Ability to catch different types of fish depending on area or region (Pier, East ocean of Desert, starting West Dock, rivers, ponds, etc)
Fishing with Rivers can bring the additions for new freshwater fish such as types of trout, catfish, salmon, bass, etc which can possibly differ with their own characteristics from saltwater fish, such as being higher in Mana attributes opposed to saltwater (higher in HP) also, bear npcs :p
Higher level rods can be used to catch the deeper sea fish commonly found in deep waters (only darker deep water tiles), would also initiate one necessity for buying a boat
A specific key can be added/obtained from an NPC quest to unlock the room of the house in Docks leading to that dungeon, would also prevent simultaneous number of players attempting dungeon at once
Some thoughts to make the mechanics of climbing more interesting (atm you can buy bronze boots or higher to climb any climbing wall)
With boots, players can be able to kick other players off the cliff/ledge while climbing/receiving damage (% chance depending on type of boots) there’s already an instance where one of the unfinished forts contains a section of climbing walls in the front that can be refined later on, also players raiding the fort in the Desert would be able to bypass one of the levels or two (instead of going through one of the caves) if there was a climbing wall not being covered by those defending. Climbing perk can also be reintroduced with different levels of upgradable tiers if this mechanic were to be added
Or have climbing walls more differentiated by shades of color, and can only be climbed with certain levels of boots
There are already some mushroom items in the game, that can give minimal hp attributes when eaten. There’s also a variety of mushrooms ’grouped-together’ that can already be found sparingly throughout the map. These grouped-mushrooms can possibly be used by players to pick up a single random colored mushroom depending on chance. Higher farming or crafting exp/levels can be used to raise the chance of picking up more than one mushroom, other colors, etc. These mushrooms can also be looted by other players, maybe in limited quantity before they’re fully looted until able to be picked again (15 mins, etc). Climbing walls placed in areas across the map, such as the one already under Lighthouse, can also lead to one of these grouped-mushrooms, even bee hive. Picked mushrooms can be used to make certain potions, tonic, elixers, etc
Hopeful daily challenges are being thought of that would entice players to keep coming back to server (random jobs based on crops farmed, number of butterflies to be caught, specific baddies to be killed, even the amount of time a Fort has been captured, etc)
I like the placement of the Desert, but the town associated with it could also be refined some to be more simple to find its shops
With the way the shops are placed now, some shops/stalls become hidden, and it almost feels like one of those underground malls that you never knew existed in your city or just always dreaded going into. In particular, the layout of the shops/buildings could be made to look more linear to each other, more side by side or across from each other, in a style recognized in the Old West or similar period, maybe even additional tiles created for buildings made of stucco Ala in Mexico side of 1900s
Buildings can also have more characteristic to them for example, the gun shop/blacksmith/armor shops can both be placed separately nearby together, maybe with the outside of the blacksmith’s building acquiring a more welcoming outside presence, with images of blacksmith tools/anvil laying outside etc
Almost essential for every Western town, an opportunity for a western-styled church can also be built with its appropriate building tiles, and can house where the Rune Mage would be, with him and his companion devil relocated inside one of the caves or seperate building on the eastern side of the Desert, a white bearded priest in his place, and stairs/elevator leading underneath the church to a room with modern cloning equipment referencing some pop culture from a popular tv show

Separated General Store/Grocery/Diner with the area for cooking in nearby room surrounded by barrels of food
Separate housing that sells Hats/Boots(to use climbing)/Apparel together, potential for water tank tower, and of course the ticket booth for blimp
Saloon could be in the center of the town, made larger to support a piano and separate tables for players to sit down/start and Queue for the card game until someone else grabs/clicks table without need to click on player profile/send inv, upstairs floor with curtained doors ;) also with upstair fenced porch outside
Possibly even include a styled Bank/Inventory or Hotel in this town as well?
