Honestly, it's been quite a while since I've loaded up the client, I kept having issues with the error "The specified executable is not a valid application for this OS platform.".
Was that on Win 8? Was that when you installed the updater or ran the updater or the updater tried to run the client?
If I remember correctly, my #1 complaint was how movement felt. It was very sluggish and looked weird. Overall felt like you were trying to move through mud. Possibly the speed could be kept the same and somehow the visuals be modified so it felt better, I'm not sure.
Yes, probably cuz... you were running in mud, heh. It was confusing and I eventually added an indicator icon in the upper left that shows what is slowing you down. The 3 I recall are swimming, mud and over-burden.
Beyond that, it felt like you went a little overboard with the usage, having WAYY too many steps and items required for some basic items. I recall having 5 different types of rocks in my inventory with seemingly very little differences between them but they all had a different purpose. Maybe I just didn't understand the system in place.
I did have a lot of steps for some things, like making coins is a good example. I did simplify some and I am sure there are others that need reducing.
The GUI felt a little clunky but I seem to recall it having been fixed up a bit..
Yeah, maybe the issue is the game is complicated with a lot of data to deal with and it can be over whelming. Perhaps a client with a full world view then it opens up windows for carry, stats, etc as needed, kinda like how a lot of RPGs work today. 3D ones for sure.
Like this
http://l2internet.com/img/browser-based-games-mmorpg/fantasy-online-browser-based-mmorpg-screenshot.jpgOne of the biggest things I remember feeling when loading into v6 was that I was loading into a messy desolate wasteland. Spawning in the middle of nowhere in a field scattered with rocks and flies felt .. gross. I remember trying to describe it in another post and really failing. It didn't feel natural, it felt like a junkyard. And having no central hub (starting town) to spawn into, it felt like aimless wandering.
Yeah, you basically described what a sandbox game is, I think. V1/V2 had item clean up and less active natural worlds so it would be neater. All the seeds in V6 drive me nuts, messying up the maps, it would be on my list to fix.
I do realize, V6 needs starter towns. Even if they just a few traders. Then let the rest of the town get built by players.
I don't really see the need to redo the client because it's too "bulky" (I'm with you in not really knowing what that means), but if cross platform is a serious goal that makes sense. I do feel like that might be stretching yourself a bit thin on a project that's already frustrating you though - might be best to keep it simple.
RPGWO V5 was cross platform using AGK/OpenGL but not sure why I stopped work on it. Probably didn't have the "RPGWO feel" since I drew the GUI.
I probably should start a new thread titled: How to make V6 more classic looking/feeling. And see how badly I get trashed.