Going to try my best not to be snarky about these:
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Make the crafting window (i.e. Alch’s Tincturing) more compact, or at least so that it doesn’t block the chat. In the same vein, make chatting accessible while crafting. If you guys cannot fix the bug that causes bulk crafting to interrupt every 1-5 crafts, at least allow us to have something to do while sitting there, renumbering and rebooting the crafts.
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Make TP items giftable.
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Make a proper in-game mailing system where mail is persistent and can be checked via an NPC. The whispers are very unreliable and unorganized. This can be used for vendors, i.e. an alchemist wants people to mail them for awakenings while they are afk, or for guild recruitments, and so forth.
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Add a buddy chat.
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Have the guild UI show guildmate’s levels and maybe even classes. This makes partying up more efficient and lets you get an overview of your guild’s composition.
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Far fetched/large one, but a marriage system would be cute and fun. Costumes and venues to go along with it would be lovely.
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Please add incentives for guilds to GvG. I am not a PvPer but I still feel as if it is unfair for warring guilds to have zero reason, even a loss, to war. Yes, warring should be based on fun, but a lot of fun is in risk/reward. Even something small like giving warring guilds easy access to more types of seeds, larger events, a higher plant limit, longer lasting towers, etc.
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Customizable guild towers and guild emblems. Really adds more individuality and pride in guilds.
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Add a cheese wheel as a mount.
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Put the TP buying button as another tab on the options in the bottom right bar of the UI. Left of the guild button, for instance. Make it a fancy color like gold if you want to draw attention to it.
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Fix the watering can so it doesn’t water in a range, but rather just to the target. If you haven’t been messing with guild crops, you’d probably overwater and kill a plant because of the horrible targeting of the watering can.
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Remove or lower the taxes on crafting classes. They are already slow to profit (a DPS class can farm to earn as much as a merchant can in the same amount of time- I feel like this makes a crafting class moot honestly) dealing with undercutters and a restricted trading system.
Thank you if you consider any of these suggestions, and for developing the game.