Perhaps the addition of a Sheriff npc and associated Jail, with potential quest/bounty for particular baddies in Desert, possibly the capability to place a bounty on a playing-character’s head for (x) money, only daily? randomly chosen by Sheriff npc, etc
Market shaped as a boat under Docks could also be turned into a fish-speciality restaurant, split up at the top for cooking or have the stove and table placed inside where the restaurant’s kitchen would be
The dock could be made to extend out a little further into sea, be longer to give more space for people fishing, would also like appropriate fishing quest associated here
When inside of the Castle/city, it’d be better and more visually appealing, for mobile players especially, to be able to see from outside of the castle; or at least have some resemblance of outside, instead of having the levels end at the castle wall
Would also eventually like to see a Royal/King’s palace with a King and its associated rooms and guards inside the city somewhere (could possibly better link quests/starting tutorials together)
Minor addition, under spar arena in City, there are drains with metal bars that make the water seem like it’s in a static state, a gani or graphic for the bars or a water graphic also to be used outside, can fix that and show the water animated or seem as if its moving
Spiders can be made more common as they spawn quite rarely from picked up bushes/pots. In one of the Elite Guard’s quest to kill rats/mushrooms in basement, it might make sense if this sole room can spawn rats/spiders at a higher rate than usual/ or same, then have the player ‘find’ (x) number of rats to kill after picking up pots inside room from the ‘infestation’. Having the player retrieve the rope from this room seems almost unnecessary unless the rope would’ve either: appeared after all the baddies were killed, or if a rope-type item were to be implemented later in the game for players to escape a dungeon, water well, etc. ALA pokemon, stranger things :p
Picking up a bush/pot regardless of the player’s gender will use the female ‘grunt’ sfx (intended?)
Walking with a bush/pot above your head makes you silent when you walk, without the walking sound effect (intended?)
“Getting Information” quest doesn’t show an exclamation on map of where to find Daisy to talk to her (also don’t know if intended)
“The Apothecary’s Endorsement” should either state which specific potion to equip into hotkey to be able to finish quest, or allow player to equip any potion/elixer/drink/food
Would like the hotkeys to show the quantity of potions available in inventory where useful for certain items where like Potions, food, etc
Would like a coin-like or similar sound effect when selling item, another sound effect for buying
Would like a gani for drinking potions, similar items
Possibly have rare items drop very rarely from apple/fruit trees with other players able to pick them up? (bird eggs for potential quest, golden/enchanted fruit/fruit of knowledge from Wisdom Tree, etc) could entice determined players to keep whacking those never-lonely things :p
After dismounting and getting off from mount, using a sword/gun by pressing a hotkey will still swing the sword, but the player’s avatar won’t appear to be wielding or view a sword as equipped (hidden without it’s wield gani)
Equipping a weapon, etc from hotkey while on a mount will still act like the mount is still “equipped” or being used as the active item
Could also add the ability to dismount from using the associated Hotkey (if set to a mount), clicking s/d keys on pc, in addition to the existing dismount button on top left
Maybe the ability to literally tie a mount to a mount/horse rack where available, system to only carry around one mount at a time with a house/stables, possibly with multiple rooms for players to house their unused mounts
Consider a Bakery or similar with needed grinder inside, for Wheat to be made into Flour (pie crusts for berry/human pies, bread, cornbread etc.) introduction of wheat also brings addition of new foods like cereal/oatmeal, cookies, noodles/pasta? Flour can also be made without a new tool, just wheat + water + hammer?
Maybe even an Ice Cream shop, also containing its own specialized tools to make cream/butter after gathering Milk from cows, something to make sugar from honey unless involving the use of an oven or the Bee Keeper’s house, and something to make ice from water or to chill all the ingredients (or second use of the fridge?)
