Archived Suggestions

This page will hold suggestions for the Zenith devs to take into consideration with their project as a whole

## Volunteer Public Relations Representative/Bot

Suggested by ***wanderingmagus#3983:***

have a volunteer public relations representative for the team, to answer community questions, and/or a bot that runs off an existing FAQ list. shouldn't need to be written by the devs, who are focused on making the game, but someone with coding knowledge in the community.

## Avoid Pre-Built Plugins

Suggested by ***J\_#1940:***

Don't use prebuilt plugins for important parts of the game, like movement and voice chat

## Beware of New MMO Trends

Suggested by ***Arthanos#3334:***

Don't mimic modern MMO trends, there's a reason games like old school runescape and classic WoW are getting so much hype over actually new games

## Balance PC Crossplay

if you do release on PC, make it so that VR players are not disadvantaged in reaction time, awareness of surroundings etc. PC players should not have an advantage. -Suggested by ***J\_#1940.*** instead of a VR only server which would cause separation in the community all systems should be cross balanced so neither platform is more overpowered, and preprogrammed animations with some variance and options are included to make PC players more natural [114]

## In-Game Body

Suggested by ***J\_#1940:***

I would like to be able to see my arms and have legs

## Reserve Nicknames

Suggested by ***F²#7268:***

Before the game releases, develop a way to reserve the nicknames of early supporters so it is not taken by anyone

## Playing With Devs

Suggested by ***zerosu#8203:***

Hold special events periodically that allow you to queue up to play with the Zenith dev team.

## High server TPS

(preferably 60 or over). Orbus is almost unplayable due to the obscenely bad tick-rate. [76]

## Make the World Feel Alive

Not so much a suggestion but instead a word of advice. Make sure to focus heavily on making the world feel 'alive'. This is something many mmos lack that single player rpgs tend to be better at (for example Horizon Zero Dawn does a great job at this). You want to make the experience feel as is you are part of a livjng, breathing world, not just a player in a game. Make routines and habits/various idle animations for npcs and wildlife/creatures. Keep the world moving instead of idle. You can start the process slowly and branch out with it over time, but I feel this is crucial for realism and making people feel like they are part of another world. [120]
This page will hold all suggestions for weapons.

## Soul Stealing Weapon

Suggested by ***ShinyTomb#2045:***

A weapon that gets stronger everytime an enemy dies to it. Perhaps upto a cap, so it doesn't get too overpowered.

## Spears

Suggested by ***Anreill#9599:***

Spears. That is all.

## Throwables

Suggested by ***wanderingmagus#3983:***

shuriken, kunai, boomerangs, tomahawks, throwing-axes, throwing-knives. Must use a throwing motion. Skill-based, not RNG. Options available for disabled players and those without motion tracking controllers.

Suggested by blank#7391

All kinds of throwables except grenades. Such as kunai or shuriken. Maybe even boomerangs

## Magic Repellant

Suggested by ***izukumidoriya#5596:***

magical repellent- if magic weapons are implemented in the game a special crystal can be used that will create an zone where the magic bonus/ability will not work. Crystal is semi rare

## Gun Types

Guns and other weaponry would be available in two different types:
One type that was accurate to irl weaponry, functioned the same, etc,
And a separate type for casual players and beginners that was more arcadey (Robo Recall/Time Crisis esque mechanics) so you could just have fun with them.
The arcadey ones would be effective enough in battle, but the more complex ones would be more precise and deal more damage, so it would pay to learn how to use the advanced weaponry.
Just an idea on creating a balance between casual and hardcore players. [44]

## Non-Attachable Weapons

for certain weapons there can be attachments [108]

## Durability

Make every weapon have durability and must be taken to a blacksmith every so often to maintain it. If a sword is not taken to a blacksmith and it's durability falls below 30% it has small cracks appear on it and has a 30% reduction in damage. If the player still ignores this once the weapon falls below 10% durability the weapon will have large cracks all over it and deal 80% less damage, if the player still ignores this as soon as the weapon reach's 0% durability it will be destroyed completely. How fast durability falls will be directly proportional to how much armor, or strong the boss/mob is. (This add more gameplay for people playing as blacksmiths and makes weapons feel more realistic) [124] if there is weapon durability and the weapon brakes after reaching 0% have a way to get it back or when it breaks for it to leave behind a component or broken weapon for you to be able to get it back but make it very costly so people can learn from not heeding the warnings. Also make it where if the weapon does break have it switch to the next best weapon of the same kind. [132]
This page will hold all suggestions related to enhancing the World of Zenith.

## General

### Dungeon Mechanics

Whenever a boss respawns in the dungeon there is a huge beam of light like a beacon that hits the sky and spreads all over the world of Zenith alerting the boss has respawned [179] Possibly have some of the dungeons hidden behind a maze of mobs (that are a few levels below the level of the mobs inside the dungeon) that need to be cleared out before the dungeons can be accessed. Solo players could help assist with clearing out and charting/mapping the dungeon's maze, while still keeping to their preferred playstyle.
The style of maze, size of maze, and whether there is even a maze to begin with could differ from dungeon to dungeon. Or, it could just be raids that are hidden by mazes. [182] Have a feature where players can create their own custom dungeons, similar to decorating a player house. They don't need to give rewards, just a feature for fun. [184]

## Underwater Dungeons

Beautiful underwater dungeons, houses, and towns [55]

## User/Guild Created Dungeons

User/Guild created dungeons/spaces. Say a guild hall were to host a few portals/magic doorways/gates to a custom maps and scenarios created by their users, allow custom enemies that apply just to that map (possibly limit to reskins of existing enemies for sane technical feasibility). Provide and allow use of existing game assets/textures for a basis, but allow custom textures and props. Use a warning/disclaimer so users know they're leaving the official game, and moderate on spaces that break some set of community guidelines.

Possibly restrict such spaces to no XP challenge for-fun only dungeons so that people don't exploit it for unintended fast grinding/levelling. Possibly reward dungeon owners in some way for hosting popular/ high engagement content. -Suggested by [anonymous]

## Multi-Level Dungeons

Main large dungeon that has many levels, and you get rare materials for crafting or gear at every checkpoint, ie. every level gives low grade, every 5 gives medium grade, and every 10 gives high grade materials [57]

## World Altering Quests

world level quests that could possibly alter the world. [61]

## Zenith City Center Monument

a sort of monument (similar to the one at the entrance of EPCOT at Walt Disney World) in the center of Zenith, with all the names (or at least in game names) of the founders engraved on it. This could be a way for newer players who might be struggling to seek out these more experienced players to get some help. [64] If a founder does not want a player to contact them, then their name could be grayed out or crossed out, similar to the Monument of Swordsmen in SAO.[65]

## Meditation Church

A Church for meditation / healing and (depending on if it will be a feature) a place do get curses lifted. [70]

## Tutorial School Building

A School Building where you can take / retake the tutorial [75]

## In-Game Library

An in-game library where people can find information on items, lore, classes, etc. [79] Let players be able to help out in the library. While they read, give some interaction to the books to make being a bookworm feel fun and intuitive in game. This will encourage players to fully dive into the lore and some players can specialize in it, helping travelers who come to the library find books and understand the information. Actually, go ahead and spread libraries out to all parts of the world. Make it so that you can only find certain information in certain libraries. [80] Actual 'books' for in game lore similar to skyrim. With the possibility of secret quests [86]  if magic in game has a motion cast mechanic secret spells and locations can be discovered and deciphered through lore [89]

## Cafes

Add cafes with gambling tables where players can bet in-game currency [84]

## Floating Guild Islands

Guild halls or floating Guild islands that can be purchased by large groups for events, living space, meeting rooms, and maybe a way to watch a livestream together with your guildmates. [109]

## Pre-Apocalypse Zenith

Idea for an expansion. Considering Zeniths lore, our journey as zenitheans takes place in a safe haven in the skies set in a post-apocalyptic time period resulted of a yet unknown attack. My suggestion for an eventual future expansion is that it is set in the pre-apocalypse, pre-zenith sky city allowing us to experience the life people had hundreds of years prior to the apocalyptic events until the faithful day. Perhaps if the attack was resulted due to a villain figure, on that expansion we could learn about the villains past as we go, how he achieved such power of devastation and where such intentions came from!
Long story short, kind of like a prequel expansion. [175]
This page will hold all of the class specific suggestions provided by the community.

## Bard Class

Suggested by ***wanderingmagus#3983:***

new class/skill based around rhythm minigames that allows playing instruments to cast spells. This allows consistent and decent melodies to be played even by tone-deaf players.

## Archer Class

### Interactive Archery

Suggested by ***wanderingmagus#3983:***

realistic bow drawing and firing motions, and quiver mechanics. Magical bows with infinite ammunition is, of course, possible, but more expensive than nonmagical bows with limited arrows in the quiver. Arrowheads are smithed, the shafts are carved by a carpenter, and the finished arrow fletched by a Fletcher class, possibly as a part of the Archer class. Archer may or may not be rolled into Gunslinger, and combined with Crossbowman or Assassin.

## Mage Class

### Combo Spells

Suggested by ***wanderingmagus#3983:***

Mage classes should be able to use combo spells. Examples for that would be: If you use a wind spell a tornado and throw in a fire skill it should make a flaming tornado. If you use a toxic gas throw in a flame it should explode. Combinations like that it would spice up the mainstream mage class

## Assassin Class

Suggested by ***Yuuki#0802:***

Oh, and assassin's also can throw weapons that, when infused with certain components, can induce negative status effects on enemies. For example, infusing your kunai with poison will cause poison status effects.

## Free Form Class System

basically the ability to mix and match spells and weapons to your liking to create a class unique to you [63]

## Dragon Trainer Class

We need creatures like dragons, in which you can kinda train and use as an attack, then there would be a dragon trainer class [82] make dragons only tameable if you hatched the egg, you shouldnt be able to tame them otherwise. [83]

## Summoner Class[162]

This page will hold all class concepts straight from the devs! Make sure to sign up for the newsletter to get notified as soon as there's an update from the devs (who are awesome by the way).

## Mechanics

This
 is what we’re thinking, though -- we’re thinking of allowing every.
single. class. to Tank, DPS, or Heal depending on the ability loadout
they select while outside of combat. Ability loadouts are essentially a
set of abilities you can equip at any given time.

Feel like playing a mage that can tank? Or perhaps a tank that can heal? Or an unannounced that can DPS? GO FOR IT!

We’re
 completely getting rid of the traditional ideas of roles within
classes. In this new scheme, you level up your class, and get abilities
for healing, tanking, and DPSing, each of them unique to the class
itself.

Which
 class you are assigned will be based on the abilities you choose before
 you leave the safe zone. Of course this opens up a whole new clam of
wyrms on the balancing and item progression side. For now, we’re
thinking that primary item stats for class armor and weapons change
depending on what your “primary” class is.

