Can't remember if I've posted this before. Ano posted this way back - probably around 1.4x or so. In any case, it's interesting to see which have already been tackled and which ones could come next.

This is just a dump of stuff that I've thought of. It's a mix of ideas that will need a lot effort to implement, are difficult to balance, and issues that I haven't found a solution for yet. Ideas and issues that are currently being tackled have been omitted. If there's something I said I would do but isn't on the list, I might have left it out so do let me know. Make all information and explanations available to the player in-game by the time the player is able to clear Act I.

The player should be able to handle strong enemies with just a lot of preparation and some good thinking, but will also be able to brute-force them by grinding [attributes and levels]. However, the latter method is far more popular at the moment.

Overdose players experience rapid growth and are able to brute-force everything, so do not acquire much player skill and will run into problems in mid-game.

Add about 3 mid-bosses in Act II between the 3 bosses and the last boss to tackle the large increase in difficulty and gameplay slump there.

Increasing fame doesn't really do anything.

Attack-type special actions use subtraction to calculate reductions, causing damage to not increase beyound a certain level.

DV-type character are inherently difficult to play.

Rebalance the benefits and bonus to defence from leveling up the various armour skills.

The skills that don't do anything more beyond a certain level.

Too many extra melee attacks.

Stacking absolute piercing attack equipment attributes is the most effective way to play. The need to grind sox is also too high.

HP increase due to level needs to be rebalanced because end-game enemies have too much HP.

Current bias in types of equipment craftable from materials, and the button mashing doesn't give any crafting feel to it.

Players tend to be too stingy with special ammos and simply shoot regular attacks.

Eternal force and the blizzard are not very practical to use.

Ragnarok, despite its name, is nothing to characters that are strong enough.

NPC adventurers don't use tools nor have pets, so they don't really seem like they're in the same line of business as the player.

It's too much trouble to have to hand food to pets, and you can only choose between handing them stuff or letting them pick up food on the ground. Picnic basket needs to be expanded on to give it more of a feeling of eating a meal together with them.

NPCs that spawn with random weapons are too weak.

Races and monsters aren't balanced because they don't all have evolutions and also because of the differing evolutions.

Roleplaying still has a lot of room to be expanded upon.

The player should be able to play as an author or a star, but I can't think of a system.

Being unable to progress through the game without killing anything.

Throwing heavy items does not do enough damage to warrant carrying them around. Even if they ignored defence they would still not do that much damage, so damage calculation will have to be changed.

Restore body and mind spells need some kind of useful side effect because they are too useless now.

NPCs don't use breath attack special actions effectively, and their power is also kind of crappy.

Can't think of any rewards for collecting cards because all the reward ideas have already been used elsewhere.

The timing for werewolf murders are too precise and it's too much of a pain to wait for their execution. Foxes have even less of a presence in game, and I have no idea what it should be like when the fox faction wins against the others. It's hard to make balance decisions about events that have such a low chance of occurring.

The items used for offering to gods are skewed in their respective difficulties to obtain.

Character portrait details and poses become hard to discern due to image shrinking.

There should be more options available in evochat but I can't think of effects for them.

Can't think ideas for the sub quests for half of the demi-gods.

Need to balance number of platinum pieces obtainable from quests and from Nefia.

South Tyris should have a new town and a gathering location for older sisters [that serves as an attraction] like the Void, but it will require quite a bit of work.

Lack of graphics and ideas for effects for town facilities [that can be built] through governing towns.

Lack of time and graphics for making a trap battle system.

Fishes that can be fished up and their sizes should differ depending on the location and weather, but it would require a lot of work. Fishing should also feel like you're pitting your strength against the fish's.

Tea and tobacco types should have differing effects but I can't think of any.

The bias in types of unique artifacts available.

Gauge attacks for ranged weapons are all the same, but should differ according to their ammo type.