Ingredients such as pepper, chocolate, vanilla, etc. can be chosen to be made rare/only attainable from stealing from fridge, behind counter/broken crates from rooms inside rat holes, or bought at market
A tropical-like island can be considered to be home to more exotic fruit like bananas already in the game, etc. with possibility of catching crabs and lobsters
Since the server seems to have some emphasis with Glubs, water, and possibly their own special story with Delteria, it brings a potential opportunity to create a city inhabited by Glubs, or similar npcs (perhaps their enemies?) to an Atlantis-like place, possibly underwater, or an advanced city resembling what Atlantis would be like :p
Levels of farming that can raise the max number of berries/related that player is able to pick up (1-5) depending on level? Players with a high farming level can still pick up x1 berry, but will now have a chance to pick up x5 berry, or higher chance to get x5, etc berry when level keeps rising?
I’ve also been able to accumulate over 900 blackberries from just casually slashing bushes over a period of a few days, a similar system to farming can limit that, or have wild black berry bushes only having to drop berries at a chance (or when sparkling)
I’ve been trying to catch every butterfly i’ve run across in the server, and Blue Butterflies are definitely more common than White Butterflies (labeled Common) 52 blues to 32 white butterflies
Bombs (300) are also commonly found (intended?) and Human meat (207) to Goblin meat (34) (human/goblin share the same attributes, disregarding their monetary value that i haven’t checked, also intended?)
Would obviously like more refined bases with their own characteristics eventually
Possibly an elite Guard/Statue/etc. npc can appear during guild forts to either defend/attack every so often. Or this npc can also be made to rarely spawn (or every x hours), and separately take a role as a ’Boss’, attacking both defenders and attackers while dropping a quest gem from earlier post or similar quest/loot item for everyone attacking it.
Reason for the npc, being either a hindrance if it only attacks certain players, or annoyance if it drops something rare, experience points, would be one way to make a fort seem more dynamic and can possibly also balance out whatever odds from a guild taking control of a fort for too long
One potential area for particular water-based baddies, glubs, etc is the area under the Lighthouse made accessible by swimming there, isles of shallow water like this can be expanded horizontal to lighthouse or similar area if baddies were to be added
With the first two goblin quests that sends the player to kill goblins in particular cave, consider raising the quantity of goblins needed to be killed, the goblin caves could also be revised to look less like a generic cave
Would like more areas like this eventually possibly with multiple floors inside, with as special sites to find particular baddies
Some bee hives are located in areas where water isn’t accessible for players to hide in once a hive is attacked, maybe consider a bug spray item
When viewing headstones in the graveyard/cemetery by the church above Docks, the prompt displayed for that npc doesn’t disappear right away when leaving the stone and doesn’t disappear until you walk far from it. Npc’s displayed could also be dressed accordingly in time :p
When a card game has finished, the prompt of Victory/defeat doesn’t disappear right away until player clicks on it (intended?)
Consider an acceptable cooldown system for guns, with different guns having different cooldown/reload times, as Spells costs players Mana and could balance the classes, might also better distinguish guns from bows, any future bows
Maybe a stamina bar or system that shows solely for mounts, bows, guns, etc
Would eventually like a experience bar to show you how close you are to leveling up in UI unless one already exists that i’m not aware of, tutorial quests can also better explain this and other UI elements for new players at the start of the server
Having played the server for a full week now, I’ve been slower to find newer bugs that i’ve come across, but I think we listed most of the bugs commonly encountered from a normal playthrough. If i’ve yet to discover an area or try something, just let me know, and obviously testing the server on a touch device will also be different. Development is obviously still ongoing every single day, with newer things being added and changes being made. some or most of the bugs or concerns being posted haven’t been addressed yet, and it wouldn’t upset me as long as those whom are part in dev do look through these lists with free time, to see what can be fixed or which ideas can be explored or should be debated internally on, eventually

My posts aren’t meant to resemble any type of negative criticism btw! <3 , these usually come out of boredom or any positive thoughts i have with this server the more i play and realize it's potential, or how large it could become when tons more start playing, especially with more help or hours put in from devs (: i’ll still be coming up with lists and bugs or any ideas i encounter, not sure if i should be editing my other posts to show which things have already been addressed or fixed. feel free again to discuss any points brought up