Awesome guys, I'm very happy to see this post. So my period of lurking is over Using Spoilers to save you from wall of text. Click if you want to read Spoiler: Crafting / Gear change ideas Personally for crafting / gear related issues I'd say reduce raw material cost even more on lower end stuff. Put skinning materials on corpses and remove skinning skill. (Personally I liked the extra prep/risk/time it took but this is to help the game overall) We need a way to craft sets of armor and do it through a crafting failure. Possibly a build que type system which keeps re-queuing on failure? This is tedious B.S. and needs some attention. Discuss long and hard the idea of removing crafting failures. Losing a critical weapons/staff when low on mats hurts the noob/casual player base hard. To make r40s more useful change the .10 damage difference between r40s and r50 weapons and use .05 like you did between r30 and r40s. If people want to pay for that advantage let em. Spoiler: Skill Grind / Spell Grind Reduction ideas Skill Grind in RoA has come a looong way. between scrolls/manuels, mediation points via quests and overall reduction it's been a dream compared to the past. However we can still improve things. Combine many buffs into fewer spells. Say make all fire self buffs into 1 buff that applies all benefits. Skill up 1 skill, get all effects of the combined buffs. Do this for each major spells school. Combine all buffs into 1 spell. Reduce grind greatly and help newbs apply buffs. (Personally I'd prefer very short timers and limits on buffs so we have tactical choices and not relying on blanket buffs / long timers but if we can't make it better at least make is simpler) Revamp Begone, Shrapnel, Explosion so they start maxed out and the max is the ideal level for use. Aka begone 75, shrapnel and explosion at lvl 1. Just change it so the new lvl 100 begone is where 75 was. 100 shrapnel has the effect of lvl 1 and then instant max it on purchase. So people can't raise it beyond where it should be. Again make it simpler. PS: Reduce spell reagent cost even as a vet when I need certain resources and I want to cast and not melee. I often barely break even gold wise when farming if I use spells and I know what to farm lol. I know I can use melee to farm but that makes the grind 10x worse as a caster. Essentially burning gold to level something that only becomes viable at higher levels. Most of the vets are beyond this issue but every new player will run into it. Also if regeant are used less they should become more commonly sold on trade channels making resources more common for new people XD. Spoiler: Begone aka Bunny Hopping needs to change You need to be able to die from Fall Damage. Even then it might not be enough IMHO. Personally I think a 30% reduction in movement/momentum for begone and fall damage death would be ideal. Maybe even speed up mounts some more. This is not about the damage cap, nor is it about removing B-Hopping. This would just make it so you can't B-hop FOREVER. I don't think you should be able to outpace a mount via spells and you certainly shouldn't be able to not only outrun them but go much further than they can in ideal terrain. With decent health I can still B-Hop a good distance without hitting 1 hp. (If you aim far enough ahead and run into it you don't take fall damage for flat land B-Hops anyway) Everyone argues skill but really when you have to properly time your jumps AND manage your health while having to stop for healing as you go would take far more skill than just timing your jumps. We keep telling new players "Get Good Nub" when in reality we need new players 1000% more than satisfying those few of us who stay. If you run away at 10%hp you should die on your second/third B-Hop IMO and you can still get around that if you are that experienced. I personally love B-hopping but I still say it needs to change. For the good of the game if nothing else. I know for many of you perception is reality. It affects you negatively and so you will argue against it and you will not change your mind regardless of anything anyone says. That's fine. I would just like to remind you Darkfall is complete shit without a population and this affects more people in a positve manner than negative. You decide to jump into a zerg city and can no longer easily run away forever? Well, too friggen bad. Zergs are often made of less skilled individuals (Elites are around, but mostly non elites in large zergs) and they group up to play with more PEOPLE. The point is do we want darkfall to thrive? Or to die another slow death? I know which one I choose. Spoiler: World Travel change ideas Now lets discuss world travel. Alot of the changes are pretty nice. Personally I'd like to see a slight increase in runestone drops. Not off specific mobs but across the board. I know a low drop rate exists among many casters type mobs etc. I would like to see that increased a little. Runestones were a favorite of mine in DFO now in ROA with runes costing 6-7k a pop I horde the few I have and keep them for critical situations which makes me sad. They are the best world travel method and now I rarely use them. Some argue for wilderness portals to allow you to choose the exit. Which would be awesome convenient but would reduce the value of holdings and houses. I would suggest giving each portal 2-3 options instead of the current 1. Make it so the exit choices are very distant which would create far more paths and options. Mount Travel speed I think should be increased by 15-40% of current speeds. Less if begone gets nerfed. More if begone doesn't get nerfed IMO.