Hey Folks! you will find here a bunch of suggestions, focused on crafting and housing. Those are inspired by elements seen in other “GV-like” games, and based on community feedback.
Purpose of this document is to gather the information into a single place, to make it easier to communicate to devs, since the good stuff in official discord is easily lost in the spam.
To help improve or add new suggestions, you can use the chat box here. Official Suggestions discord can also be used to discuss, i’ll try to update this document accordingly.
Leave a comment!
Crafting UI / System Suggestions
Training / Experimentation
Toggled checkbox. When activated, materials will be consumed as usual, but no item produced. Instead you get extra XP (more than if you crafted + disassembled). Mostly a QoL change really to make leveling crafting a bit easier
Crafting mini-game
+1 to +6 crafted items bonus obtained via a mini game instead of random :
Every 2-3 sec a random event occurs
You have to counter event with correct reaction
Have X different events with their associated reaction
Every countered event gives item +1
Max quality obtainable is determined by your crafting level and the item level (this is basically eq2 crafting system)
Crafting Event (Inn, Harbor, etc)
Current system allows you to complete event twice, then you cannot get rewards for 2 hours (but can still complete other events).
Change it to a one hour cooldown, with a one hour duration crafting XP buff on completion.
Crafting Passives
Crafting passives allow for some specialization, with effets on a particular tradeskill. Could have a new tab into crafting window, with a skill tree where you spend points to buy perks – just like passive abilities – points would be earned by leveling crafting, and reset bought with Ambers / Glory.
Idea is to NOT prevent players from reaching level 100 in every craft : as it stands, it takes a huge amount of time and materials to max every crafting profession. This could be kept as it gives long term objectives.
But being level 100 would not suffice to craft +5/+6 items thought, the correct top passive must be activated. Could even allow for a small chance of +7 items if ultra specialized.
Tailoring and Leatherworking | Weaponsmithing | Armoursmithing | Engineering | Cooking |
Can craft +5/+6 items | Can craft +5/+6 items | Can craft +5/+6 items | Can craft +5/+6 items | +x% crafting chance |
+x% crafting chance | +x% crafting chance | +x% crafting chance | +x% crafting chance | +x% crafting chance |
increase farming and forestry resources gathered | increase mining and metallurgy resources gathered | increase mining and metallurgy resources gathered | increase farming and forestry resources gathered | |
reduce durability loss when using harvesting tool Y | reduce durability loss when using harvesting tool Y | reduce durability loss when using harvesting tool Y | reduce durability loss when using harvesting tool Y | reduce durability loss when using harvesting tool Y |
This kind of system would allow to either choose one or 2 craft mastered (points spent vertically) or instead focus on the gathering part (points spent horizontally). In that example 4 to 8 points would be allowed.
Unleash crafting for casuals and pure crafters!
Farming:
If you want to farm with highest ground quality you WILL risk being ganked, to mitigate this players mostly only farm into temples (close to no chance to get attaqued), guild castles (usually more chances to get ganked than temple, but still fairly low, plus gc get defenders). If you do not have access to those, then its either farm on lower ground quality (and spend twice the time/resources), or go to nations castles farms where the chances to get ganked are very high, and you are very unlikely to have time to get your grown products before it gets captured. Add to that you dont even get 100% quality, only newbies do this, until they get ganked…
Overall, farming is still bearable, but only because you can quickly plant your seeds and run back to safety until plants are ready. But if you’d like to play it quietly and fully by managing weed and watering events then you have very limited options, and very likely to run into trouble.
Suggestion: increase ground quality to 100% in all pvp farm, then give us a private field down the road (with player housing) that can be upgraded a bit to increase quality up to 80-100%.
Add a farming quest repeatable, where you have to grow and harvest crops into nation controlled castles. That will give a purpose for farmers to go there while being aware its a pvp area and there is risk associated
Beast Leather:
So little source for this one, the most reliable one seems to be in newbies zones -while being used for higher tier crafting- with a very high respawn rate. Other than that its 3 (?) spawns all over the map, with very high respawn rate again.
Suggestion: increase avaliable sources (prefered) and / or reduce cooldown on existing ones
Wood:
Another one where crafters are expected to be free food while they farm materials. Althought wood is quite easy to get around.
Suggestion: At this point it would make more sense and give more of a “real world” feeling to have wood nodes all over the wild (like herbs) instead of select areas. Make it a common resource and eventually add decaying to it. The highest tier wood could be found randomly near particular castles. Go away with the fallen trees model as well, and use standing ones. Those nodes would be always visible, but not always active (node cooldown) See this vid for an example: https://www.youtube.com/watch?v=XUpZHWEixcc
Lumber camp would then become useless (apart from the crafting station which could be relocated to farm camps). It could eventually be replaced by Siege camps (those should be capturable, with a flag and allow respawn – but that another topic).
