Ok, the only focus of this thread is going to be Brainstorming, shitting out as many content, new player experience, sandbox Idea's we can come up with. There will be no bashing an idea in regards to what BPG is capable of. We go into this discussion purely for ideas, BPG will take from the thread what they want to, and unless you work at their company, please, don't chime in like you know what they're capable of, it just hinders creative discussion. Now, with that pretext out of the way, lets begin. Sandbox Ideas. Movement Speed on Roads - 1 good thing I suggested in UW they actually did. It would help funnel people on this giant map. Also possible Caravan implementation for lugging resources. This has trouble with global banking however, adding items that can't be xferred by global banking is another easily implemented thing, in theory, but how big those ideas need to be to actually work I'm not sure. Waterways - Same idea, but for boats. I really envision RoA using all of its vast oceans more. Nevermind the OCEAN FLOOR. Can we please talk about the room to grow here? Ugh, watch me splurge next idea. Treasure Hunting - Put a scraper type ship in, but this is ACTIVE treasure hunting, not AFK trawling CRAP. Such a bandaid shitty implementation. Example Driving my scraper across the ocean, I use my Looking Lense (new item that allows u to see farther) from my Crows nest and I see a bunch of bubbles on the surface. An indicator of something under the surface. I drive my scraper over and stop next to the bubbles. I equip my Breathing Apparatus.( I need this because you cannot actually HARVEST treasure from the ocean floor without one on. So no, popping gills won't work. The reason I want multiple items added for this venture is items being added that people have to farm mats for stimulates the game on multiple levels in multiple spots. ) Now, with the apparatus on, I go to the ocean floor, which will have a ship wreckage on it. Some ship wreckages will have treasure, some won't. The treasure could be a legit chest somewhere in it( more development) or, just when someone clicks on the wreckage it does a progress bar and either finds treasure or doesn't. ( low dev ). R80 Mats would be treasure huntable in high end spots. IE, Ice Dragon, Kraken locations. Rotating Water Dungeon - A rare dungeon spawn that will rotate weekly/monthly in the ocean. It will just be a hole that is at the bottom of the water, and on the surface it will have bubbles like the treasure, as well as mobs guarding it. No runes markable inside the dungeon. The dungeon will be highly sought after. Why? Add a mat that only drops in the dungeon that is used in the crafting of the Breathing Apparatus. I might get flack for that however, that treasure hunting idea is the End game for treasure hunting. Other treasure hunting options will be added. SoS (messages in bottles), Roaming Rare Mobs, we already have the lowest form of treasure hunting, TMaps, Chaos Chests, Papyrus etc. Ocean Fluff- Schools of sharks around an island. Random Sea-Chaos Chests added on the ocean floor in shallow areas. Allow people to dig in the ocean, chance for different, rare loot. Obviously added in a way to not promote macroing it. More land masses in the water. Its mostly barren. Roaming pirates is something suggested a long time ago, this would tie into roaming NPCs obviously it would be amazing to see a ship of npcs roll up on your boat. Roaming World Boss - Kind of redundant at this point. But roaming boss mobs is a huge thing the game needs. WTB Roaming Godzilla Raza Mob. Also the other 2-3 dragons in the code that have never been used. Taming - I Suggested this a while back, I saw Madcowturd/Nastiness taming idea. I read their general idea, seemed well thought out with the stats and everything. Regardless of how taming is done, I think 2 things are very important. #1- It effects pvp balance as little as possible. If we allow Dark Dragons to be mounts with crazy stats etc, it can quickly get out of hand. #2- While a linear growth of tameables is good. I still want us to focus on exploring for rares. That is content that is on a really good ratio of Development Time to Content Growth. Something multiple people want, hard to get, not a lot of them in world. Some with static spawns with difficult mobs around them, some completely RNG, some that migrate in packs. Anything done with Taming needs to promote people exploring the map. Also, not to say I'm not ok with some mounts being introduced that give different options, but anything that adds damage has to keep in mind a destroyer with a transmute on a mount is the most damage in the game currently against a staff user. Roaming NPC Guards - The original Darkfall boasted this. I think BPG has what it takes to do it, depending on how it affects performance. But, I would really like to see roaming NPC guards. NPC merchants that go to bed at night. NPCs that group at a tavern and drink etc. Also could be used to defend holdings, caravans, huge for quests and immersion as well. Obviously a big undertaking but, huge payout here. Weapon Skin Variations - I would like to see the lower modelled looking weps, r0-r40 to have their Aesthetics applied to higher ranked weapons, without changing up the base stats to mess with balance. This could be introduced in different ways. IE, random drop from crafting Nodachis. .001 chance. "You have mastered the Nodachi swordsmithing style, you may now make Nodachi's of all Ranks" And then this crafter could be a specialist of sorts, or a random unique quest line that drops the ability. Tons of ways to do it. I like it being hard to get though. Grind introduced in GOOD ways, is content. Grind for the sake of grind is not. Character Customization - Being able to hide my helmet like UW is a nice QoL change. Also, some races helmets are literally a nerf to their vision so for balancing sake its a good move. Secondly, customer our characters is something DF needs badly. People want to flesh themselves out, look different. I've always tried to do it, but DF is not the most accommodating. We can copy a lot from UO. Rare Hair Dyes. Rare Jewelry Pieces (like facial jewelry from char creation), Sashes, Cloaks, Dyes for Armor, Weapons. Rare Mounts, Cash Shop Skins, Cash Shop ABILITY SKINS ( be careful here, this can go pay 2 win very easily if done improperly ), Unique Emotes, New emotes period, Dancing, a new sitting animation so I dont look like some lazy sack of shit who sleeps at a dining table when I'm trying to roleplay with the homies. Ok, I'm straying from the point. Point is, we all wanna be little snowflakes. Give me the water to do it with, I'll frost myself out. Tracking - As brought up recently, tracking would be great addition to the game. Few reasons are, getting someone who just hit your holding, roaming for pvp(cutting down on downtime, actively searching for pvp because you have a trail) Implementation wise I can think of a few ways. Tree recently hit you can go inspect. Would be a skill you raise up through use. Would give you a direction to go, and how long ago the tree was it. That would be it. If you kept finding trees you could follow a trail. For player corpses it would work the same way. Tougher to track a trail of bodies, but this shouldn't be a way for people to never get away or people radar people down. It is just something to stimulate organic content. EDIT- Added 5 more sections. Re-read and discuss.