Fine, don't blame me if something bad happens to you.
Also, a GOOD suggestion or two:
1. Correct farming - make it so you can't 'layer' plants so they're all in one spot.
2. Wild plants - Why make plants only obtainable by buying seeds? Some plants growing out in the wilderness would be epicsauce.
3. New skill/Gunning - Archery for a gun? Really?
6. Helms and armor types - Bronze chainmail, bronze suit, bronze helm, etc. You get the idea.
8. Cannons for nations - Why not have some ballista or stuff on castle walls?
11. Tutorial - What, i know I was confused when i first started playing.
moar idea!
15. Player Personal Shops - Hire shopkeepers to stay in your home or in a shop you build and sell people stuff that you put up for sale.
16. Trade Market - Like above only anyone can sell and buy from it.
17. Quests - Every RPG but this one has them. /bandwagonjump
18. HUD - Because HP meter, MP meter, overview map, and compass is so epic.
19. Dyes and colored clothes other than Cyan - So pretty!
20. Local chat. I'm getting tired of chatspam.
21. I don't know how many times i've said this, but level mismatch fight prevention - players, say, 15 total (or combat?) levels apart can't damage each other unless they both want to fight.
25. More stats - Kill/death counter, trees chopped, ores mined total and for each, all that jazz. I just like to know this stuff. It gives a sense of achievement :)
1. Keep meaning to do this for ages now.
2. Already in, there just isn't many around to avoid lagging the server, neither of us have gotten around to making any sort of optimization system to only spawn them where people are actually going.
3. Blame Zack for that, he put the blunderbuss in so amazingly dumb that I actually can't bring myself to fix it.
6. If only the helmet nodes weren't so strange looking and the image limit weren't so small, we might have done that already.
8. If AI-controlled they'd either be overpowered or useless; if player-controlled they'd be useless because nobody would ever bother to use them.
11. If a player wants to write a tutorial for it, they can go right ahead and I'll even make it accessible via a GUI ingame. But neither myself nor Zack can muster the care factor to write a real tutorial. I'd rather the 'tutorial' be kept to a short 'Getting Started' and the rest just be information they can use if they know how - stuff like what skills are used for and general locations of nations, not extensive crafting lists or guides to building a certain type of character.
15. Players still wouldn't build actual shops, they'd just place a plate and a shop bot and leave it at that, so no.
16. Already in the works but likely to be replaced with nation shops. You can still trade directly anyway, not everything needs to be automated for you.
17. Quests in a world that's meant to be playerbuilt simply are not feasible. Too much potential for people to stop others from completing quests by blocking targets and other such bullstufftery because none of you seem to be able to play nice.
18. I'd like a HP meter but it does just make people run away from fights whenever they get low on health, which is annoying and draws fights out unnecessarily. An overview map is semi-possible but not really feasible (we could do it, but it wouldn't be good enough to bother with the sheer amount of work it would take), and I'm pretty sure you all already have compasses.
19. Other colored clothes are already in, just not really sold anywhere because they're ungodly expensive last I checked and almost nobody actually wears them because to do so they sacrifice defense from their armor.
20. We had this, Zack shut it off because people were too far away, and we're much much further apart now than we were then.
21. Learn to defend yourself, above level 10 anyone is fair game and I personally don't feel like turning it into Zack0Wack0 and Clockturn's Carebear RPG.
25. Simply too much data to track for it to be bothered with.