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  1. There need to be more defensive options for players when protecting their bases. Currently, the NPC system is very inefficient. NPC units require food, ammo, and coins. This is too much upkeep, even for mega companies. I suggest that the AI units have a one-time gold cost to recruit and then only require an upkeep cost of food and ammo. AI units should not be invulnerable to damage. Instead, I suggest setting base values for their damage, stats, hit points, and armor rating. This would allow players, to further enhance their AI units by crafting better armors, weapons for them to equip and cook recipes to increase their stats. AI units should actually have meaningful combat capabilities in both range and melee. Construction blueprints need more diversity and interesting components to allow for more elaborate and functional constructions. Player armor and weapons are too limited. If you cannot provide multiple appearances for each armor type, how about adding more costumes that cover aspects such as capes, cloaks, helms, hats, robes. Currently, everyone looks the same and that is unimaginative and boring! Boats should not be stealable or at the very least the steal timer should be increased. Currently, a sloop can be stolen before many people can even wake up from sleep or get off from work. Megacompany members need to be limited. This would mix the current stale meta and provide for more larger companies and a lot more ship skirmishes. Oceans are too treacherous. The cyclones behave like heat sinking missiles, stick on you like glue, always move into your path so you cannot steer clear of them, and they continue to just re-form themselves around your ship. This makes the damage they inflict too great. I have lost so many sloops to them it is not even funny. The lions are too unrealistic in their behavior, making them extremely difficult to deal with up close. Arrow and bullets tend to miss them despite the fact that the shots were solid hits and the arrow is actually still lodged deep into their head. Their movement is very erratic. Instead of a realistic jump, they actually defy physics and logic and seem to fly/teleport to their prey instead. Ships need fewer restrictions for building upon. Maybe add more ship specific additions or remove the current build restrictions that prevent player structures from going too high or wider than the ship. This will add greater diversity in ship appearances and functionality and ultimately enrich ship to ship skirmishes. Please remove the mini-games for all actions and implement a standard timer. Reloading, foraging, and repairing is painful and distracting while we are focusing on combat encounters. Cannons and swivel guns do not require a mini-game to reload so why do many of the other actions require them? Bows need to have a boost to their damage as guns are more overpowering, rendering using bows extremely unbalanced. The Archery tree for "Strong Arm" shot does not actually enhance the bow's damage output as it describes. Invested points in the tier do not add any more damage than bows would deal without the invested points. Brawling is extremely broken. The brass knuckles have too little durability, so after every combat encounter they are always broken and require immediate repair. Brass knuckles also do very little damage. I recommend that you either increase their damage output or the amount of torpidity that they can deliver. The latter would be most interesting for PVP encounters. Skill trees should require more investment in points to reach best-tiered skills. This way players need to be more dedicated and will feel more unique with their build choices. Currently, the meta is the "jack-of-all-trades" and as result, all player characters feel the same. This is borning! The skill trees also require a little overhaul or some tender-loving-care: The medical tree needs a revamp to be solo-player friendly. Maybe consider adding some self, healing options? Shields are too heavy to be viable in most encounters. As a solo or smaller company member, whenever I am out trying to gather resources it would be nice to use my shield in case I am forced into a combat encounter. Currently, their weight prohibits carrying them around while also holding resources. Players with guns, bows, knives, or sword builds are not as impacted as the shield spec. Stealth from the Beastmaster tree needs to be re-coded to allow the player to become invisible from aggressive creatures. Right now, there is NO difference in the line-of-sight radius with predators. They always aggro just the same. Throwing knives need an increase to their damage output and their crafting cost requires a rebalance. As a consumable, they are too expensive and deal too little damage to be worth their current investment. Maybe add a skill tree to enhance their damage and range or make the throwing knives dual-wieldable, or better yet, implement a secondary attack. One that does melee damage instead of just their ranged attack, which would end up consuming them completely. We already have to throw knives, bows, and guns, why do we have spears in the game? They are not even balanced in comparison to the rest of the weapons and they receive no beneficial enhancements from any of the skill trees. They just seem either out of place or require some sort of enhancement within one of the skill trees. Food recipes and musical songs should provide more unique and beneficial effects. They should also have effects that may cater to solo-players too. Would be nice to see a skill tree option to dual-wield swords. Would be nice to see a skill option to increase player movement speed. Would be nice to see a skill for climbing. Increases a players ability to scale steep inclines, trees, and zip lines. Would be nice to see a skill for stealth. Would be nice to see a skill for higher and longer leaps. Would be nice to see a skill for hit avoidance, such as parry or dodge. Please add in parachutes! Paint pallets should consider actual colors from objects within the game such as rocks, grass, lakes, dirt, trees, and leaves. The current color pallet available does not allow for adequate camouflage. The color pallet is very limited in scope and does not provide logical colors that match any of the game's surrounding environmental pallets. Also, most structures and materials will NOT reflect the suggested color and often times they seem to change once applied or do nothing at all to alter the appearance! Freeports should allow players to tame. This allows a safe learning environment for noob players to learn how to tame and to actually tame their first mount that they could sail away with. This is certainly not unbalanced, given how dangerous the wildlife is for many of the islands. They will lose their mounts soon enough to faulty coding and game logic anyways... The saddles for players' tamed creatures need to provide an armor value or there should be options to craft armored barding that will. Beds should be placable underwater. It provides more building and tactical opportunities. Spawning into a bed underwater still suffers from the obvious oxygen deprivation, so the player cannot just live underwater indefinitely anyways. The game really needs a more durable structure with increased hitpoints or damage resistance for storing player valuables, such as a vault or a more durable strongbox. Maybe you could consider adding a skill tree option to bury treasure? The game needs more diversity in wildlife. Currently, almost every zone has the usual creatures and tend to look and feel the same. The game is perfect currently without any tamable flyers all over the place except the for a few dragons but I recommend that you consider to amphibious creatures that are tamable and ridable by players. Maybe you might also consider adding in a few creatures that can jump over or climb up natural objects like trees, sheer cliff walls, and steep mountain inclines? Finally, here is the "BIG" question: Where are the castable magic spells that the trailer and official game description eluded to, the Tarot tree?
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