There are three rules of making ideas.

Zeroth:

FULL IDEAS ONLY! This is not for Works in Progress. This is not for "Hey I have a basic idea someone add to it." This is for things with SPRITES, STATS and EXPLANATIONS of why it fits into the metagame.

Anyone can throw together some stats or come up with a random theme for a dungeon. Sprites are the only thing that make a post worth anything, unless an idea is truly novel.

First:

There will be...

Also:

Things to do with trading rarely go over well unless very well thought out. Try suggesting only a minor tweak, not something requiring a whole new UI or database implementation. That means no auction houses/grand exchanges or separate trading realms.

Other common ideas to avoid are (in addition to things about trading):

If a thread is linked, that means you can either discuss the topic there, or it's a post giving further explanation on why it's not going to be added.

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Second:

Be creative & show some effort! We already have over a dozen basic weapons of each type. No one wants just another damage tier- we love to discuss unique things! Look at the current UT items. Notice something? They fill a niche, incredibly useful without being overpowered. As well, make sure to show some effort in making a post. No one wants just a name of an item. Stats, background, lore, why the item would help the game, how the item is fully balanced- that will make your idea HOT.

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Third:

Follow the;

Design Foundations

Hey everyone,

When we started Wild Shadow, one of the goals was to challenge old assumptions about how games "should" work. We are explicitly trying to break the rules of games, and MMOs in particular. Has there ever been a more copycat genre than MMOs?

Realm of the Mad God has a few design principles at its core. We decided on these before we wrote the first line of code, and the rest of Realm has been built on this foundation. Things that don't work with the foundation, even well-established MMO conventions, won't make it into Realm.

Here are the foundations of Realm's design:

Permadeath -- thus the low level cap and the ease of zipping to max level if you are a veteran and know how to do it; in general it's not too hard to mostly recover from a death

Simplicity -- thus the limits: 4 equipment slots, only one special ability per class, only one damage type (no fire, ice, necrotic, etc), simple equipment ladder, no rep system, no quest hubs, no auction house, no merchants, no crafting

Co-op play, or "the more the merrier", or "playing with others should always be more fun & rewarding than soloing" -- thus we have XP sharing, no explicit "grouping" concept, teleport, no mob difficulty scaling, group buffs & heals (and loot sharing is on the way)

Don't separate people from their friends -- thus we have a quick path to 20, easy teleporting, powerleveling, no xp penalties for big level differences, no item level requirements

Jump right in and play -- no need to download or install anything; no need to log in or give an email; just jump in, teleport to the action and start having fun, and then just close the tab when you are done (or about to die!)

We really appreciate all the ideas and debate about the game. All the discussion really helps to focus our thoughts on how to make the game better. Just realize that there are certain fundamental things about the game that we are planning to hold on to. The best design suggestions are those that solve a problem while respecting our design foundations. Bonus points for totally going against MMO convention!

Rob

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Be sure to follow the guidelines of the Design Foundations, to avoid complications.

Source - http://forums.wildshadow.com/node/1087

Thank you for your time.