- Wolves - The wolves’ sounds are a little like the revving of an engine. VROOM, VROOM!
- Sounds - Fighting mobs (and some other activities' sounds) sometimes sounds like players are in a tunnel (when they aren't).
- Hunter - Players should be able to skin higher-level mobs with a longer skinning time and/or a higher chance of getting garbage loot. It should also grant reduced XP. Alternately, a higher tier skinning knife could be required, perhaps?
- Quick Slots - I'd like more of them! Rez Salts, Health Potion, Kunai, Ground Torch, Food, Drink...etc. Additional quick-slots would be great.
- Bears - Their eyes don’t look right. It’s like they were stuck on after-the-fact. Forgive me, it's harsh...but I literally hate their faces, lol.
- Bears - Their stun should only be able to be applied once every 60 seconds, regardless of # of bears. Getting perma-stun-locked by bears is...idk, it's just annoying.
- Bears - They seem far more tough, but they also seem far more abundant. Can they be configured to spawn less?
- Bears - In the NW of New Haven, they are far too abundant and mobile. I know there's a bear cave, it’s just an annoying slog.
- Light and Night - Add a way to tie a lantern to your belt so that you can fight at night in the light without a ground torch. Placing a ground torch is fun/neat but isn't really viable when it lasts for a while, but players are usually done in any given spot in just a minute or two. Farming for mats to make torches just to fight through the long night feels like a wasted time-sink. Attaching a lantern to your belt makes ground torches obsolete but also removes a tedious mechanic while retaining the same atmosphere at night. Otherwise, ground torches could be re-implemented as a re-usable object to be placed and pulled back up at night, but must be refueled after 30 minutes of usage, etc. Perhaps a ground torch could be created (crafted) that simply needs to be recharged at an Ember Ring? If they were crafted, perhaps they could eventually include a proximity buff of some sort?
- Armor - At the expense of sounding like I haven't read/remembered enough of the roadmap notes, I'd like to see armor weight adjusted to allow characters to equip more gear or remove the armor weight mechanic altogether. All logic feels a little lost when players can carry around tons of lumber and ore, but can’t equip a full set of tier 1 armor. Knights, at level 6, should be able to equip a full set of T1 Copper Armor. I can see dividing this capability up by class and sub-class, but I'm running around as a level 13 Knight and have to choose if I want to wear a cuirass and forgo equipping other slots. As a level 13 Warlord, players still cannot equip a full set of T1 leather. Higher tier armor could simply be heavier to offset the capability as players level up. I am sure something with armor is in the works, but right now loot is already extremely rare and crafting obviously cannot complete a full set. With all the restrictions on what can be found, what can be worn, and how little it impacts gameplay it leaves the entire loot system (which for some people is "core") feeling too restrictive in acquisition, limiting in overall benefit, and washed out in the effort. Personally, I would rather have a lower AC with lower AW so that a full set can be worn. Having to pick-and-choose feels awkward.
- Armor - If the best AC to AW ratio is always metal armor, why wouldn’t everyone just wear as much of that as they could? Are the bonuses to flanking/backstab worth it vs. add'l survivability? I may be missing something that a more experienced or knowledgeable player can fill me in on, here.