dynamic items
droolsyour sim effects caused alot of trouble early in V2, I remember the entire sectors taken over by thorn bushes...and once I had to take a week off and came back to my entire plot being covered by trees(don't remember what kind).
ideas for things I'd like to see in rpgwo:
1)better death effects! right now you just lose some vitae and its not really worth trying to stay alive in a bad situation til late in game(maybe a max number of lives?)
2)skill based crafted items! this can tie in with dynamic items, but right now any item you buy/find is the same...I'd like to see the crafter's skill have an impact on items they create.
example1: you're making a sword, it needs 100 skill you have 200, maybe you get modifiers like excellent/perfect/flawless/enhanced each better than the last giving bonuses to the weapon
example2: you're making a sword, it needs 100 skill you have 50, maybe you get modifiers like decrepit/rusty/flawed/dull adding a penalty to the weapon giving less damage or taking more stam.
3)more xp for crafters! right now its either stand on an anvil and level or go out harvesting resources...you don't really get much xp for making items.
4)better jewelry making system! I can't count how many times I've made rings for a skill that noone would ever even think of using. making jewels for a skill like sports, its just annoying. I'd like to have some way of narrowing down the list of skills I get when making jewelry...not completely taking the randomness away, but just removal of the crappy skills when making them(maybe a list that lowers max bonus you make for each skill you remove)
5)better buildings! I've built a whole bunch of houses in RPGWO, and not a single 1 ever had a roof(except in V3 which took away my ability to design my own house) I'd like an option to add a roof, and possibly even a 2nd or third floor to a house. I know building up would take alot of doing, support beams, rafters, joists...but I think its worth it(of course this would take high carp skill and would give a reason to actually improve carp past 100 which is usually the highest usage level for carp)
6)active attack skills! instead of only being able to click the attack button and watching your char attack a monster I'd like to see bigger attacks that use stam. you're using an axe, instead of just swinging it normally you'd get an option to cleave straight down causing more damage and using stam, you use a dagger and have stealth, you sneak up on a monster you should be able to backstab it doing way more damage, or even try a tenchu for an insta kill(would be an awesome pvp move too). I think attacks like this would probably have to be set up in some sort of interface similar to the way spells are, but would really improve fightng.
7)
8)conquest type guild wars! right now when you have a guild war it doesn't really do anything except piss off the loser and give the winner something to brag about. I'd like to have more than bragging rights. my thoughts on ways to improve this:
a)the losing guild would lose a certain amount of its guild bank to the winning guild, half when war ends and 10% each V-month(minimum of 5k and 500 so an empty bank doesn't cause problems).
b)half the losing guild's guild xp would go to the winner
c)losing guild's guild land is freely lootable by the winner
d)
8.1)this could also go for an npc type faction guild(like what Mongo mentioned earlier with buildings/towns for different monster types to spawn) a dragon cave for example would spawn drakes around it, if a guild were to attack the cave and take over they would get some type of guild bonuses, based on number and type of 'monster spawns' owned. owning a roach spawn wouldn't really do much while owning a drake spawn could give a bonus like +30 hero to the entire guild
One thing from Haven and Hearth I really liked was every material had a "quality" level which was used to determine the effectiveness of the resulting crafted item. Dirt in some areas had a higher quality than others and were better for planting on. Gathering stone from higher quality rocks yielded higher quality tools.
I don't know if this system could be implemented without it being a blatant rip-off though. Just something to think about.
though HnH has some things I really liked thats the 1 part I hated! for example: gathering iron ore no matter what the quality when its smelted and crafted its going to be the same. I can only assume q10 iron ore would be bog iron(rust) since its the worst possible type of iron to work with, but thats only because iron and oxygen bonds are hard to break, but once you do(1800 degrees) its pure iron/steel, and wouldn't be any different from any other iron/steel.