We’re also thinking of customizable perks that you slot in that increase passive stats.

## List of Classes

This is a list of the classes that have been revealed by the devs.

* Essence Mage
* Blade Master

Any suggestions revolving around fighting or combat will go here.

## Boss Patterns

Suggested by ***Kuro#1221:***

Give bosses predictable patterns of attack with a high level of difficulty and skill ceiling so that players will have to learn how to fight each boss, and have to adapt their playstyle accordingly, with each boss battle resulting in a unique experience. For example, an animation or indicator showing before the boss activates a specific ability, which has to be avoided in a particular way, but implemented in such a way where the player can also take actions to create opportunities to attack.

## Interactive Archery

Suggested by ***wanderingmagus#3983:***

Interactive Archery - realistic bow drawing and firing motions, and quiver mechanics. Magical bows with infinite ammunition is, of course, possible, but more expensive than nonmagical bows with limited arrows in the quiver. Arrowheads are smithed, the shafts are carved by a carpenter, and the finished arrow fletched by a Fletcher class, possibly as a part of the Archer class. Archer may or may not be rolled into Gunslinger, and combined with Crossbowman or Assassin.

## Freedom of Holding Your Weapon How You Want

Suggested by ***Appenzell#2485:***

Being able to hold weapons like you want to hold them in your hands, this would allow you to hold your weapon in reverse grip for example. This would allow for greater freedom in combat and combat styles.

## Weapon Skills

Suggested by ***Trys#1083:***

Have certain higher level weapons have some kind of active ability it can give to its wielder while in their hand, for example a sword that can cast a weak fireball.

## Full Body Tracking Martial Arts

Suggested by ***Evelyne#1616:***

Simply using the physics engine and our bodies to inflict damage on opponents.

## Combat

Suggested by ***Randicade#6245:***

No combat-logging in the areas outside of Safe zones PERIOD. Finish the battle, get to a safezone, or accept death.

## Realistic Combat System

Suggested by ***wanderingmagus#3983:***

Realistic combat being rewarded over mere baseball bat swinging. Weak points at logical places in armor, with different damage types and criteria. ie, Katanas do slash and stab damage but not much crush, warhammers can crush but not slash or stab. Plate armor cannot be simply slashed through with normal slashing weapons of the same grade - a steel katana cannot slash through steel plate armor directly, but you can attack the joints, for large damage rewarded for accuracy. Must use actual edge of slashing weapons in a slashing motion. Hitting with the flat of the blade won't do slashing damage or incur the bleed effect.

## Realistic Momemtum and Weight

Suggested by ***wanderingmagus#3983:***

Realistic momentum and weight. Characters without exosuits, strength potions, or higher STR stats cannot lift high-level giant warhammers. Low-level warhammers handle like a slow-moving semi, while rapiers can dart around almost instantly.

## Realistic Injuries

Suggested by ***Noobmaster69#1563:***

When your impaled and keep it in your hp slowly drains. Never mind the bleeding thing

## Arenas

Suggested by ***wanderingmagus#3983:***

areas in larger, more populated cities where players can duel each other, with audience members able to place bets on winners. Rules can be set up prior to the duel, such as weapon, magic, potion and enchantment restrictions, death vs surrender, currency to be forfeited, etc. Currency or item to be forfeited is paid upfront and placed in an NPC-controlled deposit to be held until the end of the duel. Leaderboards are posted on a wall, with top-tier duelling champions being eventually rewarded with some cosmetic trophy or fashion item and title, like "Lord of the Ring" or something.

## Throwable Weapons

Suggested by ***wanderingmagus#3983:***

shuriken, kunai, boomerangs, tomahawks, throwing-axes, throwing-knives. Must use a throwing motion. Skill-based, not RNG. Options available for disabled players and those without motion tracking controllers.

## Weapon Tutorials

Suggested by ***wanderingmagus#3983:***

Sword and weapon tutorials that teach realistic wielding motions and basic techniques, and abilities/powers based off real existing techniques in addition to classic fantasy moves. Concepts such as proper blocking form, slashing with the edge, pulling to slice, targeting weak spots when stabbing, balancing the rapier, taking advantage of momentum with maces and flails, and other such basics alongside the more spectacular Spinning Blades and Earth Shatters. The movements can be accompanied with different visual effects to spice them up if desired.

## Physical Magic Combat

Suggested by ***wanderingmagus#3983:***

classes like Monk can use their Ki and the powers of the elements in physical ways, lending awesome reach and power to each punch and block. Similar to Bending from Avatar, or classic Ki and Chi skills from kung-fu movies.

## Mass Battles

Suggested by ***wanderingmagus#3983:***

for much later in development, large battles involving massive numbers of players in formations and ranks fighting npc armies or other players on battlefields. Player-organized chain of command and tactics, etc.

## Button/Motion-Activated Skills

Suggested by ***Yuuki#0802***

While in combat, the buttons on your controller become your abilities. Pressing a button initiates some type of animation based off of your class that aids you in completing the skill. For example, press a button for quick slash and the animation shows the direction you have to slash your sword to successfully complete that attack (something to this effect: https://i.stack.imgur.com/jemCA.gif). Later on, you can disable the animation aid once you learn the ability patterns / this disabling will be forced once you hit a certain level (can be re-enabled in training grounds). To activate the ability while aid is disabled, you will still need to press the button and perform the correct action. Or, this can be achieved like in SAO and instead of a button press, an ability can be activated based on where you position your weapon. Hold the weapon in that position for x seconds and the ability activates. Examples for other classes. Archer: Press button for ability and an animation appears beside you to show how far back you need to pull for that ability/at what angle your handle should be (palm facing down/upward/etc). Tank: Press button for "disrupt" ability, animation appears showing player to hold hammer in the air for a certain amount of time, hit the ground, then wait 1 second, hit the ground again to successfully perform the skill. You get the idea.

## Massive Vehicle Combat

Suggested by ***wanderingmagus#3983:***

ship-to-ship, airship-to-airship. Each cannon needs to be manned by a player or NPC, someone needs to stand at the helm and/or throttles, lookouts at nests or corners where the helmsman or officer of the deck can't see, planks and tethers and grapples for boarding the other vessel. Cannons need to be reloaded with limited ammunition which can be crafted or bought from a craftsman.

## Death Game

Suggested by ***izukumidoriya#5596***

players will be able to go to special arenas for “deathgames” where players who participate will put all their loot on the line. The winner of these death games will gain all yhe loot of the players who lost.
This page will hold suggestions related to core gameplay functionality.

## Casting System

Suggested by ***wanderingmagus#3983:***

Sigils that mean something: part of Scribe, Sorcerer, Mage, etc classes. Need to trace out the sigil with your hand to cast, usually either from memory or following instructions from new equippable secondary item: Grimoire, Spell Book.

## Gathering System

Suggested by ***wanderingmagus#3983:***

Interactive Gathering - actual motions besides "hold down B" to gather. Swing a pickaxe to get ore, a hatchet to get wood, a scythe to farm grains, etc. Plucking motion to pick wild herbs for potions, scooping motion to get river water.
This will also help to prevent botting in the future.

## Alchemy

Suggested by ***wanderingmagus#3983:***

Interactive Alchemy - hidden or visible timers for different phases of potion brewing, and interactive motion-based steps. Calcination requires holding the material over a flame, Dissolution requires dropping into a liquid and stirring or swishing motions, Separation requires a sifting motion, Conjunction requires appropriate heating and cooling, Fermentation requires a waiting time, Distillation requires actual alchemical pipes and tools, Coagulation requires cooling, etc. With large and obvious color changes to indicate requirements, which are listed in Alchemical Recipes.

## Carpentry

Suggested by ***wanderingmagus#3983:***

Interactive Carpentry - carving, whittling, planing, etc require full motion with the tools instead of simple button presses. Motions must be within certain criteria to register as accurate. If moderation permits, allows custom sculpting. Limited, or very expensive, "undo" options.

## Cooking

Suggested by ***wanderingmagus#3983:***

Interactive Cooking - like Blacksmithing and Alchemy, uses actual motions related to the activity to craft recipes. Stirring, pouring, flipping and rotating, cutting and skewering, with somewhat RNG cooking times within set parameters that only indicate readiness by color change (again optimizable for the colorblind)

## Blacksmithing

Suggested by ***wanderingmagus#3983:***

Interactive Blacksmithing - requires heating with a forge, actual beating motions with a hammer, basically a rhythm game, and temperature shown by color gradient (with options for colorblind players)

Suggested by ***wanderingmagus#3983:***

Originally by @F² in #suggestions-archived ; for additional voting and visibility in the new thread.
Interactive Blacksmithing specifics - For the sake of immersion, we ( @CrookedToe @[AtamaDaki] izukumidoriya @F² @Stella Starlight @Stella Starlight) have come to a interesting idea based on the idea of @wanderingmagus
 instead of (totally) RNG based blacksmithing and crafting, performance based - the better you are at the "minigames" the better the weapon would be Eg: Crafting a "Razor Sword" Max status 10 dmg 10 slash etc.
If you do well at the minigame it would be "6 damage 8 slash" if you do bad " 3 dmg 5 slash" and if you do godly "8/9 dmg 8/9 slash with a fair chance of an outcome of "10/9 damage 10/9 slash" or even 10 in both (RNG part)
If it came godrolled, Perfect/Masterworked/etc, it could a "Crafted /Masterworked /whatever by [Player who crafted it]"
In the description of the weapon.
A class for blacksmithing and also the ability to everyone to blacksmith (altrough not being as efficient)
The ability of the class would change how the weapons were made apllying debuffs or giving less exp if a high leveled weapon was made by a low leveled blacksmith
Also having specific levels for different types of armour and weapons would give blacksmiths a chance to be a bit more personalized. A smith thats specialized in making light armor and daggers with status effects.
you must craft things by hand
lower levels trying to craft higher-level things will put bad debuffs on the item
higher level crafters who make lower level items could give buffs but less exp
the less exp would stop people from farming the lower levels and force people to craft higher levels and would stop higher players giving free less powerful items to lower leveled players.

Suggested by ***Yuuki#0802:***

Some kind of interactive blacksmithing role that allows you to either: a) design weapons in game via a Gravity Sketch type mechanic or b) allow you to import obj files from popular modeling software like Blender. You should be able to sell your weapons in your own blacksmithing shop in the world that you can either get real money for or in-game money for. Of course, all weapons you design, you will be able to wield in battle yourself. There could be some type of anvil in game that the imported object comes in and hovers above while you observe how it looks in game. Have an easy way to rotate/zoom/etc.

