1) Food.
-Remove food restoration from the restoration spell.
-Give "Create food" to govannon worshippers only.
-Even out the weight and food+ bonuses proportionately so fish+chips don't make everything obosolete.
-Make it so that only certain plants can be grown on certain islands.
[b]
This will give players something else to do (bake+plant), benefit the economyt, give food an actual reason to exist, encourage kingdom interaction and more.[b]
2) Spells.
-Targetting system: Highlight the closest player or monster by pressing "a", pressing the button again will switch to the next closest. An arrow or maybe a box can appear above/around the player to indicate they are the active target. The target can be taken off by pressing "d" (shield) and once either player leaves the level the target is lost.
This will make it a lot easier for spell casters as they won't have to open and drag and icon onto a player (which is difficult on a moving player)
-For spells such as "pool of chaos" where the graphics are solid, crappy looking, spaced and it's blatant where damage is dealt...add a "dontblock;" script or so along with light effects to surround it similar to how fire spells work.
This will make the spells look better, stop spells from annoyingly blocking areas, prevent players from grabbing the spells playfully to disrespect your character and the games lameness =D
-Casting time,"Failed" problem, gani problem, item blocks and inferior spells.
Spell cast time is too short, in the time it takes to cast a bullet any phys user can run across a level and hit you. Some spells just take too long, period, such as "holy orb." You also have to see the player use the wand gani before some of the spell's even begin.
When players are hit by another player, even if they miss and their attack fails, the spells are still interupted. Ontop of this, if a player is on peaceful mode and hits you it has the same effect and is quite frustrating if fighting someone else in battle.
When players are hit during a spell and it's interupted, it isn't possible for them to walk until the spell gani time is over. With the combination of this and the hurt gani...it is often pretty easy to be killed in one offensive rush by a phys user.
Players often drop an almost completely unvaluable item or so to block spells such as a finger or a silver coin. This is makes things difficult for spell users, especially if they pray to Brigid and can only use spells. More spells should go over items (maybe things like tables and trees too) the same way "holy orb" does.
Many spells have become inferior/obsolete due to the power, cast time, size and lenght of time others last. An example of this would be "ice storm." A player can cast an ice storm which not only covers a larger mass and does more damage more often than "large icestorm" but it costs less than 3x as much mana to do. The same applies for fire spells. These spells need their mass, damage and time they last increased. Furthermore, bullet spells make wounding almost useless since the wounding has been toned down. They do almost as much damage except the wounding takes around 10x as much GP which could be used for something more useful like healing compared to 4sp for a large bullet which can be recovered in a few seconds. Wounds need to be atleast 50% stronger. "missile" spell is very buggy, might aswell remove it as the way bullets work on Graal is how missiles are supposed to work on CF.
-Avatars and summoned pet monsters.
Currently avatars can't even touch just about every player and are a little difficult to control (even harder when you are hit as your character faces down in the hurt gani and your avatar walks about 10 miles down before you recover.) As players wisdom level up so should their avatar..2hp, 1 wc, 1ac or so each level? You should also be able to control the avatars the way you control your player, "possess" them or so...when they die your player re-appears and loses a proportion of hp or so? As for pet monsters, just add a wider variety for higher levels.
This will greatly improve the spell system on GK with not only fixed bugs, balance and user friendliness but...look awesome
(or less lame atleast =D)
Items/Weapons/Armor
Currently many items are made inferior/obsolete by others. Take the shields and bows for example, for a few measly wooden boards or so one can make a shield with ac+1, armor+something..for another unvaluable, common, item they can make another with identical stats except more armor. Which would you choose? <---Rhetorical question. What makes things worse is that craftable items aren't even useful when alchemy ones are almost as easily obtained and have drastically higher stats. What I believe should be done is adding variety to the game. Rather than having three bows and shields with like:
shield 1: ac+1 armor+1, shield 2: ac+2 armor+5, shield 3: <insert higher, same stats here>
and
bow 1: wc+1 damage+20, bow 2: wc+1 damage+25, bow 3: <inset same higher stats here>
you have variety. Example:
shield: ac+1, armor +1, resist fire +10. shield 2: ac+1, armor+1, resist cold + 10. shield 3: ac+1, armor+1, resist electricity +10. Shield 4: ac+1, magic+1, armor +1. Shield 5: ac+3, armor + <less than high shield of deflection>, weight: <less than high shield of deflection>
Along with items to craft them that would actually be a little challenge and fun to collect. Maybe put those large gems that currently have no use to use? sapphires for cold resist items and rubies for fire for example?
