Armor system rework: getting rid of the mismatch between crafting and equipping. Plate armors will always be heavy, leather always be medium, cloth always be light. The different levels of plate/leather/cloth armor will differ from each other similar to how it is currently down with different levels of the same weapon tree.



This is NOT a new system. You are reverting it back to the way it was before because your new system is needlessly confusing. The only problem is you mistakenly got ONE thing right, and its precisely that ONE thing which you are getting rid of. The great thing about the system now is that you need ALL three mats to progress up through x.3. This creates GREAT interdependence in the system. The market is more orbust now than it ever was, and what are you looking to do..... break it so you can extend your beta period where the game is locked behind purchasable founder packs.

Gateway Dungeons: Inside of dungeons, there are special gatekeep boss mobs. If you kill them with your group, a portal spawns that your group - and only your group can enter, with a max player limit. Inside of it, there will be very challenging PvE content. In PvP zones, those gatekeeper bosses will be deep inside of dungeons, so you can PvP with other guilds over who gets the right to kill the gatekeeper boss and do the dungeon. In PvE zones, the benefit of this system is that you have your own dungeon and other players cannot annoy/grief you. From a game design perspective, we will be able to produce really cool and challenging PvE content as we know the maximum number of players that will enter.



If by PVE zones you mean GREEN zones only then,, whatever, who fucking cares. If you plan on introducing this instanced bullshit into the pvp zones, then the dungeons better not fucking respawn. If they do, the entire game will become World of 100% safe instanced Grinding. Quickest way to destroy your sandbox is by succumbing to the bitching of fucking themepark players that have nothing better to do than mass migrate from game to game, bitching on forums and attempting to teraform all games into cookie cutter copies of another game that is too shitty for them to play anymore. Silver/Fame/Grind spots are a RESOURCE, just like nodes. Gatherers have to compete for that dire wolf, fighters have to EARN their grinding zones. If you instance it all, your game will die quickly like a flaming piece of shit.

Offer 3 different enchantment levels for each weapon/armor, i.e. I can choose whether to enchant an item/armor up to level 4,5 or 6. This removes the perceived high end asymmetry between items.



If you want to do this, you have to significantly rework all the weapons so that x.0, x.2 and x.3 all play in unique ways. Some weapons already have this, such as Xbow, but some , like Qstaffs are all carbon copies of each other with only very slight variations to the types of playstyle they support. For example, you would need perhaps a clear single target dps/lockdown qstaff ( x.0 ), a utility/mobility group disruption qstaff ( x.2 ), and maybe a tanky/evasion based sustainability qstaff with perhaps some off heals ( x.3 ).