Glinaur

open questions

Not decided.
Your turn.

Open ideas and questions, gathered in one place. Nothing here is promised; it is where tester suggestions have the most room.

The long game

  • IDEA

    What makes day 30 worth playing before the economy is alive?

  • IDEA

    How do the first ninety days on a fresh server feel when systems need many players?

  • IDEA

    NPCs as a floor, never a replacement: workers, demand, guards.

  • IDEA

    Equal experience per hour across activities: the difference is risk, not pace.

  • IDEA

    Which systems belong at launch, and which can come after?

  • IDEA

    What should the chronicle remember? First kills, sieges, master smiths. What else?

Combat

  • IDEA

    Disarming: what causes it, how long, what protects?

  • IDEA

    Dispel: which effect is removed? The latest, a random one, a chosen one?

  • IDEA

    Which skills does heavy armour hinder?

  • IDEA

    Crits between players work as they do against monsters. Should PvP have a crit rule of its own?

  • IDEA

    Spells are to work against players too. Which spells, and in what form?

  • IDEA

    A safe zone during an ongoing fight: escape route or not?

  • IDEA

    Scouting neighbouring squares as an active command.

Schools

  • IDEA

    Tamers, necromancers and summoners are meant to have things that fight for them. Which other schools should?

  • IDEA

    Druid and necromancer mechanics.

  • IDEA

    How other kindreds reach a race chain.

  • IDEA

    Room for whips, firearms, time magic, music magic.

  • IDEA

    Any number of new schools fits the network. Which would you add?

  • IDEA

    Schools as places to travel to: universities as true landmarks.

Professions & items

  • IDEA

    What exactly does the hunter do?

  • IDEA

    Farming: buy land, send workers, or dig and plant by hand?

  • IDEA

    Builder: its own profession or part of the plot system?

  • IDEA

    Pickpocketing as a profession, a PvP ability, or neither.

  • IDEA

    Personal artifacts that grow with you.

  • IDEA

    Rare drops with modified stats, at reduced value.

  • IDEA

    The profession list is open. Which professions are missing?

  • IDEA

    Shares in player companies: sell part of your company to players who want to invest.

  • IDEA

    A room’s key is the first soulbound item. Which other items should be soulbound?

World

  • IDEA

    A hundred cities is a guide value, with themes and biomes.

  • IDEA

    Weather that helps some builds and kindreds and hurts others.

  • IDEA

    Dig your own cave.

  • IDEA

    Choose where you were born.

  • IDEA

    A limited auction house beside player shops?

  • IDEA

    Names for cities and regions. Glinaur (the world), Aurzem (its capital) and Mudbury are decided; every other name is a working name.

  • IDEA

    Disease: how it spreads, how it runs, and how players treat it.

  • IDEA

    What lies behind the four roads that end blind?

  • IDEA

    Which mythologies should become continents after the Nordic one? Roman, Greek, Slavic, Mongolian, Persian, Japanese and Kalevala are named.

  • IDEA

    The ferry: where should it sail from, and where to?

  • IDEA

    The Clay Mound is holy ground, where no fight starts. Which other places should be holy?

  • IDEA

    What should count as a crime against the people of other cities, and outside the cities?

Social & conflict

  • IDEA

    Which dispositions should exist, and what should they be called? Four stand in the game with working names: the Keepers, the Purgers, the Warring and the Bridgers. The list is a start, not the final one.

  • IDEA

    What should the disposition tree hold, and what should each disposition’s own places, people and schools be like?

  • IDEA

    A grandmaster in every disposition, making time-limited alliances and waging war on others?

  • IDEA

    Can a neutral player’s property be raided or stolen at all? The heaviest open question in the design.

  • IDEA

    Raids on property: rules, windows, offline protection.

  • IDEA

    No square is open-PvP ground yet, where anything goes without a crime. Where should it be?

  • IDEA

    A neutral player can be attacked outside the Arena, at the price of Wanted time. Should it stay that way?

  • IDEA

    Should players below the novice protection level be safe from other players?

  • IDEA

    Looting a player’s corpse is always a crime. Should it cost less Wanted time after a lawful kill?

  • IDEA

    What would you build on a plot of your own: a house, a tower, a small town?

  • IDEA

    Clan experience and what it gives.

  • IDEA

    Thumbs-up player ratings.

  • IDEA

    Marriage: free, as identity and a story for the chronicle?

Character

  • IDEA

    Traits earned by how you play: which actions, which thresholds, and can they be lost?

  • IDEA

    A far wider trait catalogue. Which traits?

  • IDEA

    Achievements and titles: pure feats, or do they give something?

Quests, events & pets

  • IDEA

    Which quests? Kill, gather, deliver, talk, reach a place and survive are built as goals; blocking strikes and making an item are named. What else?

  • IDEA

    World events and holiday events: which would you want?

  • IDEA

    Pets for nearly every kindred, carrying loot and helping in fights, are the direction. How do you get one, what should it do, and what sets it apart from a tamed beast?

  • IDEA

    Should dying fail a quest, or only running out of time?

  • IDEA

    Should party members see each other’s quest progress?

After you have played

  • IDEA

    Too many quality steps in your bag? Coarser steps, merging, or sorting?

  • IDEA

    What in the interface would you change?

  • IDEA

    Should dying cost lifeskill experience too, or only combat experience?

  • IDEA

    Better names for the profession tiers, from Novice to Grandmaster?

  • IDEA

    The Monsterpedia is in the game, and a search is planned, for a monster whose loot you need, or a school to level in. What else would you want to look up?