Suggested by ***wanderingmagus#3983:***

No or limited ability to import object files into the game from outside sources, to prevent pirating and other copyright infringement. Objects should be designed in-game using in-game tools, both to emphasize the actual skill of the player and to encourage the development of said skills through the in-game crafting interface, such as heating, splitting, folding, and other game-centered Interactive forging techniques. Custom-created assets are then screened by a moderation team for appropriateness, again to prevent copyright infringement, and also to prevent inappropriate objects from being created, like blatantly phallic objects. Custom-created assets are labeled with the original artisan's character name for recognition by the community and to prevent credit from being stolen. It also allows particularly skilled artisans to gain in-game fame by having their designs become popular. Before, after, or during creation, Custom assets can have a recipe or pattern made, for the original artisan to sell or give away for other artisans to replicate the original design. The material cost of the design depends on the materials with which it was originally made and the quantities used. This also affects the ultimate weight and handling of the final unenchanted object (enchantments, of course, can negate or add weight and strength).

## Crafting

Suggested by ***wanderingmagus#3983:***

Offline auto-crafting should give only a very small percentage of normal XP, or maybe even zero XP. This prevents players from auto-crafting themselves to top-tier with zero effort.

Suggested by ***CrookedToe#2568:***

All crafting is manual and there needs to be no way to automate in such as with macros.

Suggested by ***TetsuKuro#9213:***

Extremely high crafting skillcaps with a harder progression curve the higher you go, with crafted item quality partially related to skill level. As well, like most other MMOs, 'Crafted by <username>' appears on crafted items.

Suggested by ***Mlg teletubbies#6701***

hi i have a cool suggestion be able to make your own sword via forging gathering cloth / monster hide tooth everything you can have on the handle / guard even the blade. be able to decide what kind of blade you want (size / type lets say like guts sword form berserk but only if your strength points are high enough) lets say you can go in a dungeon or kill a boss to get a recipe / blueprint to use in the making of a stronger and rarer blade be able to have a different theme for the blade from monsters / areas you've been too and have a massive skill tree of crafting / forging blades.

Make craftable items tradable between players [140]

### Immersive Crafting

Suggested by ***TetsuKuro#9213:***

Forge simple item parts, then craft them into finished weapons/armor/etc.
Blacksmithing, for example, by heating ingots in a furnace, and hammering them on an anvil. Create short blades, long blades, handles, handguards, hammerheads, axeheads, arrowheads.
Combine blade + handle + handguard to make sword. Combine feathers, sticks, and arrowheads and make arrows.
Photon sword? Metal casing + photon emitter.

## Zenith Language

a custom language in zenith that would replace any Japanese or English. There could be a scribe role and once high enough it would automatically decipher text to English. Or you could learn it like any other language [58] Maybe not a full language, but a Zenith cipher. [72]

## Trophy System

An in-game trophy system, when a player kills a boss or some other great achievement they retrieve a charm, pin, badge, etc. charms can be applied to weapons and have an effect similar to that of the boss they killed. Pins are attached to the player giving them a passive ability. Badges give the player a active ability. Something to make every boss special, but say there is a unique boss of some sort that is incredibly hard, that boss drops something like a pendent which has a special ability that will be unique to the player that killed it, these abilities can of course be traded because they are items but they cannot be stolen. an example of the Pins would be say you kill a boss that has a poison gas theme, the passive ability you gain from his pin would be immunity or resistance. Of course if players could equip a ton of these items the game would be broken so instead make it a character slot like armor, you can wear 5 Pins, 2 Badges and a Single Pendant [68]

## Group Raids & Battling

Raids for large groups, dungeons for moderate sized groups, and adventures for 1 or maybe two players, easily solo-able. Adventures would be combat-light, uh.. adventures for one or two players. They would focus more on exploration (i.e. charting a cave), than combat, but would still have a few enemies, which could solve the content deficit for solo players. [181]
This page will hold suggestions related to core gameplay functionality.

## Casting System

Suggested by ***wanderingmagus#3983:***

Sigils that mean something: part of Scribe, Sorcerer, Mage, etc classes. Need to trace out the sigil with your hand to cast, usually either from memory or following instructions from new equippable secondary item: Grimoire, Spell Book.

## Gathering System

Suggested by ***wanderingmagus#3983:***

Interactive Gathering - actual motions besides "hold down B" to gather. Swing a pickaxe to get ore, a hatchet to get wood, a scythe to farm grains, etc. Plucking motion to pick wild herbs for potions, scooping motion to get river water.
This will also help to prevent botting in the future.

## Alchemy

Suggested by ***wanderingmagus#3983:***

Interactive Alchemy - hidden or visible timers for different phases of potion brewing, and interactive motion-based steps. Calcination requires holding the material over a flame, Dissolution requires dropping into a liquid and stirring or swishing motions, Separation requires a sifting motion, Conjunction requires appropriate heating and cooling, Fermentation requires a waiting time, Distillation requires actual alchemical pipes and tools, Coagulation requires cooling, etc. With large and obvious color changes to indicate requirements, which are listed in Alchemical Recipes.

## Carpentry

Suggested by ***wanderingmagus#3983:***

Interactive Carpentry - carving, whittling, planing, etc require full motion with the tools instead of simple button presses. Motions must be within certain criteria to register as accurate. If moderation permits, allows custom sculpting. Limited, or very expensive, "undo" options.

## Cooking

Suggested by ***wanderingmagus#3983:***

Interactive Cooking - like Blacksmithing and Alchemy, uses actual motions related to the activity to craft recipes. Stirring, pouring, flipping and rotating, cutting and skewering, with somewhat RNG cooking times within set parameters that only indicate readiness by color change (again optimizable for the colorblind)

## Blacksmithing

Suggested by ***wanderingmagus#3983:***

Interactive Blacksmithing - requires heating with a forge, actual beating motions with a hammer, basically a rhythm game, and temperature shown by color gradient (with options for colorblind players)

Suggested by ***wanderingmagus#3983:***

Originally by @F² in #suggestions-archived ; for additional voting and visibility in the new thread.
Interactive Blacksmithing specifics - For the sake of immersion, we ( @CrookedToe @[AtamaDaki] izukumidoriya @F² @Stella Starlight @Stella Starlight) have come to a interesting idea based on the idea of @wanderingmagus
 instead of (totally) RNG based blacksmithing and crafting, performance based - the better you are at the "minigames" the better the weapon would be Eg: Crafting a "Razor Sword" Max status 10 dmg 10 slash etc.
If you do well at the minigame it would be "6 damage 8 slash" if you do bad " 3 dmg 5 slash" and if you do godly "8/9 dmg 8/9 slash with a fair chance of an outcome of "10/9 damage 10/9 slash" or even 10 in both (RNG part)
If it came godrolled, Perfect/Masterworked/etc, it could a "Crafted /Masterworked /whatever by [Player who crafted it]"
In the description of the weapon.
A class for blacksmithing and also the ability to everyone to blacksmith (altrough not being as efficient)
The ability of the class would change how the weapons were made apllying debuffs or giving less exp if a high leveled weapon was made by a low leveled blacksmith
Also having specific levels for different types of armour and weapons would give blacksmiths a chance to be a bit more personalized. A smith thats specialized in making light armor and daggers with status effects.
you must craft things by hand
lower levels trying to craft higher-level things will put bad debuffs on the item
higher level crafters who make lower level items could give buffs but less exp
the less exp would stop people from farming the lower levels and force people to craft higher levels and would stop higher players giving free less powerful items to lower leveled players.

Suggested by ***Yuuki#0802:***

Some kind of interactive blacksmithing role that allows you to either: a) design weapons in game via a Gravity Sketch type mechanic or b) allow you to import obj files from popular modeling software like Blender. You should be able to sell your weapons in your own blacksmithing shop in the world that you can either get real money for or in-game money for. Of course, all weapons you design, you will be able to wield in battle yourself. There could be some type of anvil in game that the imported object comes in and hovers above while you observe how it looks in game. Have an easy way to rotate/zoom/etc.

Suggested by ***wanderingmagus#3983:***

No or limited ability to import object files into the game from outside sources, to prevent pirating and other copyright infringement. Objects should be designed in-game using in-game tools, both to emphasize the actual skill of the player and to encourage the development of said skills through the in-game crafting interface, such as heating, splitting, folding, and other game-centered Interactive forging techniques. Custom-created assets are then screened by a moderation team for appropriateness, again to prevent copyright infringement, and also to prevent inappropriate objects from being created, like blatantly phallic objects. Custom-created assets are labeled with the original artisan's character name for recognition by the community and to prevent credit from being stolen. It also allows particularly skilled artisans to gain in-game fame by having their designs become popular. Before, after, or during creation, Custom assets can have a recipe or pattern made, for the original artisan to sell or give away for other artisans to replicate the original design. The material cost of the design depends on the materials with which it was originally made and the quantities used. This also affects the ultimate weight and handling of the final unenchanted object (enchantments, of course, can negate or add weight and strength).

## Crafting

Suggested by ***wanderingmagus#3983:***

Offline auto-crafting should give only a very small percentage of normal XP, or maybe even zero XP. This prevents players from auto-crafting themselves to top-tier with zero effort.

Suggested by ***CrookedToe#2568:***

All crafting is manual and there needs to be no way to automate in such as with macros.

Suggested by ***TetsuKuro#9213:***

Extremely high crafting skillcaps with a harder progression curve the higher you go, with crafted item quality partially related to skill level. As well, like most other MMOs, 'Crafted by <username>' appears on crafted items.

Suggested by ***Mlg teletubbies#6701***

hi i have a cool suggestion be able to make your own sword via forging gathering cloth / monster hide tooth everything you can have on the handle / guard even the blade. be able to decide what kind of blade you want (size / type lets say like guts sword form berserk but only if your strength points are high enough) lets say you can go in a dungeon or kill a boss to get a recipe / blueprint to use in the making of a stronger and rarer blade be able to have a different theme for the blade from monsters / areas you've been too and have a massive skill tree of crafting / forging blades.

Make craftable items tradable between players [140]

### Immersive Crafting

Suggested by ***TetsuKuro#9213:***

Forge simple item parts, then craft them into finished weapons/armor/etc.
Blacksmithing, for example, by heating ingots in a furnace, and hammering them on an anvil. Create short blades, long blades, handles, handguards, hammerheads, axeheads, arrowheads.
Combine blade + handle + handguard to make sword. Combine feathers, sticks, and arrowheads and make arrows.
Photon sword? Metal casing + photon emitter.

