paradise of perfection
Neophyte
NPC Escorts - Any chance of these making a return?
Magic clothing/Jewelry - Commonly found in locked dungeon chests with attributes like +/- stat, protection, reflect, sometimes cursed.
I miss rummaging through this stuff even if it were mostly trash it spiced up lockpicking a dungeon to feel a little more like a treasure hunting adventure. These were also true to the era I believe this server is inspired by?
Locked NPC strongboxes and various random loot containers inside vendor shops in town.
These were a fun new player lockpicking/stealing experience. Strongboxes held random small amount of gold/jewels. Storage containers would hold random low value items related to the store they were in. Players could make stealing attempts on these items at the risk of being noticed by the NPC and being terminated by guards.
I also notice many of the use function of certain plant in the environment no longer work. Double-clicking Wheat, cotton, turnips, carrots, etc in NPC farmlands on the map to yield food/material.
NPC tailors will not buy clothing, is this intended? Were sheep farmers too OP?
Pets stacking - I think pets look really silly when they stack one big blob on top of each other, from a purely aesthetic perspective and just my opinion. Do they not have stamina values?
I imagine much of these suggestions may be limited by the way the server has been structured.
As a new player to Outlands, I will say I get a slight impression some of very low level new player experience has been overshadowed by a high demand and focus on streamlining players as quickly as possible into what most consider viable skill levels to begin "playing the game". example: new player dungeon/macroing
Don't get me wrong, I love pvp and the first thing I did when I started was immediately begin planning my tank mage and collecting bandages to macro. But secretly when no ones looking, I'm on an alt taming mongbats and fighting zombies pretending I'm a wizard in a far away land.
Magic clothing/Jewelry - Commonly found in locked dungeon chests with attributes like +/- stat, protection, reflect, sometimes cursed.
I miss rummaging through this stuff even if it were mostly trash it spiced up lockpicking a dungeon to feel a little more like a treasure hunting adventure. These were also true to the era I believe this server is inspired by?
Locked NPC strongboxes and various random loot containers inside vendor shops in town.
These were a fun new player lockpicking/stealing experience. Strongboxes held random small amount of gold/jewels. Storage containers would hold random low value items related to the store they were in. Players could make stealing attempts on these items at the risk of being noticed by the NPC and being terminated by guards.
I also notice many of the use function of certain plant in the environment no longer work. Double-clicking Wheat, cotton, turnips, carrots, etc in NPC farmlands on the map to yield food/material.
NPC tailors will not buy clothing, is this intended? Were sheep farmers too OP?
Pets stacking - I think pets look really silly when they stack one big blob on top of each other, from a purely aesthetic perspective and just my opinion. Do they not have stamina values?
I imagine much of these suggestions may be limited by the way the server has been structured.
As a new player to Outlands, I will say I get a slight impression some of very low level new player experience has been overshadowed by a high demand and focus on streamlining players as quickly as possible into what most consider viable skill levels to begin "playing the game". example: new player dungeon/macroing
Don't get me wrong, I love pvp and the first thing I did when I started was immediately begin planning my tank mage and collecting bandages to macro. But secretly when no ones looking, I'm on an alt taming mongbats and fighting zombies pretending I'm a wizard in a far away land.