If no-one noticed I tried to do this through Forest =p Forest bow for example has no wc bonus and the least damage in the game but is the lightest bow and has attack type: magic ;p
This will balance items, benefit the economy and add variety in numerous ways to the game - from crafting to stat themed characters.
Gods and attacktypes
Currently Gods are a little buggy and unbalanced.
Ogma's bracers need to be added. His poison fog spell should follow the player and he should not be able to be diseased. Maybe immunse poison too. I mean...balor immunes fear, dianceht immunes blind, aengus immunes confuse and slow.
Brigid's resistances which were her main reason to be worship is useless as they give no exp and stat loss in the mudlib and CF but on GK you don't lose those things anyway. She should be compensated with resist magic+35 or so. Brigid's spells are also very bugged or don't work. Peace was removed which worked similar to oratory on monsters and prevented players with a lower wisdom level from harming you, remove damnation is useless on GK and doesn't even work correctly, reincarnation is useless and was removed, sanctuary and wall of thorns don't block all the spells it should and is lacking graphics, insect plague doesn't work correctly.
Govannon worshippers should be the only people to learn create food (Refer to food suggestion.)
Balor should resist fire additionally to magic, if not, fire alone.
Aengus - confuse and slow needs to work so his weapons are actually useful.
Bile - deplete and drain attacktypes don't work on GK, remove them.
Leucetious - Add "slow" to his attacktype, govannon makes the lightning inferior.
Also, remove ghosthit and paralyze. Nothing in the game uses 'em and they don't work. Not too mention paralyze would be too advantageous to exist if it did work.
This will balance and distinguish Gods more making worshipping more enjoyable. Aswell as getting rid of useless attacktypes.
Pets
Currently pets can be quite annoying and laggy. Did I mention they are useless except the horses? I believe players should be limited to ONE of each type of pet and all useless ones should be a) destroyed b) destroyed c) destroyed d) all of the above or alternatively, give them a use such as carrying items to lessen your weight.
This will reduce lag and annoyance aswell as give pets a reason to exist (minus horses.)
Day/Night system
A day/night system should be added where different monsters appear at night and day and drop different items. Of course it should not move in real time as everyone are in different time-zones and may not get to experience both night and day in game very often if at all.
This will add variety, realism and benefit RP aspects to the game.
Agility
Currently agility levelling is almost useless. Stealing really makes no sense as you can just kill a monster for the drops a lot faster. The ac to wc ratio in the game is really off. If a player levels phys to the max level and has equipment their wc can reach around -130 max...the max ac someone can get in the game is around -85 max. My suggestion is every 4 agility levels you obtain 1 more ac. 110/4 = 27 + 85 ac = 112 ac. Maybe at every 10 you get a 0.050 speed bonus so at max level (110) you are 0.500 speed faster than normal which would take quite a long time to achieve.
This will help...self explanatory. Makes the bloody agility levels exist for a reason >:O
Death
Give the players a choice. Lose items and permanent stats (revived by praying to some god, remove damnation spell/scroll or potion of life) or 1% exp.
This will solve a lot of things mentioned prior to this and more of a thrill in sparring.
Apoccolypse
Reset the server AFTER economical balance and bug fixes aswell as major updates have been completed.
This will prevent old problems from re-occuring (especially economically), clear all the bug abuse that took place to get players to the advantageous position they are today.