## Zenith Language

a custom language in zenith that would replace any Japanese or English. There could be a scribe role and once high enough it would automatically decipher text to English. Or you could learn it like any other language [58] Maybe not a full language, but a Zenith cipher. [72]

## Trophy System

An in-game trophy system, when a player kills a boss or some other great achievement they retrieve a charm, pin, badge, etc. charms can be applied to weapons and have an effect similar to that of the boss they killed. Pins are attached to the player giving them a passive ability. Badges give the player a active ability. Something to make every boss special, but say there is a unique boss of some sort that is incredibly hard, that boss drops something like a pendent which has a special ability that will be unique to the player that killed it, these abilities can of course be traded because they are items but they cannot be stolen. an example of the Pins would be say you kill a boss that has a poison gas theme, the passive ability you gain from his pin would be immunity or resistance. Of course if players could equip a ton of these items the game would be broken so instead make it a character slot like armor, you can wear 5 Pins, 2 Badges and a Single Pendant [68]

## Group Raids & Battling

Raids for large groups, dungeons for moderate sized groups, and adventures for 1 or maybe two players, easily solo-able. Adventures would be combat-light, uh.. adventures for one or two players. They would focus more on exploration (i.e. charting a cave), than combat, but would still have a few enemies, which could solve the content deficit for solo players. [181]
This page will hold all general Gameplay Suggestions that lack any other classification.

## General

Ability to mute other players -Suggested by ***J\_#1940***

No microtransactions please. -Suggested by ***ShinyTomb#2045***

Magic works like pipelines. Mana comes in and the spell/circle determines the effect. Could even have it be composable with middlewares. [169]

## Tamable Mobs

Tamable Mobs - possibly, but not necessarily, specific to Druid, Hunter, and Sorcerer classes, the ability to turn a mob, neutral or hostile, into a pet or companion, whether through contract/mind control (Warlock), "training" (Hunter), or friendship (Druid). -Suggested by ***wanderingmagus#3983***

## Custom Architecture

players can design Player Housing, Player Shops, and Guild Halls in-game, whether through an interactive Drafting Table or otherwise. As with Custom Tailoring, final designs are screened by mods for appropriateness, price of materials depends on method of creation and size, and a pattern/recipe for the building can be used by other Masons/Carpenters/etc to recreate the original design if desired. -Suggested by ***wanderingmagus#3983***

## Interactive Character Styling

interactive barber, facial sculpting, and other such skills, including magical or technological race/gender change, available for purchase from appropriately-skilled players as a service. As with other Interactive skills, requires actual full motion, with adjustments available for disabled players. -Suggested by ***wanderingmagus#3983***

## No Auto-XP

automatic actions done while offline, such as participating in dungeons or quests, don't provide any XP to the offline player. At best, there is some form of Resting XP for sleeping. -Suggested by ***wanderingmagus#3983***

## Spirits/Fairies

Japanese/Oriental Ghibli and Anime inspired youkai (spirits/faeries) and kami (gods), either "real" supernatural ones or holographic/nanite constructs. Rippling dragon-gods of rivers, sly nine-tailed kitsune, sarcastic twin-tailed nekomata, calm blue oni, boisterous red oni, beautiful shrines and temples for training Miko and powerful Onmyouji or getting quests from kami, and more, to go with the beautiful Japanese and Anime-inspired imagery of the game. -Suggested by ***wanderingmagus#3983***

## Help Wanted Boards

Billboards around town where guilds and players can put in requests for goods or services in exchange for currency. Help Wanted ads could be depicted in-game or scrolled through in an interface, according to choice or feasibility. Default post templates are available, such as "Service Needed - Journeyman Blacksmith. Materials provided. 20 currency per hour. 1000 currency for final product if satisfactorily crafted." System can notify readers whether they meet the request's skill and level requirements. To save space and avoid out-of-date requests, posts can have an expiration date, and only a limited number of slots available. Posts can be organized according to type, such as Escort, Crafting, Material, etc. -Suggested by ***wanderingmagus#3983***

## Non-Combatant Roles

Its an rpg so not every role in the game should involve combatant. There should be roles for leveling up non-combatant skills so that those who want to focus on it can. Non-combatant roles would focus on progressing in a profession. If you want to be a fisherman, you should be able to level up as a fisherman and focus on catching fish. The higher the rarity, the more money you make. You can level up your fisherman gear and get better rods as you level. Another example would be cook. Go to the market and get different ingredients to master new recipes. As you level up, you get access to new recipes that give better affects to other combatant players. For example, a level 30 cook who made a pot roast. That pot roast could offer full restoration on mana and health but you can’t get that type of food anywhere else but from those who are high enough cooking level and put them on the store. Cooks could also hire adventurers to capture rare animals that they need for new recipes -Suggested by ***Yuuki#0802***

## Cyberpunk Healing Mechanism

To fit the theme of Zenith, make health packs that you have to place in a compartment on your arm instead of the traditional "put potion to your mouth". Would be cool to open a compartment on my arm, grab a cartridge from my waste, then see it placed on my arm and activated to heal me. Cartridges could have potion fluids in it so the traditional potion making can still be done. -Suggested by ***Yuuki#0802***

## Hardcore Mode

Option during character creation to select hardcore mode. No respawn on death without a revival item. -Suggested by ***Tetsu Kuro#9213 .*** SAO style Hardcore mode. You die, you lose everything and have to start over from the beginning. [98] (Make optional but come with benefits of some kind) [99]

## Crossplay

Make desktop players fit into the VR world. A big issue with games that allow desktop and VR crossplay is that non VR players feel almost like robots. They tend to have much less diverse movement than a typical VR player, and as such can ruin the immersion for VR players. In order to fit in, they're going to need realistic animations that actually look like the thing they're trying to do. -Suggested by **ShinyTomb#2045**

## Voice Activated Spells

use voice recognition for chanting spells -Suggested by ***Mason Fort#2330***

## Transportation/Mounts

Mounts that players can buy: flying mounts, ground mounts, and maybe water mounts (like a big fish). And pets would be cool, and they age with you as you go on your journey and get stronger over time. You also have to care for the pet. Different types of pets: dogs, spiders, wolfs, dragons etc. -Suggested by ***Shreder856#5433***

Mounts - To get a mount, you have to go out in the wilds and 'catch' it yourself. You have to catch, tame and then spend some time with it before you can ride it. There should be public stables outside of every town, where you can buy a stable booth and keep your mount there for when you don't need it. There should also be options like washing, grooming and feeding your mount to make your bond stronger. The stronger the bond, the faster it'll become, you can put on different mount-fitted accessories, the more loyal the mount will be (like it'll stay close by when you get off and come to you when you call for it) and more. -Suggested by **Merida492#1081**

## Rare Monsters

this is probably already something the devs are thinking about, add major big monster's hidden around the world that have a rare chance of spawning and a rarer chance of dropping extremely rare materials that u can use later on to create extremely powerful swords or armors. -Suggested by ***Sahil12344#1223***

## Musical Instruments

not sure if it would be possible but have the ability to play musical instrument guitar piano flute lute and more and like actually have a way to play it and do songs with it and not just press a button and it would play a random song form the game lets say a guitar you could actually do a chord and be able to play it -Sugested by ***Mlg teletubbies#6701***

## No View-only Assets

this might be difficult initially, but avoid having buildings and objects which cannot be interacted with by players, such as "decoration doors/windows", stairs to nowhere, and mountains beyond an invisible wall. Have all buildings exist for a purpose and able to be visited, even if it requires a quest or achievement to enter. Have all mountains scalable, all statues able to be landed on by hang glider or airship. [54]

## Main Storyline

Make a main story line that takes you from level one to the end game. Of course there need to be side quest too. And if you plan on having one huge city make it the center of the map not like a straight line because the areas that are far from the big city will be ghost towns. Play some OrbusVR to understand better my point. I love the game but it is heavily flawed. [127]

## Magic Circles

make magic circles a thing they take a long time to set up but they can protect and such [148]

## Deities

Deities in the mythos, providing powers, magic, abilities to those who follow the various gods [156]  I recommend gods having zenithean names and being attached to zenith key elements rather than the traditional god roles such as god of war, love etc.[158]

## Guild/Job Bulletin Board

Guild or Job Bulletin Board used to list Guild jobs/tasks or public jobs [173]
This page will hold all suggestions revolving around gear and armor, as well as clothing and wardrobe ideas.

## Gear

Suggested by ***J\_#1940:***

Ensure that gear looks different at different levels being careful to consider that lower level gear should 'look like' it is lower level gear.

Suggested by ***Randicade#6245:***

For each cosmetic available, add around 4 different colour sets. (ex. The Beater set would come with a Crimson pre-set, a Noir pre-set, an Emerald pre-set, and a Sunset pre-set), in order to avoid the oversaturation of a certain look.

Suggested by ***J\_#1940:***

only use the same armor models for different tiers of the same content.

Suggested by ***Tetsu Kuro#9213:***

Allow players to equip gear for cosmetics and stats simultaneously. Cosmetic item appearances take priority over normal item appearances - you can 'hide' them without removing them to show the actual gear you're wearing, and you don't have to remove your actual gear just to look how you like; ie, if you don't like the look of a really good piece of gear, you can cosmetically equip something else.

Once you get a piece of armor you can wear it as a cosmetic piece any time [161]

## Custom Tailoring

### General

There should be a way to model out outfits and submit them to the devs, who check out the outfit and if it's reasonable put it in the next hotfix or update [178]

Suggested by ***wanderingmagus#398:***

Players with the Tailoring skill can design and craft costumes and wearable items, which are queued for screening by a moderation team before being allowed as a purchasable and craftable item.

### Custom Engravings/Prints

Allow custom engravings or prints on Custom Made items (if that's a thing) to show that it's unique to your shop or character [172]

### Player Easter Eggs

Be able to make clothing/costumes so Easter eggs to look like game characters/anime characters can be player-made. [177]

## Craftable Dyes

Suggested by ***wanderingmagus#3983:***

alchemists, or related crafters, can craft different color dyes from materials to add color and cosmetic effects to clothing. These shades/hues/colors/effects of dye cannot be bought from an NPC and must be crafted or bought from another player.

## Tron Legacy Themed Items

Suggested by ***Ranger Blayke#4268:***

have a cosmetic set of items inspired by the suits worn by programs in Tron Legacy (including an identity disc), as a reference to one of the first films to popularise the idea of a virtual world

## Gear Adds HUD Display

Suggested by ***Caeden117#6213:***

Additional armor/helmet pieces could give additional, more advanced HUD elements in front of the player (a la Halo's MJOLNIR armor). Critical stats could be placed on the users left/right wrist (Think Pavlov VR). Described further in depth here.

## Cowboy Bebop Themed Outfits

Suggested by ***Ericbazinga#9215:***

Cowboy Bebop esque "Space Cowboy" outfits

## Wear and Tear

Suggested by ***splatyboi#1561:***

If you are wearing armor or clothes and you are at low health, the armor/clothes should look torn. It should have like 3 or 4 stages. This is just an aesthetic suggestion!
This page will hold any lifestyle/living/quality of life suggestions.