Player looting and crafting:
Having stacks of materials with you … is a bad idea. They get targeted quickly when you die, you can lose hundreds of materials on death, which can easilly be much worse than losing one or two top gear pieces. So you have to keep putting your stuff in (to save it) and out (to craft) of the bank, which is annoying as hell.
Suggestion: reduce amount of materials that can be stolen (its currently 100? 200?), or just let us craft with banked items.
Crafting Rework - Part 2
To help going away with the looong crafting queues, and add more use to incoming personal housing (to store stations). Those would come with no heat management mechanism, and be more like “drop & forget” stations. Most would not use any fuel neither. Eventually.
Furnace UI Feedback
Resources
Tier 2 Guild Castles (Leaktown, Twinfall and Order of the Original Faith’s Keep) should have everything required to craft dziwer:
Nitre, Sulfur, Calcite Crystal
Tier 3 Guild Castles (Audunstede, Skergard and Aquitania) should have everything required to craft dziwer AND bulat:
Magnetite, Quartz Crystal, Tektite
Marketplace
Add filters for item tier (at least +5 & +6), unknown recipes, durability threshold
A button for relisting an expired item
A button to “Collect All” items (sold, expired, etc)
Average Market Price : quality is currently not considered: the same +1 item will have same price at +6
Add sorting by auction time left, quality, cold / hot food
Shift + click on an item could fill the search bar and automatically search for that item
Allow selling of items by dragging from inventory into marketplace window (just like we can sell to merchants by dragging)
Add Buy Orders
Food system upgrade
Currently, the highest your quality food stat, you more tend to avoid eating anything below this quality, even is that sometimes means not eating at all. The survival / realism aspect should mean eating very often to keep yourself in highest condition possible, not being picky and only eating top food. Currently, with max level food you get +25% HP/Stam regen and +5% max HP, this suggestion would not change value of those buffs, but they would be obtained differently:
1. Remove Food Quality and Food Quality Statistic (!)
2. Add a new buff (well-fed, 30mins-1hour?) when eating high level food: HP/Stam regen 5% per level starting with lvl 6 food, up to +25% with q10
3. Food buff is now linked to your Food statistic: for each 200 food you get +1% HP/Stam, up to +5% when full
This is an attempt to give value to all food, even cold, as people would then eat just anything to keep “stomach icon” always full (and get +5% max HP/Stam), while keeping market value for high level food for the second buff (up to +25% HP/Stam regen).
| Food Level | 6 | 7 | 8 | 9 | 10 |
| HP/Stam regen | +5% | +10% | +15% | +20% | +25% |
| Food | 200 | 400 | 600 | 800 | 1000 |
| HP/Stam regen | +1% | +2% | +3% | +4% | +5% |
Cooking & Farming
Interface
Merged bags, with search and sorting / filtering options
When looting a player, functions should be disabled, and gear position randomized.
Right clic user from chat currently has: send message, mute player, report, copy message
Please add the options available from in world player click menu (except bandaging)
Housing
Idea is to turn guild castles into social hubs, with anyone being able to claim and build a house there (as long as allowed by guilds owners), by providing a personal place with various functions: decorating, farming, crafting, vendoring, respawn, bank. Population would then mostly hang in those area, and provide better and more pvp opportunities along the way.
Basement

All houses have an upkeep cost. This acts as a form of decay, making sure plots are made available if they stop being used for too long. This also provides a money sink and market opportunities for engineers.
Fishing
1) Passive Fishing (rivers and shores)
Similar to excavation: requires a fishing pole, just go to any water spot and cast the line. Character will then afk fish.
Loot table would vary: materials (wooden logs, scraps, poles, handles, etc.) rusty worn gear (junk)
and of course fishes (lowest tier ones). Something valuable on rare occasions (like the aqua regia from excavation)
2) Active Fishing (open sea, requires boat)
Requires a fishing pole, consumables (hooks and/or baits) and finding a fishing node in open sea.
Cast your line to start a minigame (see bdo / archeage). Always gives fishes (no junk)
Caravans
Guild Perks
Guild Perks are special buffs which unlock / increase in power with guild level. Idea is to increase desirability of guild castles, as well as giving out incentive to level up guild.
Some examples of guild perks:
Better workers, which provide more valuable resources, based on the location of GC
Increase crafting chance of workstations placed in the GC and GC housing area (that is to replace current +3 workstations and let player craft their own stations – more on that later)
Allow GC owners to start some pve event (maybe on restricted times?). Stuff like catacombs which will broadcast to all nations, and be visible on map
Caravans : GC would give access to the most profitable ones.
Misc
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