Personally, I’d appreciate larger and less streamlined maps, possibly with varying monster levels. I’d also like to see alternatives to the current style of levelling. Yes, it can be fun to take on loads of monsters at once and just utterly rape them but it was just as fun or even more fun when I had to form a proper party and carefully hunt SINGLE powerful mobs in other mmos for levelling. No, the current boss system is nowhere near to that style of gameplay.
I also wish certain utility classes were separated from the tree and implemented as professions. Like my class could be an Archer but I could also take on one profession such as fishing, cooking, alchemy or merchanting/whatever. You still keep the diversity by doing this. Why do I have to give up a whole rank of skills? I think going Alchemist or Pardoner is freaking cool and unique but going that route just sets you back from everyone. If you choose these options, you basically sacrifice that character for moneymaking because you’ll be weaker than everyone else in both PvP and PvE. I guess some people are alright with levelling their characters just for that but this is just recreating the problems of all the low-level merchants in Ragnarok that people created solely for vending.
I guess I also want quests that aren’t just about fighting/gathering. Party quests in Maplestory (yes, it’s a very flawed game) were fun because of the minigames and puzzles.
ToS has great concepts and ideas but I personally feel it’s being held back by the themepark design and one dimensional levelling (basically a Maplestory) where you just kill millions of mobs. Create some maps where it isn’t like that and where monsters pose a far harder challenge but also reward you accordingly.
Hopefully when the game is out of beta they begin adding in crafting/profession content like how Black Desert Online had minigames you needed to do for fishing/forging that aided in the success rate and expand on the fighting system.