## Gift Wrapping and Tearing

Suggested by ***Konor4Real#3027:***

Maybe not in the official vanilla release of Zenith but for a Christmas Update. It would be super fun to see gift wrap being sold so we can wrap items in the game and give them to our friends or other players in game as gifts. Then watch those we gove the wrapped gift to physically tear the gift wrap off the item to open it! It would make Christmas in Zenith that much more special in VR! I don't know if it is do-able. But if we can physically put items on or take them off to equip or unequip them it might be possible, right?

## Locomotion

Suggested by ***Caeden117#0117:***

If locomotion isnt done yet (it probably is but i'll just throw this out here anyways), try looking into nimSony's Hybrid Presence system for VR locomotion, maybe see if you cant implement that once nimSony releases it.

Suggested by ***wanderingmagus#3983:***

for players who want first-person, have the option to move around in first-person view, and for those who want third-person, the same for their view. Have short-ranged teleportation be a learnable spell, with basic balancing in place to prevent abuse or misuse, but not "creative use".

## Player Housing

Suggested by ***wanderingmagus#3983:***

Pllayer housing, with customizable interior furnishings, wallpaper, flooring, ambient music, lighting, etc. NO CASH SHOP ITEMS for most furnishings.

Suggested by ***Anago Gōrudo#0880:***

Player homes where you craft food items and talk with friends. Most likely in a housing area with other homes like a town or corner of a city. A place where you can change gear and items or trade. Having a home adds to the feeling of accomplishment after a long day of playing and going very far making it back home gives you a sigh of relief. You can’t craft unlearned items at home and you can only learn food or weapons crafting from the towns cook/blacksmith respectfully. It can only be common, uncommon, and rare items. In order to raise the rarity you have to take it back to the cook/ blacksmith and they will upgrade it higher. This stops players from being hermits and staying inside all the time.

Suggested by ***Anago Gōrudo#0880:***

Option to share house with up to 1-3 players based on house size. This adds to the family name aspect allowing player to say things like “oh your looking for the Yamanaka family they live (town/street) hopefully you catch them before they’re gone

I think what black desert onlime does for player housing is a fine option. You buy a physical location in the world that you like/find aesthetically pleasing, and then when you choose to walk in, it loads your personal version/instance of the inside of the house. That way many players can own the same property in a physical location, the way black desert did it there was no loading screen required to do so either. & if people wanted to see your version of the home they could choose to go into that one. [110]

## Swimming

Suggested by ***wanderingmagus#3983:***
Interactive Swimming/Diving - instead of simply pushing a button or thumbstick, have the player do swimming motions with their controllers to swim or dive. Options available for disabled players and those without handheld tracked controllers.

## Racing Circuits

Suggested by ***wanderingmagus#3983:***

official areas near larger cities where players can race, mounted or on foot, with or without obstacles. Audience betting allowed, rules can be set and agreed upon, and leaderboards seen, with trophies and cosmetics and titles for winners. Races can be either first person (preferred, for me) or third person to prevent nausea and motion sickness.

## Themed Locations

Suggested by ***wanderingmagus#3983:***

have certain parts of the world have different themes, such as medieval fantasy, East Asian fantasy, steampunk, cyberpunk, etc, with appropriately themed cosmetics and NPCs for each. Simple in-game reason could be the devolution of society and loss of technical knowledge, or the personal choice of the local rulers.

### Non-Cyberpunk Themed Areas

Suggested by ***wanderingmagus#3983:***

With the Themed Area suggestion, have parts of the world explicitly NOT futuristic/cyberpunk, and more magical/mystical a la Ghibli, like Mononoke Hime or Spirited Away, with associated themed clothing, architecture, weapons, and items. Actual potion bottles you imbibe from, kimono, actual katana, toori gates, traditional shrines, wooden staves, gourd-shaped drinking bottles, unaugmented sakura, and so on. Very naturalistic and almost medieval, if not completely so. Or other, western-medieval areas, or steampunk areas. A diversity of themes and cultures across the world.

 Weather/Environment

Suggested by ***wanderingmagus#3983:***

Time and Seasons - have in-game seasons and day/night cycles, with appropriate environmental changes, such as reddened leaves in the autumn, flowers in the spring, snow in the winter, etc.

Suggested by ***blank#7391:***

Weather seasons; Summer Winter Autumn Fall Spring. These affect character well being by being too hot or too cold. These seasons change every once in a while. Heavier clothes for cold, breathable clothes for summer.

Weather Types that can affect resource nodes and rare enemy types. Rainy day =rain monster or water type resource. Snow=snow monster/resources. Etc. [87] Weather that effects the player directly. Rain in some areas (possibly in realistic travel patterns) that lowers visibility and hit chance rolls. More dangerous weather in more dangerous areas, such as sandstorms or radiation storms in extremely desolate areas. Survival elements with some requirement for specific clothing or a food/drink buff to deal with heat/cold. [88]  Make spells like fire give warm and heat u in extreme cold areas or ice spells can help ur character not catch on fire or just help them cool down a little. Another thing could be wearing bigger fur clothes in snow areas and vice versa in much hotter areas. [90]

## Inventory Weight

Suggested by ***wanderingmagus#3983:***

Inventory Weight - in a normal inventory, both items in inventory and equipped items have mass that's added onto the base weight of the player, which might be racial. Depending on strength, this weight can add a slowness debuff to travel speed, and disable some speed-dependent abilities like Dash or Shadow Step, and weight-dependent abilities like Wall Climb. Item weight can be mitigated by somewhat expensive Magic Bags / Bags of Holding and a Vault Portal spell, or by bringing an inventory pet like a Living Chest, or a mount with inventory like Saddlebags.

## PVP / PVE

Suggested by ***J\_#1940:***

ensure that PvP and PvE are kept separate and do not imbalance each other. example; when you nerf a spell or move because they were 'too overpowered in PvP' and it ends up making them uncompetitive in PvE because of it. Keep it separate!

Suggested by ***wanderingmagus#3983:***

players flagged pvp cannot shift to pve mid-combat with another player.

Suggested by ***Yuuki#0802:***

There should not be a PVP / PVE switch. If the game should truly mimic an anime VR MMORPG, there should only be safe zones. Towns and cities are safe. As well as beginner quest grounds. However, after that, PVP is allowed anywhere. Encourages group play. To keep balanced, if you're traveling via vehicle or in the middle of fighting mobs/boss/etc, you can't be attacked. This also encourages reds to think about their strategy when trying to take on green players (ex. Gets bounty, asks questions like: Is this person in a guild, do they travel with guild mates most of the time, do they own a vehicle and how fast is it/will I need a similar vehicle to keep up with their speed while traveling, etc.)

Suggested by ***Ranger Blayke#4268:***

if there ever is world PVP, there should be a way to keep all classes perfectly balanced as all things should be

Suggested by ***[anonymous]:***

Keep PvP and PvE players separate, or at least have a VERY noticeable icon to showcase which of the two a player is. To chase someone around for an unknown amount of time just to figure out that they’ve been set to PvE and trolling you would be immensely annoying and wasteful.

Deul system for safe zone pvp [104]

## Surrender System

### PvP Surrender

Suggested by ***wanderingmagus#3983:***

ability to surrender and accept surrender rather than death as a result of defeat in PvP, with the loser forfeiting items or currency depending on the situation. This allows players to continue playing despite unlucky hits or encounters, and prevents the frustration of large xp, level, currency, and possible item loss that usually results from death, unless the winner is feeling particularly vindictive. Forcing a player to surrender in PvP deals no karma penalty if the one forcing the surrender was attacked first, and only relatively small karma penalties if the attacker forces surrender. If the loser rejects the offer to surrender, then killing him will also deal much less karma penalties, as he rejected the chance for mercy. An attacker deciding to give no quarter (kill the other player), on the other hand, now nets a much bigger hit to karma due to the attacker obviously not caring to even give the option of surrender. A defendant giving no quarter, on the other hand, will receive Karma changes depending on the Karma level of the attacker, and the level/item disparity, especially since they could easily argue that they were merely defending themselves.

### PvE/NPC Surrender

Suggested by ***wanderingmagus#3983:***

ability to surrender and accept surrender rather than death as a result of victory or defeat in PvE versus NPCs, with the loser forfeiting currency (in the case of players) or items/currency (in the case of NPCs) depending on the situation. This allows players the option to continue playing despite unlucky hits or encounters with high-level humanoid mobs, avoiding the frustrations of death like level, xp, and currency loss. After surrender to a humanoid mob, the mob becomes neutral rather than hostile until the next encounter. The option to reject surrender exists, if the player doesn't care and just wants to respawn in a Safe Zone. On the flip side, this allows players to receive undamaged gear and items from humanoid mobs and NPCs, and possibly special cosmetics which would otherwise be destroyed on NPC death. The mob or NPC could also remember encounters with the player involving surrender, with some sort of reputation system. If mobs usually despawn and spawn, random chance that the player encounters the same mob they encountered earlier if they allowed the mob to surrender, zero chance of re-encountering the mob if they just killed them.

### Neutral Karma Surrenders

Suggested by ***wanderingmagus#3983:***

if the attacker allows surrender and chooses to not take anything at all from the loser, no karma is lost. They just proved a point, without really setting back the loser in any way.

## Parlay

Suggested by ***wanderingmagus#3983:***

If for some reason a player engaged in, or about to be engaged in PvP wants to talk things out, a Parlay option on a very long cooldown. Parlays can be offered multiple times with no cooldown, and rejected with no karma penalties each time. Parlays do not affect karma if conducted and completed. During Parlay, only the players currently engaged in PvP against one another (or tagged players and the player doing the tagging) are affected. Third parties unaffiliated with either side can break Parlay at any time. Between groups, messengers under a white flag of truce can Parlay, and that messenger cannot attack or be attacked without very large karma penalties for the duration of Parlay. BREAKING or BETRAYING Parlay is different from merely ENDING Parlay, and involves either side attacking the other, and DOES result in Karma loss (though less loss than attacking the messenger would incur). Parlay is time-constrained, usually only a minute, but can be extended if both sides agree. Parlays can be cancelled or officially ended at any time. When officially ended, the conditions of Parlay will last for a very short duration (seconds) to allow messengers to return to their group. During Parlay, no combat abilities may be used, including buffs, debuffs, teleportation, mounting, and potions other than health and mana. Players cannot use Parlay to escape from a PvP encounter. Parlays may only be used once per PvP encounter. Parlays can transition at any time into an offer to surrender.

## Special Events

Suggested by ***Anhanga#7763:***

Allow for moderators / developers to host in-game "special events" where they can setup a treasure hunt or a beefed up mob that needs many people to defeat - and then give ability to hand out prizes.

