[/quote]
You don't understand what you're talking about; I know exactly what this is, and I also know the difference between projects driven by enthusiasm and those created for business.
I am familiar with MMOs and their pros and cons, but that doesn't mean you should take all the worst design choices and use them as a foundation. Creating an infrastructure for hosting private servers—accessible via the client distributed by the author—would have been a great idea, but the author chose to pursue a monopoly instead.
I think the goal here is a traditional business model. Games built as businesses tend to launch well but then deteriorate, as priority shifts to product placement rather than the game itself. The creator's staunch refusal to open the source code or allow players to host their own servers is a major red flag in this regard.
I can already picture myself being constantly hounded by "uber-whales" who have spent every last penny possible on the game.
Link to post
[/quote]
dude, it has already been stated that the only paid content is cosmetic and minor QoL, so unless you consider Team Fortress 2 to be pay to win because it also has paid cosmetics and minor QoL then neither will this
there will be no "uber-whales" that spent every last penny possible, instead you sill just get players with a bagillion cosmetic effects
Link to post
[/quote]
This is just funny. This is also what I meant about keeping up with the project despite any misgivings you have with people. I'm not trying to chase away players, but these comments are... eh. Please don't let them get to you.
Regarding elements I'd like to see... day/night cycles, farming, hunger meter, pve against both animal and humanoid predators outside of players, with toggles to disable being swallowed by animals. I also like futa's cuz I'm perpetually weird and horny, so that would be cool too. Magic system and the ability to multi-class would be awesome. Professions and predation related items would be awesome too. Player capture and such would be awesome via items like rope, shackles, collars, nametags, etc? This could all fall under a bdsm toggle. Animal taming system maybe? Capture some unwilling prey to feed to a pet snake? I'm not a pred but I'd be down to see someone gurgle in something I tamed. Maybe a currency and bounty system to encourage trade between members and hunting large scale predators?
As far as races; Mousefolk (can be tiny or short like dwarves), Foxfolk, Dogfolk, Elves, Dwarves, Catfolk, Nagafolk, Fairies? Each race could give leveling bonuses to different professions. Humans could get a taming bonus and gain extra currency added by server in trades (like imperials in Skyrim), while some others give basic combat bonuses, that way every race can have some sort of playstyle they benefit or encourage you to branch into? Maybe races like Mousefolk and faeries have detriments to certain statuses, to get a larger bonus in others?
Anything you can do to implement skill based struggling and achievements on how many bellies you escape or achievments for ending escaping streaks would be awesome, as I like to struggle.
All of these are suggestions of course, so feel free to blow me off, as I don't know the coding requirement for what I ask. I would also recommend scouting for someone to manage server disputes, as when you throw enough perpetually online people with few social skills in a blender and hit the mix button some like to cause problems.
Link to post
[/quote]
In order:
Day/night cycles and farming are not in the game yet.
Hunger meter, PvE against humanoid and animal preds, futas, magic system, multi-classing (sort of), player capture with ropes, taming, currency, bounties: all in game.
Mousefolk, foxfolk (kitsune), dogfolk (Canids), Catfolk (Felids), Nagafolk (Lamias), fairies are all in game. Elves and dwarves not yet.
Skill-based struggling: yes. Achievements: no.
