Where to start....
Love the game, nothing better out there that I have seen (well except maybe for the crafting part).
I will list groupings with #'s the letters for explantions
1) I like cheesburgers
a) because they have cheese
Korthos: My main problem with Korthos, it takes a while to beat some of the gear found there and gear award jump like mad. I have 4 items I still wear at 7th that I used in Korthos
1) lose the crudy gear in the tutorial IE moldy/rusty/worn etc.
a) they don't appear anywhere else, why have a dozen items that get replaced in the first 15 minutes?
b) replace with normal already damaged gear (IE lower the durability)
2) reduce tutorial rewards.
a) lose the ring of water breathing, make it a reward for another quest, why a water breathing creature has one is odd
i) make a small quest to retrieve a small chest from a sunken ship, quest giver gives the ring to get the chest, has to fight a handful of Shaugain and brings chest back and gets to keep the ring. If the aim is to allow players only 1 ring, make it non repeatable. A simpler solution is give it a random chance to drop from the High Cultist in Sacerfices
b) lose the Ember items in the tutorial, it's silly seeing 30 level 1's jumping around with flaming weapons
i) replace with some useful potions or mw item
3) Change Korthos rewards
a) lose the DR items from Korthos, replace with items like the Bracers of Assistance IE Bracers of Mage Armor and Bracers of Cure Light Wounds ie simple lvl 1 spell 1/day. DR items really have no place at such a low level honestly and Korthos is pretty darn easy as it is
4) lose Shrines
a) I would lose the shrines and just keep the blue fire places. So many shrines don't really make sense. Call them Easily Defendable Area or some such. The code behind the clicky should be easy enough to know if a ghost clicks it then rez, if not then rest.
a) One alternative that might be considered is instead of auto rezzing is adding a component (not not the diamond) Possibly Siberys or Khyber Shards. Given this would more adversely affect newer players you could make an option of using residual dust at the place (IE greater rez penalty but doesn't require shards) or alternatively use of shards boost your hps to say 1/4 of max.
6) please stack like items
a) obviously there is a DB somewhere behind all this code, would it be so hard to stack ie if the shop has 5 identical +1 swords then show just one, if that one is bought another takes it's place. It gets old scrolling past 10 items each with 5-6 'copies' each. I only need to see 1 of each identical item to know if I want to buy it (yes by identical I also mean durability)
Balancing: (disclaimer this probably just bothers me from PnP, maybe it works for here, iii explains the bother)
7) I would suggest relooking at your balancing of items. IE I had a +1 mace and +1 armor up to 4th lvl or so, then I jumped to a +3 weapon and +4 armor without blinking. I suspect once I get to 9th I will have nothing but +5's and just be hunting for '+5's with specific additionals' ( I can afford +5 for a while, I just don't meet lvl reqs)
i) recheck loot tables and make more of a progression
ii) consider adding more RL's, this would also affect outrageous AH prices I would imagine
iii) items available to characters should be somewhat inline with the magic available for their level ie if a caster can cast a spell to add +2 ac they should expect around +2 items, maybe +3, not +5
8) Yes, it has been beat to death but one more wack I say! Consider adding non unbalancing crafting now.
i) add base metal/leather/crafting based on dropables so players can combine various elements found ie 6 ingots of fine steel and a gem to make a mw longsword. Limit craftables to max mw for now to test the system.
ii) this allows a chance to work on bugs and how the system will work, I don't see DDO as being a go out and mine/chop/hunt game, given the current crafting I suspect just collecting craftables and dropping them into the Stone of Change is the method
iii) gives gems a use, require X amount in gold of gems for items, in the future, require mw items to make magic items when crafting matures
iiii) consider a craftables bag
Monsters: besides the normal requests
9) where are the giant bugs? giant rats after Korthos? Seems odd we have giant spiders but no beetles, ants etc. Also a city as big and rundown as SR should have at least some rats in the sewers. (maybe rats are the food source for the city under the city?)
10) please, if you are going to have something alive on the otherside of a door, shouldn't there be a way to open/close it from their side?
11) IE how do you lock a rust monster behind a metal door? really....
12) add smarter traps. Traps are currently very straight forward they hurt you. There are other options and would give another non lethal method to challenge players
i) add pit traps, you have shown you have the ability to make floors fall, nice deep pit, maybe spikes at the bottom
ii) chute traps, darn, party member hits trap and gets 'chutted' into a holding cell on the floor below behind a locked door, obviously less harmful to people with OL or knock but would add variety
iii) teleport trap, nothing says headache like a pressure plate that makes a character appear somewhere else
iiii) debuffing traps, trap gets triggered and target gets hit by a varying level dispel magic
v) spiked wall trap...oh please add this......section of walled spikes hit characters in an area
vi) random traps...add more traps, then add a random toggle switch for the trap to be on or off, the toggle switch also determines if the trap/switch can be found. That way, players never quite know exactly what the traps will be and where (they may know eventually all the combos of locations)
vii) randomize elemental damage, maybe it does fire the first trip, maybe sprays ice the next time....who knows?
I don't expect people to agree and I fully endorse new content before these ideas, these are just things to consider. Yes I know some of these would require alot of reprogramming.
:: puts his protection from fire gear on::