## Expanding Cities

Suggested by ***wanderingmagus#3983:***

moderately wealthy players or guilds can purchase predetermined plots of land at the edge of existing cities, pre-zoned for specific purposes like Shops or Housing or Guild Halls to ensure relatively reasonable layouts. Buildings can be either selected from a range of already-made designs or the Custom Architecture suggested above. If already-made, and if applicable (ie, the Theme suggestion is used), the designs are screened to be "appropriate" to the local "theme" to maintain consistency. As cities expand, NPC-run buildings and objects, like Mailboxes or City Guard Shacks or Guild Notaries, automatically spawn, and the Safe Zone expands. Plots far away from the current city are not available for purchase, only those adjacent to the existing city.

## Custom Styling

Suggested by ***wanderingmagus#3983:***

barbers can create custom hairstyles, screened by moderators for appropriateness. As with other Custom skills, designs can be created for other barbers to recreate the original styling.

## Custom Tattoos

Suggested by ***wanderingmagus#3983:***

tattoo artist skill. Tattoo artists can create custom tattoos, again screened by moderators for appropriateness. As with other Custom skills, patterns and designs can be created and distributed or sold.

## Custom Piercings

Suggested by ***wanderingmagus#3983:***

tattoo artists, barbers, or other Styling skilled players can insert custom piercings, screened by moderators for both appropriate shape/size and final placement on the body. The actual piercing can be crafted by smiths, jewelers, carpenters, or other crafters as appropriate to the material. As with other Custom skills, patterns/designs can be created.

## Marriage

Suggested by ***blank#7391:***

This can signal the relationship between two players. Role Play wise and possibly real life wise. This would make the two players live together.

Suggested by ***wanderingmagus#3983:***

marriages would be a special, long-term binding contract between two players, with options to share the same house, same inventory, same last name, etc (not mandatory of course). parties are usually extremely short-term things that are disbanded as soon as the members log off or finish what they wanted to do.

## Treasure Hunting

Suggested by ***zerosu#8203:***

treasure hunting with metal detector/shovel. Scattered across the world is buried treasure. Your device would slowly beep until you’re close to the dig point. Dig points would be quick beeps once on dig site.

## Logging Off Animation

Suggested by ***zerosu#8203:***

When you log out your character model goes into a sleeping animation preferable into a bed spawn point or in available safe zone areas

## Cameras

Make a camera type deal so we can make icons or profile pictures out of our characters. It would also help promotional wise.Suggested by ***blank#7391*** An In Game Camera For Photos [66]

## Minimal Collision

Suggested by ***wanderingmagus#3983:***

outside of magical effects like Astral Projection, no clipping or phasing through objects and other players. If you want to get through a crowd, you'll have to shove your way through.

## Pronounceable Usernames

Suggested by ***wanderingmagus#3983:***

this being a VRMMO, usernames could go through a "pronounceability" filter as well as a standard duplicate and profanity filter, to avoid names like 1334151#$$%!2llwladdadf or xxXX--!!KIrIt0\_15\_aw3s0m3!!--XXxx.

### Random-Name Generator

Suggested by ***wanderingmagus#3983:***

in-game random name generator runs first off a list of most popular Japanese names before going to a Japanese kana system, which screens for profanity in both English and Japanese, as well as for duplicates. So if you're stuck on picking a name, you can hit "random name", and the result is both pronounceable and unique.

## Family Name

Suggested by ***wanderingmagus#3983:***

players with alts can have Family Names, like Tanaka or Yamada, which designate all their alts with familiar names like Tohya or Minori. Their characters would then be named Tanaka Tohya and Tanaka Minori. Same familiar names would then be permitted, but not both same personal and same family names at the same time. You could have a Kirigaya Kirito and a Kirigaya Kazuto, and a Yamada Kirito running around at once, but not two Kirigaya Kiritos.

## Advanced Friend System

Suggested by ***blank#7391:***

Advanced friend system with maybe a message, call, and maybe even a friend tracker system.

## Contract Hiring

Suggested by ***wanderingmagus#3983:***

guilds or individual players can Contract Hire another player or guild for an extended period of time or until a particular job is complete, unique to the Contract Worker. Incentives and penalties can be added, such as a large first payment, or an automatic bounty being added to Contract Workers who renege on/withdraw early from Contracts outside of negotiation with the Contractor. Different payment options would also be available, such as pay per minute, pay per hour, lump sum at fulfillment of contract, half and half, etc. Contractors can, for a large karma hit, renege on a contract, with the possible addition of a bounty penalty being placed on their head. Merchant guilds can hire Mercenary guilds as exclusive bodyguards and escorts, or specific assassins to carry out specialized assassination contracts, paid by the hour and with a substantial lump sum on proof of death. Rival guilds can contract rogues to steal specific items from another guild's merchant convoy, as quietly as possible. A smithing guild can contract individual miners to work by the hour getting them ore, or contract a mining guild for the same. Rejecting a contract has no penalty. Both parties must agree to the contract for it to be binding. Contracts can be amended upon agreement by both parties at any time. Parties unable to attend may designate a representative to accept contracts, propose contracts, and negotiate alteration of contracts in their stead. While on a contract killer missions, contract assassins will receive Bloodstained Trophy upon killing targets, which list the killer and the victim. This can be transferred to other players as proof of killing. Being contracted for an assassination is the equivalent of a special, single-killer bounty, with same karma effects.

## Pathfinding

Suggested by ***Tetsu Kuro#9213:***

Pathfinding for quests, friends, etc; shows the fastest path to get to a set point, friend, quest target, or tracked boss/enemy. If not directly built in functionality for each individual player, implemented as a learnable spell or ability that all party members of the casting player can see.

## Wardrobe

Suggested by ***wanderingmagus#3983:***

Have a Wardrobe, either a part of your interface or something that's confined to a player home, where you can set different cosmetic outfits/sets, such as one set for the winter season, another for classy events, another for pvp, etc

## Fishing

Suggested by ***ShinyTomb#2045:***

An interactive and fun fishing system. Players can make their own fishing rods, weights, and hooks, as well as their own fishing line. The type of line and hook used play a part in whether or not they'll catch many fish. Don't forget to make sure your rod is up to the task, or else it might snap. Bait can be crafted out of any food item that would stay on a hook, however effectiveness varies depending on the food used. Fish activity is also affected by the current weather and tides. All of these factors allow players to develop their own strategies when fishing, and can differentiate an average fisherman from a pro.

Fishing and boat crafting, for fishers if we add occupations and casuals just looking for some cash [159]

## Game Nights

Suggested by ***Yuuki#0802:***

Game nights. Every week, try to do a game night event with games focused around the type of world Zenith is. Could even do it "bingo style" and have rewards for players/teams who win. Be a good way to chill in the game, meet new people, etc

## Old Tavern Games

Chess, checkers, Senet, Nine Men's Morris (or variations there of) etc to play with friends in a tavern while swapping stories. [163]

## Unique Holidays/Events

Suggested by ***wanderingmagus#3983:***

Unique Holidays/Events - Unique events, not just rehashes of common game events like Yule or Samhain or Oestara. And not just "Founder's Day" or "Zenith Anniversary" either, but events that make sense in-world, like the founding of the first city after the Apocalypse, the discovery of magic, the first interaction between gods and mortals, etc. Maybe even events from other cultures, especially Japanese ones, given the Anime/Ghibli theme, like Obon or Tanabata.

Suggested by ***Ranger Blayke#4268:***

Official Community Events. In game, there should be raid battles or party quests that are hosted by either developers, moderators, or a significant member of the community, as a sort of fun community hang out. After the quest/raid is finished, players who join in could hang out at a cafe or other hangout spot in the city.

Suggested by ***Bonelessyeet#6331:***

This is probably already on the devs minds, but have holiday special events. Christmas raids, content, loot, events, and quests themed around Christmas or other holidays. I almost feel silly suggesting this because it is a standard in most MMORPGs, but these events are incredibly fun and give players a little something new to mess around with. You could even do holiday bosses that give rare items that you can only get during that holiday. And of course the overall aesthetics of player-town hubs will be themed on whatever the current holiday is.
 These holiday events can even include special player perks like: double xp, double currency earned, double damage to all or specific creatures(I.E. on Thanksgiving, bird-like creatures take double damage?), double items looted, or even have a unique skill that only lasts for the holiday season. This would give the devs content to work and create during “dead periods” that plague a lot of MMORPGs when the current content has been completed. I am sure this is already in the blueprints, but throwing it out there just in case.

## Idle Animation

Suggested by ***Yuuki#0802:***

when players put their headsets down and are idle, they should turn into little sheep avatars in game and run around in place frolicking until the player is back. Maybe add a transformation animation for when they go in and out of sheep form

## Personality Options

Suggested by ***Twotorule#8119:***

Personality options, mostly for desktop players. Depending on the personality they choose, their character will do more hand motions and similar things that fit their personality. An energetic person will look lively, while a soft-spoken person will have less exaggerated motions. They won't all look the same.

## Races

Suggested by ***VirtualVap#0391:***

Have creatures as a race option.

Suggested by ***VirtualVap#0391:***

In town, the characters can switch to a human form with animal ears and tail as a option as well. -Suggested by ***\***

Suggested by ***TetsuKuro#9213:***

Playable neko race. Everybody loves nekos. :hyperNeko:

Suggested by ***Shreder856#5433:***

Many different Race options! And they should also come with different buffs. For example: Humans should be like the all around type balanced in strength, speed, etc.. a Neko race should have lots of speed and manuveribility. An elf race would be pros with bows and have better night vision, maybe a race that can shapeshift into animals or people, possibly a race that exells in magic and by picking the mage class you would learn faster. Maybe even a race that are known to befriend and tame animals. I feel adding different races would not only add to more in depth character customization, but also interesting insight into what type of player you want to become, and adding even more lore into the game. ☺️

Suggested by ***CrookedToe#2568:***

Playable Kitsunes and komonos also because why stop at nekos.

Multiple races. Cat-people, elves, etc. [73]

## Wager Placing (Endgame)

Suggested by ***zerosu#8203:***

PvE(Endgame) and PvP(endgame)wager placing. Think your favorite guild will achieve a Zenith first boss kill or PvP season win? Place a bet! If you put in a X amount of currency and your Guild wins, you receive a bonus!

## Traditional/Mythological Architecture

Use mythological/traditional architecture as both part of the lore and actual functional parts of the game - torii shrine Gates like the one shown in the spoiler millisecond reveal can act as barriers between pvp/pve and safe zones by "consecrating" the area as sacred, guardian statues like kitsune and lion dogs and oni come to life as high level mobs to guard areas when approached, burning incense at a shrine altar gives buffs, etc [49]

## Scribe Job/Letters

a scribe job and writable paper so we can create advertisements or messages to each other [74]

## Headpats

Headpat your pets. Get a cute animation.
Headpat your mounts for a job well done. [101]

## Social Interactive Emotes

as above, add emotes/dances for social interactivity [102]

## News System

Having a news system, like a radio station or news paper, for the city you're in. For example it could say when someone opens up a new store in that area. Also it being run by the player base. [118]

## Occupational System

An occupational system that allows players to work jobs that other players go to, that have a specified skill tree that raise prices and improve stocks [137]

## Musical Instruments

Allow for a variety of musical instruments to be playable / tunes to be learned. Group jam sessions ingame between quests would be awesome. [141]

## Permanent Parties/Clans

Aside from having a main guild, have the ability to make permanent parties or clans [168]
This page will contain all suggestions relevent to NPC's.

