After seeing the latest additions/fixes the devs have been working on for the test server I am starting to believe in dreams
I'm sure most of us agree that the encyclopedia and rites being finished would be a great addition. In time I'd also like to see some of the following implemented:
More guild management options:
Different choices of guild structure
Customisable guild ranks/titles
Customisable guildhall access (eg. a certain member can get weapons but not cats)
In-game guild votes (in certain guild structures)
The ability for guild members to remove an inactive/inept leader (in certain guild structures)
Guildhall logs to see who has added/taken what
The ability to hire NPC trainers for your guildhall, who have some variations on the skills available from the town trainers, but maybe cost the guild huge amounts of dappers per week to hire (more for better trainers). Maybe even limited amounts of the better trainers who are hidden in various lands and quests need completing in order to hire them.
Extra Guildhall storage available, again at a high cost per week
Guild owned shops/market stalls which need to earn enough money regularly or get regular payments from the guild or they disappear
Some changes to the economy:
More mats dropped in proportion to the level of the creature killed, giving more chance for higher levels mats to go on the market.
The type of mats dropped to depend on some extent how the creature is killed. So for example something killed with blunt weapons/shockwaves will drop more skin, but less bone.
Traders give less money for goods, so players are more reliant on selling things that might actually be wanted by others. Money can still be made on inferior items by providing tribes/city NPCs with the items they want.
I like the farming/fishing ideas, but feel these would need to be tied in with homins getting hungry. There could be a new skill set for farming, fishing and generally preparing food - maybe tied in with tool crafting/bag making (furniture too?). The better you are at preparing food, the smaller and more nutritious (and valuable) it becomes. Having to eat and making sure you're carrying some food may get frustrating for players, but the more there is that we need to spend money on the better the economy will be.
New crafting plans for clothes or armour variations which maybe involve missions mats to dye armour/clothes new colours or add certain properties (eg. a wisdom bonus).
City taxes to pay for the guards and trainers. I guess if we're talking dreams, I'd want eventually to see options for player governments with the ability for some economic control and have something like the proposed spires tied in with that, so that members of a city need to provide mats/weapons & armour/dappers (& food?) to the city to allow it to build armies to gain control over or defend certain regions as well as provide (player) fighters to help.
Hmm, thinking about this last option, this could possibly provide a way for outposts to be both PvP and PvE. A guild more focused on digging/crafting could pay for and equip large numbers of NPC troops and/or earn enough fame with tribes to get their help to try to take an outpost - just a thought.