, and adds some kind of a 12 hour in-game time buff to the party that gets the killing blow. (continues after logout like newplayer protection) Add a /duel player name so people can fight each other in NPC cities. This command only works in NPC city limits, upon health reaching zero fireworks shoot out of the winner, and both parties have their stats reset to what they were upon entering the duel. If you leave the NPC city limits, the duel is cancelled and your stats revert to what they were when the duel began. Added bonus: Allow wagers? Daily Mob bonus. Everyday at the top of the task journal thing, a new mob is selected from each of the 6 difficulty tiers. Task is to kill as many as you can within the 24 hour period. Reward is payed out like a village, to your bank (or mailbox thing, whatever makes more sense), when the 24 hour cycle resets and is based on how well you did. Each rank of mob rewards it's own set of rewards. Killing 100 goblins may reward you 50 bread, 2000 gold, and also maybe some low rank armor/weapons plus regs, whereas killing 50 Fire giants could reward something like 5 portal shards, couple rare crafting mats, 20,000 gold, etc. (loot can be adjusted, whatever makes sense) If that seems too OP for groups amassing wealth, could make it so only final shot gets the kill counted, instead of the whole party. Player trade caravans - This isn't what you think, it's more like the trade runs, but smaller scale and only reward gold. Each cities merchant NPC offers timed quests that change each day or hour. He tells you about a great trade opportunity, and will sell you trade goods. Each trade good weighs 20kg, and has random value assigned to it which you can purchase from him. He tells you 3 different cities you can sell it to (at the merchant NPC of those cities) The distance will determine what markup is given when delivering the trade goods, an example would be if I bought in Hildershall in human lands, I could deliver it to Monkfield for next to no profit, Flaming skull for a decent profit, or Stonehold in wolf lands for the highest profit. When you accept the quest your timer starts. If you are killed along the way, people can loot your stolen goods, and sell them in chaos cities to the merchants there for the cost you paid for them plus 5%. This idea can be expanded on, or made simpler for newer players, like running supplies between starter cities could give them a job that isn't killing mobs for loot, and is reliable, easy and something different. This shouldn't be some overpowered way to get rich, should be balanced as just something else to do to make money if you're bored of killing shit. Middle map has a new racial war feature. This idea is to bring back the racial wars from the first darkfall but with a twist. You fight for favor from the gods, the gods don't recognize alliances, it's every race for themselves, at a certain time of the day, which people will know about through a countdown timer, with a rotating time so both EU and NA can participate, players can enter the middle of the map and compete for favor from the gods. Upon entering the area, your name will not be shown when someone hovers over you, only your race. If a human runs into an Ork, they will view the ork as having a red name, and it will simply say Ork. If you fight in a party with another race, each kill will count against your race, with the possibilty of all members of the party getting a debuff from the gods (figure out what that is later). At the end of an hour or two, the race with the most kills will be rewarded with a mild buff that lasts until the next racial war. If a buff seems too OP, then some other reward can be given, free dungeon admission if that idea gets added or something. Meteorite has fallen: Another global event which appears on the map when no one is on a tile, randomly, with a cooldown. A meteor has crashed somewhere on Agon or the subcontinents, it contains various rare materials when mined, but can only be mined with a special tool. You can only have 1 tool on your person at a time, and the tool will only harvest 10 rare ore of various rarity before the pickaxe breaks. You can take other players special tools when yours has broken, or if theirs has more durability. The meteor itself can have a certain amount of materials until it's gone, or it can be on a timer before it becomes unstable and explodes, whatever feels more balanced. TLDR: The PvE currently suck shit, especially for returning or new players. The ability to gear up and get up to speed with what people currently have is rough and daunting for new and returning players. Open up patches and work to be done on content that doesn't have to do with PvP and politics, PvP can already occur almost everywhere. But there's next to nothing to do anywhere. Add more shit somewhere, that allows more pvp to happen. The server population isn't big enough for the current loot regional locked system thing that's going on, and since there is no localization restriction on where clans can settle and how many holdings they can have, the zergs rule the game. Which is just a huge turn off to new and returning players and clans. Sorry for the rant, again, I am pretty stoned and it's my day off. Hope it makes sense.