## NPC Workers

Suggested by ***wanderingmagus#3983:***

Hireable maids, butlers, farm workers, forge attendants, and other npc workers for assisting players, with customizable appearances and clothing.

## Merchant Convoys

Suggested by ***wanderingmagus#3983:***

hireable NPCs that do transport and trading for you? for instance, say I'm just trying to mine in a cave, and I don't want to continuously run or port back to the city when my inventory is full. I hire an NPC or two, with big backpacks at lowest level, wheelbarrows up from that, to wagons etc, who physically transport the ores back to my storage at the city. the downside being that, being NPCs, they can be attacked while on the road, and either killed by wild animals or robbed by humanoid mobs and players. convenience in exchange for the risk of losing your ores. the farther the NPC has to travel, the more risky. transporting doesn't auto-spawn bandits, and the NPC doesn't auto-taunt, it's just the normal risks of the equivalent of an unskilled lowbie walking the same route. with extra currency, you can upgrade your transport with armor, or hire mercenaries to protect the convoy. it becomes convenient for mat farmers out in the field to hire transport workers, and profitable for "thief" classed players to do merchant convoy raids. also, to decrease frustration, the convoy doesn't do the whole "super slow walk, restart slow-walk after attack encounter" escort thing just normal travel speed, but NPC steered. and if there's a wagon, you the player can ride it. also allow players to personally steer their wagons if desired, as a slower-moving mount. (doesn't have to be a wagon, could be a hovertruck or steam-train depending on flavor desired)

## Store Clerks

Suggested by ***wanderingmagus#3983:***

related to the player-owned shop, allows hiring NPC Store Clerks to run the shop and sell your items at market price for players while the player is offline. Will only sell below-cost if the store owner allows it in store settings. Like other hired NPCs, can be customized for race, gender, appearance and cosmetic clothing. Might also include trainable skills, such as Haggling.

## NPC Relationships

Suggested by ***Yuuki#0802:***

in terms of NPCs in cities and towns, they should have depth to them. Of course, you have the usual they know each other but they should also have relationships like the city blacksmith could have a daughter who specializes in potion making. With an ultimate goal of creating bonds between npc and players. There should also be kid npcs (children of the married npc in towns and cities) who play around wanting to become warriors. Sometimes they get into trouble so you have quest from their parents to go save them.

Suggested by ***Yuuki#0802:***

More complex NPCs. So, the kid NPCs mentioned previously grow up as the game ages and new child NPCs are born. Kid NPCs also have similar ambitions to newcomers to the game, wanting to learn magic and sword fighting. You'll see them around practicing their abilities, same as you.

## NPC Factions

Suggested by ***wanderingmagus#3983:***

Have different factions among NPCs that players can earn Reputation points for, some friendly with each other, some neutral, and some rivals or outright enemies. They might be confined to individual places, like the Archive Scholars and Black Hill Rebels, or have representatives in different places, like the Imperial Loyalists or Most Ancient House of Raven. They might be focused on the technology/nature conflict, like the Technocrats and Sisters of Gaia, or on magic, like the College of Mystic Arts. However they come out, earning Rep points grants unique cosmetic costumes, gear, skills/spells, titles, and questlines.

## Grabbable NPC

Grabbable/carryable enemies and NPCs. [48]
This page will hold all related Questing suggestions.

## Questing

Suggested by ***J\_#1940:***

Make questing engaging; NPCs should 'feel real' to some extent and quest content should require world exploration.

Suggested by ***Mithril#3589:***

Have gear score system in place for dungeons and raid matching to make que hassle free.

Suggested by ***snazzer#6793:***

don't be cookie cutter like reborn. Be less motononous in the quest system, especially if quests are the main way to level

Suggested by ***J\_#1940:***

A fun MSQ is what i miss from orbus reborn. i feel like i have no purpose apart from the personal goals ive made up. its like a carnival of games currently. so give the player purpose and belonging in the world that leads them to do the fun activities and side quest in your mmo

Suggested by ***☀Medic E#4951:***

We should have really hard quests to get special classes.
This page will contain skill and abilities suggestions that do not correlate to a specific class or that correlate to multiple classes.

## Sacred Magic, Onmyoudou, Miko

Suggested by ***wanderingmagus#3983:***

Sacred - Onmyouji, Miko, and other Eastern Cleric classes can learn Onmyoudou, a variety of Cleric that relies on Sacred Seals, Sacred Rituals, and the blessings of specific Kami at different Shrines around the world. Sacred functions similar to Holy. Unlike Holy Blessings, Sacred Blessings of Kami only work in certain locations or types of locations, depending on the Kami that granted the gift - River gods only have jurisdiction near rivers, for instance. Eastern Clerics can use Sacred Seals to bind, banish, and otherwise negatively affect Corrupted and Evil creatures or Corrupted PvP-enabled players, and also to denote an area of some size as Sacred. Unlike Holy skills, Sacred skills generally do not automatically include resurrection or healing skills, other than healing from curses and possession. Sacred Torii gates and barriers cannot be passed by Corrupted/Evil creatures or Corrupted/Evil PvP-enabled players.

## Holy Magic, Paladins, Clerics

Suggested by ***wanderingmagus#3983:***

Holy - Paladins and other Western Clerics can learn Holy skills, which allow them to heal, resurrect, exorcise, and banish. Unlike Sacred skills, Holy skills function anywhere, and can work through something as simple as Prayer (effectively a Holy spell). Against Corrupted and Evil creatures or Corrupted PvP enabled players, even Preaching and Recitation can be devastating in damage. However, these attacks are not nearly as effective against neutral or non-corrupted targets.

Holy Blessing - Holy Clerics can also Bless weapons, armor, and other players, creating a temporary or permanent enchantment-like effect as long as the user acts in accordance with Holy principles (red PvP, aka murder, and Thievery, violates Holy principles and results in the Blessing being rescinded, or even causing damage to the user).

 Holy Penance - Holy Clerics can give red players a Penance quest after a Confession, which allows red players to slowly work back their karma to green.

## Black Magic

Suggested by ***wanderingmagus#3983:***

Black Magic, Summoning - sorcerers and related classes can summon demons, spirits, and monsters of the God-King and make blood pacts and contracts with them, offering some extremely valuable sacrifice in exchange for power.

Black Magic, Control - sorcerers and related classes can speak Words of Power and Words of Command if they learn them, and wield absolute authority over creatures they find the True Name of, including NPCs and humanoid mobs, possibly even including Bosses if they're high enough level and went through the grueling tasks and sacrifices to attain the Boss's True Name. Words of Power over doors can shatter them or seal them against harm, Words of Command can force monsters to self-harm or throw themselves off cliffs and into traps, True Names can create a powerful temporary or permanent minion.

Black Magic, Sympathetic Magic - Shamans, Sorcerers, Witch Doctors and related classes can create Hexing Dolls by attaining a strand of hair, drop of blood, or other item from a target, be they mob, Boss, or PvP enabled player. Actions done to the doll will sympathetically and simultaneously affect the target - stabbing with a needle has the same effect as a dagger thrust, burning on a candle is like using a flamethrower, holding in a bucket of water is like drowning in an ocean, etc.

Black Magic, Corruption - repeated use of Black Magic results in increasing vulnerability to Holy and Light attacks, Sacred seals and wards, and at certain levels of Corruption prevent the player from passing under a sacred Tori gate or coming close to a Shrine. It also causes the player to begin seeing Corrupted visions, like blood seeping from under doors, being able to see the Corruption on other players, seeing evil bosses and creatures emit a powerful aura, and seeing a blinding halo or glow around Holy, Light, and Sacred players, mobs, and NPCs. They may also see normally-invisible evil spirits that can attack them.

## Combat Speed Ability

Suggested by ***wanderingmagus#3983:***

for certain classes like ninja and rogue, or races like were-cat, a combat speed ability on cooldown like Shadowstep, allowing the player to quickly dash, at some cost or requirement such as inventory weight limit. For classes like Samurai, single use long cooldown for massive damage when used against a weakened opponent, which must be combined with an accurate katana slash, and can be successfully blocked by a skilled opponent (Assassinate, Killing Blow, Coup de Grace)

## High Leap Ability

Suggested by ***wanderingmagus#3983:***

For classes like Ninja, Monk, or Swashbuckler, and races like Werecat, ability to High Leap / Heroic Leap / Quick Escape and jump onto high surfaces one or two stories up, and also to land silently from several stories up without fall damage or breaking stealth. Like other catlike movement skills, limited by inventory weight, and the "silent" part by worn armor (metal armor will break silence and stealth, cloth or leather won't).

## Taunt

Suggested by ***wanderingmagus#3983:***

For Tank classes like Warrior, Champion, Paladin, Crusader, Barbarian, or Knight, and classes like Minotaur or Giant, a long-cooldown Taunt.

### Taunting Method

Suggested by ***wanderingmagus#3983:***

Taunting Method - unrelated to the actual existence of a Taunt skill, a means of achieving this skill: similar to Log Horizon's Anchor Howl which forces both mobs and players to attack the tank by penalizing opponents who look away from the tank, either with damage or some other debuff.

## Wall Climb Ability

Suggested by ***wanderingmagus#3983:***

For classes like Ninja or Thief (via equippable Ninja Gauntlets), and races like Werecat (racial ability), ability to wall-climb. Dependent on inventory weight, does not function if claws are covered or other gauntlet type is used. Does not function on perfectly smooth surfaces like Faerie Glass or Magic Crystal.

## Health Bars

Suggested by ***Matti#2838:***

Health bars are visible by option for all friendly and enemy players and NPCs. This can be customized through menu.

## Skill Points

Suggested by ***izukumidoriya#5596:***

skill points, you can gain skill points from certain quests. Using these skill points will (obviously) upgrade your skills

## Runes

Suggested by ***wanderingmagus#3983:***

Runes that actually do something, with crafting skill: Scribe. Specific words/sentences that comprise complex enchantments for armors and weapons, each made up of descriptor words that have to be put together in a certain order to work.

Suggested by ***wanderingmagus#3983:***

adds crafting skill Scribe, which can also be learned by Smiths and other professions. Specific words/sentences that comprise complex enchantments for armors and weapons, each made up of descriptor words that have to be put together in a certain order to work. Inscribed runes can additionally be empowered by sacrificing certain materials related to the desired enchantment, like rare pristine feathers for lightness and flight, or extremely durable and rare ores for strength. Some enchantments can lose power under certain conditions, and others only go away when the item itself is broken.

## Find Weakness Skill

Suggested by ***wanderingmagus#3983:***

assassins and related classes can learn the Find Weakness skill, which shows them the true armor, class, and level of their target. This allows PvPers to plan around enemy strengths and target their weaknesses, resulting in more tactical combat.

## Dematerialize ability

Suggested by ***izukumidoriya#5596:***

people who learn high level blacksmithing and alchemist will gain the skill to dematirialize (turn item back into materials or raw form) weapons for their material

## Thievery Skill

Suggested by ***wanderingmagus#3983:***

for a certain amount of negative karma proportional to the value of the object or amount stolen, Thieves, Rogues, and related classes are able to briefly access a target player or NPC's inventory to retrieve items, the number, value, weight, and size of which depend heavily on their Thievery skill level, actual skill at the stealing minigame, stealth level, and the target's level and stealth detection skill. The minigame is interactive and time-sensitive, requiring skill to complete like any Interactive skill.

#### Thief's Mark

Suggested by ***wanderingmagus#3983:***

Failed attempts at stealing will result in far greater karma loss, and give the would-be thief the Thief's Mark while in line-of-sight of the victim. The Thief's Mark will turn all nearby NPCs hostile, and mark the player PvP attackable even if in a safe zone (provided PvP is available in the server and toggled on, if PvP is toggled). Additionally, a minor Bounty will be placed on the failed thief's head after a certain number of failed attempts, or upon the first failure if multiple successful acts have been made or the thief chooses to attempt stealing a sufficiently valuable item, but initially only for the city/area the attempt took place in - moving to another settlement or area will suspend the bounty until return to the area. As the thief gains notoriety, the bounty amount will increase, as will the area the bounty is active in. Legendary thieves who fail the attempt will be marked with a high bounty serverwide given the above conditions. Successful stealing may result in increased reputation among a thieves' guild or enemy faction hostile to the target's faction.
This page will hold any suggestions related to user/player in-game interactions. A special category, of sorts.

## General

I’ve seen some games have it where if you are to high level compared to your friend then you can’t play with them. So all I’m asking is that no matter what level that you can play with your friends. [151] Adding on to above, essentially difficulty equalization in pve when partied. [152]

## Rift Crystals

Suggested by ***ShinyTomb#2045:***

Rift Crystals! Need to get back to a city? Crush a Rift Crystal in your hand and teleport to the closest city! This would be a great way to show off the pressure sensing capabilities of the Index Controllers, while also providing a satisfying and unique way of teleporting. Example: Squeeze the Index controllers, or hold the grip button on your controller for 5 seconds. The crystal will begin to crack, and after 5 seconds it will shatter! A burst of magical energy will be released, surrounding you and engulfing your vision of the world. Suddenly the energy fades, and you're standing in the middle of a city!

https://imgur.com/ZImIiFK

## Travel

Suggested by ***Flopsi99#3519:***

More advanced/interesting ways to get from place a to b such as maybe Hoverboards, Grappling hooks or air travel in flying ships w/ airdropping from there (interesting transportation)

Suggested by ***BellFox#4592:***

Maybe for long distance travel or getting around a city, a community subway or tram that goes to different locations could be used.

## Dungeons/Raids

Suggested by ***J\_#1940:***

Make raid and dungeon difficulty hard ensuring that content cannot be steamrolled in 2 weeks.

## Pets

Suggested by ***Taylor#3296:***

Maybe pet's that can do stuff like in some MMO's like Healing, Attacking, Buffing, Debuffing, Tank, etc.

Suggested by ***J\_#1940:***

Add a skill tree for some hunter type class whereby they can choose to use a pet.

Suggested by ***wanderingmagus#3983:***

Tinker/Magic Pets - for a Tinkering or Engineering skill, or the Artifice magic skill, the ability to create clockwork, steam, robotic or golem pets, assistants, and companions.

### Pet Breeding

Suggested by ***zerosu8203:***

Buy default pets and breed them under certain conditions to obtain unique sizes, patterns, and colors.

## Guilds

Suggested by ***jaxrose711#5489:***

Have groups (or Guilds) in the game to have more players interacting and having a good time in-game.

Suggested by ***ghazy#1421:***

Factions have there own “hall” upgradable by the leader for in-game or real currency. This hall is where Announcements or giveaways can be held in the factions own place. Additionally, elixirs and other things can be discounted by an npc in the guild hall.

## Economy

Suggested by ***wanderingmagus#3983:***

Player-run Economy/Shops - In conjunction with a robust Interactive Crafting system, have shops be available to players, similar to Player Housing, but for the purpose of crafting in the back room and selling on the shop floor, with player-customizable layouts and furnishings, usble furnishings like forges and baking ovens, and option for decoration and signage. Shop prices are set by the player who owns the shop, but a bargaining system is available for negotiating prices. Interfaces are available to both buyers and sellers to see current average prices, the cost of crafting, the material costs, buffs and debuffs, etc.

## Player Auction/Shop

Suggested by ***Matti#2838:***

Whichever form the player auction house/shops take, design a search feature for items that are for sale. Even if you have to physically travel the the player's shop to purchase the item. I believe there should be a way to see if the item you're looking for is even for sale somewhere. I've played games in the past with player created shops without a search function, and it can take hours of searching through every single shop only to discover that the item you want isn't in any of them. You then have to repeat the process later trying to find that item. A search function would avoid all that wasted time and unnecessary frustration.

Suggested by ***Jacky#5810:***

If you had an item that you wanted to sell but didn't know how much it was worth, or you just wanted to see how much you could get for it, you could put it up for a bid. You would choose the starting price, buy now price (if you wanted there to be one) and amount of time on the auction house. Other players could look at the auction house and could bid on items that had been posted.

Suggested by ***Ranger Blayke#4268:***

There should be a system in place for the player-run shops that keeps hyperinflation from happening with the prices of certain items, especially if they are rare, from the end of the game (being sold to newer players), or an item that is unobtainable (event exclusive, Beater set, founder/backer exclusive items). This system could be as simple as making certain items unsellable, or setting an MSRP on certain items.

## Player-made Ads

Suggested by ***wanderingmagus#3983:***

Players and guilds can put up fliers, posters, and broadsides advertising their services on certain walls, lampposts, and billboards.

Example of a player-made advertisement:

```
"Finest Swords in Town! Kobayashi Kouji, Master Smith! Only 30 currency/hour! Visit at Kobayashi Smithy, 24 Metal Street!"

```

Example of a guild-made advertisement:

```
"A Shining Shield - Knights of the Blood Oath. In any weather, in life or death, we will protect and serve. Join and become the best you can be. Visit your local recruiting center at 43 Paladin's Avenue."

```

there should be a way to put up ads, using hollow screens or something to advertise guilds and shops [176]

## Logging In

Suggested by ***Yuuki#0802:***

Can we get a "Link Start!" type experience to login?

## Emphasis on Hands

Suggested by ***Yuuki#0802:***

Hands should be emphasized. You should be able to interact with objects in game using your hand including an interactive menu that can be accessed by swiping down with your index finger. All menus in game should be touchable via your hand. Other useful items in game should be interactive as well including maps to areas you are to explore. To open the map, you can grab it with both hands and roll it open.

## Teacher/Mentoring System

Suggested by ***Yuuki#0802:***

Teacher/Mentoring system (adapted straight from Log Horizon: https://log-horizon.fandom.com/wiki/Teacher\_System). Basically allows higher level players to temporarily lower their level and stats so they can guide new players. Will be useful for multiple reasons.

## Left-Hand Mode

Suggested by ***F2#7268:***

Leftie Mode.

## Guild Tags

In game guild tags, so you can see guild members within the game. [53]

## Infinite Leveling

Infinite leveling, or if that is too hard, Tibia-style leveling.
For those unaware of Tibia, it is a late 90's isometric MMO that still has loyal players to this day.
The synopsis of Tibia's leveling system are that the first 100 levels (possibly more levels for Zenith, such as 300), you level similar to almost any other MMO, such as WoW. After you hit the soft cap, every single level afterwards requires ~8x more EXP to rank up. For example, level 100 could require 1 million exp, and level 101 would require 8 million exp.
This would sate hardcore players, and reward them for grinding so much, while not making them too much more overpowered compared to people that just hit the soft cap (level 100).
For example, the top level player in Tibia is level ~125. Tibia has been out for ~20-ish years, and the top player usually plays a few hours a day. [67]

## Tangible Food

Let us buy food we can pick up, throw and eat and also let us be able to create our own food, like literally putting a burger in some noodles and it stays together. [81]

## Large Item Pickup Hitbox

Allow players to pick up ground items without reaching all the way to the floor (large item pickup hitbox). A lot of VR rigs, even if supplemented with a third sensor have issues tracking directly on the floor. There are few things more frustrating and immersion breaking than reaching down to pick something up and finding it is outside your tracking and you have to reposition your body to not block the sensors. This can be resolved with a larger ground item pickup hit box. [96]

## Personalized Stances

We get the option to choose how we decide to grab the weapons (normal grip, reverse grip, etc.) And the place to holster the weapon, (on the side, back, upside down, etc.) Aswell possibility to dual wield weapons and chose everything behind to both. [129]

## Push To Talk

Both push to talk and voice activity are available. PTT can be rebindable to both triggers and a button or something. [164]

## In-Game Trading

have in game trading between players. Not just a Auction house. [183]
This page will hold any suggestions related to Virtual Reality and Virtual Reality headsets as a hold. If it does not specifically pertain to any aspects in the game, it should go here.

## Controller Support

### Knuckle Controllers

Suggested by ***J\_#1940:***

Currently there are quite a few of us playing another VRMMO and we cannot use our knuckles controllers because there is currently no customization for the horizontal and vertical axis rotation on specifically knuckles controllers. Controller rotation preference is different per player/class combination with the knuckles controller.

### Index Controllers

Suggested by ***CrookedToe#2568:***

full index controller support

## bHaptics Support

Suggested by ***TJStudioYT#3746:***

How about adding support for bHaptics' haptic suit? This would help increase immersion a bit with haptic feedback for your body where you can feel hits or when someone grabs on to you.

## Large FOV Support

Suggested by ***J\_#1940:***

make sure game supports large fov for pimax and index or other headsets

## Utilize SteamVR Skeletal System

Suggested by ***CrookedToe#2568:***

use steamvr's skeletal input so it would be easy to add different types of controllers and things like haptx and leap motion

Suggested by ***ShinyTomb#2045:***

Full body tracking support.

## Foveated Rendering Support

Suggested by ***ShinyTomb#2045:***

Ensure foveated rendering is ready for release once eye tracking comes to fruition. (Pimax's eye tracking, for example)